STA-TFC 5on5 - Rules
 
STA TFC 5on5 Rules

I. Introduction
A. Preamble
B. Definitions and Abbreviations
C. Respect for Administrators
D. Comments and Suggestions
II. Scheduling
III. Joining The League
A. Application Requirements and Procedure
B. The Screening Ladder
IV. Movement Between Divisions
A. Movement to a Higher Division
B. Movement to a Lower Division
V. Clan Membership
A. Ringers
B. Multiclanners
VI. Servers and Settings
A. Server Choice and Suitability
B. Configuration and ETANA2
C. Server-Side Programs
VII. Match Play
A. Match Preparation
B. Pre-Match
C. Match Play
D. Server Crashes
E. Overtime
F. Reporting Scores
G. Forfeits
VIII. HLTV
IX. Personal Demos
X. RingerFree
XI. Account Sharing/Login Sharing
XII. Sportsmanship: Expectations For Clans and Individuals
A. Cheating
B. Malicious Internet Attacks
C. Bugs and Exploits
D. Blocking
E. Questionable Tactics
F. MM1
G. Max Defense & O vs O
H. Bunnyhop and Chop-hop
I. _special
XIII. Map-Specific Rules and Exceptions
A. 'Unusual' Maps
B. 6v6 Maps
C. Progressive-Scoring Maps
D. tiger
E. 2chemicalv2
F. push
G. wolteg- and push-type maps
H. haste
I. 55
XIV. Disputes
A. Submitting a Dispute.
B. Dispute Resolution
XV. Punishment
A. Clan Strikes
B. Personal Strikes
C. Permanent Bans
D. Clans Returning to the League
XVI. Rule Updates


I. Introduction

A. Preamble

These rules are designed to promote fair play, and to create a level playing field for all clans. It is the responsibility of all clans participating in STA-TFC 5v5 to know and follow these rules; ignorance is not an excuse. While much thought has been put into these rules, and they are designed to be both thorough and comprehensive, it is not possible to cover all contingencies; as such, the STA admins reserve the right to make individual rulings on a case-by-case basis.

B. Definitions and Abbreviations

The following terms are used throughout the rules, and are defined as follows:

  • Host(ing) Clan: The clan on whose server the match is being played.
  • Non-Host(ing) Clan: The other guys. (duh.)
  • SL: Screening Ladder. All clans new to STA TFC 5v5 are initially placed in the Screening Ladder.
  • TF: Technical Forfeit. A match which has been recorded as a TF has no bearing on the record of either clan; it is as though the match never happened.

C. Respect for Administrators

STA staff members put in a lot of hours so that you may enjoy this league. As such, an admin should be accorded the respect of his/her position when that admin is performing league-sanctioned duties. Clan members should respond appropriately and courteously to all league-related questions posed by an admin in any electronic media, be it on IRC, in e-mail, or on league discussion boards. Perhaps most importantly, do not ban admins from your IRC channels, as it significantly hampers their ability to do their jobs. Any clan doing this faces the possibility of clan strikes and suspension.

If you have a personal concern or problem with a particular admin, or believe an admin has acted inappropriately, send an e-mail to Bookrat and/or CaptBucky. If you have a problem with Bookrat or CaptBucky, contact the STA Senior Admins (found on the contact page).

D. Comments and Suggestions

If you have any questions, comments, concerns, or future map requests, please contact Bookrat or CaptBucky.

II. Scheduling

Matches for STA TFC 5v5 are played on Tuesday night at 9:30PM Eastern Time. Clans may only reschedule the time and day if both agree and it is approved by the appropriate division admin. Rescheduled games are to be played on or before the originally scheduled date and time; postponing to a later date will not usually be allowed, except in special circumstances (e.g. a STEAM update that affects both clans, or a significant portion of the player population).

Schedules are posted when the Ladder Admin gets them done; this can be as early as Wednesday evening, typically Thursday/Friday, or as late as Saturday in unusual circumstances. All schedules are made at the ladder admin's discretion, but matchups are usually decided based on the following factors:

  • Current win/loss streak.
  • Current rank (win/loss record).
  • Previous opponents. The STA will try to schedule opposing clans that have not played in the previous six weeks.

Forced byes may be necessary in the event of an odd number of active teams. Please do not complain about it, because eventually it happens to everyone. Clans may request a bye any time by contacting their division admin before the next week's schedule is posted; requests made after this point may or may not be granted (but we'll usually try). If your clan requires an extended leave, you should contact an STA administrator to place you on inactive status.

Title Shots are typically awarded to the two clans with the longest winning streak, regardless of their relative ranking within the division; the winner of the title shot will go on to play the division's reigning champion in a Title Match. Note that the Ladder Admin may choose not to schedule a Title Shot in certain circumstances.

Clans may always agree to play a different map if both sides are amenable. In fact, clans may agree beforehand to alter almost any rule on this page, but such an agreement should be well-documented, and (ideally) witnessed by an admin.

If you have a problem, or see an error in a posted schedule, please contact an administrator in a timely manner.

III. Joining The League

A. Application Requirements and Procedure

In order to join STA TFC 5v5, clans must have a registered IRC channel on the #gamesurge network. This gives opponents a place to contact you and exchange match information, and admins a place to go to find clan members if the need arises. It is preferred that a clan also have a web page with some history and information, but this is not a requirement. Also, it is strongly recommended that clans possess a server on which to play matches, as it demonstrates the clan's commitment to playing together as a team. Clans without a server will have to play all rounds of all matches on their opponents server, which could lead to ping/choke imbalances... and if the opponent also has no server, then both clans could to have to forfeit the match if a location cannot be found.

Once the requirements are met, and you have read the information section of the STA TFC 5v5 web page, the next step is to fill out an application and submit it. Once the app is submitted, sign up on the STEAM ID Roster page, and post a roster of at least seven players; this step must be taken before a clan will be accepted. Clans who do not have a valid roster posted within three weeks of submitting their application may be removed.

Once a clan has fulfilled all of these requirements, it will be placed in the Screening Ladder and added to the schedule.

B. The Screening Ladder

The purpose of the Screening Ladder is twofold:

  • To ensure that clans are organized and ready to play in STA TFC 5v5, and
  • To assess a clan's capabilities so that they may accurately be placed in ladder commensurate with their skills.

As with all other divisions, RingerFree and HLTV are required for all Screening Ladder matches; clans that do not do this may be kept in the SL until they demonstrate that they can. Clans that forfeit any part of a match in the Screening Ladder shall be promptly removed from the league, and may not reapply for at least six weeks; forfeiting in the SL shows that you are not ready to commit to playing in STA TFC 5v5.

