| STA ADL 5on5 Rules |
I. Introduction II. Requirements for Joining III. Map Consideration IV. Scheduling V. Player Behavior VI. Cheating VII. Rosters VIII. STEAM Login Sharing IX. Server Settings X. Valve Anti-Cheat (VAC) XI. ETANA Metamod Plugin XII. HLTV XIII. Personal Demos XIV. Prematch XV. Match Play XVI. Server Crashes XVII. Scoring, Ties, and Reporting XVIII. Forfeits XIX. Bunnyhopping and Chophopping XX. General TFC Exploits XXI. General A/D Map Exploits XXII. Punishment - Clan Strike System XXIII. Disputes XXIV. Rule Updates
I. Introduction
The Stronger Than All: Team Fortress Classic - Attack & Defend 5v5 (STA-ADL 5v5) will provide organized play on attack/defend maps in a 5v5 environment.
The STA admins reserve the right to make individual rulings on a case-by-case basis.
II. Requirements for Joining
1. A public IRC channel on the GameSurge network.
2. A working e-mail address for your clan contacts.
3. A roster that can field 5 people.
4. Your clan and you have read and understood this rules page.
5. You must be able to run HLTV and ETANA on your server.
6. You must be able to provide personal demos for 2 weeks after your match.
III. Map Consideration
Maps will be considered from feedback primarily from the AssaultMaps and Invade-Defend (.id) websites. However, other mediums of map reviews will be considered as well.
IV. Scheduling
Clans play on Sunday nights at 9:00pm EST.
Clans may choose to reschedule for a different day/time, with admin approval. Rescheduled games must be played on or before Thursday 2:00am EST.
Clans are scheduled based on the following:
- 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 2 weeks.
V. Player Behavior
Please be sportsmanlike to all clans in STA-ADL 5v5. Such extreme examples of misconduct include cheating, trash-talking/bad-mouthing, channel takeovers, excessive channel flooding, crashing a match server, nuking or any type of DDOS attack will not be tolerated. Adequate proof of this needs to be shown to the admins. A clan that continues to cause these problems will result of the clan being removed from the league.
Every clan member that participates in this league must also give all the admins total respect at all times. This respect must be shown on all forms, like IRC, forums, and e-mail. All the admins of this league work every week for free, and sacrifice time to make this league as enjoyable as it can be. Failure to give proper respect to an admin will result in a punishment, on a case-by-case basis. If you have a concern for an admin, e-mail the head administrator and he/she will take into consideration.
VI. Cheating
STA-TFC (9v9, 5v5, ADL, ADL 5v5) are policed by the ACTF (Anti-Cheat Task Force), which will handle cheating disputes accordingly.
All bans are universal within the entire STA-TFC community.
Clans must also take anti-cheat measures of their own. The following are mandatory to provide in the anti-cheat solution:
Valve Anti-Cheat 2 (VAC2)
ETANA Metamod Plugin
HLTV demos
Personal demos
VII. Rosters
All members that are participating in a match must be on the current clan roster. The clan rosters are open for additions/subtractions 5 days a week. They are CLOSED on 12AM EST Tuesday through 12AM Thursday.
All STEAM IDs should be in the "x:x:xxxx" format, without the "STEAM_" prefix.
All league members are only allowed to be on one roster at a time.
In the rare case should the rosters lock earlier than 12AM EST Tuesday, clan leaders should contact any of the admins before that time with the roster addition or subtraction (e-mail is a preferred option since it's timestamped).
No ringers/multiclanners of any sort. Multiclanning is limited solely within the STA-ADL 5v5 league.
Each clan is responsible for keeping their official STA roster up to date. However, the roster rule is designed to prevent ringing. In the event that a player is found to have played yet is not on the roster, we will make a determination whether or not that player is a ringer using any means available, including other league roster systems. This rule is NOT designed so that a team may get a forfeit win merely because a clan forgot to update their STA roster. HOWEVER, any clan abusing our leniency on their inability to properly maintain their own roster WILL be submit to forfeit loss, or punished more severely should the situation dictate it.
