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Call of Duty 4: NA League Rules


Call of Duty 4: NA League 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 League type for Call of Duty 4 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 League.

    -Call of Duty 4: Modern Warfare Competition Leagues- *CLICK TO EXPAND*

    [] CoD 4 - NA 5v5 S&D League

    Call of Duty 4: 5v5 S&D Leagues

    Type of Gameplay: Search and Destroy
    Number of Maps: 1
    Number of Teams: 2
    Members per Team: 5 (4 minimum)
    Time Limit: 2:00 min per round
    Friendly Fire: Yes
    Rounds: 24 (play all 24)
    Mods: PAM4.02 & TWL Ruleset version 1.60
    Map Selection: According to league schedule
    Side Selection: Refer to Server/Side Selection below
    Server Selection: Refer to Server/Side Selection below
    Default Match Start: Mondays at 9:30pm Eastern
    *League matches may not be played after league night. See general scheduling rules for info on rescheduling
    Map List:
    See League forums FAQ HERE

    -Server Settings:PAM4 defined


    -Perk 1
    C4 x 2: Off
    Special Grenades x 3: Off
    RPG-7 x 2: Off
    Claymore X 2: Off
    Frag x 3: Off
    Bandolier: On
    Bomb Squad: Off

    -Perk 2
    Stopping Power: On
    Juggernaut: Off
    Sleight of Hand: On
    Double Tap: On
    UAV Jammer: Off
    Sonic Boom: On

    -Perk 3
    Extreme Conditioning: Off
    Steady Aim: On
    Last Stand: Off
    Martyrdom: Off
    Deep Impact: Off
    Iron Lungs: On
    Dead Silence: Off
    Eavesdrop: Off

    -Attachments
    Silencer: On
    Red Dot: On
    HandGrip: On
    ACOG: On
    203: Off

    -HardPoints
    UAV: Off
    Air Strike: Off
    Helicopter: Off

    -Misc Settings
    Gun HitBlips: Off through walls
    Grenade HitBlips: Off
    Mounted MG: Off
    Bomb Site Tags: Off
    Plant/Defuse sounds: On
    Briefcase Graphic: Off

    -Class Limits
    Demolition: Limited to 1
    Heavy Gunner: Limited to 1
    Sniper: Limited to 1
    Scorpion Removed

    -Server/Side Selection:
    The home team will have server choice, or can defer server choice for side choice. Both teams should post their server information in a timely manner. No team is responsible to "host or forfeit".

    -Map Rotation:
    Only one map will be played per match.

    -How You Play/Win:
    You play 12 rounds on one 1 side, switch sides, play 12 rounds on opposite side. You will play the full 24 rounds, rankings and points are based on round wins. If teams are tied 12-12, a "25th" round OT will be played. You will play 3 rounds on 1 side (away team gets OT side choice for the first 3 rounds), then switch sides and play the remaining 3 rounds. The first team to win 4 rounds wins OT and the match. Should teams tie OT, 3-3, you will play OT again, this time with Home team getting side choice for first 3 rounds. Teams will play as many 6 round OT's as need until 1 team wins 4 rounds out of the 6 OT rounds.


    PAM4 has the correct round setup and OT setup. Just play until it says someone won, and you will have followed the format to the letter.

    -Match Details:
    All members of all squads are responsible for treating each other with respect during the match. Due to the lack of a language filter, please respect those in the server at all times and please don't be careless with your language. The server, as well as all members of each squad, should be running the latest patch approved by TWL.

    There are limits on what player classes or how many of player class can be used by a squad. Those limits are:
    • Sniper limit 1
    • LMG limit 1
    • Shotgun limit 1
    • SpecOp limit 2


    -Server Crashes:
    In the event of a server crash during a round said round should be replayed. All previous round results will stand.

    In the event of repeated server crashes (2 or more) the other teams server should be used, or a nuetral server, and the match resumed from the last verifiable completed round.

    -Demo Recording:
    Please click here to refer to the demo recording requirements.

    -Voice Over IP (VOIP):
    VOIP will be not be allowed to be enabled on match servers.

    -Team Size:
    Each team is to fill a minimum of 4 positions and a maximum of 5 positions. If a team is unable to meet this requirement, the offending team must forfeit the match. If neither Team is able to fill 4 positions at the start of the match, the match will be nullified unless both teams choose to play the match with less than the number of required players. If either team is able to field 5 players and the opposing team can only field 4 then match will be played with uneven numbers. Should a team "playing short" have legal, rostered players become available, they may join the match as soon as they can connect, provide they join the proper side within a reasonable amount of time. See Substitutions for more detailed information and possible penalties for mishandling substitutions.

    -Qualified Servers:
    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 Gameplay Info. If each squad has a server, the Home Team chooses the server. If a squad does not have a server, they must play on the offered server providng it is a legal match server for TWL play.

    Please ensure the server's stability and capability to with stand 12 players from across North America before the match begins. In the event of excessive lag, another server may be used providing it is a legal TWL match server.

    The IP of the server should be provided in match coms as soon as they become available, and there is a 1 hour time limit before scheduled match time to provide the server information. 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 difficulty of the server. It is important to prevent disputes by being aware.