Clans must play at least three matches before they are eligible to move out of the Screening Ladder. (Note: forfeit wins do not count towards this total.) It is expected that clans will play up to their full ability so that they may be placed accurately; any clan suspected/reported as deliberately playing under their potential so as to start in a lower division may be kept in the SL longer, or may be removed from the league entirely.

On leaving the SL, ladder placement is based on an analysis of the clan's roster and their performance in the SL. Despite our best efforts, mistakes in placement can happen; if it becomes apparent that a clan's skill level is not well-suited to the division in which they were placed, the admins may move them to a more appropriate division.

Clans with a significant TFC history and known performance-level may, at the discretion of the STA Admins, shorten their stay in the Screening Ladder or bypass it completely. (Note that clans must use the same players on their Official Roster for STA 5v5 as they have in other TFC divisions in order for this to apply.) Clans returning to STA TFC 5v5 after a prolonged absence may be placed directly into their former division, or may be required to go through the Screening Ladder again if their roster has changed significantly.

IV. Movement Between Divisions

Division assignments are not static. Clans may move to a new division based on certain factors listed below. If a clan changes division, it keeps its win/loss record for STA, but has a separate record for the new division.

A. Movement To A Higher Division

There are several ways to move to a higher division:

  1. Clans who win the title for their division and defend it for one week will automatically move up to the next higher division.
  2. Clans attaining a +/- of +7 in their division will automatically be moved up to the next higher division.
  3. Clans may request a transfer to a higher division. This will almost always be granted.
  4. Admins may always move clans to higher divisions without a request if it is seen that their level of play is significantly above the level of play shown by the majority of clans in their current division.

B. Movement To A Lower Division

There are several reasons that a clan may be moved to a lower division:

  1. Clans attaining a +/- record of -7 in their division, or amassing a streak of 6L, will automatically be moved down to the next lower division (assuming there is one).
  2. If the admins decide that the divisions are appropriately balanced in terms of numbers, one clan may be moved to a lower division on the occasion when a clan from that division is moved up. In such instances, the clan with the worst +/- ratio will be moved down; if there are two such clans, the clan with the fewer games played will be moved.
  3. Clans may request a transfer to a lower division. Clans must have played at least five matches in their current division before any such request will even be considered. Without a +/- of -3 (or worse), or a streak of at least 4L, it is very unlikely that admins will agree to move a clan unless strong evidence can be given as to why it is in everyones' best interest.
  4. Admins may always move clans to lower divisions without a request if it is seen that their level of play is consistently and significantly below the level of play shown by the majority of clans in their current division.

V. Clan Membership

The STA will not tolerate ringers or multi-clanners.

A. Ringers

Definition: Any person playing for a clan in an STA 5v5 match who is not on the official roster of that clan will be considered a ringer. STEAM IDs are the determining factor here; it does not matter what someone calls themselves as long as the STEAM ID is on the Official STA TFC 5v5 Roster.

All clans (including those in the Screening Ladder) must keep a roster on the STA site. Players who are not on a clan's Official Roster may not participate in a match unless the opponents explicitly agree to it beforehand. Such agreement should be explicitly recorded by the opposition so that there is no question later; possible methods are by saying so during the prematch while HLTV is recording, sending a pm to an admin, stating it publicly in #sta-tfc5v5, or anything else that gets the job done.

RingerFree is mandatory during all STA TFC 5v5 matches, and it is set to kick anyone not on the official roster, but even if it is not running (or for some reason is not functioning properly), any non-rostered player may be asked to leave during the prematch of either round if no agreement was previously reached on the use of this player. If this is done, the affected clan may ask for one additional prematch-restarts to replace the non-rostered player. Any non-rostered player joining in the last 60 seconds of the prematch, or after the prematch is over, is grounds for automatic forfeiture of all points earned during that round.

New players may be added to your Official Roster until 24 hours before scheduled match start, after which rosters are locked. Admins will not add a player to your roster after this, so don't even bother asking. The onus is on you to ensure that your roster is complete and up-to-date.

All roster transactions are logged, so we know if someone was added or deleted, and by whom. Also, it allows us to track movement of one person among various clans... and having people join and leave excessively looks very suspicious.

B. Multiclanners

Definition: A multiclanner is defined as any person whose STEAM ID appears on the Official Roster of more than one STA-TFC 5v5 clan.

Clans adding new players are responsible to ensure that the player is not already on any other STA 5v5 roster; failure to do so will not be considered grounds for leniency.

Standard punishment for using a multi-clanner is one clan-strike. The clan will also forfeit the most recent match in which they used the multi-clanner; they may also face forfeiture of other matches during the timeline in which the multi-clanner was on their roster. Furthermore, the multi-clanner will receive at least one Personal Strike and appropriate suspension.

Occasionally, a player will leave one clan to join another, but has difficulty getting removed from the first clan's roster. In such cases, the player should write an e-mail to the leader(s) of the original clan asking to be removed, including a cc: to the division admin, the head admin, and the co-admin. If the player is not removed from the roster within a reasonable period of time after this is done, then and only then will the admins step in. An admin will remove the player from the roster, punitive action will be taken against the clan that refused to remove him.

Note that STA TFC 9v9 uses a different, non-overlapping roster system from STA TFC 5v5. It is acceptable for someone to play with one clan for 9v9 play, and another clan for 5v5 play even if their 9v9 clan also competes in 5v5 as long as they are on one and only one 5v5 roster.

VI. Servers and Settings

A. Server Choice and Suitability

Each clan chooses where one round of play takes place. The higher-ranked clan gets first choice on which round will take place on their server; the lower-ranked will get color choice during that round. For the round that takes place on the lower-ranked clan's server, color choice goes to the higher-ranked clan. If clans opt to play both rounds on the same server, they should swap colors between rounds. The hosting clan is always responsible for running HLTV and RingerFree.

All servers must have the correct map version -- that is to say, the version of the map located on the STA-TFC files page along with any and all corresponding entity updates also located on the files page. Any version of the map not updated with the entities located on the STA-TFC file page is NOT the correct map version.

Servers must be in the continental United States or Canada, unless both clans agree to a foreign server.

Servers must be dedicated TFC servers; listen servers are not acceptable. Cable servers are not allowed under any circumstances. DSL servers may only be used if there is no other server available to either clan.

