STA-TFC Attack & Defend - Rules
 
STA ADL Rules

I. Introduction
II. Scheduling
III. Servers
IV. HLTV
V. Personal Demos
VI. Match Play
VII. Overtime
VIII. Server Crashes
IX. Cheating / Exploits / Proper Conduct
X. Member Rules / Rosters / Multi-clanning / Ringing
XI. Disputes
XII. Punishment
XIII. STEAM Account/Login Sharing
XIV. Rule Updates


I. Introduction

This is the set of rules that is to be the guideline for sportsmanship and will also be the arbitrator before a dispute is to occur in STA. All questions and disputes will be answered with this ruleset whenever possible. If the rules do not cover a specific situation, then a dispute may be filed with the league.


II. Scheduling

Clans play on Sunday nights at 9:00PM EST. Clans may reschedule the time and day if both agree. Rescheduled games MUST be played on or before the scheduled day of Sunday at 9:00PM EST.

Scheduling is to be handled as follows:
1) Title Match will be between the current title holder and the winner of the previous weeks' Title Shot.
2) Title Shot will usually be held between the two clans that have the largest winning streaks.
3) All other matches will primarily be based on your rank on the ladder. For instance, if clan #1 and clan #2 are in the Title Match, and clan #3 is facing clan #4 for the Title Shot, then #5 can expect to play #6, #7 vs #8, and so on and so on. This is to be used as a guideline to ensure the top teams are not consistently playing the bottom teams of any particular ladder, but is only a guideline. Admins reserve the right to adjust the schedule and matchups as they see fit.

If you reschedule your match:
** When rescheduling, you and your opponent must join and leave a request in #ADL at least two days before the match. If possible, speak to an admin in the #ADL public channel, ensure that both you and your opponent have agreed (in public) in #ADL regarding the new time and day. This provides written assurance to the admins that the match was officially rescheduled. If both have agreed, then the match is scheduled for that day. If both want to reschedule again (even if you are rescheduling for the default STA time/day), then you must repeat the procedure. The reasoning for this is that someone in STA has a written record of this agreement from both clans. If this procedure isn't followed, a dispute will not be fielded from either team regarding when the match is played.

III. Servers


A. Server Settings
All teams must use the official ADL server configuration file in the files section. However, the configuration files can be changed if both clans agree to the changes. Any settings NOT covered in the config should be set to the half-life 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 configuration (or changed settings without agreement), the non-host team 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 changed, 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. Servers must be in the United States or Canada unless both clans agree to a foreign server.

The use of Adminmod/ClanMod should ONLY be used to exec the offical cfg and change the map. Any commands for Adminmod that may kick anyone 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 Adminmod is found to have been used in an unfair way (ie: shortening the timelimit). The 15-minute cutoff rule also applies to the improper use of Adminmod/ClanMod.

All servers must have the correct map version. The definition of "correct map version" is the map located on the STA-ADL files page and any corresponding update, also located on the files page. Any version of the default map not updated with the located on the STA-ADL file page is NOT the correct map version.

If the non-hosting clan does not raise the issue of the incorrect configuration before the cutoff, they are deemed to have accepted the non-regulation config, and no disputes based on that will be accepted.


B. Server Bandwidth
Every match must be played on a server capable of handling 20 people bandwidth. It must be T1 or faster. Listen servers, cable, and DSL servers are prohibited. If you are unsure, contact an admin for approval.

If one team has a clear and decisive huge latency over the other (at least 100 in team average difference), they may choose to use a new server.

Use of AdminMod/ClanMod commands are strictly prohibited.


C. Banned Players in Matches
If a clan, enters a server for a match and sees that one of their player(s) that they plan to use is banned from the server, then as long as the banned player is not on any type of STA ban list, that player must be unbanned for the duration of the match and can be rebanned after the match has concluded.

IV. HLTV

The recording of an 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 demo. 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. The clan that recorded the demo is required to give the HLTV to the opposing team if requested as well as the admins. If no dispute is filed, and no demo was recorded, no action shall be taken against the responsible clan.

The clan that runs the HLTV proxy is required to give the IP of the 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 the proxy.

In the event that a clan has access to only an 18 player max server, the opposing clan may elect to not play on said server, if access to a reasonable 19+ max player server is available. If both clans agree to play on an 18 player server and not use HLTV, no disputes that require the use of HLTV demos by the admins to moderate will be entertained.
The above wording applies only to maps where HLTV works adequately.

