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Capture The Flag (CTF)


Capture The Flag (CTF)

Special Anti-Cheat Measures

Because Defense Turret is incompatible with the Tribes Next patch, special anti-cheat measures will be adopted until such a time as DT is fixed or the Tribes Next team's anti-cheat software is released.

First, using any script, sound, texture, software, etc. that provides a tangible advantage over someone using a clean install is illegal unless it is explicitly cleared by an Admin. The only exceptions to this rule are customizations that are purely aesthetic and serve no functional role and scripts that are not gameplay-relevant (for instance, automatic demo recording scripts or HUD movers). You can find a list of legal gameplay-relevant customizations here. If you have a customization that you feel should be added to this list, contact an Admin. Players caught using unapproved customizations will be dealt with as cheaters.

Second, every player should now:

  • Submit a demo for every map they play in a match.
  • Submit at least 1 screenshot taken during that match.

  • If any player hasn't submitted their demos and screenshot(s) within 24 hours of the end of a match, punitive action may be taken (see Demo Requirement section below). Regular submissions are encouraged, but not strictly enforced. If you choose not to submit files from a particular match, you must retain a local copy indefinitely. Failure to provide these files upon request will result in a ban. No excuses (e.g. hard drive failure) will be tolerated. In short, the best way to stay safe is to upload your files consistently.

    Please note that screenshots will be considered invalid if they don't include the HUD or if they cannot be traced to a specific point in the associated demo. Furthermore, if at any point a player disconnects from the server and then returns, he or she must take an additional screenshot once they begin playing again.

    Demos should be submitted through the TeamWarfare Demo Library.


    Ladder Concept

    The Ladder is based on a “best 2 out of 3” maps scenario. Map selection is random for the first and second maps. The "Defending" team selects the third (tiebreaker) map. The "Defending" team chooses map sides and order for the first two maps (order should be stated in Match Comms within 24 hours of finalization of match). By choosing the order, the "Defending" team also chooses what map is to be played on the defender's server of choice. The "Attacking" team picks the tiebreaker map’s sides. Once a match has been played, you may not attack the same team for 7 days after its conclusion.

    Match Play

    The following settings should be used for CTF Matches:

  • Default Server Settings
  • Team Damage ON
  • Time Limit set to 30 minutes
  • Tournament Mode ON
  • Out of Bounds Damage OFF
  • Each Team should have at least two Admins
  • CRC Checking OFF (unless CRC Checking ON is agreed upon by both teams in Match Comms)
  • Serverside Visible Distance Settings on FPS, not Distance

  • Tribes 2 7-Man Classic CTF is played with both teams having 7 players. If both teams agree to play with more, they are allowed to do so, as long as the server(s) offered by both teams can support the agreed upon number. If both teams agree to play with less than the minimum required number of players per team, then the TeamWarfare Staff sees this as an agreement between teams and therefore acceptable.

    Both parties must have at least 5 eligible players on the server by 15 minutes after the scheduled start time. Failure to meet this requirement will result in an immediate forfeit against the non-compliant party, unless the violating team and their opponent make an informal “Substitute Players” agreement (see section below). If no such agreement is reached, the offending team is still permitted to play 5v7 or 6v7. If both teams agree to postpone due to roster issues please either contact a TeamWarfare Admin immediately to inform them of the situation and the new scheduled time or, alternatively, post this information in Match Comms. Be sure to read the General Rules area pertaining to Reschedules and abide by its terms.


    Mods: Specific Versions

    Classic: 1.4.1 (Use of version 1.5.2 is permitted as long as all optional gameplay changes are disabled)

    Substitute Players

    TeamWarfare acknowledges that some teams may still wish to play a match even if their opponent does not have 7 eligible players available. In such a case, an informal agreement may be reached regarding the use of substitutes, whereupon the violating party should offer a list of available candidates who might fill the role. These candidates must be registered TeamWarfare players who are not currently banned or suspended from competition, must meet with the approval of the opposing team and may not, under any circumstances, replace an eligible member of the violating team who is available to play. The non-offending team is allowed to bar the use of any player as a sub for any reason, as long as they do so prior to the beginning of a map. Please note that if such an agreement is reached and the non-offending team then loses, they are still required to report the results of the match.

    Map Packs

    The only legal maps for TeamWarfare matches are from the following map packs:

  • Original Dynamix Maps
  • TWL-Map Pack
  • TWL2-Map Pack
    All other maps are not the correct versions.