Servers must be set to create logs for matches (turned on in the official .cfg file), and match logs must remain available for at least two weeks. If a server log is requested by an admin and it is not provided for any reason, the responsible team will lose all points for that round and may be given a clan-strike. Clans are required to exchange server logs if requested by the opponent, but are allowed a reasonable time (up to 24 hours) to collect them. STA strongly recommends the use of the Blarghalyzer TFC Game Server Log Parser as a quick and easy way to exchange this data.

Servers must be able to reasonably handle the bandwidth and CPU load of a full 10-player game (12-player game, in the case of 6v6). STA has the final authority in determining what is or is not reasonable. If you have a chronically bad server that receives multiple complaints you may be asked to find a different server for official STA matches.

It is not acceptable to force a clan to download multiple files in order to play on your server (e.g. custom entities, custom .wav files, etc.) unless those downloads are approved by the STA 5v5 administration (e.g. an anti-cheat client program). A clan may refuse to play on a server that demands multiple downloads.

B. Configuration and ETANA2

Use of the STA server configuration file and STA map is mandatory (although any of the default config settings may be changed if both clans agree). If any of the settings are not correct, the non-hosting clan may refuse to play the round on that server, and may instead insist on that round being moved to their server. If no alternate server is available, the non-hosting clan can either wait until the problem is fixed, agree to play with the existing configuration, or inform the admins of the problem in which case the match will be marked as a Technical Forfeit. In the event of a dispute, the STA has final authority.

All servers used in official STA TFC 5v5 matches are required to run ETANA2. ETANA2 is a plugin for metamod that prevents the use several things that are illegal in STA 5v5, including: exploits (axe1.wav modifications, fullupdate, cl_lw); customized explosion sprites (i.e. clear explosions) and heavily modified tracer values; scripted use of _special; and several other things that are illegal in STA TFC 5v5.

Metamod version 1.19 or higher (available at http://metamod.org) must be installed on the server in order to run ETANA v2. Installation instructions (ETANA2_InstallInfo.txt) and the server-side files (etanaloader_mm.dll (for windows), or etanaloader_mm_i386.tar.gz (for linux)) are all available on the STA TFC 5v5 Files page.

It is the hosting teams responsibility to ensure ETANA2 is installed and functioning. The visiting has the right to request moving to a server that is running ETANA2 if they find that the hosting clan's server does not have it installed.

There is currently only one class restriction in STA TFC 5v5; Heavy-Weapons Guys are restricted to one.

Note that spectators are turned on in the official .cfg file: this is so that admins and/or match broadcasters may view the game. Clans are not allowed to use spectators without the explicit pre-agreement of the opponents.

C. Server-Side Programs

All servers must have VAC enabled. Non-VAC anti-cheat programs such as HLguard shall be allowed, but they may ONLY announce or record suspicious activity, not kick or ban. If for some reason the program announces something, a screenshot should be taken, and the round must be finished. DO NOT leave the server; finish the round, then speak with an admin.

The program admin-mod shall be allowed, so long as all admin mod commands that affect other players are set to publicly announce their use. Anyone caught abusing admin-mod shall be punished severely, with the minimum being a strike. IMPORTANT NOTE: the default configuration for admin-mod is to kick people for mm1 or mm2 spam. Fix this! If it happens during a match, the clan that is running the server may be subject to penalties.

VII. Match Play

A. Match Preparation

All clans are expected to be ready to play at the default time. Clans have 15 minutes after the default time (or the mutually agreed-on time in case of a rescheduled match) to join the server. Failure to comply will result in a forfeit. Under extraordinary circumstances that affect a significant portion of players in the league, STA may allow an exception.

Clans are encouraged to contact their opponent before Tuesday to discuss servers, passwords and other settings. Waiting until the last minute is not advisable to have a smooth evening with your match.

Clans should have an active representative in #sta-tfc5v5 at least 15 minutes before match time. Said representative should be wearing your clan tag and have access to the server IP and password information for the evening. Any clan having difficulty in either contacting their opponent or exchanging IP/Password information must have such a representative, and should ask in-channel for their opponent's representative. Failure to have a representative in #sta-tfc5v5, should a problem arise, will result in a marked decrease in sympathy and flexibility from the STA admins that will be called on to make a ruling.

B. Pre-Match

In maps where it is possible to leave the respawn during prematch, the following behaviours are not permitted:

  • Entering the enemy base
  • Attacking enemy players in any fashion
  • Setting detpacks anywhere outside your own respawn
  • Dropping long-acting grenades outside your own respawn whose effects last past prematch end
  • Creation of any buildables (e.g. teleporters, SGs, dispensers) at any location
  • Any other similarly inappropriate or disruptive actions
Violating these rules will be grounds for a dispute. If the dispute is upheld, standard punishment will almost certainly include a personal strike for the offending player(s) in addition to any other punishments.

It is acceptable to "die" in a certain place so that your pack may be used by engineers.

C. Match Play

Either participating clan may refuse to start the match until no later than 15 minutes after game time. At this time the official prematch starts, or the late clan is subject to forfeit. If, at the end of this prematch, one side still does not have the minimum number of players required for an official match, the match is considered forfeit and must be reported as such.

Once a match has started, the visiting clan may halt play any time up to the 15-minute mark (prematch + 15 minutes) if they notice that there is a problem with any server setting, or if there are map issues (e.g. the map is not the same as the one on the STA TFC 5v5 site). After this time the round is considered legal, and only egregious errors will be entertained as part of any dispute.

Should the visiting clan decide to restart, the server must be reset to STA regulations and the match restarted at time zero. The scores from the aborted round are not counted.

Should a server variable be found to be incorrect after the match, or after the 15-minute time has expired, clans may bring it to the attention of the STA Admins. Please note, however, that an incorrect variable found after the 15-minute mark will not be considered grounds for action unless it had a significant effect upon the match.

After the first round of play is completed, clans may take a break of up to ten minutes. Clan leaders should use this time to exchange rd2 server information (if this has not already been done). After ten minutes, the hosting clan should start the prematch, or the non-hosting clan may request that the prematch be started (in which case the hosting clan must comply, or risk penalties/forfeit). Either clan is allowed one -- and only one -- restart of the prematch restart, but it must be requested in mm1 before the prematch is complete.

D. Server Crashes

If a server crashes unintentionally before the 15-minute mark (not including prematch), then the non-hosting clan may choose from one of two options:

  1. Restart that round entirely. Scores from the part-round are discarded.
  2. Restart the round and play the remaining time. Scores from both part-rounds are added together and submitted as a single score.