In the event that an HLTV proxy disconnects or crashed before the end of the round, the visiting clan may, if it is before the 15 minute mark (Avanti-type maps)/ 13 minute mark or the capture of command point 2 (Dustbowl-type maps whichever comes 1st), require the cessation of the match until such time as an HLTV proxy is once again connected to the server and recording a demo. The round up until this point will be considered null, and the round must start over. If the cut off mark has been reached and breached at the time of the proxy's disconnection, 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 entertained regarding this issue.

In the event that neither team can support a Hasonable 19+ max player server is available. If both clans agree to play on an 18 player server and not use HLTV, no disputes that require the use of HLTV demos by the admins to moderate will be entertained.
The above wording applies only to maps where HLTV works adequately.

In the event that an HLTV proxy disconnects or crashed before the end of the round, the visiting clan may, if it is before the 15 minute mark (Avanti-type maps)/ 13 minute mark or the capture of command point 2 (Dustbowl-type maps whichever comes 1st), require the cessation of the match until such time as an HLTV proxy is once again connected to the server and recording a demo. The round up until this point will be considered null, and the round must start over. If the cut off mark has been reached and breached at the time of the proxy's disconnection, 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 entertained regarding this issue.

In the event that neither team can support a Hasonable 19+ max player server is available. If both clans agree to play on an 18 player server and not use HLTV, no disputes that require the use of HLTV demos by the admins to moderate will be entertained.
The above wording applies only to maps where HLTV works adequately.

In the event that an HLTV proxy disconnects or crashed before the end of the round, the visiting clan may, if it is before the 15 minute markasonable 19+ max player server is available. If both clans agree to play on an 18 player server and not use HLTV, no disputes that require the use of HLTV demos by the admins to moderate will be entertained.
The above wording applies only to maps where HLTV works adequately.

In the event that an HLTV proxy disconnects or crashed before the end of the round, the visiting clan may, if it is before the 15 minute mark (Avanti-type maps)/ 13 minute mark or the capture of command point 2 (Dustbowl-type maps whichever comes 1st), require the cessation of the match until such time as an HLTV proxy is once again connected to the server and recording a demo. The round up until this point will be considered null, and the round must start over. If the cut off mark has been reached and breached at the time of the proxy's disconnection, 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 entertained 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.

Exchanging of HLTV demos between opponents (when requested) is now mandatory within 24 hours.

V. Personal Demos

Personal demos are required.

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.

VI. Match Play

All matches will be played 8v8 unless agreed by the two clans. Matches may go anywhere between 8v8 and 10v10. We are not mandating 8v8, if you can communicate with the other team and agree on a different number, feel free to. It must be official with the league though. If teams cannot agree, it is 8v8.

There will be 2 rounds of the match (30 minutes each round for dustbowl-style maps, or 33 minutes each round for avanti-style) with 1 team starting as the Attackers in the 1st round, and in the 2nd round, the team starts as the Defenders.


A. Rights of LOWER-RANKED Team

Picks who plays attackers and defenders first.


B. Rights of HIGHER-RANKED Team

Picks server to be used 1st. (If 1 clan does not have a server, they use the other clan's.)

The lower-ranked team reserves the right to make their decision after the higher-ranked team has made their choice.

C. Tied Teams

Both teams must either agree on a single server and play both rounds there, or they may play one round on each server.

1) Overall record
2) Winning Streak
3) Points scored in last match (assuming it was on the same map)
4) Point differential in last match (as above)

If tied on all four of those items, an admin will flip a coin for you. (The objective of this is who gets to decide which clan goes O first; server stuff is still fine.)


D. Class Limits

The following are the class limits for STA-ADL:
HWGuy - 2
Demoman - 3
Soldier - 5


E. 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 gain information.

Pre-match mode DOES work on avanti and cornfield. Pre-match is to be 3 minutes long, and a 30- minute round. This will be a total of mp_timelimit 33. During this pre-match, players are not allowed to leave their respawn area at all. Dropping detpacks, building dispensers, dropping caltrops, leaving pipebombs, and anything similar is prohibited.

On maps where pre-match does not work (i.e. - dustbowl, maya, osaka, castleargh2), maps are to be loaded simply when both teams are ready. When the map is loaded, the server is to be paused ASAP ('rcon pausable 1', then 'pause'). Once an 'ok' is given by both team leaders, they may unpause and begin match ('unpause', then 'rcon pausable 0'). Only the team leaders may unpause the match. This is as close as a prematch we can get on these kind of maps.


F. Match

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 prohibited.

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 the like are allowed.