    "Lan Center players are not allowed to use servers located at thier Lan Center. Additionally, any server that allows one of the teams to ping less than 10 to is not usable for match play. A suitable neutral server should be used instead."

    -Points System for League Ranking:
    Point Allocation for S&D:

    Roster Management
    The ability to join the league gets lock the day of the first week
    Rosters are locked the day after the 6th weeks match
    See league forums and competition type FAQ

    Scoring Scenarios:

    Clarifications:

    In the event of a no show, the team that attended gets full win points, 5 points plus 12 rounds won. This will put them behind all playing teams with 13 rounds won or more, but wont hurt them for playoffs. This is done because they are considered to have "fought" the match uncontested.

    All this is done to stop a noshow match from hurting a team. Realistically, while this has the possiblity of an artificial "jump up", it doesn't alter their ranking beyond what they would normally have because the match scheduling is based on rankings, it will self adjust given the results of their next match. If they did "jump up" artificially, their next match, they will lose and it will move them back down to where they should have been. On the other hand, if they "jump up" from a noshow and win their next match, they obviously belong up that high so realistically, nothing is hurt.

    A team that no shows gets removed from the league and immediately placed back to the pending queue. Admins will NOT persue them to reschedule. The team must contact the admin staff within 5 days, or before the next match night. If the team contacts us, they will be placed back into the league, if the team doesnt contact us, they will be removed permanently from the current league and not allowed to rejoin until the next league season.

    [] Call of Duty 4: 5v5 Hardcore S&D Leagues


    Type of Gameplay: Search and Destroy
    Number of Maps: 1
    Number of Teams: 2
    Members per Team: 5 (4 minimum)
    Time Limit: 2:30 rounds
    Friendly Fire: Yes
    Rounds: 24 (play all rounds) + a 25th OT round if tied
    Mods: PAM4.02 and TWLRuleset version 1.60
    Map Selection: According to league schedule
    Side Selection: Refer to Server/Side Selection below
    Server Selection: Refer to Server/Side Selection below
    Default Match Start: Tuesday at 9:30pm Eastern *League matches may not be played after league night. See general scheduling rules for info on rescheduling
    Map List:
    See League forums FAQ HERE

    -Server Settings:PAM4.02, TWLRuleset version 1.60, pbsv.cfg 2.2d Beta



    -Perk 1
    C4 x 2: Off
    Special Grenades x 3: Off
    RPG-7 x 2: Off
    Claymore X 2: Off
    Frag x 3: Off
    Bandolier: On
    Bomb Squad: Off

    -Perk 2
    Stopping Power: On
    Juggernaut: On
    Sleight of Hand: On
    Double Tap: On
    UAV Jammer: On
    Sonic Boom: On

    -Perk 3
    Extreme Conditioning: Off
    Steady Aim: On
    Last Stand: Off
    Martyrdom: Off
    Deep Impact: Off
    Iron Lungs: On
    Dead Silence: On
    Eavesdrop: Off

    -Attachments
    Silencer: On
    Red Dot: On
    HandGrip: On
    ACOG: On
    203: Off

    -HardPoints
    UAV: On
    Air Strike: Off
    Helicopter: Off

    -Misc Settings
    Gun HitBlips: Off through walls
    Grenade HitBlips: Off
    Mounted MG: Off
    Bomb Site Tags: Off
    Plant/Defuse Sounds: On
    Briefcase Graphic: Off

    -Class Limits
    Demolition: Limited to 1
    Heavy Gunner: Limited to 1
    Sniper: Limited to 1

    -Server/Side Selection:
    The home team will have server choice, or can defer server choice for side choice. Both teams should post their server information in a timely manner. No team is responsible to "host or forfeit".

    -Map Rotation:
    Only one map will be played per match.

    -How You Play/Win:
    You play 12 rounds on one 1 side, switch sides, play 12 rounds on opposite side. You will play the full 24 rounds, rankings and points are based on round wins. If teams are tied 12-12, a "25th" round OT will be played. You will play 3 rounds on 1 side (home team gets OT side choice for the first 3 rounds), then switch sides and play the remaining 3 rounds. The first team to win 4 rounds wins OT and the match. Should teams tie OT, 3-3, you will play OT again, this time with Visiting team getting side choice for first 3 rounds. Teams will play as many 6 round OT's as need until 1 team wins 4 rounds out of the 6 OT rounds.


    PAM4 has the correct round setup and OT setup. Just play until it says someone won, and you will have followed the format to the letter.

    -Match Details:
    All members of all squads are responsible for treating each other with respect during the match. Due to the lack of a language filter, please respect those in the server at all times and please don't be careless with your language. The server, as well as all members of each squad, should be running the latest patch approved by TWL.

    There are limits on what player classes or how many of player class can be used by a squad. Those limits are:
    • Sniper limit 1
    • LMG limit 1
    • Shotgun limit 1


    -Server Crashes:
    In the event of a server crash during a round said round should be replayed. All previous round results will stand.

    In the event of repeated server crashes (2 or more) the other teams server should be used, or a nuetral server, and the match resumed from the last verifiable completed round.

    -Demo Recording:
    Please click here to refer to the demo recording requirements.

    -Voice Over IP (VOIP):
    VOIP will be not be allowed to be enabled on match servers.