If a server crashes unintentionally after the 15-minute mark (not including prematch), then the non-hosting clan may choose from one of two options:

  1. Restart the round and play the remaining time. Scores from both part-rounds are added together and submitted as a single score.
  2. Add the remaining time to the length of the next round. Scores from the part-round are submitted as the final scores for that round.

Please do not leave the server without speaking with the other team, as communication is vital in solving problems. Clans are encouraged to find a mutually acceptable solution; if none can be reached, an STA official will issue a ruling.

Any rounds of non-standard length will have to be played without RingerFree, see the RingerFree section for details.

E. Overtime

Ties are not allowed in STA TFC 5v5. If the sum of both teams' scores in rounds one and two are equal, the match will head into overtime.

Clans can usually agree to change any rule, if both are agreeable; overtime is a special case. STA TFC 5v5 requires it be played exactly as specified in the rules. Clans cannot negotiate a different method of overtime play.

There are two types of overtime: full-round, and sudden death.

Sudden Death Overtime is the most common type of overtime round, applying to all maps not listed below. FIRST SCORE WINS THE MATCH, at which point the round is ended immediately. (A 'score' is defined as the first event to change the score to put one team ahead.)

Full Round Overtime applies ONLY to the following maps: avanti, bahsnah, canalzon, cz2, enclave, flagrun, fry_laser, gleadhraich, pipezone, tempest (all versions), tiger, warpath_l. Clans play a complete overtime round; the team with the highest score when the round ends is is the winner of the match.

All overtime rounds are fifteen minutes long, and the map is the same as was used for regular play. The higher-ranked clan may either choose which color to play, or which server to use; the lower-ranked clan gets first choice on the remaining option. The first OT round is played 5v5. If the score is still tied at this point (i.e. neither clan has scored in Sudden Death OT, or both clans have scored equally in Full Round OT), then a second round -- played 4v4 -- will take place. In this round, the lower-ranking clan gets the first choice of server or color. If this second OT round still results in a tie, play continues in this fashion (alternating server/color choice, and dropping one player per OT period) until the tie is broken. If two teams somehow manage to tie again when playing 1v1, then an administrator will arrange a special match to break the tie.

6v6 maps have slightly different rules for OT. See the section on 6v6 maps for specifics.

NOTE: RingerFree will try to re-set the mp_timelimit variable if it is changed for overtime, so clans should not run RF during OT rounds. All the usual roster rules are, however, still in effect.

F. Reporting Scores

After the match is done, match results must be submitted using the form found under 'Operations' on the STA website. (In case of difficulties, clans may also report scores by sending an e-mail to their division admin, with a cc: to the head admin.) When reporting scores, the Home clan is the one listed first on the schedule, while the second clan listed is 'Away'. For example, if the listing read 'Clan A vs. Clan B' then Clan A is Home, Clan B is Away.

For the sake of accuracy it is good for both sides to report the results, but it is ultimately the responsibility of the winning clan to ensure that results have been submitted if they want their victory recorded. If the winning clan does not post match results by 9:30 pm Eastern Time on Wednesday, the match will be entered as a Technical Forfeit.

Deliberately mis-reporting a score for any reason is not acceptable. If discovered, admins may take action against the clan(s) responsible.

G. Forfeits

The STA has little tolerance for forfeits, as it wastes time and energy on the part of your opponents and the admins.

At 9:45 pm EST (or 15 minutes after the agreed-upon start time), the hosting clan is to start the official prematch; any clan that fails to have at least four players in the server by the end of this prematch will be considered to have forfeited. (If it is the hosting clan that is short, and they are refusing to start the prematch, an admin should be sought in #sta-tfc5v5). This will affect the record and rankings of both clans, counting as a Loss for the forfeiting clan, and a Win for their opponents. Forfeiting a match will earn a clan one strike and a corresponding bye the following week (or multiple byes, if the clan already has one strike). Any clan that forfeits two matches close together might not be put on the schedule again until they assure their division admin that they are ready/able to play.

Any clan that fails to show up for round two of a match will be given a bye the following week. If a clan engages in this practice on a regular basis, their division admin may elect to award a strike instead of a bye. The non-forfeiting clan will be awarded as many points in round two as they earned in round one, while the forfeiting clan will be given zero; if this is not enough for the non-forfeiting clan to come out on top, the match will be recorded as 'Win by ruling' for the non-forfeiting clan. The only exception to this is where one clan refuses to play round two due to rulebreaking behaviour by the other in round one; in such an instance, the non-attending clan must file a dispute outlining their complaint. If the dispute is upheld, no punishment will be levied against them.

If both teams in a match forfeit, the match will be declared a Technical Forfeit and no action will be taken. These clans might be matched against one another the following week.

If a clan knows in advance that it will have to forfeit, this information should be conveyed to their posted opponents, and to an admin. Once this is done, the forfeit will be marked as official, and cannot be undone. If no such official notification is given, the match is still considered 'live' until one the end of the 9:45 pm official prematch (noted above). If notification arrives far enough in advance that another opponent can be found, however, the forfeiting clan will be given a bye instead and no penalties will be levied.

To report a forfeit (either a full match or one-round forfeit), follow the same procedure as you usually would for reporting the match, but mark the scores for all forfeited rounds as 0-0 and indicate what happened in the comments section.

Extenuating circumstances will be taken into consideration on a per case basis.

VIII. HLTV

The STA requires that an HLTV demo be made for all rounds of match play, including overtime. This demo will be used by the administrators to aid in dispute resolution and in cheat detection. It is required that all clans use the official configuration file for their HLTV proxies, which may be found under the files section.

The responsibility for recording HLTV demos rests with the hosting clan. If a clan is unable to run HLTV, their opponents can insist that play be moved to their server, provided that they ARE able to host HLTV.

The clan running HLTV is required to give the IP (and password) of the HLTV proxy to their opponents. The hoster of the proxy is also required to have at least 2 spots open, one for each team. The proxy may be passworded to deny anyone else access except one person from each clan. This rule does not mean that other spectators are prohibited, of course, but please realize that if your connection becomes overloaded, you may not use it as an excuse not to run HLTV.

If HLTV disconnects or crashes, the non-hosting clan may require that play be stopped until such time as HLTV returns. At this point the round is restarted as follows:

  • If the round is less than 15 minutes old, it is replayed in its entirety. All scores from the part-round are dropped.
  • If the round is more than 15 minutes old, play continues for either ten minutes or the amount of time remaining in the original round -- whichever is greater. Scores for both partial rounds are totaled and submitted as a single score.

Clans are required to keep HLTV demos on file for two calendar weeks after the match date, after which time they may be deleted. This demo must be turned over to admins upon request; failure to do so may lead to punishment.

