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Call of Duty 2: NA Ladder Rules


Call of Duty 2: NA Ladder Rules

Navigation

  • Supported GameTypes
  • Game Modifications
  • Contacting an Admin
  • Anti-Smurphing Measures
  • Team Rosters
  • Match Communications
  • Captain's Responsiblity
  • Match Start
  • Filing a Dispute
  • Exploits
  • Cheating/Hacking


    Supported GameTypes

    -Gametype Specifications and Concept:
    Below is a list of each Ladder type for Call of Duty that provides further information about each GameType. Click the relevant link below to view the specific details of server configuration, modifications, how-to-win, draws/OT & Scheduling for each Ladder.

          ***CLICK TO EXPAND***

    [ CoD 2: NA - 4v4 Capture The Flag Ladder

    CoD 2: NA - 4v4 Capture The Flag Ladder Overview
    -Format
    Game: Call of Duty 2
    Game Version: 1.3
    GameType: Capture the Flag (CTF)
    TimeLimit: 20min
    Number of Maps: 1
    Number of Rounds: 2
    Number of Teams: 2
    Players per Team: 4
    Mod(s): PAMD 1.03
    PAM Mode: twl_ladder
    PAM Mode Command: /rcon exec twl_ctf_ladder.cfg

    -Settings
    Grenade Indicators: On
    Death Icons: Off
    Objective Icons: On
    Hit Blip: On
    Enemy X-Hair Color: Off
    Shellshock: On
    Friendly Fire: On (No Exceptions)

    Grenade Limit: 2
    Smoke Grenade Limit: 2
    Shotgun limit: 1
    Sniper Limit: 1

    -PamD 1.03:
    PAMD 1.03 is required for all Ladders. Please make sure you have read all necessary information under Game Modifications about PAMD 1.03. If PAMD 1.03 is loaded correctly it will display "TWL Ladder Match Mode v1.3" in the upper left hand corner of the screen before the start of the match.

    The following DVAR (server setting) is the correct and required setting for this ladder.

    Example of RCON usage:
    /rcon exec twl_ctf_ladder.cfg"

    -Server Configuration:
    TWL FileName: twl_ctf_ladder.cfg is the server configuration file that is required to load all server settings including the automated setup of PAMD 1.03. This file is located in the TWLNA_COD2ServCfgs_v1.zip file that is available in the TWL Download Section. Click [HERE] to visit TWL's Download section now.

    -How you win:
    The winner is the team with the most flag captures (points) combined from both halves.

    -Draws/OT:
    Should the match end in a draw, then PAM2 will reload the map and a sudden-death overtime round will be played. The time limit will be 20 minutes, with the first flag capture winning the match. The defending team will have side choice in Overtime and the overtime round will be played on the server where the second half was completed.

    There will also be no substitution of players in Over Time. In the event of a tie/draw, the OT round will be replayed until there is a deciding winner.

    -Team Size:
    4v4 - The number of players per team will be 4. The minimum number of players to legally play a match is 4. Teams fielding fewer then 4 may continue to play the match at the other teams discretion. Teams may play with more players provided it is agreed upon by both captains.

    -Qualified Servers:
    Matches must be played on servers running the most current TWL approved version of Call of Duty 2 and the associated maps. The match must be played on a dedicated server connected to at least a T1 connection. Cable, DSL, Satellite or other broadband connections are not acceptable at this time.

    A server capable of handling up to 10-12 players is necessary for every match. The server must be running in dedicated mode and following all of the necessary rules specified under General Game play Info. The server MUST be password protected. Please ensure the server's stability and capability to withstand 10-12 players from across North America before the match begins. In the event of excessive lag, another server may be chosen or the match may be re-scheduled.

    [ CoD 2: NA - 4v4 CTF Rifles Only Ladder

    CoD 2: NA - 4v4 CTF Rifles Only Ladder Overview

    -Format
    Game: Call of Duty 2
    Game Version: 1.3
    GameType: Capture the Flag (CTF)
    TimeLimit: 20min
    Number of Maps: 1
    Number of Rounds: 2
    Number of Teams: 2
    Players per Team: 4
    Mod(s): PAMD 1.03
    PAM Mode: twl_rifles
    PAM Mode Command: /rcon exec twl_ctf_rifles.cfg

    -Settings
    Grenade Indicators: On
    Death Icons: Off
    Objective Icons: On
    Hit Blip: On
    Enemy X-Hair Color: Off
    Shellshock: On
    Friendly Fire: On (No Exceptions)

    Bolt-Action Rifles only NO EXCEPTIONS

    -PAMD 1.03:
    PAMD 1.03 is required for all Ladders. Please make sure you have read all necessary information under Game Modifications about PAMD 1.03. If PAMD 1.03 is loaded correctly it will display "TWL Rifles Ladder Match Mode v1.3" in the upper left hand corner of the screen before the start of the match.

    The following DVAR (server setting) is the correct and required setting for this ladder.

    Example of RCON usage:
    /rcon exec twl_ctf_rifles.cfg"

    -Server Configuration:
    TWL FileName: twl_ctf_rifles.cfg is the server configuration file that is required to load all server settings including the automated setup of PAMD 1.03. This file is located in the TWLNA_COD2ServCfgs_v1.zip file that is available in the TWL Download Section. Click [HERE] to visit TWL's Download section now.

    -How you win:
    The winner is the team with the most flag captures (points) combined from both halves.

    -Draws/OT:
    Should the match end in a draw, then PAM2 will reload the map and a sudden-death overtime round will be played. The time limit will be 20 minutes, with the first flag capture winning the match. The defending team will have side choice in Overtime and the overtime round will be played on the server where the second half was completed.

    There will also be no substitution of players in Over Time. In the event of a tie/draw, the OT round will be replayed until there is a deciding winner.

    -Team Size:
    4v4 - The number of players per team will be 4. The minimum number of players to legally play a match is 4. Teams fielding fewer then 4 may continue to play the match at the other teams discretion. Teams may play with more players provided it is agreed upon by both captains.