    -Team Size:
    Each team is to fill a minimum of 4 positions and a maximum of 5 positions. If a team is unable to meet this requirement, the offending team must forfeit the match. If neither Team is able to fill 4 positions at the start of the match, the match will be nullified unless both teams choose to play the match with less than the number of required players. If either team is able to field 5 players and the opposing team can only field 4 then match will be played with uneven numbers. Should a team "playing short" have legal, rostered players become available, they may join the match as soon as they can connect, provide they join the proper side within a reasonable amount of time. See Substitutions for more detailed information and possible penalties for mishandling substitutions.

    -Qualified Servers:
    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 Gameplay Info. If each squad has a server, the Home Team chooses the server. If a squad does not have a server, they must play on the offered server proviing it is a legal match server for TWl play.

    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 used providing it is a legal match server.

    The IP of the server should be provided in match coms as soon as they become available, and there is a 1 hour time limit before scheduled match time to provide the server information. 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 difficulty of the server. It is important to prevent disputes by being aware.

    "Lan Center players are not allowed to use servers located at thier Lan Center. Additionally, any server that allows one of the teams to ping less than 10 to is not usable for match play. A suitable neutral server should be used instead."

    -Points System for League Ranking:
    Point Allocation for S&D:

    Roster Management
    The ability to join the league gets lock the day of the first week
    Rosters are locked the day after the 6th weeks match

    See league forums for competition type FAQ.

    Clarifications:

    In the event of a no show, the team that attended gets full win points , 5 points plus 12 rounds won. This will put them below all playing teams that week that got 13 or more rounds won but wont hurt them making the playoffs. We do this because they are considered to have "fought" the match uncontested.

    All this is done to stop a noshow match from hurting a team. Realistically, while this has the possiblity of an atrificial "jump up", it doesn't alter their ranking beyond what they would normally have because the match scheduling is based on rankings, it will self adjust given the results of their next match. If they did "jump up" artificially, their next match, they will lose and it will move tham back down to where they should have been. On the other hand, if they "jump up" from a noshow and win their next match, they obviously belong up that high so realistically, nothing is hurt.

    A team that no shows gets removed from the league and immediately placed back to the pending queue. Admins will NOT persue them to reschedule. The team must contact the admin staff within 5 days, or before the next match night. If the team contacts us, they will be placed back into the league, if the team doesnt contact us, they will be removed permanently from the current league and not allowed to rejoin until the next league season.

    [] CoD 4 - NA 5v5 Hardcore Sabotage League


    Type of Gameplay: Sabotage
    Number of Maps: 1
    Number of Teams: 2
    Members per Team: 5 (4 minimum)
    Friendly Fire: Yes
    Rounds: 7 (Best of 4 Win)
    Mods: PAM4.02 & TWL Ruleset version 1.60
    Map Selection: According to league schedule
    Side Selection: Refer to Server/Side Selection below
    Server Selection: Refer to Server/Side Selection below
    Default Match Start: Thursday at 9:30pm Eastern
    *League matches may not be played after league night. See general scheduling rules for info on rescheduling
    Map List:
    See League forums FAQ HERE

    -Server Settings:PAM4 defined


    -Perk 1
    Bandolier: On


    -Perk 2
    Stopping Power: On
    Juggernaut: On
    Sleight of Hand: On
    Double Tap: On
    UAV Jammer: On
    Sonic Boom: On

    -Perk 3
    Extreme Conditioning: On
    Steady Aim: On
    Iron Lungs: On
    Dead Silence: On

    -Attachments
    Silencer: On
    Red Dot: On
    HandGrip: On
    ACOG: On
    203: Off

    -HardPoints
    UAV: On
    Air Strike: Off
    Helicopter: Off

    -Misc Settings
    Gun HitBlips: Off through walls
    Grenade HitBlips: Off
    Mounted MG: Off
    Bomb Site Tags: Off
    Plant/Defuse sounds: On
    Briefcase Graphic: Off

    -Class Limits
    Demolition: Limited to 1
    Heavy Gunner: Limited to 1
    Sniper: Limited to 1
    Scorpion Removed

    -Server/Side Selection:
    The home team will have server choice, or can defer server choice for side choice. Both teams should post their server information in a timely manner. No team is responsible to "host or forfeit".

    -Map Rotation:
    Only one map will be played per match.

    -How You Play/Win:
    Teams switch sides every round but the the first team to win 4 rounds wins the match. However all 7 rounds must be played out for scoring purposes. If teams are tied 3-3, a "7th" round OT will be played. You will play 1 round on 1 side (away team gets OT side choice for the first round) The first team to win 1 rounds wins OT and the match. Should teams tie OT, you will play OT again, this time with Home team getting side choice.

    PAM4 has the correct round setup and OT setup. Just play until it says someone won, and you will have followed the format to the letter.

    -Match Details:
    All members of all squads are responsible for treating each other with respect during the match. Due to the lack of a language filter, please respect those in the server at all times and please don't be careless with your language. The server, as well as all members of each squad, should be running the latest patch approved by TWL.

    There are limits on what player classes or how many of player class can be used by a squad. Those limits are:
    Sniper limit 1
    LMG limit 1
    Shotgun limit 1
    SpecOp limit 2


    -Server Crashes:
    In the event of a server crash during a round said round should be replayed. All previous round results will stand.