G. Scoring (For Castleargh2 include H.)

The map is to be played in pairs. One team will play defense or attackers, depending on who had choice. Next round, the clans switch sides. The total # of points at the end of each round is added together. A match should be around an hour long max. (i.e. - The map is Dustbowl. Team 1 starts on offense and captures all three stages. Final score of round 1: 110-75, offense. Team 2 then goes on offense and captures only two stages. Final score of round 2: 110-60, defense. The final score of the match is 220-135, Team 1 wins.)

Whomever wins in theory in dustbowl-type maps wins the game. In other words, if both clan hold each other at cap 3, it will be a tie and another pair of maps will decide the overtime result. This only applies to dustbowl-type maps.

Ties in ADL are not encouraged. If a tie does occur, (the sum of the both rounds are equal), then the teams fight out another pair of the same map.

A tie can also be ruled if the 2 teams become tied, and decide to call it a tie. Otherwise, play it out.

Teams win when the final cap is capped, once they cap, scores are frozen. Vice versa with defense, when that toner rings, game is over. Basically, whoever wins first wins.


H. Castleargh2 Scoring

Castleargh2 has a scoring bug which doubles the defense score is doubled. For a defensive score in Castleargh2 the given score must be divided by 2.
(Ex: If a defense holds to a score of 170, the score is divided by 2, so 170/2 is equal to a defending hold of 85 points.)


I. Post Match

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 Monday 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.


J. Forfeits

Forfeit loses are frowned on in this league. A forfeit loss will occur if you say you can make match and you do not show up or lack of communication to schedule a match. No-show's will result in forfeit losses, and after a few of these, admins have the right to suspend/ban you, depending on how many times it happened.

To minimize forfeit losses, teams are allowed to request byes.


K. Title-Match Forfeits

Title may not be won by a forfeit. Clans who currently have the title and fo

VII. Overtime

In the case that a match ends up tied, either in a dustbowl-like map, or an avanti-like map, these rules must be followed:

The offense/defense pick of the lower-ranked team will be kept throughout overtime. Whichever team started on offense first in regular matchtime will start on offense in overtime as well.

A. 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. Screenshots and/or demos are required.

If the score still ends in a tie, then the clans play 6v6 and the round ends when each team captures COMMAND POINT 1. Again the team that has the higher defense score wins.

In the unlikely event that the scores are still tied, the match will be played like the 2nd overtime round but with the teams being 4 vs 4. And if still tied, 2 vs 2 and finally 1 vs 1.

In the event that both teams are held at command point 2 in regulation, then the OT will be played to command point 1 with the full 8 vs 8 teams. If teams are still even, the teams will be lowered to 6 vs 6, 4 vs 4, and etc. If teams are both held at command point 1 in regulation, then OT being with the teams 6 vs 6 to command point 1. The rest of overtime will be scheduled the same way.


B. Avanti Style Maps

When tied, the teams must play 2 more rounds on the current map, with teams being 8 vs 8. When the offensive team captures all four command points, the round finishes, teams record and must confirm score, reload the map, and the team that defended 1st will be the attacking team. 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, but teams will be 6 vs 6. If there still is a tie, then teams will be 4 vs 4, then 2 vs 2, and then 1 vs 1.

Overtime matches should be rare, especially double and triple OT's, but in the unlikely event that double or triple OT's do occur, they may be rescheduled at the discretion of both clans and the presiding admin. Obviously we aren't going to force you to play 6 hours of TFC straight in order to solve one match.

VIII. Server Crashes


A. 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.


B. 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. Screenshots or demos are obviously highly encouraged, in case of disputes.

IX. Cheating / Exploits / Proper Conduct


A. Cheating

Cheating is frowned upon in STA-ADL and proper punishment will occur if found out by admins. Proof of cheating can include Screenshots, demos and/or a server log. The use of any client or opengl hooks or wrappers, as well as any other program which patches memory within Half-Life, is illegal with the exception of the official versions of Sparky Utilities, Nemesis and L0ki's GL utilities. However, if these utilities are modified in any way, they will be deemed illigal.

Any console command or cvar setting used to counteract the concussion effect is illegal, including (but not limited to): (ex. force_centerview) In addition, the following console commands and cvar settings are illegal: timerefresh and fullupdate. A person that is caught cheating will be banned from STA-ADL play.


B. A/D Map Exploits

The following exploits/bugs are restricted from match play. Proof should be in demos or screen- shots.

