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-Hybrid
TeamWarfare Vet
TWL Retired Staff
05-13-2012 05:41 PM / profile

I'm not expecting teams to constantly sift through the general rules to find changes to the rules since it might be hidden in the wall of text. This thread will be updated periodically as new changes are made. If you're already familiar with the general rules then you pretty much will only need to visit the general rules section for referencing and should use this thread to keep you up to date instead. So that this thread doesn't also turn into a wall of text I'll be slowly deleting older entries after a reasonable amount of time and you will have to refer to them in the general rules from that point on. That said, yes these changes will also be posted in the general rules section if you feel like punishing yourself or if you enjoy using a magnifying glass.

5/13/12: Rescheduling clause added:
Rescheduling

Should a match require rescheduling, the new match time should be within 3 days of the original match time. Matches can only be rescheduled once. Mutual consent via match comms between opponents is required.


5/16/12: Whiteout grenades are now banned. Teams that are currently in a challenge are screwed (or this might be favorable ) out of using this new change to the rules. Those teams will have this new rule come into effect during their next match.

6/12/12: Exploitation of flag (ie: throwing through an object), remote inventories, turrets, mines, and clipping bugs are considered illegal on TWL. Hiding an inventory/turret/mine is fine; creating invulnerable inventories/turrets/mines is not. It must be possible to destroy the object with splash damage-based weapons.

6/16/12: The Brute items from the Staying Alive patch are legal to use. Along with this, all items from the Accelerate patch are also legal to use except for the Rockwind TCN4 which is banned for the time being.

6/29/12: The Rockwind TCN4 is now unbanned.

6/29/12: The Server Selection rules have been expanded to reflect a more firm style of communication:
Server Selection Etiquette

Currently, all servers for T:A in the NA regions (east/west) run off the same hardware. The defending team has choice of region for the first and third map (if necessary), the attacking team has choice for the second map. The defending team may choose what order to play the first and second maps in. Region preference must be posted in match comms within 48 hours of challenge acceptance. If neither team declares a region preference, the presumed region will be East. In the unlikely event that neither team has access to a T:A server, teams are urged to seek help on the forums or ask an admin - we can probably help out!


7/02/12: The short fuse grenades are now added to the list of banned gear:
Soldier: Short-Fuse Frag Grenade
Technician: TCNG Quickfuse

7/09/12: Base assets are now limited to level 2. If a base asset is upgraded past that level it is not allowed to be repaired. Teams that are currently in a challenge will not have to follow this rule unless both teams agree. Regardless, teams that are currently in a challenge will have this new rule come into effect during their next match.

7/09/12: The scores to win are now 7 captures instead of 5 captures. Teams that are currently in a challenge will not have to follow this rule unless both teams agree. Regardless, teams that are currently in a challenge will have this new rule come into effect during their next match. Please make sure that TWL configured servers have the updated score settings.

8/04/12: The map selection has been updated:
Map Selection

All CTF maps with the exception of Dangerous Crossing, Permafrost, Sunstar, Tartarus, and Temple Ruins are considered part of TWL's ladder and league rotations (as of 8/04/2012).

While Stonehenge has replaced Sunstar in the current map rotation, teams that are currently in a challenge will not have to follow this new map rotation unless both teams agree. Regardless of the current map rotation, maps can still be negotiated and removed during the challenge process in match comms.

8/08/2012: Additional information on how TWL match immunity functions is as follows:
Match Immunity

The winning team is immune for 1 hour after match results are reported. The losing team is immune for 24 hours from challenging a team, but is still able to be challenged by another team.


8/21/2012: The additional rules/bans section has been updated to reflect class limits:
-Class limit of 1 Sentinel per team.


9/19/2012: The gear from the Marksman update is legal to use.

9/25/2012: The repair kits on the technician class have been added to the banned gear list. The rest of the new gear (TC24 and EXR turret) are legal to use.
Post edited by -Hybrid at 9/25/2012 10:46:18 AM

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