Any clan member joining a clan on a Tuesday on other league rosters, before a Wednesday match (and unable to add them to the STA roster) will be considered unable to play because not meeting our roster system's deadline.
VIII. STEAM Login Sharing
Sharing of steam login information and passwords is a violation of the Steam's subscriber agreement and our ringer rules.
ALL parties caught sharing accounts on or after October 05th, 2005, will be removed from STA and added to our ban list as follows:
1. Login sharing with a currently banned player is a bannable offense for the PROVIDER regardless of what situation the login-sharing occurs in, and ALL IDs of the provider will be banned. "I didn't know it was a banned player" is no excuse. Any logins that can be shown to have been used by a banned player prior to October 05th, 2005, will be placed on the ban list as compromised. However, the previous owner of that login will not be banned personally.
2. Login sharing with a non-banned player in a league that has policies against login sharing is illegal if the login sharing was used to allow a non-rostered player to participate in a match. This will result in a 6 month ban for BOTH the PROVIDER of the ID as well as the USER/receiver of the ID.
3. Login sharing with a non-banned player in order for the recipient to participate in a match in a league that does not regulate login-sharing will result in a 3 month ban to both the provider and user.
The sale, transfer, or gift of SteamIDs to a friend or family member is not a bannable offense, although it DOES violate the Steam Subscriber Agreement. If you still choose to hand your account information to a third party, you must notify the leagues in which you play that you have given away that SteamID and no longer have access to it.
May these rules be incentive NEVER to share your login with ANYONE, and to NEVER 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.
IX. Server Settings
Servers must be in North America unless both clans agree to a foreign server.
All teams must use the official ADL server configuration files/plugins (include the following sections on VAC and ETANA) in the files section. However, the configuration file can be changed if both clans agree to the changes. Any settings NOT covered in the config should be set to the TFC server defaults unless both clans agree to change the settings.
If the server on which the match is being played is not running the proper STA-ADL 5v5 configuration (or changed settings without agreement), the visiting clan must bring it to the attention of the hosting clan within 15 minutes of the beginning of the first round played on that server, or before the first round has concluded -- whichever is sooner. At that time, the match must be stopped and the configuration fixed, after which the match is restarted with all scores reset to zero. If the hosting clan cannot fix the configuration within 20 minutes, the non-hosting clan has the option of moving the match to their own server. If this is not an option, the match is cancelled, and must be re-scheduled before the date of the next set of matches, or may result in a forfeit.
The use of server management plugins like AdminMod/ClanMod, should ONLY be used to execute the offical configuration and change the map.
- Any commands for Adminmod that may kick anyone (ex: text spam limit) or restrict usage for anything that is within legal grounds of this league is not allowed and should NOT be enabled.
A dispute can be filed if these is found to have been used in an unfair way (ex: shortening the timelimit). The 15-minute cutoff rule also applies to the improper use of these plugins.
All servers must have the correct map version. The definition of the "correct map version" is the map located on the STA-ADL files page and any corresponding update on the front news page.
If the non-hosting clan does not raise the issue of the incorrect configuration before the cut-off, they are deemed to have accepted the non-regulation config, and no disputes based on that will be accepted.
Every match must be played on a server capable of handling 12 people bandwidth. It must be T1 or faster. Listen servers, cable/DSL servers are prohibited. If you are unsure, contact an admin for approval.
If one team has a clear and decisive latency over the other (at least 100 in team average difference), they may choose to use a new server.
Class Restrictions
cr_sniper 2
cr_soldier 3
cr_demoman 1
cr_hwguy 1
X. Valve Anti-Cheat (VAC)
VAC is mandatory for all league matches.
Servers that do not have VAC enabled should not be used for a league-sanctioned match.
By playing on a non-VAC server, whether you realize it or not, you give up the right to file a VAC-related dispute after the round. The server acceptance cut-off time applies to VAC as well.
It is your responsibility to keep all players honest and make sure VAC is enabled.