    -Qualified Servers:
    Matches must be played on servers running the most current TWL approved version of Call of Duty 2 and the associated maps. The match must be played on a dedicated server connected to at least a T1 connection. Cable, DSL, Satellite or other broadband connections are not acceptable at this time.

    A server capable of handling up to 12 players is necessary for every match. The server must be running in dedicated mode and following all of the necessary rules specified under General Game play Info. The server MUST be password protected. Please ensure the server's stability and capability to withstand 12 players from across North America before the match begins. In the event of excessive lag, another server may be chosen or the match may be re-scheduled.

    [ CoD 2: NA - 4v4 Search & Destroy Ladder

    CoD 2: NA - 4v4 Search and Destroy Ladder Overview

    -Format
    Game: Call of Duty 2
    Game Version: 1.3
    GameType: Search and Destroy (SnD)
    Time per round: 3min
    Number of Maps: 1
    Rounds per map: 20/1 OT
    Rounds per side: 10
    Number of Teams: 2
    Players per Team: 3
    Mod(s): PAMD 1.03
    PAM Mode: twl_ladder
    PAM Mode Command: /rcon exec twl_sd_ladder.cfg

    -Settings
    Grenade Indicators: On
    Death Icons: Off
    Objective Icons: On
    Hit Blip: On
    Enemy X-Hair Color: Off
    Shellshock: On
    Friendly Fire: On (No Exceptions)

    Grenade Limit: 1
    Smoke Grenade Limit: 1
    Shotgun limit: 1
    Sniper Limit: 2

    -PAMD 1.03:
    PAMD 1.03 is required for all Ladders. Please make sure you have read all necessary information under Game Modifications about PAMD 1.03. If PAMD 1.03 is loaded correctly it will display "TWL Ladder Match Mode v1.3" in the upper left hand corner of the screen before the start of the match.

    The following DVAR (server setting) is the correct and required setting for this ladder.

    Example of RCON usage:
    /rcon exec twl_sd_ladder.cfg

    -Server Configuration:
    TWL FileName: twl_sd_ladder.cfg is the server configuration file that is required to load all server settings including the automated setup of PAMD 1.03. This file is located in the TWLNA_COD2ServCfgs_v1.zip file that is available in the TWL Download Section. Click [HERE] to visit TWL's Download section now.

    -How you win:
    The winner is the first team to win 11 rounds.

    -Draws/OT:
    Should the match end in a draw, then PAM2 will reload the map an a sudden death overtime round will be played. The defending team will have side choice in Overtime and the overtime round will be played on the server where the last round was completed.

    There will also be no substitution of players in Over Time. In the event of a tie/draw, the OT round will be replayed until there is a deciding winner.

    -Team Size:
    4v4 - The number of players per team will be 4. The minimum number of players to legally play a match is 4. Teams fielding fewer then 4 may continue to play the match at the other teams discretion. Teams may play with more players provided it is agreed upon by both captains.

    -Qualified Servers:
    Matches must be played on servers running the most current TWL approved version of Call of Duty 2 and the associated maps. The match must be played on a dedicated server connected to at least a T1 connection. Cable, DSL, Satellite or other broadband connections are not acceptable at this time.

    A server capable of handling up to 10-12 players is necessary for every match. The server must be running in dedicated mode and following all of the necessary rules specified under General Game play Info. The server MUST be password protected. Please ensure the server's stability and capability to withstand 10-12 players from across North America before the match begins. In the event of excessive lag, another server may be chosen or the match may be re-scheduled.



    -Patches:
    Any patches that are released by Activision or IW will be tested by TWL to ensure that no adverse side effects occur that restrict or hamper play by both teams or affect performance of the server. Once approved by TWL Administration the said patch will be authorized for competition play and all teams notified through the forums as well as the rules updated.

    -Server Admin Guide:
    An excellent resource for Server Administration can be found by clicking [HERE].


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    Game Modifications

    -Server-Side:
    TWLNA_COD2_PBConfigs.zip is available in the TWL Download section. This zip file contains the mandatory Punkbuster configuration file for all Call of Duty 2 Ladders.

    Punksbusted (PsB) & PBBANS Streaming is now mandatory for all servers used for ladder play. The only way the TWL PB Configs will work is through the PBHub. For setup instructions, view the PsB & PbBans Tutorial


    TWLNA_COD2ServCfgs_v1.zip is available in the TWL Download section. This is a mandatory server configuration files for all Call of Duty 2 Ladders. Please read the README.txt file that is included for the commands to exec each config file.


    PAMD103.zip is available in the TWL Download section. All teams must download this file as PAMD 1.03 is now Officially the mod for all Call of Duty 2 Ladders.

    • z_svr_PAMD103.iwd is required to be loaded for all TWL CoD2 Ladder Matches. Also required is the correct server configuration file for your Ladder. All configs can be found in the download section in the TWLNA_COD2ServCfgs_v1.zip file.

    -Using PAMD 1.03:
    Please see -Supported GameTypes and expand the link to your team's Ladder to get the correct PAMD 1.03 command for execing the correct config file.

    Teams NEED 5 things to be match ready with PAMD 1.03:
    • Have PAMD 1.03 installed as the ONLY mod.
    • Have the TWL COD2 Server Configs uploaded on the server.
    • Have the TWL PB Configs uploaded to the server's PB folder
    • Know which config file to exec which will set the correct PAM mode and activate the TWL PB Config.
    • Server MUST be streaming to both PsB & PBBANS
    The links below are listed to help you become familiar with setting up PAMD 1.03 on your server. It assumes you know how to login to your server for use of RCON.


          ***CLICK TO EXPAND***
    [] How to exec the correct ladder config
    -Execing the correct config file for competition.
    Please see your Ladder specific Gametype for the correct config command that should be used.
    • Example of RCON usage to exec the correct config:

    • /rcon exec
    • Example of RCON usage to change the map:
      /rcon map "mp_breakout"

    This was just an example as if your teams match was to be played on Breakout.