Clans are required to turn HLTV demos over to their opponents within 24 hours if the opponents request a copy.

Please note: it is the responsibility of non-hosting clan to notice that HLTV is not present. Under no circumstance will an admin consider a "no HLTV" dispute if the visiting clan takes no action when the proxy disconnects, or if they fail to mention its absence.

IX. Personal Demos

Each and every player participating in an STA 5v5 match must make a personal demo for all rounds they play, including overtime. This demo will be used by the administrators to aid in dispute resolution and in cheat detection/prevention. Players are required to keep personal demos for at least two calendar weeks, after which they may be discarded.

Unlike HLTV demos, clans are not required to turn over personal demos to anyone except STA Admins. These demos may be requested in case of a dispute, or they may also be requested randomly as spot-checks.

Failure to turn over a personal demo when requested by an STA Admin as part of a dispute investigation will result in the player's clan forfeiting all points for the round(s) in which he played, as well as a personal strike for the player in question, including commensurate penalties. If two or more players from one clan fail to turn over personal demos for the same match, in addition to individual punishments the clan will also receive a clan-strike. Failing to turn over a personal demo when requested by an STA Admin as part of a random demo check will result in the player receiving a two-week suspension for a first offense, and personal strikes for each subsequent offense.

If a player cannot record personal demos, they are required to let the admins know BEFORE the admins request a demo from them; telling the admins at the time that a demo is being requested will be treated as above. "It makes my computer lag," or "My framerate drops when I record," are not acceptable reasons not to record a personal demo.

X. RingerFree

RingerFree is a program that will announce, kick, and temporarily ban anyone whose STEAM ID does not appear on the Official Roster of either clan, or on the official Exemption page (used for things like league admins and broadcasters). It is also set to kick anyone who appears on the Banned Players page. Besides that, RF also serves another purpose in that it maintains and enforces a list of acceptable CVARs for the league. Use of RingerFree is mandatory in STA-TFC 5v5 matches.

Clans must use the latest relevant version of RingerFree; if the tool is updated with a new major release or minor revision, admins will advise if this requires a new download through a news item on the STA-TFC 5v5 site. RingerFree is available from EnemyWithin's webpage.

RingerFree requires admin priviliges on the server (via 'rcon' password), so it is the responsibility of the hosting clan to run RingerFree. That means that if one clan runs both rounds on their server, then they must run RingerFree both rounds too.

Visitors must exercise some responsibility to ensure that RingerFree is running; this can be done either by a direct question during the prematch ("Is RingerFree running on this server?") or observation of the messages that RingerFree periodically makes in the server. If the hosting clan ignores multiple questions (a single question can easily be missed), or answers falsely, or turns off RingerFree at any time after it is witnessed as running, they will be awarded one clan strike and the match may be overturned.

In the event that the hosting clan cannot (or will not) run RingerFree, the visitors may insist that play be moved to their server. The hosting clan forfeits the right to host a round on their server.

Failure on the part of either clan to ensure that RF is running constitutes tacit agreement of its absence, and will affect any 'non-rostered player' disputes (see below). Clans may, however also agree explicitly not run RingerFree. This should be acknowledged in-game during the pre-match by both sides, just in case there are any arguments about it later.

In the event the admins receive a 'non-rostered player' dispute, they will rule as follows:

  • If the dispute is entered by a visiting clan who made all appropriate efforts to ensure that RF was running, the hosting clan will receive one clan strike. If the visitors lost, the match result will be changed to "No Clan Wins", and records changed appropriately. In the case of a title-related match, the disputed clan will move forward.
  • If the dispute is entered by the hosting clan, or by a visiting clan who did not make the appropriate effort to ensure RF was running, the admins will examine the evidence and may take action, depending on the severity of the issue. (A transposed number in a STEAM ID, for example, is not grounds for serious punishment.) Standard punishment in such a situation is one clan strike; match results will not usually be overturned or nullified.

Since RingerFree will kick any non-rostered players, it must be disabled to accommodate any mutual agreements on non-rostered players. RingerFree must also be turned off during any rounds of non-standard length (e.g. overtime rounds, or partial rounds due to server crash) as it will try to change the 'timelimit' variable to 35 minutes. Any clan caught abusing this absence by using a non-rostered player will immediately forfeit the match, and will be subject to other penalties. Even in such rounds clans may use the rules found under the Clan Membership section to ask opponents to remove non-rostered players.

XI. Account Sharing/Login Sharing

The term "Login Sharing" is defined as giving out the username/e-mail and password associated with your STEAM Account to a third party to whom the STEAM account does not belong. This practise is a violation of the STEAM Subscriber Agreement.

The following policies apply to Login Sharing:

  • If the login sharing was with a banned player, and the sharing occurred on or after October 5th, 2005, the provider will be added permanently to the ban list themselves regardless of the situation in which the login sharing occured.
  • If the Login sharing was with a non-banned player, and the sharing occurred in a league that has policies against login sharing, and the information was used to allow a non-rostered player to participate in a match, then both the provider and the user of the ID will receive a six month timed ban.
  • If the Login sharing was with a non-banned player, and the sharing occurred in a league that does not have policies against login sharing, and the information was used to allow a non-rostered player to participate in a match, then both the provider and the user of the ID will receive a three month timed ban.

Although the sale, transfer, or gift of SteamIDs to a friend or family member also violates the Steam Subscriber Agreement, it is not in and of itself a bannable offense. If you choose to give your account information to a third party, however, it is in your best interest to notify the leagues in which you play that you have given away that SteamID and no longer have access to it. Barring such notification, the league will assume it still belongs to you should any issues arise while someone is using it.

May these rules be incentive never to share your login with anyone, and never to accept or use the login information of another player. If you are unsure of the security of your account, we advise you to change your password immediately.

XII. Sportsmanship: Expectations For Clans and Individuals

Any exceptionally offensive conduct (including but not limited to: cheating, malicious Internet attacks, using bugs or exploits, switching teams to disrupt opponents, abuse of rcon/admin_mod/etc., and server crashing) during match play is prohibited in STA. The STA has final say over the definition and scope of unsportsmanlike conduct, as well as any applicable punishment.

A. Cheating

By joining an STA roster, a player agrees not to use a hack in any of the following: unlocked public servers, pickups, scrimmages, or any competitive environments (such as 2v2, 3v3, tryouts, practice, etc). Players who cheat in these situations will be banned from STA. The useage of a hack is defined by merely having it loaded, not necessarily having any individual part of it enabled. The only situation where a hack is allowed is for testing purposes on a locked server where other players on the server know that it is being used.