    In the event of repeated server crashes (2 or more) the other teams server should be used, or a neutral server, and the match resumed from the last verifiable completed round.

    -Demo Recording:
    Please click here to refer to the demo recording requirements.

    -Voice Over IP (VOIP):
    VOIP will be not be allowed to be enabled on match servers.

    -Team Size:
    Each team is to fill a minimum of 4 positions and a maximum of 5 positions. If a team is unable to meet this requirement, the offending team must forfeit the match. If neither Team is able to fill 4 positions at the start of the match, the match will be nullified unless both teams choose to play the match with less than the number of required players. If either team is able to field 5 players and the opposing team can only field 4 then match will be played with uneven numbers. Should a team "playing short" have legal, rostered players become available, they may join the match as soon as they can connect, provide they join the proper side within a reasonable amount of time. See Substitutions for more detailed information and possible penalties for mishandling substitutions.

    -Qualified Servers:
    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 Gameplay Info. If each squad has a server, the Home Team chooses the server. If a squad does not have a server, they must play on the offered server providng it is a legal match server for TWL play.

    Please ensure the server's stability and capability to with stand 12 players from across North America before the match begins. In the event of excessive lag, another server may be used providing it is a legal TWL match server.

    The IP of the server should be provided in match coms as soon as they become available, and there is a 1 hour time limit before scheduled match time to provide the server information. 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 difficulty of the server. It is important to prevent disputes by being aware.

    "Lan Center players are not allowed to use servers located at thier Lan Center. Additionally, any server that allows one of the teams to ping less than 10 to is not usable for match play. A suitable neutral server should be used instead."

    -Points System for League Ranking:
    See league forums and competition type FAQ

    Roster Management
    The ability to join the league gets lock the day of the first week
    Rosters are locked the day after the 6th weeks match

    Scoring Scenarios:

    Clarifications:

    In the event of a no show, the team that attended gets full win points, 2 rounds won. This will put them behind all playing teams with 4 rounds won or more, but wont hurt them for playoffs. This is done because they are considered to have "fought" the match uncontested.

    All this is done to stop a noshow match from hurting a team. Realistically, while this has the possiblity of an artificial "jump up", it doesn't alter their ranking beyond what they would normally have because the match scheduling is based on rankings, it will self adjust given the results of their next match. If they did "jump up" artificially, their next match, they will lose and it will move them back down to where they should have been. On the other hand, if they "jump up" from a noshow and win their next match, they obviously belong up that high so realistically, nothing is hurt.

    A team that no shows gets removed from the league and immediately placed back to the pending queue. Admins will NOT pursue them to reschedule. The team must contact the admin staff within 5 days, or before the next match night. If the team contacts us, they will be placed back into the league, if the team doesn't contact us, they will be removed permanently from the current league and not allowed to rejoin until the next league season.


    [ CoD 4: NA - ProMod
    ;
    CoD 4: NA - ProMod Live Overview

    -Format:
    Game: Call of Duty
    Game Version: 1.7
    GameType: Promod Live
    Mod(s): ProModlive206
    ProMod Mode: promod_mode match_mr15
    ProMod Mode Command: /rcon exec twl_league_promod.cfg
    Default Match Start: Wednesday at 9:30pm Eastern
    *League matches may not be played after league night. See general scheduling rules for info on rescheduling
    Map List:
    See League forums FAQ HERE


    -Gametype Setup
    Number of Maps: 1
    Number Of Rounds Per Map: 30
    Number Of Rounds Per Side: 15
    TimeLimit Per Round: 1:45
    Single-bomb: On
    Plant Time: 5 sec
    Defuse Time: 7 sec
    Bomb Timer: 45 sec
    Strat Time: 6 sec

    -Attachments:
    Silencer: On
    Red Dot: Off
    HandGrip: Off
    ACOG: Off
    203: Off

    -HardPoints
    UAV: On
    Air Strike: Off
    Helicopter: Off

    -Weapons:
    Skorpion: Off
    P90: Off
    Dragunov: Off
    M21: Off
    Barrett .50 cal: Off

    -Misc Settings:
    Light Machine Guns (LMG): disabled
    3 SMG Limit w/ promod smg fix: enabled
    1 Sniper Limit w/ awp fix: enabled
    Codqcup fall damage: On
    Bandolier/stopping power perks (fixed): On
    Nogunsway Mod: enabled

    -Class Limits:
    Assault: Unlimited
    Spec Op: 3 w/ promod smg fix
    Demolition: Unlimited
    Heavy Gunner: disabled
    Sniper: 1 w/ AWP fix

    -Server Configuration:

    -ProModlive206:
    ProModlive206 is the required server-side competition mod for all TWL ProMod Na live League matches. The TWL_promodlive206.zip mod files are available from the TWL Call Of Duty 4 Downloads Page. The 4 necessary files for the TWL ProMod 4 League are included in the zip file. They are as follows: mod.ff, promodlive206.iwd, z_custom_ruleset.iwd, & twl_ladder_promod.cfg. Take a look at the README file for instructions.

