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Team Fortress 2 NA League


Team Fortress 2 NA League

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  • 1.0 - Introduction

  • 2.0 - League Format

  • 3.0 - Season Format

  • 4.0 - Match Rules

  • 5.0 - Match Scheduling

  • 6.0 - Servers

  • 7.0 - Players and Eligibility

  • 8.0 - Cheating, Exploits, and Player Conduct

  • 9.0 - Unlockable Weapons

  • 10.0 - Contacting TWL






    1.0 - Introduction

    TWL brings an exciting new league format to the TF2 community. In restructuring our league format into a division format, we hope to provide the best quality play for all teams and players, regardless of skill level.





  • 1.1 - Quick Rules Summary

  • Default date/time
    Mondays at 9:30PM EST

    Class Limits
    Scout - 2
    Soldier - 2
    Pyro - 2
    Demoman - 1
    Engineer - 2
    Heavy - 2
    Medic - 1
    Sniper - 2
    Spy - 2

    Scoring

    Push maps first to 6, first half ends at 4. 20 minute halves.
    Overtime is one round, first to cap all points.

    Stopwatch play ABBAAB, best of three.

    Server Config
    http://www.teamwarfare.com/files/dl/TF2/twl_league_configs.zip

    Map pack
    http://www.teamwarfare.com/files/dl/TF2/league_mappack.html

    Schedule and Map list
    Click here

    Screenshots
    Players no longer have to take model or particle screenshots before halves. Only status and scoreboard screenshots by the captains are required.

    Demos
    Every player is required to take client demos of every match. Demos are to be held for a minimum of 2 weeks after the match date.

    2.0 - League Format


  • 2.1 - Divisions and Subdivisions

  • The new TWL 6v6 league will be split up into several skill based divisions, and then again into smaller subdivisions within each division. These subdivisions will follow the naming convention of Division 1, Division 2a, Division 2b, Division 3a, Division 3b, Division 3c, Division 3d, etc. Each subdivision will contain between 10-12 teams at the start of each new season, if possible. The exact number of teams in a subdivision will depend on the number of teams available. There will be one subdivision in Division 1, two subdivisions in Division 2, and up to four subdivisions in Division 3 and below. The exact number of subdivisions will depend on the total number of teams enrolled in the season.

  • 2.2 - Skill Rating

  • Division 1 will be the top division in terms of skill. Each lower division will have a generally lower skill level. Divisions 1 and 2 will be the most selective in terms of number of teams. Skill-based divisions will provide for a more satisfying game experience for all teams, as they are matched against teams of similar skill levels. In addition, each team will be fighting to win their subdivision and for the right to raise a division at the end of the season. This creates more tangible and realistic goals for each team in TWL, whereas in the previous format only a small handful of teams had a legitimate shot at winning the season, or even placing in the top 4.

  • 2.3 - Scheduling

  • Each season, teams within each subdivision will play each other according to the swiss pairing system used in popular chess tournaments. This system ensures that each team will not play another team more than once, that teams of similar records will play each other, and that teams will be assigned as equal a number of home and away games as possible. This should result in the strongest teams quickly rising to the top of the standings in each subdivision, with the weakest teams likewise falling to the bottom.

  • 2.4 - Scoring for League Standings

  • Teams will be given 1 point for a win and 0 points for a loss. Teams will be ranked in each subdivision according to the number of points they have earned. Tiebreakers will be determined by three popular chess tiebreaking systems: Sonneborn Berger, Median Buchholz, and Buchholz, in that order. These are simply different ways to measure strength of schedule. It will be extremely difficult for teams to be tied after all three tiebreakers, however if that occurs, most rounds won and fewest rounds lost will be the fourth and fifth tiebreakers, respectively.

  • 2.5 - Tiebreaker System Explained

  • A team's Sonneborn Berger rating can be determined by adding up the league points of each team they have beaten, and nothing from the teams they have lost to. This will reward teams who have beaten better teams. A team's Median Buchholz rating can be determined by adding up the league points of every team they have played, except for the strongest and weakest of that group. This rewards teams who have played a more difficult schedule. Finally, a team's Buchholz rating can be determined by adding up the league points of every team they have played. This is another way of rewarding teams who have played the more difficult schedule.