    Legal Player Names

    All members registered to play on Tribes 2 ladders must be registered under the same name in Tribes 2 proper. Slight variations in the name (such as dashes or stars) are permitted, as some names may have been taken by players not participating on the ladders.

    Server Types

    Matches must be played on servers running the most current version of Tribes 2 and the associated maps, including any map packs required by TeamWarfare (see Map Packs section above). Beta versions and patches do not apply. The match must be played on a dedicated server connected to at least a T1 connection in the Continental United States or Canada. Cable, DSL, Satellite or other broadband connections are not acceptable at this time.

    Server Selection Disputes

    While server-based disputes are generally handled according to the Server Selection clause below, please note that, due to the nature and availability of Tribes 2 server hosting at this time, a Tribes 2 TeamWarfare Admin must agree beforehand that there is a substantial and legitimate cause for filing such a dispute. Be warned that teams attempting to make use of Server Selection rules without reasonable justification are likely to have their dispute dismissed.

    Connection of Telnet Devices

    Server Admins are not to remain connected to any Telnet devices on their server such as Tricon or Total Control, while the match is being played, to observe details in match play. Any violation of this could result in said server being disallowed from any current and/or future match play.

    Approved Server Admin Mods

    The following are legal for TeamWarfare match play:

  • Tricon2 (300 and above)
  • Total CONtrol (1.5 and above)
  • RaptureAdmin (2.0 and above)
  • atfadmin (2.3.2 and above)
  • Evolution Mod (1.2.3b)

  • Please note that all game-modifying features (e.g. the ability to freeze players) must be disabled for match play. Other mods may be added at any time. If you have a mod you wish to have added, please talk to your Ladder Admin for details.


    Scoring

    TeamWarfare will maintain a “cap only” scoring system on Tribes 2 CTF ladders. This means that all points a team gains through flag grabs are disregarded when reporting scores or determining a map’s victor.

    Sudden Death - Overtime

    In the event that a map ends in a tie, there will be a 15 minute sudden death (overtime) round played to resolve the winner. Any overtime rounds should be played prior to playing any other maps and the first team to capture their opponent's flag wins. If at the end of the first sudden death period there have been no captures, a second should be played. Note that the described process should be followed until a winner for that map is decided.

    Demo Requirement

    Due to the rampant cheating that is now plaguing competitive gaming, every player is required to demo every match. These demos are to be handed over to a TeamWarfare Admin upon request, where they will be subject to review by multiple TeamWarfare Admins. Demos are to be held for no less than 2 weeks after the completion of a match, or indefinitely if not submitted to TeamWarfare voluntarily (see Special Anti-Cheat Measures section above). Please note that there are consequences for not producing demos when asked (see section below).

    • 1st Offense - 15-day suspension of player involved. Team forfeits match.

    • 2nd Offense - 30-day suspension of player, 15-day suspension of team involved. Team forfeits match, drops 25% of the ladder.

    • 3rd Offense - 60-day suspension of player, 30-day suspension of team. Team forfeits match, drops 100% of the ladder.

    • 4th Offense - Player banned from TeamWarfare. Team disbanded.

    Additionally, once a match has concluded and been reported, TeamWarfare Staff may launch its own investigation. Players will be required to submit demos, if requested, to TeamWarfare Staff at anytime during the 2 week "demo retainer" timeframe for the purpose of investigating player activity after the match has been reported. These demos will be reviewed by the Ladder Admin and the SysAdmin. If players are found in violation of any set rules they will be held accountable for those actions. Punishment for those actions may vary depending on the nature of the issue. Teams the player in question played on will typically not be subject to any punishment, though this may vary depending on the severity of the violation. Players not submitting demos when requested by TeamWarfare Staff will be subject to the following discipline:

    • 1st Offense - 60-day suspension of player involved.

    • 2nd Offense - 90-day suspension of player involved.

    • 3rd Offense - Permanent ban of player involved.

    Please note that the above will remain at the sole discretion of TeamWarfare Staff.

    Match Observers

    All matches may be subject to observation from TeamWarfare Staff. Barring staff observers will result in forfeiture of the match and rung loss for the abusing team.

    Sportsmanship and Cheating

    In the event that a team believes their opponent has cheated, the match should be completed and the TeamWarfare Staff should be notified immediately afterwards (in accordance with the Match Results and Disputes clause) so that a judgment can be made. Failing to submit a dispute or contact a member of TeamWarfare Staff within an hour of the match’s completion will be regarded as waiving any right to protest. If the protesting team is the losing team, they should not report the loss until a ruling is made. By reporting a loss, the losing team likewise waives all rights to protest. When it is known that a team is going to protest, both teams should submit evidence to support their side of the story to the TeamWarfare Admin handling the issue. Submitting demos and other information will help the staff involved in ruling on the matter. Not providing all pertinent information could limit the scope of the evaluation and hurt rather than help a team, so both should participate as best they are able.