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

    Example of RCON usage:
    /rcon exec twl_ladder_promod.cfg

    If ProModlive206 loaded correctly, you will see "PromodliveNA" and "mr15 match"" in the upper right hand corner of the screen during the Warmup and Halftime periods.

    The above command will also load the necessary TWL PB Config.

    Roster Management
    The ability to join the league gets lock the day of the first week
    Rosters are locked the day after the 6th weeks match

    -Team Size:
    5v5 - The number of players per team will be 5. The minimum number of players to legally play a match is 5. Teams fielding fewer than 5 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 4 and the associated maps. The match must be played on a dedicated server connected to at least a T1 connection.

    A player is NOT allowed to play on the same server as the client.

    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. In the event of excessive lag, another server may be chosen or the match may be re-scheduled.

    -Over-Time:
    In the event that the match ends up in a 12-12 tie, then Over-Time rounds will be played. The Over-Time round is setup the same as any of the other rounds. The Defender has side choice & the Over-Time round must be played on the server where the 24th round was played. NO substitutions will be allowed in Overtime.

    Over-Time is setup to be played over 6 rounds. The first team to win 4 points/rounds wins the match. If the score ends in a tie, then additional Over-Time's will be played until there is a winner.
    Clarifications:

    In the event of a no show, the team that attended gets full win points, 5 points plus 12 rounds won. This will put them behind all playing teams with 13 rounds won or more, but wont hurt them for playoffs. This is done because they are considered to have "fought" the match uncontested.

    All this is done to stop a noshow match from hurting a team. Realistically, while this has the possiblity of an artificial "jump up", it doesn't alter their ranking beyond what they would normally have because the match scheduling is based on rankings, it will self adjust given the results of their next match. If they did "jump up" artificially, their next match, they will lose and it will move them back down to where they should have been. On the other hand, if they "jump up" from a noshow and win their next match, they obviously belong up that high so realistically, nothing is hurt.

    A team that no shows, gets removed from the league and immediately placed back to the pending queue. Admins will NOT persue them to reschedule. The team must contact the admin staff within 5 days, or before the next match night. If the team contacts us, they will be placed back into the league, if the team doesnt contact us, they will be removed permanently from the current league and not allowed to rejoin until the next league season.

    Over-Time Mode: promod_mode knockout_mr3


    Top



    Game Modifications

    -Server-Side:

    ALL server's that are to be used for a TWL sanctioned match must be setup in the following manner:
    •Current CoD Version (currently v1.7)

    •Current PAM Mod (currently v4.02)

    •Current TWL PAM Ruleset (currently v1.60)

    •Current TWL Server Configs (currently v1.2)

    •No Gun Sway Mod

    •Any additional server mods that have been authorizezd by TWL

    •Streaming to Punksbusted & PBBans

    •Located within the boundaries of North America
    The following penalty will be enforced for all players that are caught with any client-side modifications.

    • Consequence - 30-day suspension of player involved.

    The following penalty will be enforced for all team captains and the founder that are caught with any suspended player in a match.
    • Consequence - Removed from the league, and a 30-day suspension of captains and founder.
    Players caught with client-side modifications known by the CoD community as cheats, see Hacking/Cheating


    - PAM4 Server Error Messages

    "PAM has detected an error and is holding debug info.
    Please do not stop this server until a League Admin
    can come to your server and collect the debug info: #
    "


    Teams joining their opponents server and seeing the above message should do the following:
    • Immediately take a screenshot of the error message
    • Immediately contact an admin via IRC
    • Give the admin the server ip and password
    • Do NOT begin the match
    • Wait for the admin to connect and follow their instructions completely
    • Prepare your own server to host the match, or begin trying to find a suitable, legal, neutral server should either be needed


    If your team has the server giving the above error message, you are required to do the following:
    • Immediately take a screenshot of the message (F12)
    • Immediately contact an admin via IRC
    • Do NOT begin the match
    • Give the TWL admin the RCON password in private IRC PM. This will be held in the strictist of confidence and you can confirm that you are in fact dealing with an official CoD 4 TWL admin by refering to the player name and PBGUID listed below
    • Follow his directions completely and fully


    Authorised admins:
    (click on name to goto admins account on TWL to verfiy authenticity)


    -Unauthorized PAM4 modifications

    Any teams that modify PAM4 whatsoever(including renaming the PAM4 folder) will be subject to disciplinary actions. We take these offenses very seriously.

    First Offence

    • - Forfeiture of the existing game.

    • - Founder suspended from TWL for 60 days.

    • - Team, removed from the existing league season.


    Second Offence

    • - 1 year site ban for the founder

    • - Team disbanded



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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 CoD4 Admins are logged in 24hrs a day 7days a week to help resolve any issues that you may have while competing on the TWL CoD4 Ladders/Leagues. 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.

    -TWL CoD4 Admin Contacts:
    A complete listing of Teamwarfare's Call of Duty Admin Staff can be found by clicking [HERE]. (Coming Soon)

    -TeamWarfare Observer Corps
    The TeamWarfare CoD4 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 assigned 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, team captains are required to take a screenshot of /pb_plist in console showing all players that will be playing the match.

    -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 :

    • First Offense - 2 week suspension of any captains and/or the founder present in the match in question.
    • Second Offense - Team removed from the league and/or 30-day suspension of any captains and/or the founder present in the match.