  • 2.6 - Byes and Forfeits

  • If there are an odd number of teams in a subdivision, the swiss pairing algorithm will randomly assign one team each week to be given a bye. A team will not be assigned a bye more than once in a season, if possible. If a team forfeits a match, the team with the forfeit win will be treated the same as if they had just received a bye. In other words, if a team has received a forfeit win earlier in the season, they will not be eligible to receive a bye until all other teams have been given at least one bye. Teams receiving byes and forfeit wins will be given 1 point for the subdivision standings, although they will not receive any points towards tiebreaker ratings. Teams receiving a forfeit loss will not be given any points. Teams with two forfeit losses will not be scheduled for any more games and will be forced to start the next season in the lowest division.



    3.0 - Season Format


  • 3.1 - Regular Season

  • Each regular season will last seven weeks and be scheduled, scored, and have ties broken according to the rules described in the “League Format” section.

  • 3.2 - Playoffs

  • There will be separate playoff brackets for each division of the league. Each division will have an 8-team single-elimination bracket made up of the top teams from each subdivision.

    Each week of playoffs will consist of a best-of-three-map series for each matchup, each map being played for 30 minutes. The teams will take turns eliminating maps from the map pool until only three remain. Then the higher seed will pick the first map, the lower seed the second, and the third map will be the tiebreaker. The map pool will be the 8 maps that were played in the regular season.

  • 3.3 - Promotion/Demotion System

  • At the end of each regular season, there will be a period where teams are given the opportunity to move up a division, or prevent themselves from moving down a division. During this period, a team from a lower division will be paired up with a team from a higher division. These teams will play a "Promotion" matchup, best two out of three maps as in playoffs. The winner of this set will be placed in the higher division, and the loser placed in the lower division.

  • 3.4 - Season Registration

  • Registration for each upcoming TWL TF2 league season will be opened approximately four to five weeks before the season is scheduled to begin. Teams will be required to re-register for each new season. This allows TWL to see in advance which teams are leaving the league and which new teams there might be. Each season should start two weeks after the Division 1 Championship game, resulting in a new regular season starting approximately every ten weeks.

  • 3.5 - Qualifier Matches (for new teams)

  • Teams entirely new to TWL will "play their way" into a particular division through a Qualifier Match. Teams will be allowed to choose a particular division to play into, and then will be matched up against one of the better teams in that division. A sourceTV demo will need to be recorded and provided to TWL admins upon request, but in most cases the score of the maps will be sufficient. You do not have to beat the team you play against, but you have to be fairly competitive. These play-in games will follow the same best-of-three format as used in the playoffs.

    In order to be eligible to qualify into a particular division, your team must do the following (no exceptions):

    1) Sign your team up for Season 5
    2) Get at least 6 players on your TWL roster with valid steam IDs
    3) Post in this thread, providing a link to your team's TWL page and the desired division you wish to qualify into

    If you don't follow these three steps, your team will be placed in the lowest division.

  • 3.6 - Placement

  • Placement will occur during the playoffs of the preceding season. As more teams play their Promotion and Qualifier matches, the picture will become more clear. After all teams have been placed in the appropriate division, they will be split evenly into subdivisions based on their record from the previous season. In other words, the best team will go to subdivision A, second best team to subdivision B, third best to subdivision C, etc. This way the subdivisions can stay as competitive as possible from season to season, and you won’t always be playing the same teams.

    Note: At least 50% of the players on a team's roster must remain on the roster for the start of the new season. If not, it will be considered a "new team", defined in the section below.



    4.0 - Match rules


  • 4.1 - Pre-Match

  • Each team should be ready to start the match at 15 minutes past schedule time at the latest. If a team does not have the required amount of members on the server and/or is not ready to start, the match can be considered a no-show and forfeit wins/losses will be issued accordingly.

    The time before the match goes live should be also used to take required screen shots and for players to start recording their demos. Teams must also take this time to make sure that the players on the opposing team are on the roster and eligible to play the match. Teams must also check that the server is running the appropriate config and all other server settings are correct. Once the match goes live these issues cannot be disputed. The suggested order would be to check Steam ID’s, start demo, and then take screenshots. When everyone is done the match can be started.

  • 4.2 - Scoring Format

  • Capture the Flag:
    • Maps: Turbine, Mach4
    • Format: Each team plays two 20 minute halves. Teams will switch sides at the end of the each half.
    • How to Win: Highest overall score determines a winner. Score is determined by summing the points of both halves.
    • Cap Limit: There is no cap limit for ctf maps.
    • Overtime: In case of a tie, an overtime will be played. The first team to score a point (capture the flag) wins.