    All bugs and tactics are not considered cheats. The TeamWarfare Staff acknowledges some of the unintended effects of bugs are an acceptable part of the game, and we will take this into consideration when determining if a bug is so extreme that it warrants disciplinary action against the offending team. If it is shown that the bug is of such a degree as to constitute a cheat, the TeamWarfare rules will be updated and disciplinary actions could be taken against the team in question.

    Known Tribes 2 cheats include attempting or performing the following:

    • Intentionally sitting in a forcefield for an excessive amount of time to make a player invulnerable to damage (excessive to be decided by a TeamWarfare Admin upon review of demo evidence).

    • Model replacements, nofog hacks, Happy Mod 2, oramod, crunchamod and the like are not to be used under any circumstances.

    • Changing any of your network settings in any way not permitted by the standard settings panel is strictly prohibited. The only exception to this rule is the modification of interpolation settings.

    • All Remote Inventory spewing/firing exploits are illegal with the exception of deployable and health kit spewing. Constantly spewing deployables or health kits to lag a server is prohibited. Jumping to heal yourself faster is legal.

    • Any exploit that changes the Rate of Fire (RoF) of any weapon.

    • Any animation exploit including, but not necessarily limited to, deliberate use of the crouching animation in an attempt to be seen or hit less easily.

    • Changing Cloak, Turret, Mine, Water, or any deployable or pack skin or model. This includes default skins for Tournament Mode teams (i.e. Storm and Inferno). Any skin that could be considered as giving unfair advantage will be viewed as a cheat (to be determined by TeamWarfare Staff).

    • Changing Cloak or weapon idling sounds.

    • Exploitation of flag (throwing through an object), remote inventory, turret, or forcefield (firing through them) clipping bugs. Hiding an inventory/turret is fine; creating invulnerable inventories/turrets is not. It must be possible to destroy the object with all splash damage-based weapons. (Better have demos proving you tried to destroy it, or you have no case.)

    • Match countdown command screen movement exploit.

    • Any team-changing exploit (this does not include going in and out of observer for a better spawn point, but does include changing to the opposing team's side at any point before or during the game).

    • Using concussion grenades to launch vehicles across the map (such as "MPB Capping").

    • Exploitation (spamming) of unlimited range dumbfire MPB or base turret rockets.

    • Usage of a script, program or any other deliberate means to create lag on a server, another player, or yourself.

    • Server settings that change the default balance, physics, and gameplay.

    If there are any questions regarding a bug or tactic that could be considered a cheat, please contact the TeamWarfare Staff for a pre-match ruling. A short demo demonstrating the bug/tactic should be submitted.


    Resting

    Teams may rest for a total of 7 days per 3-month period (13 weeks). Teams may start and stop rest in their Team Admin Console. Rest is counted in whole day amounts. Please note that if a team places themselves on rest to cover time waiting to challenge a soon-to-be-open team, they will be "Docked" a complete day, even if the full day was not used (i.e. 1 hour = 1 day, 4 hours = 1 day, 36 hrs = 2 days, etc.)

    7-Man Classic CTF: "Top 15" cannot rest.
    Others ladders should be default: "Top 20" cannot rest.

    Rung Ladder General Rules

    Ladder Movement

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

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

    Ladder Concept

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

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

    Team Roster Management

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

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

    Team Management

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

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

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

    Challenge and Match Date Acceptance

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

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


    Match Results Reporting and Disputes

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

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

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

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

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

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

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

    Failure to Appear

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

    Server Selection

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

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

    Inactivity

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

    Challenge Cancelation

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

    Sportsmanship and Cheating

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

    Racist or sexist remarks will not be tolerated.

    Simple, straight forward... Play nice.

    Server Selection Time

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

    Server Crashes

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

    Punctuality

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

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

    Rescheduling

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

    Resting

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

    Smurf Policy

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

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

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


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

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

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

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

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

    HACKING

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

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

    Ladders:


    1. Hacker caught in TWL Match:

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


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

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


    3. Hacker caught in a Pub/Scrim :

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


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


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


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


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    TWL® NA Time: 9/3/2010 1:31:15 AM
    TWL® EU Time: 9/3/2010 7:31:15 AM

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