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    Team Rosters

    -Joining a League:
    If you would like to join CoD4 League 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 League with <yourteamname>."
    10. Select the Call of Duty 4 League 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].

    -Roster Information:
    Each League varies in the required amount of players. In order for a player to be considered 'eligible' for a match, they must be on their team's roster, with a correct COD GUID, 48 hours before the match starts and remain on the team a minimum of 3 weeks, this is to discourage "team hopping". “Ringers” may NOT be used at any time.

    Players playing under an alias NOT REGISTERED with TWL are ineligible to play, your in-game name must be a reasonable facsimile of your TWL name on roster.

    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 as soon as possible. Anyone sitting in spectator for over 5 seconds will be considered observing and risk their team forfeiting the match if it is determined by TWL Staff that said player was using observer to their teams advantage.



    ***Note- If a team has a player join to play the match, while the match is in progress, and that player is NOT on roster and/or does NOT have the proper CoD GUID associated with their name/nick, the team they joined will forfeit the entire match. It is the other teams captains responsibility to take a screen shot of new player's GUID with /pb_plist, and check that player after the match is over. You know who is on your roster, and you should know if their GUID is correct, this is your responsibility so be sure who is coming in during "live" rounds.



    Due to the sizes of some teams, it is acceptable to rotate players at the beginning of new maps, during halftime, or start of over time 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] (Coming Soon) 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.

    -Shoutcasting:
    In all TeamWarfare Sanctioned League matches, we reserve the right to shoutcast the match in whole or in part. All shoutcasters must and will be approved by Teamwarfare. With reguard to matches shoutcasted by request of teams, all teams must notify a league admin no later than 48 hours prior to match start for approval. Team scheduled shoutcasts must be approved by both teams.


    -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 opposing team has the right to refuse any player that does not have a reasonable facsimile to their registered player name, regardless if the CoDGUID matches the player. 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 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 inquiries. If teams have not communicated in Match Comms, any disputes relating match specific issues, other than 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 BOTH teams’ servers must be provided to each squad captain 24 hours before the match time in Match Comms. Any server posted less than 24 hours prior to match time will be considered ineligible. 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 difficulty of the server. It is important to prevent disputes by being aware.


    -Server Selection:
    The Home team has server selection or can defer server selection for initial side choice. This server will be used for the entire match. In the event of Overtime, server selection stays on the server the previous rounds were played on. This server is to be used for all of Overtime. If the server does not qualify for reasons such as setup or latency conflict, then it may not be used unless both teams agree.

    -Server Selection/IP exchange:
    Both teams should post server IP’s and passwords. Home teams if you have a valid server the IP should be posted in comms, even if you defer server for side choice. Visitors, failure to post a server in comms when home team defers server for side choice will result in home team getting both server and side choice. If both teams fail to post server IP, a valid neutral server must be found and home team will get side choice. If server selection is not resolved by the night of the match the match will be killed and neither team will get win points.

    -Scheduling:
    Rescheduling a league match; teams are allowed to reschedule matches for an earlier time and or date. Matches cannot be played after the standard league night. See league specific rules. No rescheduling can be done prior to matches being made. All rescheduling arangements must be posted and confirmed in match comms.

    -Abuse of Match Comms:
    Please use match comms to only facilitate the match process. TeamWarfare understands some friendly banter and barbs being exchanged in comms as part of the competitive spirit. What TeamWarfare doesn’t allow is the privilege of match comms access being abused and comms treated like rant boards.

    If an admin has to post in match coms because things have "gotten out of hand" you must follow his instructions. Failure to do so will result in the following:

    • First Offense - 2 game player suspension from league play.
    • Second Offense - 4 game player suspension from league play and you will have your match comms access removed*.
    *if the offending person is the team founder, he must refrain from comms use and allow a captain to handle further comms. Failure to do so can result in the team being removed, the founder being changed, and/or further sanctions based on severity of the problem and frequency.

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    Captain's Responsibility

    PAM Mode: PAM4.00


    -Eligibility for Match:
    All Players must be registered on their team's roster with the correct GUID prior to the stated match time to be able to play, this is for league eligibility only, ladder eligibility is significantly different. 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/s to play in the match regardless of roster or GUID.

    -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 so the other team can verify the player's PBGUID on the roster.

    -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, or round, so that the score can be verified. Without screenshots, regardless of the match outcome, the match may be forfeited.

    -Example of Command usage for Console:
    /screenshotjpeg

    -Reporting the Match Results:
    Team Captains need to report the match results in match coms within (1)hour of the match ending. Do not report the match results if a team no-shows or the match goes into overtime. If a team doesn't show, please just post that in match comms. If a match goes into overtime, post who won and it will get recorded correctly by an admin.

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    Match Start

    -Sportsmanship:
    See Sportsmanship and Cheating.
    The following penalties will be enforced for all players that display Unsportsmanlike Conduct.

    • 1st Offense - 2 game suspension for the player involved.

    • 2nd Offense - 4 game suspension of player involved, and a 2 game suspension for any captain and/or founder in the match.

    • 3rd Offense - Player removed from the teams league roster. Team forfeits match and is removed from the league for the season.