    Push (Linear Control Point):
    • Maps: Well, Granary, Badlands, Fastlane, Freight, Resonance, Follower
    • Format: Each team plays two 20 minute halves. End the first half early if one team reaches 4 points by re-executing the config. Teams will switch sides at the end of the each half.
    • How to Win: Highest score determines a winner. Score is determined by summing the points from both rounds.
    • Winlimit (mercy rule): The first team to reach 6 points (rounds won) wins the match regardless of time left.
    • Overtime: In case of a tie, an overtime round will be played. The first team to score a point (capture all points) wins.

    Stopwatch (Attack/Defend):
    • Maps: Gravel Pit
    • Format: The game will consist of best two out of three attack/defend rounds. The team that attacks first in round 1 will defend first in round 2 and attack first again in round 3.
    • How to Win: Each team attacks and defends using stopwatch mode. In stopwatch mode, it comes down to which team gets the same or more points then the other the faster. The score will be reported as rounds (one attack and defense) won. Max score of one round 1-0.
    • Overtime: In case of a tie (1-1), teams will play a third round (attack and defense), to determine a winner.


  • 4.3 - Class Limits

    • Scout - 2
    • Soldier - 2
    • Pyro - 2
    • Demoman - 1
    • Engineer - 2
    • Heavy - 2
    • Medic - 1
    • Sniper - 2
    • Spy - 2

    Not adhering to these class limits will result in a forfeit of the round in question.

  • 4.4 - Playoff Matches

  • Both Promotion Playoff and Division 1 Championship matches will follow the same "best of three" format. The series will be played on up to three maps, each map being played in a 20-minute time limit, first to 5 format. Attack/defend maps will themselves be best two out of three attack/defend rounds. Each map won will count as one win in the series. The first team to win two maps will win the series. The teams will play all three maps back to back to back. Teams are allowed a short ten minute break between maps.

  • 4.5 - Spectators

  • Spectators may be allowed pending approval from both team captains. Spectators may include shoutcasters (with an admin’s approval) and/or TeamWarfare League administrators. This should be discussed prior to match time; in-game observers are not allowed if not cleared beforehand.

    TeamWarfare League staff may be available to spectate and referee matches if a team desires. Requests for a referee should be emailed to the Team Fortress 2 staff as early as possible so arrangements can be made. There are no guarantees that an admin will be available to spectate a match, we will try however.

    TeamWarfare League staff reserve the right to observe any TeamWarfare match without prior notification or approval. The admin's identity can be verified by contacting them on IRC during the match or validating their Steam ID. Any attempt to impersonate TeamWarfare League staff will result in a permanent site ban.

  • 4.6 - Dropped Players

  • If a player drops from play during the process of a match going live, the match is to be stalled until the player returns (within the regular limits mentioned under "failure to appear") at which point the match is started. If a player drops during the course of a match, his team is allowed to pause the game until he returns. If he does not return within five minutes, the other team is allowed to unpause the match without their consent, although they are encourage to give common courtesy, especially if the player should be returning soon. If a player drops more than twice, his team is no longer allowed to pause the game for him.

    When a team is ready to unpause, they must give the other team a five-second warning, or they may forfeit the round in question.

    Abuse of this rule with the intent to ghost, rejoin after a death, etc., will not be tolerated. Penalties for this include the overturning of rounds and/or matches.

  • 4.7 - Substitutions

  • Substitutions are only allowed between halves and before an overtime period, however, any number of player substitutions are allowed. Any substitute players are required to take the appropriate screen shots and record a demo of their playing time as normal. No substitutions are allowed during play, except in the case where a player drops due to a connection issue. At no point may a substitution result in a team having 7 players in the server while a match is live, or that team will forfeit the round in question. The substituted player must not bring the teams out of the average ping discrepancy (see Major Ping Discrepancy) or rounds may be overturned.

    Once a substitution has been made, the other team is encouraged to check that the player exists on the TWL roster and has the correct steam id. Both team captains need to take a new "status" or "rcon status" screen shot as well. Similar to the "Pre-Match" Match Rules, once your team issues the "Ready" command and the match goes live again, you are agreeing to playing with the substitute player, regardless of their roster status.