XI. ETANA Metamod Plugin
ETANA is a server-side Metamod plugin that does the following:
Locks tracerlength, traceroffset, tracerspeed, cl_lw
Detects _special
Disables fullupdate
Enforces default explosion sprites and ax1.wav
Plugin logs important events
Plugin works correctly with servers containing bots
Like VAC, ETANA is a mandatory server plugin and is applicable to the server acceptance cut-off time.
XII. HLTV
The recording of a HLTV demo is required in the STA-ADL. This demo will be used by the administrators to aid in dispute resolution.
The responsibility for recording HLTV demos rests with the team that has the round played on their server, unless it is agreed that the other team will support the HLTV. If a demo is not recorded, and it has been requested by the admins, the responsible team will forfeit all of the points they scored in that round. HLTV must be released when requested by the opposing clan and/or an admin, within 24 hours.
The clan that runs the HLTV proxy is required to give the IP of the proxy to their opponents. The clan hosting the HLTV proxy is also required to have at least 2 spots open, one for each team. The proxy may be locked by password 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 the proxy.
In the event that a clan has access to only an 10 player max server, the opposing clan may elect to not play on said server, if access to a reasonable 10+ max player server is available. If both clans agree to play on an 10 player server and not use HLTV, no disputes that require the use of HLTV demos by the admins to moderate will be accepted.
The above wording applies only to maps where HLTV works adequately.
In the event that a HLTV proxy disconnects or crashes before the end of the round, the visiting clan may, if it is before the deadline, require the match to be restarted with the HLTV proxy working and recording the match. The deadlines are as follows:
Avanti-type maps - 10 minutes into the match.
Dustbowl-type maps - 10 minutes into the match, or capture of command point two (whichever comes first).
The round up to this point will be considered null if stopped by the deadline, and must be restarted. If the deadline is not met, the match must continue. It is best, however, to begin recording demos for disputes that may occur.
Please note: it is the visiting clan's responsibility to notice that the proxy 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. In other words, if a proxy disconnects and neither clan says or does anything about it, no dispute will be allowed regarding this issue.
The STA-ADL has created an official configuration file for use with HLTV proxies. This may be found under the files section, and its use is required.
XIII. Personal Demos
Personal demos are mandatory.
These demos will be used by the admins to aid in the solving of a dispute and can be requested from any player who participated in the match. Players are also required to hold onto their personal demos for 2 weeks after the match has been played. Failure to turn over a personal demo when requested by an STA-ADL Admin (for any reason) during the 2-week period will result in the player's clan forfeiting all points for the round in which he/she played and a suspension for any given amount of time (even a ban).
If a player can't provide an admin with any personal demos, that clan will receive a strike and forfeit the match.
In conjunction with the above HLTV rules, a clan that wishes to dispute another player must first review the HLTV demo of the match, mark times of the proposed violation(s), and forward these to STA. After STA reviews the HLTV, STA alone will decide whether or not to request the player's personal demo. If the player can not provide a personal demo, they are subject to discipline, including a ban from the league, at the sole discretion of STA. The players should have their personal demos available for up to to two weeks following an STA match.
If a player has trouble with or cannot record personal demos, he must contact an ADL admin and explain his situation. No excuses will be accepted regarding the failure to provide a demo unless an STA-ADL admin is informed of the situation beforehand.
XIV. Prematch
It is recommended that captains of each team meet in IRC 30 minutes prior to the match. Team captains can discuss any potential problems and disagreements. You should have plenty of time to sort out any trouble.
Prematch mode does work on most avanti-type maps. Prematch is to be 3 minutes long, and a 30 minute round. This will be a total of mp_timelimit 33. During this prematch, players are not allowed to leave their respawn area at all. Dropping detpacks/grenades/caltrops, building items, leaving pipebombs, and anything else similar to alter the start of the match is subject to dispute.
On maps where prematch does not work (mostly dustbowl-type maps), maps are to be loaded simply when both teams are ready.
XV. Match Play
Use of mm1 (global chat) is to be used for captains and referees only. Excessive mm1 chat will not be tolerated.
