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-Gametype Specifications and Concept:
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:
-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.
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:
-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.
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 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 -Server-Side:
The following penalty will be enforced for all team captains and the founder that are caught with any suspended player in a match.
- PAM4 Server Error Messages 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:
If your team has the server giving the above error message, you are required to do the following:
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
Second Offence
↑Top -IRC Channel Info:
-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:
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 ↑Top -Anti-Smurphing Measures
↑Top -Joining a League:
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:
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.
↑Top -Match Comms:
↑Top PAM Mode: PAM4.00 ↑Top -Sportsmanship:
-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.
-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.
-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. ↑Top -General Info: ↑Top -General Procedures:
-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:
-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.
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. ↑Top -Message from the TWL CoD Administration: ↑Top PLEASE NOTE ****League Specfic rules superceed any corresponding general league rules.**** ↑Top 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. Team Rest If your team chooses to rest or go “inactive” your options are: 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. 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. 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. 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. 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. 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. 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. 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. 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. PLEASE NOTE ****League Specific rules superceed the corresponding general League rules.**** |