    -Client-Side:
    No Client-Side modifications are permitted. This includes customs skins, scopes, avatars, huds or any other modifications, including 3rd party programs that interact directly with the stock CoD2 files or OpenGL/Direct3D. The game is to be played stock out of the box with current patches.

    The following penalty will be enforced for all players that are caught with any client-side modifications.
    • Consequence - 30-day suspension of player involved.
    Players caught with client-side modifications known by the CoD community as cheats, see Hacking/Cheating

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    Contacting an Admin

    -IRC Channel Info:

    This channel is open to all of the Call of Duty TeamWarfare Public Community. TWL CoD2 Admins are logged in 24hrs a day 7days a week to help resolve any issues that you may have while competing on the TWL CoD2 Ladders. The majority of all disputes that are submitted could of been resolved if a member of the team had logged in to the IRC and requested an Admin to join the server. We encourage the community to take advantage of this by logging in and typing !admin in the lobby. This is what we are here for, to help, to help you.

    If you do not have an IRC client downloaded you can still contact an admin if your browser supports java.

    How to access TWL IRC from the TWL website.

    1. Put your cursor on "operations" on the site menu
    2. Select "Site Support"
    3. Enter a desired user name (suggest your TWL name)
    4. In the "Select Channel" drop down select "Call of Duty Series"
    5. Hit "Log in"
    6. Once it loads up type !admin cod2 to page an admin.


    -TWL CoD2 Admin Contacts:
    A complete listing of Teamwarfare's Call of Duty Admin Staff can be found by clicking [HERE].

    -TeamWarfare Observer Corps
    The TeamWarfare CoD2 Administration takes great pride in the ability to offer Observers for competition. The TWL Observers are a key element for matches and minimize the possibility of the match ending up in a dispute. Please be kind and courteous to the TWL-OC assinged to the match. The Role of an TWL-OC is to:
    • Record a Demo while observing players.
    • Spectate all members on both teams.
    • Verify TWL Rule file being used if Pam enabled.
    • Screen Shot final scores on each side.
    TWL-OC's are not Admins, they cannot make any decisions before, during, or after a match. Keep in mind their role as an OC is to observe the matches, and make sure the match falls within the ladders or league rules. If a problem occurs the TWL-OC currently assigned to the match will get an Admin to join the server and resolve the issue.

    If you would like to request a TWL-OC to observe your match please complete the request form located [HERE].

    Please send all comments and/or complaints to codocteam@teamwarfare.com

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    Anti-Smurphing Measures

    -Anti-Smurphing Measures

    Prior to match start, and at any time a substitution is made, team captains will be required to take a screenshot of an /pb_plist in console.

    -Example of Command usage for Server Admin(s):
    Activate the console by using the following keys: Shift + ~
    /pb_plist
    /screenshotjpeg

    (Using the F12 or anyother key bound to capture a screen will not work while in console.)

    This screenshot is to be held no less than two (2) weeks time. In the event of a dispute, this screenshot must be submitted to the TeamWarfare Administration.

    Failure to produce this screenshot will result in forfeiture of the match.

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    Team Rosters

    -Joining a Ladder:
    If you would like to join CoD2 Ladder competition with TeamWafare then please follow these steps.

    1. Log in under your registered Account.
    2. Under the top left hand corner of the site select your name.
    3. Scroll down to "Account Maintenance" tab.
    4. When the menu expands highlight and select "Register Team."
    5. Fill out as much information about your team as possible.
    6. Once team is registered you should be redirected to your new TWL team homepage.
    7. In the middle of the screen you will see a panel labeled "Team Administration"
    8. Click on "Join New Competition".
    9. Look for the drop box labeled "Join A Rung Based Ladder With <yourteamname>."
    10. Select the Call of Duty Ladder you want to join from the drop down menu..
    11. Congratulations you have successfully added your team to TeamWarafare competition. GoodLuck!.
    -Account/Team Deletion:
    If you would like your account or team removed from TeamWarfare please visit Site Support & Member Services and follow the instruction on this thread [HERE].

    -Team Name Change.:
    If you would like to request a name change for your team then please visit Site Support & Member Services and follow the instruction on this thread [HERE].

    See "Supported Gametypes:" and click on your team's League for specific details of team sizes.

    -Substitutions:
    Due to the nature of the internet, it is possible for players to be disconnected or dropped from a server. Should this happen, you may substitute an eligible player to fill the spot or allow the dropped player to rejoin. Once connected, the player must join their respective team immediately. Anyone sitting in spectator for over 5 seconds will be considered observing and risk their team forfeiting the match.

    Due to the sizes of some teams, it is acceptable to rotate players at the beginning of new maps or during halftime, while in "Ready Up" mode. However, this should be done in a timely manner that does not hinder the progress of the game. In other words, please have your teammates "waiting in the wings."

    -Spectators:
    The only spectators that will be allowed to watch a match are those authorized by TWL. TeamWarfare reserves the right to observe any TWL match without notification or approval. The Admin's identity can be verified by confirming their GUID by clicking [HERE] or by contacting them on IRC during the match in #twl_cod on Gamesurge. Any attempt to impersonate a TeamWarfare admin will result in a permanent site ban.

    -PlayerNames:
    There is only one way you may display your name while in game on the server. Please read and understand the conditions of how to display your name.

    Examples:
    • If you are registered as TotalCarnage and a member of Team HiFi then you should show up as |HiFi|TotalCarnage.

    • If you are registered as |HiFi|TotalCarange and a member of the Team |HiFi| then you should show up as |HiFi|TotalCarange.

    The use of completely different names or names with ASCII text is not permitted and will result in the ineligibility of the player for the match. It is understood by TWL that some players have had to add special characters or numbers after their name to register. Please use common sense when determining who players are. The player may resume to play in the match once the player has changed their name to the correct registered name. Should you have a any questions and/or concerns, please contact an Admin.