If a clan is having problems at match time, with an AGREEMENT with the opposing clan, they can have the option to wait up to 15 minutes after the scheduled match time, however, after the allotted time, the match must begin.
Teams are allowed to cross the gates and into each other's respawn. We believe that this should not create a problem. Excessive respawn spy gas grenades, medics infecting and the building of sentry guns (in dustbowl-type maps creating sentry guns past the gate, and in avanti-type building a sentry gun that shoots when players respawn) in respawn is subject to unsportsmanlike conduct.
Teams are recommended to take a 5-15 minute break between the map change. Teams are to be on time on the way back. Substitutions and adjustments are encouraged.
XVI. Server Crashes
Dustbowl Style Maps. Server crashes on these maps are a serious problem, since the maps are flaky about changing mp_timelimits. Due to this problem, the rules are a bit complicated, and may eventually screw people over, if this happens, we apologize, but please realize that it's the same potential of anyone being screwed over by a server crashing, and nobody is out to get you.
Round 1: If the map was almost finished (timewise) and the server crashed. It is suggested that the teams go to round 2. If the offense team captures the point(s) faster than when then server crashed in the first round, then the team attacking is declared the winner. If the defending team holds at an earlier point than where the server crashed, the defense is declared the winner. (EX: Rnd 1, Team A has captured point 1 and is working on point 2 when the server crashes. Team B goes offense, and is never able to capture point 1 in the full timelimit. Team A wins without needing to replay the crashed round).
Round 2: If a server crashes in the second round, and either team would have won already (as in the example above), they still win, and the match is over. If the server crashes less than 15 minutes into the round, and no clear winner is established, the round must be replayed from the beginning, with the full timelimit. If the server crashes after the 15 minute mark, and no clear winner of the match is established (EX: Team A capped cp1 and cp2, but not cp3 in Round 1. Team B has capped cp1 and cp2, but not cp3 in Round 2, when the server crashes), then the score will be considered a tie, and the Overtime rules should be followed to decide the match.
Avanti Style Maps. If server crashes under the 15 minute mark, the entire round must be replayed.
If server crashes past the 15 minute mark, then another 15 minute round is played, and the scores are totalled. If the team attacking was only at command points 1 or 2, then that team is the attacking team on the restart. If the attacking team was on command points 3 or 4. Then they defend on the restart and get credit for either 10 or 20 extra points - as if they had completed all 4 stages.
Demos and server logs are essential in solving any crashing disputes.
XVII. Scoring, Ties, and Reporting
Maps are to be played in pairs. One team will play defense or attackers, depending on who had choice. Next round, the clans switch sides. The sum of each teams points per round are then added together (see bottom of this section for map-specfic scoring exceptions). In case of a tie:
Dustbowl-style maps. When tied, the teams must play another 2 rounds. However, when a team captures command point 1, the round will end, and the teams switch sides. The team with the higher defense score is the winner. Demos/screenshots will be taken into consideration if disputed.
If the score is still tied after the first round of overtime, each team will drop one player (4v4) and play another two rounds, only up to command point 1. In the unlikely event that the scores are still tied, the teams will drop another player and start over agian, until command point 1 is captured. The rest of overtime will continue in this fashion untill a winner is decided.
Avanti-style maps. When tied, the teams must play 2 more rounds on the current map. When the offensive team captures all command points, the round finishes, teams record and must confirm score, reload the map, and the teams switch sides. The same process is done and whoever has the higher score is the winner.
If the scores are still tied, then the OT process is replayed, again, dropping one player from each team. Both rounds are replayed. Teams will continue dropping players if the score is still tied, untill a victor is decided.
In the unfortunate event of double/tripple overtimes, matches may be rescheduled if they are being drawn out too long. An admin should be contacted in this situation to solve the issue.
The clan that wins the match is required to report the results to the one of the league admins ASAP, via 'Clan Operations'. All results must be submitted by 2am EST Thursday or it will result in a double forfeit of the match. Also, any disputes that may arise must be brought to the attention of the admins immediately by either team.
castleargh2. The defensive points run 2x as fast then what they originally are. This means that, defense points must be divided in half, (ex: a defensive score or 220 is really 110) and should be reported as so.