A hack is defined as any sort of external program or in-game command that modifies player attributes or otherwise significantly alters the gameplay. This includes, but is not limited to: wallhacks, aimbots, 3rd person view, anti-conc, timerefresh exploit, and proximity dets.

3rd-party utility programs/hooks/OpenGL wrappers are also illegal for use in STA TFC 5v5 matchplay. This includes Darkies, sparky's, Nemesis, anigl, and any other program of this kind. If there is any question in your mind as to whether or not what you intend to use might be illegal, ask an admin first; clemency will not be granted retroactively.

If you suspect someone of cheating, notify an STA official at any time; unlike most disputes, there is no 'time limit' before which you must register such a suspicion. When doing so, please supply all available proof, including screenshots, demos, and/or server logs.

B. Malicious Internet Attacks

Nuking, hacking, DOS attacks, ping-bombing, spamming or crashing a match server, or any other form of malicious attack will not be tolerated. If a clan continues to be the cause of problems, they will be removed from STA. Adequate proof in the form of screenshots, demos, and server logs must be provided to the STA.

Please note that STA TFC 5v5 admins neither monitor nor claim jurisdiction over a clan's individual IRC channel. If someone is causing a problem in your channel, you may ban them at your own discretion. If you face them again, you may exchange server info in #sta-tfc5v5.

C. Bugs and Exploits

Actions that significantly and unfairly change the structure and/or goals of a map or the engine of the game are considered illegal for STA match play, as are the abuse of map exploits. Use of cl_lw or cl_lc with any value other than 1 is considered an exploit, and is therefore illegal in STA 5v5. Carrying a flag through a teleporter in ANY fashion is considered an exploit. General map exploits (e.g. throwing a nailgren into a thin texture) are always disallowed; specific map exploits are listed in the section on Map-Specific Rules and Exceptions

If you have a question about a map bug/exploit, contact an STA admin for approval before you use it in an STA match. (Be prepared to reproduce it for the STA administrator.) Be aware, however, that the STA may reveal this exploit/bug to the public if it is deemed acceptable, in an effort to prevent future conflict and maintain fairness.

D. Blocking

Sentry guns, dispensers, and other objects can make very effective barriers when placed in narrow passages and hallways. This practice is not prohibited by the STA but does need to be clarified.

Definitions:
Blocking - obstructing a passage or area with an object.
Mover - any object on the map that moves, including doors, elevators, lifts, moving platforms, moving grates, teleporting device, etc.

Blocking a normal hallway is allowed on any map played in STA. Blocking a mover is NOT allowed. Movers must be allowed to operate in a normal fashion. Blocking any mover (preventing it from operating correctly) with ALMOST ANY object (including but not limited to sentry guns, pipes, detpacks and dispensers) is grounds for a forfeit loss. Obviously, placing pipes on an elevator is legal as long as those pipes do not prevent the elevator from operating correctly. 'Blocking' applies only to objects, not players.

Example: It is allowable for a player to stand on an elevator and keep it in one position. It is also allowed to have someone 'run the lifts' (e.g. running back and forth between the elevators on 2mesa3) so that they are always moving.

E. Questionable Tactics

The following tactics are strongly discouraged in match play, and may result in a dispute being upheld if one is entered:

  • Placing sentry guns or offensively-used dispensers anywhere inside the enemy base, or just outside it.
  • Excessive spamming of enemy respawn when there is not a defensive emplacement in the immediate vicinity. (One gren2 is NOT excessive spam.)
  • Excessive use of multiple defenders who are simultaneously stationed in, or aiming damage into, the mid-map/'yard' area, unless your flag has moved to (or very near) the mid-map area.
  • Attacking players before they leave their own base or the immediate base-exit area, or aiming damage into the base itself when no players are visible, unless your flag has moved to (or very near) the location you are defending.
'Excessive' in these cases will be defined by the STA Admins if a dispute is entered.

Example: It is allowable to have people play defense anywhere on the map (up to Max D restrictions) -- yard, enemy base, whatever -- as long as you're in the immediate vicinity of the flag. If the flag is NOT nearby, you are restricted to one person positioned in or aiming damage into the yard, and no aiming damage into the enemy base or enemy doorways at all.

F. MM1

Any member of a clan is free to speak on mm1 during a match, subject to the following restrictions:

  • excessive, irrelevant comments may be grounds for a dispute.
  • any significant verbal abuse of the opposing team will be grounds for a dispute.
  • Racial slurs are completely unacceptable; even a single use of these will result in punishment for the individual, and possibly the clan.

G. Max Defense & O vs O

At no point during a match is a clan allowed to have more than three (3) players on defense.

For the purposes of this rule, the following players will be considered as a member of the defense:

  • an engineer who builds a sentry gun or dispenser anywhere on the map.
  • an offensive player who excessively engages in O vs. O behaviour against incoming enemies -- either directly (e.g. direct weapons-fire, thrown grenades), or indirectly (e.g. long-acting grenade effects whose sole purpose is to damage or slow down enemy offense).
  • an offensive player who stops heading towards his offensive objective to engage in a defensive action; e.g. a red O player turning to follow an blue O player into the red base (aka 'chasing'); or an O player significantly altering his route to intercept an outgoing flag carrier.
  • an offensive player who stops to defend a downed flag anywhere on the map.

These behaviours listed are not banned from STA 5v5 league play, except insofar as they put a clan over the defensive limit.

Example 1: Clan A moves Clan B's flag to the yard. On his way past, an offensive spy from Clan B's stops to drop some gas grenades on the flag. The sole purpose of this behaviour is to damage enemy offense, and to defend a dropped flag, so it would qualify the spy as a defender. If Clan B already had three defenders, this would put them over the Max D limit; if they only had 2 defenders, this would be allowable behaviour.

Example 2: Clan A uses a 2d/2o setup with a 'swing' engie who occasionally goes on offensive runs. If the engineer is in the yard, going towards the enemy base and shoots an incoming medic, this is legal as his clan still has only 3 defenders. That medic is, however, allowed to return fire since the engineer is acting as defense, not offense, and this would therefore not fall under potshotting/O vs. O behaviour.

Example 3: Same setup as in Example 2, but this time the engineer runs directly to the enemy base waving his wrench, and never tries to damage the incoming enemy medic. The medic is NOT allowed to shoot the engineer, even if the engie has shot him before, because the engineer is acting as an offensive player.