    -Requesting Name Change:
    If you would like to request a name change for profile then please follow these steps.
    • Under the top left hand corner of the site select your name.
    • Scroll down to "Account Maintenance" tab.
    • When the menu expands highlight and select "Request Name Change."
    • Read the instructions and sumbit your request.

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    Match Communication

    -Match Comms:
    ALL match communications MUST go through the Teamwarfare Match Communication system. This can be which can be accessed by team Founders and Captains via the Admin Panel link in the Team Administration section of their team's page. Issues discussed in Match Comms should be Server IP(s), passwords, match settings, scheduling times, or any other relevant match specific information.

    NOTE: TWL Admins use the Match Communication system when verifying information regarding disputes and general match iquiries. If teams have not communicated in Match Comms, any disputes relating match specific issues, other then cheating or smurfing, may be summarily dismissed by an admin because of an inability to validate such problems.

    -Exchanging Server IP and Password:

    The IP and password of the server must be provided to each squad captain 48-hours before the match in Match Comms so teams can check their ping. Any server not posted 48-hours before the match time will be considered ineligible. If the defender fails to provide server information 48 hours prior to the start of the match, they forfiet the right of server selection. In the event neither team posts server info 48-hours before match time, the match will be rescheduled and completed within three days. Rescheduled matches not completed in three days will be killed. In case of a server crash, the unfinished rounds are to be completed with the past score in mind. Please be sure to pay attention to the score in case of a server related issue.


    -Server Selection:
    The Home team has server selection for the first half, and the Visiting team has server selection for the second half. In the event of Overtime, server selection goes back to the Home team. This server is to be used for all of Overtime. Teams may agree to play on one server. If the server does not qualify for reasons such as setup or latency conflict, then it may not be used unless both teams agree.

    -Matches Replayed:
    This format will be used on all TWL CoD2 Ladders. This following applies to all matches that end up in a dispute and ordered to be replayed by an Admin. The default map for all matches to be replayed will be played on mp_toujane. Should mp_toujane already be the selected map for the match then mp_carentan will be used as the alternate.

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    Captain's Responsibility

    -Accepting the Match:
    To challenge a team you must log into your team's Admin panel, also see Ladder Movement. If you are challenging a team you are considered the Attacker of the match. The team being Attacked is referenced as the Defending team. Once attacked the Defending team has 48hrs to respond to the challenge of the Attackers by selecting two different dates and two different times for the Attacking team to select from. Also note that some Ladders may require additional selections such as maps and/or side selection.

    Failure to accept the match within 48hrs will result in the following consequence.

    • Consequence - Defender's forfeit match. Dropped 10 Ladder rungs. Attacker takes Defender's rung.

    Note: Forfeit will NOT include a loss on the record of the team, nor will the other team gain a win on their record.

    -Confirming the Match:
    Once the Defender has offered the dates and times the Attacking team will have 48hrs to confirm one of the two offers by the Defending team. Also note that some Ladders may require additional selections such as maps and/or side selection.

    Failure to confirm the match 48hrs after it was accepted will result in the following consequence.

    • Consequence - Attacker's forfeit match. Dropped 10 Ladder rungs.

    Note: Forfeit will NOT include a loss on the record of the team, nor will the other team gain a win on their record.

    Teams that have these consequences applied will be notified by the auto mailer system. The TWL System monitors and flags all matches in violation. A llama is added each time to the team that violates the Match Acceptance process. Teams that receive 3 or more llama's in a row will be removed from the Ladder.

    -Using Incorrect PAM Mode:
    Every team has an equal opportunity to view the displayed PAM Mode in the upper-left hand corner of your screen. It is the responsibility of the Captain to not proceed and "ready-up" until you are certain the proper mode is set. Should the Captain ignore this, then by proceeding to play the match you are accepting the current mode as is, and cannot be disputed for incorrect PAM Mode. If the issue cannot be worked out between teams then a member of either or both teams should log into the IRC and get an Admin. See Contacting an Admin.

    -PAM 2.04 Welcome Message:
    The following below is the current TWL Welcome Message for servers running PAMd in any of the TWL modes:

    By Readying-Up, you are AGREEING to the match conditions on this server. If you have
    ANY
    concerns, please contact an admin on #twl_cod BEFORE beginning the match. Issues that could have
    been settled
    BEFORE match start are non-disputable.

    The same concept is applied to halftime and/or in between maps. If a team has a problem or concern during the first half or the previous map then a Captain of the team needs to come to the IRC and get an Admin before starting the second half or map. Under no circumstances should any team ever leave during a half or round while the match is "Live." A team to do this will subject themselves to forfeiting the match. See Contacting an Admin.

    -Eligibility for Match:
    All Players must be registered on their team's roster with their correct (game specific) GUID listed in their profile prior to the Challenged Date of the match to be able to play. Leniency is given for people that sign up on the same day. Exceptions may be agreed upon in Match Comms by the opposing team prior to match start.

    -Roster checks:
    It is the Captain's responsibility to check their opponents roster before the match begins. Should the Captain ignore this and play the match then you are authorizing the player to play in the match.

    -Half-Time Substitution:
    There will be allowed a 10 minute break in between halves (15 minutes if switching servers). Teams that substitute players at the half must have the substitute join immediately.

    -Status Screenshot:
    When smurphing accusations, or anything tied to player identity are brought up in a dispute the Admin must verify the ip address of the players in the match. Captains need to be able to provide the screenshot upon request.

    -Example of Command usage for Server Admin(s):
    /rcon status

    -Screenshots of the Score:
    Periodically you may need an Admin to finish the match results. Every Admin must be able to verify the scores in order to report the match as completed. It is the Captains responsibility from both teams to take screenshots at the end of each half so that the score can be verified. If screenshots were not taken then you made need to watch your demo to get them. Without screenshots, regardless of the match outcome, the match may be canceled.