    5.0 - Match Scheduling


  • 5.1 - Default Date and Times

  • TeamWarfare League Team Fortress 2 League matches will take place on Mondays at 9:30PM EST.

    Teams should be prepared to play on the default date and at the default time. Teams are asked to give common courtesy to each others situations but are not required to. If there are any problems trying to set an alternate date and/or time, the default time will be upheld and teams that fail to show will receive a forfeit loss. If a team receives two forfeit losses they will be removed from the league.

  • 5.2 – Match Comms

  • All match communication will be handled through Match Comms. Teams are encouraged to use IRC and steam messages to get in touch with each other, however that does not substitute for exchanging server and match information in TWL Match Comms. Please post your server info in match comms if you are the home team as soon as match comms become available. If you fail to do so at least 24 hours before match you lose the right to post your server and the visiting team should post theirs.

  • 5.3 – Rescheduling

  • Specific match times and dates can be negotiated between team captains. If no agreement can be made, then the default match time and date stands. If teams agree to reschedule, the new match date/time must be documented in match comms. Rescheduling more than 3 days past the default date is not permitted. All matches must be reported or disputed within 24 hours of match completion. NO EXCEPTIONS.

  • 5.4 – Makeup Matches

  • There will be no makeup matches in TWL league play. Information on byes and forfeit wins can be found in the relevant sections.

  • 5.5 – Home and Away Team

  • The designated "home" team has choice of server, the "away" team has choice of side. On an attack/defend map, the "away" team decides whether to attack or defend first. Teams will be assigned as equal a number of home and away games as possible.

  • 5.6 – Uneven Number of Teams

  • Due to the possibility of having an uneven number of teams, it is possible that teams will be required to have a 'bye' week. A team will not be given more than one bye in a season, if possible. If a team has already received a forfeit win, they will not be issued a bye.

  • 5.7 – Regular Season Map List

    • Week 1 - July 20 - granary

    Each week should be played on the map indicated in the map list. All matches are on Monday by default. Please note there are no matches on May 25th due to Memorial Day.

  • 5.8 – Playoff Map Choice

  • Each week of playoffs will consist of a best-of-three-map series for each matchup, each map being played for 30 minutes. The teams will take turns eliminating maps from the map pool until only three remain. Then the higher seed will pick the first map, the lower seed the second, and the third map will be the tiebreaker. The map pool will be the 8 maps that were played in the regular season.



    6.0 - Servers


  • 6.1 - Server Config

  • Download server config files here:
    http://www.teamwarfare.com/files/dl/TF2/twl_league_configs.zip

    Use the most current config by date. Use of an older config is not allowed.

  • 6.2 - Config Overview

  • There are four config files: twl_default, twl_push, twl_stopwatch, and twl_ctf. The default config contains all of the standard default cvars and other things that are not dependent on the game type. The push, stopwatch, and ctf configs should be executed when playing a map that matches that gametype. They will call the settings in the default config. The default config should not ever be executed.

  • 6.3 - Config Settings

  • Some relevant TF2 Settings:
    • Criticals disabled
    • No random damage
    • Class limits not enforced by the config (enables "hot-swapping" while players are dead)
    • Domination icons hidden
    • 20-minute timelimit for CTF and Push map halves
    • Stopwatch enabled
    • SourceTV disabled by default, optional to turn on


  • 6.4 - Server Requirements

  • Matches must be played on servers running the most current version of Team Fortress 2 and the associated maps.

    A server capable of handling at least 14 players is necessary for every match, and must be located within North America. The server must be running in dedicated mode and following all of the necessary rules specified in the Server Config section. Listen servers are unacceptable. The server must be password protected and VAC2 must be enabled. Please ensure the server's stability and capability to withstand 14 players before the match begins. In the event of excessive lag, another server may be chosen or the match may be re-scheduled.

    All server modifications must be disabled unless agreed upon by both teams in match communications. Other competition league or ladder configs and/or mods are not allowed, and servers using these configs may be considered invalid. Should teams choose to ignore ANY of the said conditions, included but not limited to: the server config, and server quality or any other settings, said team(s) will have NO grounds for an invalid server, and/or other related disputes. TeamWarfare League does not support the use of or the abilities of other leagues' configs or mods.