Clans using 'swing' players should expect to encounter more honest accidents than clans using a static 3d/2o setup, and should not use these as an excuse to get matches thrown out on technicalities. Any ostensibly-defensive class planning to make an offensive run should attempt to avoid such issues by weilding a non-ranged weapon (e.g. crowbar, wrench, medkit) when traversing the mid-map area.

Note that under these rules, you are allowed to shoot at an enemy flag carrier should you encounter him, as long as: you are always continuing towards your objective (e.g. moving towards the enemy base/flag, or exiting the enemy base with the flag); you do not significantly alter your route in order to encounter the enemy flag carrier; and you do not stop to defend the flag if it is dropped or the enemy flag carrier is killed.

H. Bunnyhop and Chop-hop

Bunnyhopping is legal in all STA-TFC 5v5 divisions, including the Screening Ladder.

Chop-hopping is illegal in all STA-TFC 5v5 division, including the Screening Ladder, as is sharking. Standard punishment for violating this is forfeiture of all points earned during the round(s) in which it was used. Clan and individual strikes may also be awarded.

I. _special

The use of the _special command is illegal in STA-TFC 5v5. Anyone caught using it will be subject to personal sanctions.

XIII. Map-Specific Rules and Exceptions

Some maps do not lend themselves well to certain rules due to their style of play or some unique feature. Any situations like that will be listed here: if there is no such exception, then all of the above STA 5v5 rules apply.

A. 'Unusual' Maps

The following maps all have a non-CTF style of gameplay: avanti, bahsnah, canalzon, cz2, flagrun, pipezone, push, run, tiger, ukfootie, warpath_l, wolteg. The rules changes listed in this section apply to all of these maps.

  • There is no 'max D' rule.
  • The 'Questionable Tactics' rules that deal with chasing, O vs. O, and the placement of SGs do not apply.
  • On maps where it is possible to get into the enemy's respawn, only demomen who make it inside will be exempt from the 'Questionable Tactics' rule that deals with 'excessive spamming of enemy spawn'. Players outside the respawn may still shoot at people as they leave, but they may not spam/shoot at closed doors (or leave pipetraps there). Repeated violations will lead to punishment.
Some of these maps use Sudden Death overtime, some use Full Round overtime. See the Overtime Rules for specifics.

B. 6v6 Maps

Any map listed as '6v6' will be played with 6 players per side. NOTE: The Max D rules do not change when a map is played 6v6; clans are still only allowed to have a maximum of 3 players on defense at any one time. (6v6 maps will always be maps that are otherwise very low scoring, so this is an effort to try and 'open them up' a little.)

When a map is played 6v6, 13 slots are required on the server; 12 for the players + 1 for HLTV. If one clan's server cannot accommodate this, then both rounds of the map are to be played on the server that can. If neither clan has a server capable of accommodating this, then the default map is changed to the most recent 5v5 map instead. (Clans are, as always, free to agree on any other map that is mutually acceptable.) Playing without HLTV is not an option.

If a 6v6 map goes into overtime, the first round is played as per the standard rules for that map. If the score is still tied the end of that round, the second OT round is played 4v4, with a max D of 2. Third OT is played 2v2 with a Max D of 1. In the unlikely event of a fourth OT, it is played 1v1.

C. Progressive-Scoring Maps

Progressive-scoring maps -- where clans gain points for moving the flag, as well as for capturing it -- all use the Full Round overtime rules. Other rules are as normal.

D. tiger

Demomen on tiger are limited to one.

E. 2chemicalv2

It is considered a map exploit to physically swim through the rocks without first detpacking them.

F. push

It is considered a map exploit to intentionally take the ball into your respawn and hold it there for any length of time. If it happens by accident, leave immediately out the same door you entered.

G. wolteg- and push-type maps

Deliberately hiding with the ball on your own side of the map in order to preserve a lead falls under the 'Questionable Tactics' section of the rules, to wit: it is strongly discouraged in match play, and may result in a dispute being upheld if one is entered. While pauses to regroup or to allow a clanmate to clear a path are acceptable, overall clans are expected to move towards the enemy goal.

H. Haste

It is considered a map exploit to push the laser button from the 'back' (above the water entrance).

I. 55

It is a legitimate tactic to stand on the 20-point cap (in the pit) in order to prevent it from being used, or to attempt to knock a flag-carrier into the pit, but doing so is considered to be a defensive action. If a member of the offense does this, the clan faces a potential dispute for violating the Max D rule.

XIV. Disputes

The deadline for filing most disputes is 9:30 pm Eastern Time on Wednesday. Disputes involving hackers/cheaters are an exception, and will be accepted at any time.

Be advised that if you plan to dispute, you should have played the match cleanly yourself. Dispute admins look at the behaviour of BOTH teams when reviewing demos; if both sides violated STA TFC 5v5 rules, the admins may throw the dispute out, or they may levy punishment on both sides.

A. Submitting a Dispute.

When submitting a dispute, it is imperative to include:

  • The original score of the match,
  • A thorough description of who and/or what is being disputed, and
  • Any supporting evidence you have to back up your dispute, including personal demos, HLTV demos, screenshots, and server logs. Include the server logs from the round before the prematch started, so that IP addresses and connection information can be found.

The best way to submit evidence is to zip it up and load it to a webpage, then include a link to the .zip file in your dispute. This will negate the necessity of hooking up with an admin to deliver them personally, and allow all admins to access them as needed. If you do not have the capability to do this, it is your responsibility deliver this evidence in another manner; e-mail, DCC in IRC, ICQ, etc.

Once you have all the supporting evidence ready, submit the dispute using one of these two mechanisms:

  1. Use the 'Report Dispute' link found under the Operations link (in the left navbar). Select the proper division and matchup, indicate which team you were, enter your clan password, and fill in the information listed above. This is the preferred method of dispute submission, but if the match results have already been posted, you may not be able to select your game from the pull-down list. In that case, use the method below.
  2. Send an e-mail to Bookrat, CaptBucky, your division admin, and the dispute admins listed on the Staff Contacts page. This e-mail should come from one of the people listed on the Clan Contact page, and be sent from that same e-mail address. Remember to include all the information listed above, including your clan name and division.
It is fine to discuss disputes with admins in IRC, but no match results will be overturned unless a dispute is filed officially using one of these two methods.

Once a dispute has been accepted, the Match Results page will display the score as 'Under Dispute'.