    -Example of Command usage for Console:
    /screenshotjpeg

    -Reporting the Match Results:
    Team Captain's have two options when reporting the match results.
    1. Report Match Results

    2. Dispute Match
    Team Captains of the losing team must report the match results or dispute the match no later than (1) hour after the match's completion. This can be done from the Admin panel for the Call of Duty Ladder. Failure to do so will result in the following consequence. There will be No Exceptions to this rule.
    • 1st Offense - Team dropped 10% of the total rungs on the Ladder.
    • 2nd Offense - Team dropped to the bottom of the Ladder.
    • 3rd Offense - Team will be removed from the Ladder.
    Although there is no exception please refer to the below subcategory labeled "-Disputes for Cheating Format." It has been recognized and is understood that (1) hour is not enough time to collect all of the evidence needed to submit your case. If you are submitting a Cheating Dispute you MUST report the match as a dispute within the (1) hour time limit. Simply provide a brief summary of why you feel the other team has cheated and state in your dispute that you will have the rest of the information needed as shown below in the example sent to codacteam@teamwarfare.com within 24hrs. of your initial dispute claim. Failure to do this will result in the dispute being rejected and the above consequence will be applied as a penalty. For all other disputes, see "Filing a Dispute".

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    Match Start

    -Match Time:
    All players should join the server on time. All members of each team need to be in the server and ready to play no later than 15 minutes after the time the match is supposed to start. The offending team will forfeit.

    Please be considerate to your opponents and refrain from team killing. If team killing before the match becomes an isssue then please come to the IRC and get an Admin.

    -Ping Discrepancy:
    The ping difference is determined by average ping of both teams and not the individual players. While pressing tab and viewing the scoreboard you will notice at the top of each team there is an overall ping average for each team. Both teams must have their players take their sides for the match and only those who are playing in the match should be on the server. In the event of a major ping discrepancy, (+/- 50ms Average difference between teams a neutral server must be used unless both Teams agree that the match should proceed.

    -Server Stability:
    Servers must comply with the -Qualified Servers section attached to each set of Ladder Specific Rules. A server may be deemed unstable if multiple members from both teams are experiencing issues with the server.

    -Authorized Communication:
    Two captains from each team will be designated to communicate prior to the match starting and between rounds. No other "global" communication is permitted, however, Good Game or Good Luck prior to and after matches is acceptable. Team Captains ARE responsible for the actions of their team members during matches.

    -Voice Taunting:
    Voice taunting (team or global) is not allowed, if an Admin deems it was used in excess it will mean the offending round(s) will be overturned. This also applies to VoIP use.

    -Demo Requirement:
    To level the playing field, every player is now required to demo every match for the entire duration of the match. These demos are to be handed over to a Teamwarfare Admin upon request, where they will be subject to review by the Teamwarfare Administration Staff. Demos are to be held no less than 2 weeks after match date. There are consequences for not producing demos when asked.

    • 1st Offense - 30-day suspension for any player(s) involved. Team forfeits match.

    • 2nd Offense - 60-day suspension for any player(s) involved. Team forfeits match. Team drops 25% of ladder rungs.

    • 3rd Offense - 90-day suspension for any player(s) involved. Team forfeits match. Team drops to bottom of ladder.

    • 4th Offense - Player banned from TeamWarfare. Team disbanded.
    -Match Start:
    Once PAM(Coming Soon) goes live, the match is live. All teams are required to take screenshots of the score at the end of the 1st and 2nd half.

    -Immunity:
    The winning team is given 1 hour of immunity after the match has been reported so that they may challenge up the Ladder without worrying about being challenged by a team with less rank.

    The team that did not win the match cannot challenge up the Ladder for 24hrs. The team has no immunity and can be challenged during the 24hr wait period. Lastly the team cannot challenge the same team they just played no less than 7 days from the time of the match.

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    Filing a Dispute

    -Disputes for Cheating Format:
    You may not submit a cheating dispute if your team cannot provide demos of each player who played in the match on your team. You may submit a complaint to the TWL CoD AC Team in order to continue Anti-Cheat efforts however as far as the match goes it must be reported. If your team can provide all demos and you feel your opponent was cheating during your match, you must do the following to file a valid cheating dispute.

    1. Take a reasonable amount of time to discuss the issue with your own teammates. Take time to cool off and rationally talk about the issue.
    2. Watch your own demos, and site specific players at specific times during your match where you feel they were cheating. You need to have reasonable evidence to file charges. A text file with information regarding times and players involved it a vital piece of information for use in your dispute.
    3. If you feel you have reasonable grounds, initiate a dispute. List your concerns over specific instances during your match and include these in your dispute.
      Example: At x:xx minutes in the X round, player XXXXX did this. At x:xx in the X round, same player XXXXX did this. etc etc.
    4. While you are filing your cheat dispute, get your own team demos uploaded so an Admin can get them instantly.
    5. Notify your opponent in Match Comms as soon as you dispute so they can get their demos ready for review. Keep in mind that a disputed team becomes defensive. If your team has a dispute filed against you, cooperation is your best ally in a dispute. DO NOT use the Match Comms to flame the other team for disputing against you. Unsportsmanlike Conduct in the Match Comms will results in penalties.
    6. Counter-Disputes - Please do not submit a counter-dispute against a team that has disputed against you. TeamWarfare's investigation of a dispute includes hearing BOTH sides. You will have your chance to supply the Admin handling the dispute with any information you have.
    -Examples of Cheating Dispute Format:
    • At approx 7:35 in the first half, |Team|Player3 was able to kill 5 of my team members in a single clip without reloading once in less then 20sec after we all spawned. We suspect symptoms of an Aimbot.

    • {Clan}Player5 was able to come around corners prefiring the weapon on several occasions as if we could be seen through the walls. This happened during the first half at 10:20, 6:50, and 3:23. Then it happened again during the second half at 18:43, 12:08, 10:22, and 5:16.