1. Throwing grenades over the gates.
2. Intentionally throw the flag/gernades or shooting any weapon through or into inaccessible areas (small holes are excluded).
3. Jamming the gates for grenades.
4. Walking the invisible sky-line.
5. Using a gap to the capture point. (Ex: Castleargh2 from cap 2 area to cap 3 area.)
6. Going back to areas already completed for grenades which were not meant to accesible by the offense. (grenades accesible in spawn are ok i.e. osaka, castleargh2, thecove having examples of this)
7. Intentionally leaving the door of respawn open so the respawn gun will shoot the opposing team outside.
8. Leaving pipes/dets by the NEXT/NEW gate area.
9. Remember, pre-match does not work.
10. In avanti-style maps, the gate can be jammed. If this happens, restart this map and play for the timeleft. Add scores together from both rounds. (Do NOT stand near the gate before it opens.)
11. In pdh_r (pointeduhoc), it is illegal to be submerged in water while hidden and shoot at enemies that are outside the water.

Failure to follow these rules will result in forfeiting all the points the offending team obtained in the round, or in extreme cases, the match.


C. Bunny Hopping / Chop Hopping

Bunny Hopping, 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.

Chop Hopping, the act of using +duck pattern to achieve and maintain a greater speed than the class was designed to go, is banned. Its use in match play will result in a forfeiture of all captures made during the round(s) in which it was used.


D. Explosion Sprites

Clear, semi-transparent (translucent), reduced frame sequence, or reduced size explosion sprites will be banned and restricted from match play.


E. Behavior

Please be sportsmanlike to all clans in STA-ADL. Examples are channel takeovers, excessive spamming, crashing a match server, nuking or any type of DOS attack will not be tolerated. Adequate proof of this needs to be shown to the proper admins. A clan that continues to cause these problems will result of the clan being removed from the league.


F. Administrators

Every clan member that participates in this league must give all the admins total respect at all times. You must treat every admin as you would treat the head admin, it does not matter what position they hold. 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, in a case by case basis. If you have a concern for an admin(s), email your head administrator and he/she will take into consideration.


G. Teleporters

The flag may not be moved with the use of a teleporter in any way shape or form. With evidence, failure to comply will result in forfeit of all points in that round for that team.

Teleporters are not allowed on maya, osaka_l, and magelli. An entrance or an exit may be built, but if at any time there both are up and there is a link between the two, the clan in violation shall forfeit all points from that round.


H. ETANA Metamod Plugin

The ETANA Metamod Plugin is mandatory for all league matches. The plugin itself locks some sprites and cvar exploits, and is the standard for all North American leagues.


I. Valve Anti-Cheat (VAC)

VAC is now required for all league matches. Servers which do not have VAC enabled may not be used for league matches. If the opposing clan's server does not have VAC enabled, leave it and notify an admin immediately. 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. It is your responsibility to keep the other clan honest and make sure VAC is enabled.

X. Member Rules / Rosters / Multi-clanning / Ringing

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, from Monday-Friday. They are CLOSED on 12AM EST Saturdays through 12AM Mondays.

No ringers, multi-clanners of any sort. Please keep a participating active roster w/ STEAMids on the STA site. Do not trash talk, no bad-mouthing. Sportsmanship is enforced all the time. Cheating is prohibited. Do the right thing.

Clans or guilds may be entered into the STA-ADL. In the case of entire clans entering the leauge, no member of that clan may be on any other ADL roster, including other clans or guilds. In the case of guild teams, members MAY be from different clans, but they may NOT be on any other ADL roster, including other guilds or clans.

If your clan plays in this league, you must play with them. If you're on a guild team with the league you may not be on any other guild or clan roster within THIS 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 saturday on other league rosters, before a sunday match (and unable to add them to the roster) will be considered unable to play because not meeting the STA-ADL's roster system's deadline.

XI. Disputes

If you have a dispute about anything, please use the submit dispute option in the STA-TFC A&D website. Do not send any information unless asked for. Please contact us ASAP if you have any questions also. Once we rule on a decision, it is final.

Also, if there is a problem that needs to be looked over ASAP for any reason, go into #ADL and look for STA-ADL Admins listed on the Staff Contacts page.

Talk to the administrators there will quicken the result of the dispute.

XII. 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'.


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.

XIII. STEAM Account/Login Sharing

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

1. Login sharing with a banned player on or after October 5th, 2005 (10/05/05) is a permanent-ban offense, regardless of what situation the login sharing occurs in.

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. It 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 a league that does NOT have policies against login sharing is illegal if the login sharing was used to allow a non-rostered player to participate in a match. It will result in a 3 month ban for BOTH the PROVIDER of the ID as well as the USER/receiver of the ID.

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, 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.

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.


XIV. 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 in BOLD form to be quickly viewed and read over.

Last Updated on December 16, 2007


Copyright © 2000-2001 Stronger Than All. All rights reserved. Any unauthorized copying, redistribution, or transfer of any information contained herein is prohibited.