B. Dispute Resolution

The dispute admins will not always contact the clan being disputed against to ask for 'their side of the story'; the dispute itself may be straightforward enough and/or the evidence submitted by the disputing clan may be clear enough that no counter-claim is necessary... or possible. If further information or evidence is required, however, the dispute admins may request an explanation or evidence (HLTV demos, personal demos, or match logs) from the other clan involved in the dispute. If these are not provided in a timely manner, the admins will assume that they are not forthcoming and rule accordingly.

Once a dispute is resolved, dispute admins will update the Match Results page to reflect the decision. Also, they will send out a mail to the contact addresses of both clans involved containing: a synopsis of the dispute; the outcome (dispute upheld/rejected); and the consequences of this decision for either or both clans.

XV. Punishment

In addition to any other form of strikes or bans, admins may choose to modify the outcome of a match to reflect the dispute decision. This could include: forfeiture of points for a round (which may or may not affect the ultimate outcome of a match); changing the result to 'Technical Forfeit' or 'No Clan Wins'; or changing the result to 'Clan X wins by ruling'.

A. Clan Strikes

For most offenses, a 3-strike system will be in place. The penalties for receiving a strike are as follows:

  • Strike One: The clan will be suspended from STA match play for one week.
  • Strike Two: The clan will be suspended from STA match play for two weeks.
  • Strike Three: You're out. The clan will be removed from STA for continually being unable to follow the rules. This clan (or any clan containing substantially the same players) is not eligible to re-apply to the league for at least eight calendar weeks.

For each strike a clan accumulates, an asterisk (*) will be placed at the end of their clan name in the rankings. Strikes are removed 17 calendar weeks after they are earned.

B. Personal Strikes

In addition to clan strikes, STA-TFC may hand out personal strikes to individual players. Personal strikes are usually dispensed as part of a dispute resolution for serious rules violations by an individual. They carry the following penalties:

  • First Strike - one or two week personal suspension from STA 5v5 match play (admin's discretion).
  • Second Strike - four (4) week personal suspension from STA 5v5 match play.
  • Third Strike - ten week (10) personal suspension from STA 5v5 match play.
  • Fourth Strike - twenty-six (26) week personal suspension from STA 5v5 match play.

These suspensions are in addition to any punishment meted out to the clan as a whole.

Example: As part of a dispute resolution, a player receives one personal strike for his actions; additionally, the clan collectively receives one clan-strike. Assuming that neither the player nor his clan had any strikes against them to start with, that will mean a one week suspension for all clan members, and one (or two) additional weeks of suspension for the specific player.

Clans with players on their roster who are serving personal strikes may be required to submit proof to the admins that the player in question did not participate in that clan's match during his suspension. Any player who plays during his or her personal suspension period will immediately receive one additional personal strike. Any clan using a suspended player will automatically lose the match, and receive one additional clan strike.

Like clan strikes, personal strikes are removed after an extended period of 'good behavior'. 26 weeks after the most recent personal strike was issued, one personal strike will be removed. This means that if a player earns another personal strike before the first one expires, the counter is 'reset'.

Example 1: A player earns a personal strike in Week 0; this strike is due to come off in Week 26. If the player earns another personal strike in Week 12, then he will remain with two personal strikes on his record until Week 38, at which point one personal strike will be removed.

Example 2: If this player continues to accumulate personal strikes until he has four, then he will be barred from the league for 26 calendar weeks. At that point, one strike will be removed from his record, and the player will be allowed to return to the league. He will still have three strikes on his record, however, and should he accumulate another personal strike before any of the three expires, he will face the four-strike penalty again.

C. Permanent Bans

Any player caught cheating in any STA-TFC league will be permanently banned from all STA-TFC leagues. This punishment is reserved for major cheating offenses, such as wallhacks, aimbots, auto-dets, speed cheats, anti-conc, and other such egregious behaviours. Anyone who facilitates cheating or knowingly harbours a cheater also risks a permanent ban, whether or not they were actively cheating themselves.

D. Clans Returning to the League

Clans that are removed from the league due to forfeits in the Screening ladder may not return for a minimum of six weeks. On their return, they will be treated as a new clan entering the SL; the previous W/L record will be cleared.

Clans that are removed from the league due to having accumulated three strikes may not return for a minimum of six weeks, or until at least one of their strikes has worn off... whichever is longer. On their return, they will maintain all previous clan history, including W/L record, titles won, number of games played, and number of strikes. This means that, unless a clan chooses to remain absent from the league or at least 17 weeks, they will always return with at least one strike on their record.

Example 1: Clan A earns a strike in Week 0. This strike will automatically be removed in 17 weeks. Five weeks later (week 5), they earn another strike, and seven weeks after that (week 12), they earn their third strike. The clan's first strike is removed on Week 17, but the minimum six weeks has not passed yet, so they are not eligible to rejoin. On Week 18, after a six-week suspension, they can rejoin... but they will still have the 2nd and 3rd strikes on their record. If the clan earns another strike before the 2nd strike comes off (in week 22), then the clan will be removed from the league again for another period of no less than six weeks. Alternately, the clan could choose to wait until Week 22 for reinstatement, at which point they would be brought back to the league with only one strike on their record.

For the purpose of this section, 'clan' is defined as "any substantially similar group of players, whether or not they have the same name as the group of players that was removed from the league."

XVI. Rule Updates

These rules may be changed at any time; it is your responsibility to check for updates. Significant, game-affecting rule changes will almost certainly be mentioned in a news item on the STA TFC 5v5 site, but small tweaks, updates, or clarifications may pass unannounced.

Anyone participating in STA TFC 5v5 may make suggestions on rule changes; the best way to do so is to post in the STA TFC 5v5 discussion forum; this allows others to voice their opinion on the subject, and ensures that the idea doesn't get lost or misplaced.

Feb 3rd 2007 Changes
New Sections

Rules Changes (by section)
  • VI A. - STA Strongly recommends the use of Blarghalyzer for exchanging match logs.
  • VI B. - New ETANA2 information and requirements.
  • VII B. - Changes regarding what is and is not allowed in maps where you can leave your base during prematch.
  • VII F. - Deliberately mis-reporting a score may lead to punishment.
  • XII A. - 3rd-party hooks/wrappers (Sparky's, Darkies, anigl, etc.) are now explicitly disallowed.
  • XII E. - Clarification on what is and is not allowed with regard to yard defenders.
  • XII G. - Clarification of the 'chasing' rule, and what is and is not allowable with respect to the enemy flag carrier.

Jun 26th 2007 Changes
Rules Changes (by section)
  • XV A. - Personal Strikes may now be removed after a period of 'good behaviour'. Accumulating four no longer results in permanent ban, but rather in a 26-week suspension.

Last Updated on June 26th, 2007


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