XVIII. Forfeits
Forfeit loses are frowned on in any league. A forfeit loss will occur if you do not show up for the match, or lack of communication to schedule a match. "No-shows" will result in forfeit losses, and also subject to clan strikes.
To minimize forfeit losses, teams are to request byes ASAP. Admins reserve the right to deny giving a bye in cases as he deems as too late.
The title may not be won by a forfeit. Clans who currently have the title and forfeit would have the title revoked and up for grabs.
XIX. Bunnyhopping and Chophopping
Bunnyhopping, the act of using strafe keys and a jumping pattern to achieve and maintain a greater speed than the class was designed to go, is legal.
Servers with enabled full bunnyhopping must be off by default. However, if BOTH clans agree to have it enabled, it can be allowed, with admin approval.
Chophopping, the act of using a ducking pattern to achieve and maintain a greater speed than the class was designed to go, is illegal. Its use in match play will result in a forfeiture of all captures made during the round(s) in which it was used.
XX. General TFC Exploits
The changing of any of the values/files below is illegal and subject to cheating.
CVARs:
tracerlength
traceroffset
tracerspeed
cl_lw
_special
fullupdate
Files:
ax1.wav
explode01.spr
The following (but not limited to these) actions are also considered cheating and are restricted in league play:
- Using a teleporter to move the flag
- Using force_centerview and timerefresh
XXI. General A/D Map Exploits
The following are illegal in match play and will not be tolerated (punishment includes loss of points that round).
- Throwing grenades or shooting over or around the gates (includes palermo).
- Intentionally throwing the flag/grenades or shooting any weapon through or into inaccessible areas (small holes are excluded).
- Jamming the gates (including 'No Access' gates).
- Walking the invisible sky-line (ex: osaka).
- Using a gap to the capture point. (ex: castleargh2 from cap 2 area to cap 3 area.)
- Going back to areas already completed for grenades which were not meant to accesible by the offense. (grenades accesible in spawn are fine, ex: osaka, castleargh2, thecove)
- Intentionally leaving the door of respawn open so the respawn turret will shoot the opposing team outside.
- Leaving grenades/pipes/dets by the next/new gate area after the flag is capped.
- Being 90% submerged in opaque water while hidden and shoot at enemies that are outside the water.
XXII. Punishment - Clan Strike System
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'.
Clan Strikes
Clans will be assigned strikes if the admins feel that the clan violated a major rule. Strikes will be given out for actions committed by the clan as a whole or the majority of players only. Clans will not receive a strike for an individual's actions. The consequences of each strike are as follows:
1. First Strike - You will be suspended from STA match play for one week. If the schedule has already been posted you may be required to serve your suspension the following week so as to not affect game play.
2. Second Strike - You will be suspended from STA match play for two weeks. If the schedule has already been posted you may be required to serve your suspension the following two weeks so as to not affect game play.
3. Third Strike - You will be removed from STA for continually being unable to follow the rules given.
For every strike a clan accumulates, an asterisk (*) will be placed at the end of their clan name in the rankings. If a clan with one or more strikes is on "good behavior" for three months and no further rules are broken, then one strike will be removed from their record.
XXIII. Disputes
To ensure a hard-copy of the dispute, please use the 'Submit Dispute' under clan operations. Do NOT send any evidence unless asked for. Please contact us in IRC ASAP as well. With your cooperation, we will work on the dispute in a timely manner. Once we rule on a decision, it is final.
Also, if there is a problem that needs to be looked over for any reason, go into #ADL-5v5 and look for the corresponding STA-ADL 5v5 admins listed on the 'Staff Contacts' page.
Communicating to the administrators on IRC will quicken the result of the dispute.
XXIV. Rule Updates
It is your responsibility to check this rules page periodically for updates and changes. Rules are subject to change with or without notice. New rule updates will be mentioned on the 'News' page for easy reference.
| Last Updated on May 15, 2008 |
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