    • During the first half at approx 5:15 left on the clock, a member of the other team was on top of the roof where there is no textures under the feet. We don't know the name of the player, but the location was on the south west corner of the map. We know there is no textures because our team reenacted the spot after the match.

    • At approx 2:05 left in the second half a member of the other team had destroyed our radio through a texture. We were not able to identify the player's name. The score was almost tied when this happened and we believe this had impact on the outcome of the match.

    • At approx 5:15 left in the second half -Clan-Player6 team killed -Clan-Player1 in order to gain health back by respawning at the end of the 45sec respawn timer.

    • At approx 14:10 during the first half we believe two members of the other team had intentionally team-killed themselves to respawn near their base where the flag was about to be taken.

    • With 11:34 left in the second half, the other team parked a tank on the flag. Members of my team were repeatedly killed while attempting to remove the tank over the flag.

    • The score was tied at 10-10 and during the sudden death round =|Team|= Member4 was using repeated voice taunts as we only had one player alive and could not hear the enemy coming around the corner.

    • At approx 1:01 in the fourth round during the first half, -=Clan=-Member1 was laying prone on the stairs and killing while his gun appeared straight up in the air. His position was not logical and we believe -=Clan=-Member1 was glitching and could not be damaged. I know it was -=Clan=-Member1 because his name was viewed in the obituaries in the bottom left-hand corner as he killed my team mate. You can view this through my team-mate Player4's demo.

       

    -General Procedures:
    All disputes will be handled by the league admin(s). Each and every dispute inevitably involves different aspects and will be dealt with individually. The intent of dispute must be reported your league admin within 1 hour of match end. This is done by clicking on "Dispute Match Results", found in your team admin panel. Disputes must be for a valid and specific reason. Teams must provide 'when and where' the violation occured within 24 hours or risk rejection of the dispute.

    -Report to Match Comms:
    In the event of a dispute, teams should check their match comms and team emails often as the admin may request additional information. Once requested, teams have 24 hours to produce the materials (demos, server logs, etc) that the admins ask for. The league admin will have the final say in judging the disputes. This game is meant to be fun, let’s keep it clean and avoid any unwanted hassles. It is recommended that teams send their demos to a team captain for safekeeping incase a dispute is filed. Players inactivity on the team is NOT a valid excuse.

    -TWL Demo Uploads
    Teamwarfare provides a FTP facility for the public to upload demos and screenshots.

    To use this facility, goto Ftp://67.18.253.53 and enter the Login and Password.

    Public Access:

    User: twl
    Password: demos

    Note: Just copy and paste the files to the FTP window if using IE/Windows Explorer.

    When uploading, please zip your files up and rename them as follows: tag_playername_date.zip

    (Please note that you are ONLY allowed to upload .zip files). At present there is a filesize limit of 64MB. Please split up your uploads if your .zip is exceeding this size.

    Using this FTP service for anything other than match demos, screenshots, or other files requested by an Admin will result in heavy penalties.

    -Making a Habit of Disputing:
    Our concern is to have a fun and clean place to play. Although the dispute process is necessary in helping keep a clean match, teams who make it a habit to dispute often with frivilous reasons will subject themselves to possible suspension and league points deducted.

    Teamwarfare has zero tolerance for cheating and cheating accusations without an effort to submit any evidence.

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    Exploits

    -General Info:
    Exploiting the game is illegal and will be considered cheating if used in a match. Do not assume that use of a bug or game engine flaw is legal, contact an Admin if you are unsure.

    Glitching and Exploiting are very vague terms. All teams reserve the right to make their case against any questionable position that is used in a match. DO NOT STOP THE MATCH. Consult an Admin if you feel there was an occurrence. Our Anti-Cheat team has created a very useful list of definitions. Protect your team from punishment by following these guidelines.

    -Suicides and Intentional Team Kills:
    AAny form of intentionally killing yourself or a teammate (via /kill, cratering, grenades, or team killing, etc) in an attempt to exploit spawns has been deemed a game exploit. Using this method to your teams advantage may be subject to forfeiture of the match and other penalties directly related to exploiting the gametype. Admins have the final say in the penalty, and it will be determined by the severity of the infraction.

    -Destroying/Capturing Radios Through Textures:
    Some radios in certain maps have the ability to be captured or destroyed through a wall or other texture. Capturing or destroying Radios using this method is considered a map exploit and will result in the team in violation to forfeit the match or an overturn of radio points. This will ultimately be at the admin's discretion dependent upon the severity of the infraction.

    -Devmap Abuse:
    Using /devmap instead of /map to load the map for the match is strictly prohibited. TeamWarfare WILL NOT make any distinction between the use of this command in TeamWarfare sanctioned matches or public matches and scrims. The command is to be used ONLY in locked private servers. We understand the benefits this command offers in creating strategies and such, just do not use it in matches or in public. Violators will be banned from TeamWarfare.

    -Going 'Under' or 'Outside' the map:
    Going 'under' the map is a map exploit. Using these areas in any strategic way (killing enemies, recon, etc) will result in a forfeited match and a 30 day suspension of the offending player.

    -Explosion Jumping:
    Using explosives (grenades, rockets, satchels, etc) to get an elevation boost during jumping to reach areas not attainable from normal jumping has been deemed an engine exploit. Using this method will result in a forfeited match and a 30 day suspension to the offending player.

    -Unauthorized DVAR changes:
    Changing ANY DVAR from the official TWL Config to create an advantage for your team will result in a forfeited match. Other penalties may be handed out for more severe cases.

    -Limited Weapons:
    When there is a weapon labeled as 'limited' in a specific ladder or league config, at no time may there be more of any limited weapon used by the same team at ANY point in the match. If it was found to be intentional, the round(s) that this acquired weapon was used will be overturned. Using more than the limited number of any given weapon is an unfair advantage over the other team.


    Please click [HERE] to read more details about exploiting.