    -Match Time:
    All players should join the server on time. Once they have joined they should stay on their respective sides without killing the other team. This facilitates getting the match started in a timely manner. All members of each team need to be in the server and ready to play by the posted, or agreed, match time. There is a 15 minutes grace period to handle connectivity, roster, server and last minute match issues, but teams should strive to be on time, ready to play, by match time. Should a team fail to have the minimum number of players in server, baring connectivity issues, by 15 minutes after match time, the offending team will forfeit the match and be ruled a noshow.

    -Ping Discrepancy:
    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 League 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:
    Excessive voice taunting (team or global) is not allowed, if an Admin deems it was used in excess it could result in the following consequences and/or mean the match (in extreme cases of abuse) will be overturned.
    • 1st Offense - 2-week suspension for any player(s) involved.
    • 2nd Offense - 4-week suspension for any player(s) involved.
    • 3rd Offense - Team removed from the league, 3 month player suspension for offending player(s), and a 1 month suspension for any captains including the founder.


    -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.

    • 2nd Offense - Six Month suspension for any player(s) involved.

    • 3rd Offense - Two Year suspension for any player(s) involved.

    • AFTER YOUR SUSPENSION You will be required to submit your demo after your next match.


    -Match Start:
    When both teams are ready and all members have been successfully connected to the server, the "rcon fast_restart" command is issued. Once both teams are ready and has indicated this by clicking the PAM Ready Up key, the Match will become LIVE. All teams are required to take screenshots of the score at the end of each Half, and map end score screen.

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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.

    Also note, Cod 4 has 2 types of objects; Static and Drawn. Static objects are things such as boxes, cars, walls, dumpsters, arches.
    Drawn objects are things such as grass, banners, awnings, wires, canopies.

    We do not consider walking thru Drawn objects as an exploit. We do consider walking thru, seeing thru, Static objects as exploiting.

    As a general rule of thumb, we allow anything, when climbing is concerned, as long as you dont "clip" thru a static object or exploit a coding weakness.

    -Keybinds/Macros/Scroll Wheeling:
    The use of a keybind to do more than 1 action is prohibited and will result in a match forfeit regardless if it is used in the match or not. Simply put, if 1 key press does more than 1 thing, its illegal.

    The use of macros to change fire rate, bind more than 1 action, or initiate a sequence of actions by 1 key press is illegal and will result in a match forfeit regardless if it is used or not.

    The use of binding "firing" to the mouse wheel is illegal. This can change the game coded fire rate of certain weapons and is considered illegal. Having your "fire" key bound to scroll wheel will result in a match forfeit regardless of it being used or not.

    All of the above, when the term "multiple actions" is used, means that any bind, macros, ect, that can do more than 1 finite command is illegal. Having a keybind to jump and change squat for example, having a keybind to change more than 1 console command, having a keybind to initiate an action and change a console command, are considered illegal.

    Penalites per player will be at admin discretion based on severity of the problem and circumstances.

    -Suicides and Intentional Team Kills:
    Any 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.

    -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.

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    Filing a Dispute

    -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. Disputes must be reported to your league admin within 4 hours of the agreed match start time. This is done by clicking on "Dispute Match Results", found in your team admin panel. If you are in playoffs then it is aceptable to contact admin with info. If the match has already been reported, Email cod4league@teamwarfare.com within 4 hours of the agreed match start time. Disputes must be for a valid and specific reason. Teams must identify 'who, what, when, and where' the violation occured.

    -Time Frame to File a Dispute:
    You have 4 hours from the agreed upon match start time to file a dispute. This time is allowed to give yourself time to "cool off", review demos, and check actual rules to determine if there is actually supporting evidence to file.

    Typical match time is approximately 60 to 80 minutes, this leaves you with ample time to take an objective look at the issue. We ask you wait at least 30 minutes from the match end before filing a dispute.

    -Report to Match Comms:
    In the event of a dispute, teams should do the following:

    • The disputing team must announce in match coms they are disputing, and tell the other team the exact details of the dispute, what you tell us, you must disclose to the team being disputed.
    • Teams should check their match comms and team emails often as the admin may request additional information.
    • All posts in match coms will stay in match coms, any mention of the dispute, the teams, the players, or any aspect of the dipute that is posted in TWL forums will result in a 2 week play suspension for the offending player regardless if he is on the disputing team or on the disputed team.
    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.


    -Key Questions to Ask Yourself Before Filing a Dispute:
    Due to the highly emotional nature associated with the vast majority of disputes, please take time to "cool off" for at least 30 minutes before filing a dispute. Step away, calm down, then adress the issue as objectively as possible. Then ask yourself the following questions:

    • Did they actually, clearly, break a rule to win the match?
    • Did they take unfair advantage of a verifiable coding and/or map design weaknes, or unfairly substitue non-rostered players during live play to win the match?
    • Would I be filing this dispute if we had won?
    If you cant positively answer yes to all 3 of the above questions, you at best have a questionable 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.

    You have 3 hours from the agreed upon match start time to file any dispute. Typical match time is approximately 1 hour. This gives you 2 hours to review your own demos, discuss with your team, and follow the below listed steps. We HIGHLY encourage everyone, regardless of the case or nature of the dispute, to take at least 30 minutes to "cool" down and then try to objectively look at the circumstances.