  • 6.5 - Server Choice

  • It is the Home team's choice to decide what server is to be used. Home team must make a decision about who is providing the server 24 hours prior to the start of the match and post the IP. If the Home team fails to make a decision, then the Away team will provide the match server and the Home team forfeits their right to choose the server. Whichever side is supplying the server is responsible for posting connection information in Match Communications prior to the start time of the match. Much like in ladders, if both teams posted their server info at least 24 hours in advance, teams may choose to switch servers at half.

  • 6.6 - Major Ping Discrepancy

  • In the event of a major ping discrepancy (+/- 50 ms average difference between teams), a third-party server can be tried. Otherwise, the best available server must be used, or the match can be rescheduled if the problems are temporary.

  • 6.7 - Server Crashes

  • In the event of a server crash, the map will be restarted with the remaining time and score intact. If the server crashes more than once, the other team’s server should be used. If no such server is available and you can't agree to continue playing, an admin has to be notified right away to try and find a solution. If no solution can be found before the score is due to be reported as determined in the rules, the team that provided the server may be forced to lose by forfeit.

  • 6.8 - HLTV (sourceTV) and IRC Scorebots

  • HLTV (sourceTV) and IRC Scorebots can be used, and are up to the discretion of the team providing the server. If HLTV is used, the delay must be set to at least 90 seconds. If an IRC scorebot is used, no messagemode (chat) information may be broadcast.

    Please post public HLTV info on the league forum for everyone's enjoyment.


  • 6.9 - Map Pack

  • The TWL map pack is split into CTF and CP maps for easy downloading.
    CP Mapack
    CTF Mappack
    League Maps Only Mappack


    If you can't open the archives, you can download 7zip here: http://www.7-zip.org/download.html



    7.0 - Players and Eligibility


  • 7.1 - Steam IDs

  • ALL players must have a valid Steam ID number and that number must be recorded in the player profile prior to joining competition. If this number is not in your profile or incorrectly entered, you will be temporarily suspended from competition until the problem is resolved.

    Please note that there is a Copy and Paste bug with Steam that will sometimes clip off part of the Steam ID number, therefore you need to double check to make sure that the number is correct and properly formatted.

    It is the OPPOSING team's responsibility to verify Steam ID's BEFORE THE MATCH. Agreeing to 'go live' will concede the roster and invalid Steam ID's will not result in an overturned match. The only exception to this is if there is a proven SMURF (registered with another team) post-match. Simply being ineligible will not result in an overturned win or forfeit of the match once it has been played. The ineligible player will be punished, but the match will not be overturned.

    To be Eligible for the match, the player MUST have the Steam ID on their profile at least 24 hours before the match (much like the player must be on the team 24hrs before the match).

    Note: All Steam ID’s must be formatted as x:x:xxxxxx. If a Steam ID is not formatted this way, the player is considered ineligible for the match.

  • 7.2 - Player Info

  • All players must use the default player and environment skins during matches.

    Custom huds are allowed as in font, font color, font size, and hud arrangement. If at any time TWL finds that something can be coded into a custom hud to give a player an in-game advantage, we will revert back to stock huds.

    Players must use the default sprite files.

  • 7.3 - Match Eligibility

  • Members must be on the roster by 11:59 PM EST the previous day of each week’s matches to be eligible for play. If a team cannot field at least 5 members, they must forfeit the match. 5v6 or 5v5 is allowed in League play. Teams may NOT agree to play with more than 6 players per team.

    It is the responsibility of the opposing team to check the eligibility of the players from the other team. It is a good idea to have a copy of the other team’s 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 after the match a team discovers a player on the opposing team was a smurf (rostered on a different team) or suspended player, the team is still allowed to dispute the match results.

  • 7.4 - Team Rosters

  • Teams must maintain a minimum of 6 players on their TWL 6v6 League roster. Changes made be made to the roster at any time, although individual players are subject to the rules outlined in the Match Eligibility section above. Rosters will be locked three days after the Week 7 match day.



    8.0 - Cheating, Exploits, and Player Conduct


  • 8.1 - Screenshots

  • Note: Players no longer have to take model or particle screenshots before halves. Only status and scoreboard screenshots by the captains are required.

    Note: Players must still record a demo.

    Captains from both teams are required to take screenshots. Before the match starts, the hosting team's captain must take an "rcon status" screenshot (type "rcon status" in the console and take a screenshot of it) and the visiting captain must take a status screenshot (type "status" in the console and take a screenshot of it). Additionally, the captains on both teams must take end of half screenshots of the scoreboard.