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    Cheating/Hacking

    -Message from the TWL CoD2 Administration:
    TWL has a ZERO tolerence policy regarding Game Hacking. This rule covers players who use code to manipulate a particular game for the purpose of gaining an unfair advantage over other teams and players. Wallhacks, speedhacks and aimbots are just examples of the types of cheats covered by this rule.

    "Testing" or "Trying out" Hack Programs will not be accepted excuses. Simply put "Do Not Install Hacks for any reason"

    -Consequences:
    I. If you are caught cheating or hacking in a TWL Match:
         A. Forfeiture of the existing game.
         B. Player Permanently banned from TWL.
         C. Team, Loss of rungs 20%. In cases of ladders having few teams they will be dropped to the bottom.

    II. If you are caught cheating or hacking outside of the ladder or in a match outside of TWL:
         A. Player Permanently banned from TWL.
         B. Team, Loss of rungs 20%. In cases of ladders having few teams they will be dropped to the bottom.

    III. If you are caught cheating or hacking on a Pub or in a Scrim:
         A. Player banned from TWL for 1 yr.
         B. 2nd Offense Perma Banned.

    -Admin Notes:
    TWL will continue to support teams who Police themselves of hackers and cheaters. In the case where a team Purges a hacker from their ranks and brings it to the attention of TWL staff. TWL will waive the Drop of Ladder Rungs.

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    PLEASE NOTE

    ****Ladder Specfic rules superceed any corresponding general ladder rules.****

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    Rung Ladder General Rules

    Ladder Movement

    You can challenge anyone above you 10 slots or 50% of the remaining ladder from your current rank - whichever is higher. (Ex: Rung 100 can challenge rung 50. Rung 48 can challenge to rung 24. Rung 15 can challenge to rung 5).

    On some of the smaller ladders, the challenge slots is 5 slots or 50% of the remaining ladder. Check the ladder's specific rules to be sure.

    Ladder Concept

    The Ladder is based on a best 2 out of 3 maps scenario. Map selection is random for the first and second maps. The "Defending" team selects the tiebreaker map. The "Defending" team chooses map sides and order. The "Attacking" team picks the tiebreaker map sides.

    * THIS IS SUBJECT TO CHANGE IN THE ABOVE RULES SPECIFIC TO THIS LADDER

    Team Roster Management

    Ladder members join teams per ladder and may only be a member of one team per ladder. Roster changes may be made on any day. In order for a player to be considered 'eligible' for a match, he must be on his team's roster before the Defender accepts the challenge and remain on the team until the match is completed. In the case of games with in game identifiers (PunkBuster), this GUID must be entered into the players profile before the defender accepts the challenge for the player to be considered 'eligible'. If a player drops from a team after a challenge is accepted and rejoins he will only be allowed to legally play if the other team agrees to it in match comms. Leniency is given for people that sign up on the same day match is accepted.

    Once a team joins a ladder, that team has 2 weeks to bring their roster to the minimum roster requirement for that ladder. Failure to do so will result in immediate removal from that particular ladder.

    Team Management

    Teams have one (1) Owner and any number of Captains. Captains are assigned at a ladder level. Owners are captains on all ladders. The team Owner should determine who should be in charge of issuing challenges per ladder and maintaining the team information. Multiple team captains can be assigned to perform such duties.

    *There are only to be a maximum of 2 captains assigned to any ladder match.

    You can only issue a challenge by making it in your Team's Admin Console on your ladder control panel on any day of the week. Access to the Team Admin Console is available to all Captains………… NOTE - You must login to the ladder in order to administer your team.

    Challenge and Match Date Acceptance

    All ladders have a time limitation for match responses. This includes Acceptance of a Challenge and/or Date Acceptance. The Present time frame is 48 hours. At that time a "Flag" is created for the Ladder Admins to address the next time they login to their Admin Console. If the problem is resolved by that team prior to the Admin logging in then the match continues as before. If the Admin logs in first the appropriate action will be taken. In this case forfeits will be granted and rungs dropped.

    It is the each team's responsibility before the match starts to see that all players are legally registered on each teams roster. After match start or completion, roster disputes are not valid justification for forfeiture or admin intervention. Substitute players, brought in during match, that are not eligible players by the above criteria, will force an immediate forfeiture on the part of the team they were playing for.


    Match Results Reporting and Disputes

    Once a match has started, it is understood that both teams agree to the terms of the match (number of players, time limit, rosters, etc). If there is a disagreement of match terms AFTER match completion, the disagreement will be thrown out.

    Match results are to be reported as a loss in your team admin panel or if you are disputing the loss you must login to your team admin panel and select the "Dispute Match Results" link within 1 hour of match end. If disputed it will send an automatic email to your ladder admin. If a team fails to report or dispute the team needs to notify the ladder admin immediately. Failure to do either within 1 hour of match end will result in :

       1. First Offense : Dropped a percentage of total rungs on ladder.
       2. Second Offense : Removed from ladder.

    By reporting the results, teams waive their rights to protest (ultimately decided by TeamWarfare Staff). It is also to be known that once a match has been played / reported neither team can attack each other for 7 days.

    If match results are being protested, a ladder admin and the opposing team captains must be made aware of the protest within one hour from the completion of the match via the "Dispute Results" link in your admin panel AS WELL AS through match comms. Failure to do BOTH may result in an admin reporting the match.

    After a protest has been initiated, both teams have 24 hours to gather evidence. In this time the team being protested against may issue a counter-protest.

    ALL match issues should be resolved within 48 hours from match completion.

    Failure to Appear

    For each ladder there is a minimum number of players needed to proceed with a match. Teams should have the minimum number of players on the appropriate server no later than 15 minutes after the scheduled match time. Failure to meet this requirement will result in an immediate forfeit against the non-compliant party. Both teams should be ready to play no later than 30 minutes from the scheduled match time (Unless agreed upon by both parties). Failure to agree to start the match at this time will result in forfeiture by the non-compliant party. A TWL admin should be contacted immediately (mIRC - #teamwarfare) for a ruling to be made. If an admin isn't available then the match should be postponed, and a dispute must be filed.