    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 cite 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 is 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.

       

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

    To use this facility, goto Ftp://66.135.53.115 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/or league removal.

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

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    Cheating/Hacking

    -Message from the TWL CoD 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 will forfeit any match (for the present season) that the offending player was proven to have played in.

    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 will forfeit any match (for the present season) that the offending player was proven to have played in.

    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 forfeiture of past league matches.

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    PLEASE NOTE

    ****League Specfic rules superceed any corresponding general league rules.****

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    General League Rules

    Rescheduling

    Dates can only be rescheduled on a different night (prior) to the match night as long as both teams agree and the admins are contacted by email 24 hours in advance.

    Default times are determined by League rules.

    Team Rest

    If your team chooses to rest or go “inactive” your options are:

    1) Request to be dropped from the league
    2) Stay and receive forfeits until you become active again.

    Team Roster Management

    Each team is to have the minimum amount of players as determined by the specific League rules. TeamWarfare Team Rosters will be CLOSED on a night determined by TeamWarfare. Check you league specific rules regarding Roster Locks.

    Team founders and Captains are responsible for maintaining a clean and Smurf clear Roster. Failure to do so can lead to Disciplinary Action.

    Match Eligibility

    Members must be on the roster by 11:59 PM EST the previous day of each weeks matches to be eligible for play.

    It is the responsibility of the opposing team to check the eligibility of the players from the other team. Its a good idea to have a copy of the other teams roster available to review this at match time. If a team fields an ineligible player it is the responsibility of the opponent to refuse this player and notify an admin. If this is discovered AFTER the match has been played then neither team has grounds for a dispute.

    *However if within the Allotted 24 hr Dispute posting time. A team discovers a player on the opposing team is a Smurf,Doubleclanner,ringer or suspended player. The team is allowed to Dispute the Match results.

    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

    Teams are expected to be on the server and ready to play with the minimum number of players at the scheduled or agreed upon time. Any team that fails to be present with the minimum amount of players and ready to play on a server 15 minutes after the match start time will forfeit the match.

    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.

    Smurfing/Ringing/Double Clanning Policy

    Smurfing/Ringing/Double Clanning is signing up for more than one team (or the same team) in the same League, 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.

    Some Games have different levels of League Competition Within a Game. Such instances where a game League has more then 1 league such as an Beta, Alpha and Invite. A player is allowed to play on only 1 team within the Game. There will be no crossover from 1 league to the other within a GAME. Players Caught playing on more then 1 league team will be suspended and the team will at the discretion of the admin receive either forfeiture, suspension or removal of the league.

    Teams that recruit higher level players will be subject to removal from a lower competitive League and placed in a League more suitable for the level of the players within the team.



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

    Any player caught smurfing will be Suspended or expelled from the League and may be banned from TeamWarfare. Second offenses will result in the team or teams involved being remove from the League. Teams are also subject to receiving forfeit losses of there match if found to have Played Smurfs.

    Team Management

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

    Access to the Team Admin Console is available to all Captains………… NOTE - You must login to the League in order to administer your team. You will also be able to see that the home/visitor status , as well as issue match communications and report the results of your matches in the admin panel.

    Match 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 can be reported in your team admin panel by "EITHER" team or if you are disputing the loss you must report it to your League Admin within 1 hour of match end.
    By reporting the results, teams waive their rights to protest (ultimately decided by TeamWarfare Staff).

    Failure to Appear

    For each league 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.

    Server Choice

    Server choice must be communicated through in the “Match Communications” section in your teams League 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 admins) discretion. It is each team’s responsibility to provide a server for the rounds that they are responsible for. If a team cannot supply a server they are to use the server there opponent has supplied. If neither team can supply a usable server on a match night then the match will be canceled and both teams will not receive points.

    ****ANY SERVER USED MUST be running TWL MATCH CFG to be considered eligible servers, unless agreed upon by both teams and approved by an admin.

    Complaints about servers are waived after a match is completed.

    League Map Schedule

    The Map Schedule for the Leagues are to be strictly adhered too. Teams are not allowed to play any other maps than the one listed for that weeks play.
    This is not negotiable. Unless the Admin changes the Map for the whole league, teams will play the listed Map.

    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"



    Leagues:

    1. Hacker caught in TWL Match:

    - forfeiture of the existing game
    - Player Permanently banned from TWL.
    - Team will forfeit any match (for the present season) that the offending player was *proven to have played in.


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

    - Player Permanently banned from TWL.
    - Team will forfeit any match (for the present season) that the offending player was *proven to have played in.


    3. Hacker caught in a Pub/Scrim :

    - Player banned from TWL for 1 Year.
    - 2nd Offense Perma Banned.

    * Opposing teams will have to provide proof to TWL Admins in the form of Demos, Screenshots or Server logs that the opposing team did have this player on their team. Proof must be provided within a 48 hr period.


    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 or forfeiture of past league matches.)

    PLEASE NOTE

    ****League Specific rules superceed the corresponding general League rules.****


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    TWL® NA Time: 7/30/2010 10:03:08 AM
    TWL® EU Time: 7/30/2010 4:03:08 PM

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