    All screenshots must be taken with the in game "jpeg" command (default key is "F5") and are required to be kept by all players for a minimum of two weeks.

    Players who do not submit screenshots or submit altered screenshots when requested by TeamWarfare League staff will be subject to the penalties outlined in Demo Requirements.

    Screenshot Summary:

    Console screenshot with status (Captain)
    Scoreboard with final score from each half (Captain)

  • 8.2 - Demo Requirement

  • NOTE: HLTV DEMOS ARE NOT REPLACEMENTS FOR PLAYER DEMOS.

    Every player is required to take client demos of every match. Demos are to be held for a minimum of 2 weeks after the match date. If you are disconnected from the server for any reason, you must begin recording a new demo as soon as you rejoin the server. Be sure to give the new demo a unique name and not overwrite the original demo. Similarly, if a substitute player is brought in during play, they must start recording their demo immediately.

    Demos are to be handed over to a TeamWarfare League staff upon request, where they will be subject to review by multiple TeamWarfare League staff.

    1st Offense: 1 game suspension of player involved. Team forfeits match.
    2nd Offense: 2 game suspension of player involved. Team forfeits match.
    3rd Offense: Season suspension of player involved. Team forfeits match.

    Additionally, once a match has concluded and been reported, TeamWarfare League staff may launch their own investigation. Players will be required to submit demos, if requested, to TeamWarfare League 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 that are requested will be reviewed by the league admin. 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 where the player competed on will not be subject to any punishment but this may also vary dependent on the severity of the issue. Should TeamWarfare League find, during these random materials requests, that the score for the match was reported incorrectly or otherwise falsified, the match is subject to an overturn and/or becoming a forfeit. Any points and rounds associated with the change will also be accounted for accordingly.

    Demo Commands:

    record demofilename
    stop
    playdemo demofilename

    Demos are saved in a similar directory with the file extension .dem:

    Steam\SteamApps\account_name\team fortress 2\tf

  • 8.3 - Exploits

  • The intentional use of map and/or game exploits to give your team an advantage during a match is prohibited. Use of flaws in maps as exploits is illegal as determined by Team Fortress 2 staff. Any disputes regarding game play, exploits, cheating or tactics must be submitted via a dispute along with proof of the occurrence and a detailed description including the associated times. If this is not included, the dispute will be thrown out. All Team Fortress 2 game play in TeamWarfare League is to be perceived as tasteful and fair.

    Exploiting the game is illegal and will be considered cheating if used in a match. Do not assume that the use of a bug or game engine flaw is legal. Contact Team Fortress 2 staff if you have any questions.

    The use of CVAR’s that give any player an unfair advantage over another player is not allowed during match play. An example of allowable CVAR’s would be an FPS tweak such as removing dead bodies. An example of an illegal CVAR would be turning off an environmental part of the game such as fog which would give the player an advantage over another. Texture tweaks that in turn change the behavior of hit boxes are not acceptable. Basically common sense is required as to what would be deemed legal or illegal. The decision lies with the TeamWarfare League staff and the use of an illegal CVAR will be considered a game exploit.

    Please note that killing during setup time is allowed on any map where it is possible, such as cp_well. Shooting through the model of a prop or door is not allowed.

    Non compliance with these rules may result in a forfeit loss.

  • 8.4 - Game Content

  • All players must use default TF2 game content. This includes, but is not limited to, particles, models, sprites, skins, textures, and sounds. If a player is found to be using any non-default game content, the player and their team will be punished subject to the criteria below. Custom HUDs are allowed, as long as they do not give the player any more information than what is found in the default HUD.
    • 1st Offense: 1 game suspension of player involved. Team forfeits match.
    • 2nd Offense: 2 game suspension of player involved. Team forfeits match.
    • 3rd Offense: Season suspension of player involved. Team forfeits match.


  • 8.5 - Scripts

  • Scripts are used through editing config files in the users tf\cfg directory. In general, most scripts are allowed. Any script that facilitates the use of a map or game exploit is not allowed. Players interested in more information regarding scripts and "competitive" configs can look here: http://code.google.com/p/tf2compconfiguration/

    All scripts in the above config are considered legal for TWL league play.

  • 8.6 - Sportsmanship

  • Unsportsmanlike conduct during matches will not be tolerated by TeamWarfare League. If an admin is called in to resolve an issue regarding unsportsmanlike conduct the judgment/punishment will be swift, efficient and final. Sportsmanship issues will result in the following punishments (except in certain situations that merit further punishment).