    Server Selection

    Server preference and choices are communicated through the "Match Communication" Portion of your Team Admin Console. All matches must be played on a server that has the ability to be password protected. If a neutral server cannot be agreed upon then the 1st and 3rd maps will be played on the Defender's Choice and the 2nd will be played on the Attacker's choice. All members should be able to connect to the server. Server disputes must be handled before match completion. Disputing a server after a match has been played will result in the dispute being thrown out.

    Server selections are bound by a "reasonable difference" in ping. If the average ping differential is substantial, the opposing team has the right to refuse a server, provided there is a viable alternative server open for match use.

    Inactivity

    Teams of the TWL are expected to remain active while on the ladder. Any team showing inactivity for a period of three weeks will be deleted from the appropriate ladder. This time frame of course does not include "Rest" time taken.

    Challenge Cancelation

    On the TWL there is no availability for the team Captains or Founders to cancel a challenge. All Cancellations must be coordinated through a Ladder Admin. Cancellations are not always guaranteed.

    Sportsmanship and Cheating

    Un-sportsmanlike conduct during matches will not be tolerated by the TWL. If an admin is called in to resolve an issue regarding un-sportsmanlike conduct the judgment/punishment will be swift, efficient and final. We here at the TWL suggest you conduct yourselves accordingly. See the specific ladder areas by this name for the specifics for that ladder and game.

    Racist or sexist remarks will not be tolerated.

    Simple, straight forward... Play nice.

    Server Selection Time

    All servers must be posted in the online match communications 48 hours prior to the match time. If no attempt is made to offer a server for your team, and the opposing team has offered a server, all 3 matches may be played on the opposing team's server per their request.

    Server Crashes

    In the event of a server crash, if both teams can agree upon the remaining time and score, the map will be restarted with the remaining time and score intact. If there is a dispute the entire map will be restarted. In the event that a team loses a player due to connectivity issues, (or his Mom/Dad tells him to get the hell off the PC...LOL) the team may substitute the player immediately with someone from their roster. Substitute players, brought in during match, that are not eligible players, will force an immediate forfeiture on the part of the team they were playing for.

    Punctuality

    Map side choices and order must be relayed to the attacking team no more than 24 hours after the attacker schedules the match. The attacking team also must relay side choice for the Tiebreaker map no later than 24 hours after scheduling the match. Server choice must be communicated in the "Match Communication" section in your team's ladder control panel 48 hours prior to match time. Failure to keep these deadlines may result in your forfeit of these options at the opposing team's (and admin's) discretion.

    In between maps, a maximum preparation time of 10 minutes (15 minutes if you're switching servers) is allowed before starting the next map. Your opponents may start the map if you exceed these time limits.

    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.

    Resting

    Teams in the "Top 20" are not eligible for Rest. Teams may rest for a total of 7 days per 3-month period (13 weeks). Teams may start and stop rest by their own doing so in their Team Admin Console. Rest is counted in whole day amounts. Understand that if a team places themselves on rest to cover time waiting to challenge a soon to be free team they will be "Docked" a complete day for any partial time. (1 hour = 1 day; 4 hours = 1 day; 36 hrs = 2 days)

    Smurf Policy

    Smurfing is signing up for more than one team (or the same team) on the same ladder, either under the same name, or a different name. It is also the act of playing for a team you are not registered to play for, under a false identity.

    Playing for a team you are not registered to play for is prohibited. Playing on more than one team per ladder is also prohibited, as is registering multiple accounts for use on the same team or ladder.

    Minimum punishment for the violation of this paragraph is as follows but not limited to : (It will ultimately remain sole discretion of Teamwarfare Staff)


    • The team that the smurf joined or played for most recently will be deleted.

    • The smurf's original team will be dropped 33% of the ladder.

    • The smurf's account(s) on, and possibly access rights to, TWL will be revoked.

    Additionally, team captains and founders can contact your games coordinator (SysAdmin). The list is located here. In each games staff list, at the top, is the SysAdmin for that game. The admins will cooperate fully with team captains and founders in order to combat and prevent smurfing. We will NOT hand out IP's so don't ask but we will be more than happy to check a certain player on your team.

    ****Ladder Specific rules supercede the corresponding general ladder rule.****

    HACKING

    TWL has a ZERO tolerance policy regarding Game Hacking. This rule covers players who use code to manipulate a particular game for the purpose of gaining an unfair advantage over other teams and players. Wallhacks, speedhacks and aimbots are just examples of the types of cheats covered by this rule.

    "Testing" or "Trying out" Hack Programs will not be accepted excuses. Simply put "Do Not Install Hacks for any reason"

    Ladders:


    1. Hacker caught in TWL Match:

    - forfeiture of the existing game
    - Player Permanently banned from TWL.
    - Team, Loss of rungs 20%. In cases of ladders having few teams they will be dropped to the bottom.


    2. Hacker Caught in Match outside of the ladder (League match) or in a match outside of TWL:

    - Player Permanently banned from TWL.
    - Team, Loss of rungs 20%. In cases of ladders having few teams they will be dropped to the bottom.


    3. Hacker caught in a Pub/Scrim :

    - Player banned from TWL for 1 yr.
    - 2nd Offense Perma Banned.This is globally cumulative. A pub ban on two separate games equals two offenses.


    Circumventing your ban, either by creating new accounts, or smurfing as another player will result in the player(s) being Permanently banned from TWL.


    ***NOTE- Each individual game has the option of preventing a person from participating in their specific game that has been caught cheating on the pubs, regardless of how long ago the violation has occurred. This will affect that game only. The player will not be site banned/suspended or prevented from playing another game that allows them to, if the violation is over one year old.


    Admin Notes:
    - TWL will continue to support teams who Police themselves of hackers and cheaters. In the case where a team Purges a hacker from their ranks and brings it to the attention of TWL staff. TWL will (waive the Drop in ladder rungs)


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