    • 1st Offense: Warning letter
    • 2nd Offense: Player(s) suspended for 2 games
    • 3rd Offense: Team dropped from the league. Player suspended from TWL for the season.


    Racist or sexist remarks will not be tolerated and may merit harsher penalties.

    No custom sprays of any kind are allowed from the moment of joining the server, especially those with pornographic or demeaning content.

    Players who use custom sprays may be punished according to the unsportsmanlike conduct rules. Tactical use of sprays (such as sprays that resemble an object of the game such as player models, gun models, etc) is seen as exploiting and will be dealt with as other exploits. Since sprays do not always show in demos, you must take a screenshot of sprays if you intend to dispute. If you do not have a screenshot and spray does not show in the demo, your dispute will be thrown out.

  • 8.7 - Messaging and Chat

  • It is encouraged that only team leaders and captains use in-game chat before and during the game. If a member of your team is found to be using the chat in an unsportsmanlike manner, your team may forfeit the match in question. Please note that friendly banter may not be considered "friendly" by the opposing team.



    9.0 - Unlockable Weapons


  • 9.1 - Scout

  • Allowed: Force-a-Nature, Bonk Energy Drink
    Not Allowed: The Sandman

  • 9.2 - Soldier

  • Allowed: Equalizer, Gunboats
    Not Allowed: Buff Banner, Direct Hit

  • 9.3 - Pyro

  • Allowed: Backburner, Flaregun, Axtinguisher

  • 9.4 - Demoman

  • Allowed: Charge 'n' Targe, Eyelander, Scottish Resistance

  • 9.5 - Heavy

  • Allowed: Natascha, Sandvich, KGB

  • 9.6 - Medic

  • Allowed: Blutsauger, Kritzkrieg, Ubersaw

  • 9.7 - Sniper

  • Allowed: Huntsman, Razorback, Jarate

  • 9.8 - Spy

  • Allowed: Ambassador, Dead Ringer, Cloak and Dagger



    10.0 - Contacting TWL


  • 10.1 - Match Disputes

  • The "Dispute" link is only available before a match has been reported, therefore it is important (but not required) for captains to state at the end of the match if they intend to dispute. If one captain states that he intends to dispute, then neither captain should report match results. Captains must also post in match comms that they intend to dispute.

    If match has been reported by a winning team, then the team wishing to file a dispute may do so by emailing an admin with the details stated below.

    Teams are limited to disputing 2 players from any one match. All disputes must be received within 24 hours of the match being played/scores reported. Failure to meet this deadline may result in dispute being thrown out.

    Whether you are disputing or being disputed, be prepared to produce all requested materials. Demos, server logs, player screenshots, status screenshots, and score screenshots may all be requested at the admin's discretion. To resolve disputes in a timely manner, once requested, all materials must be produced in under 48 hours (for matches rescheduled after default date, the deadline is reduced to 24 hours). If you cannot provide your own team's materials (demos, screenshots, etc) then your dispute will be thrown out.

    Cheating disputes must be accompanied by the specifics of the accusation. The disputing team needs to provide the following information:

    • Who is suspected of cheating
    • When did the events take place, i.e. Side, round, etc.
    • What is the suspected cheat, e.g. wallhack, aimbot, etc.


    Teams are encouraged to take the hour immediately after the match to review their own demos before filing a cheating dispute. Log the round number, side, and time that they believe the opponent was cheating and provide that information with the dispute. Cheating disputes without specifics may be thrown out.

  • 10.2 - IRC

  • The preferred method of contacting TWL admins is on IRC. We can be found at irc.gamesurge.net in the channel #twl_tf2.

    Information about IRC can be found here: http://www.irchelp.org/irchelp/irctutorial.html
    The popular IRC client mIRC can be found here: http://www.mirc.com/

  • 10.3 - Email

  • You can email TWL admins at the following address: TF2NALadders@teamwarfare.com

  • 10.4 - Steam Group

  • All TWL members are encouraged to join the steam group: http://steamcommunity.com/groups/TWLTF2_Season4
    The steam group is used to broadcast league announcements to players and captains, as well as for teams to get in contact to schedule scrims and matches.




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    TWL® NA Time: 2/9/2010 8:57:31 AM
    TWL® EU Time: 2/9/2010 2:57:31 PM

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