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CS:S - Open
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League Rules
UGL Counter-Strike: Source Rules Updated: 03 - 11 - 05
I. League Introduction A. Introduction: The Ultimate Gamers League was created to allow serious players and their teams to play in one of the most competitive leagues around. All of the participating team leaders are required to read the rules. Individual team members are highly recommended to read the rules for matches. B. Conferences/Divisions: Ultimate Gamers League runs two (2) Counter-Strike:Source Divisions in the Atlantic Conference only: Main and Open. Placement into the Main Division is strictly the choice of the UGL CS Administrators. The Open Division is open to all teams who comply with the following Tean Activation rules. The Main Division will always maintain 10 teams, so if a vacancy is created mid-season an Open team will immediately be moved up. All team moves are made at the discretion of UGL Staff and our decisions are final. C. Team Activation: When a team is made it will remain Inactive Awaiting Acceptance until it meets the UGL's requirements: 1.) No less than 6 members on our website's roster with SteamIDS. 2.) An active, registered, unmoderated, and unkeyed IRC channel. Once a team is deemed active it will automatically be placed into the Counter-Strike Source Open Division. The UGL reserves the right to remove any team members from a team as they see fit and may deny your team without cause or explanation at the digression of the admins. 3).Team roster must list leader and scheduler as two (2) different players. D. Verification of UGL Staff: It is the responsibility of all registrants in UGL to verify the staff they are dealing with are indeed representing The Ultimate Gamers League. This clause includes, but is not limited to, allowing an Admin to spectate your match, the handling of disputes, and the attempt by anyone to threaten you or your team publicly with disciplinary action. II. Scheduling A. The Season: 1. Pre-season: The UGL CS:S Open Division will be playing two (2) weeks of matches in which schedules are randomly generated. These weeks are strictly for teams to warm-up before beginning the season as well, as allowing newer teams to get a feel for league play. After the pre-season, the results and schedules will be erased from the database and will have no impact on the rest of the pre-season. Any team that forfeits during pre-season will be deactivated. 2. Regular Season: The UGL Counter-Strike Source League’s regular season will consist of eight (8) weeks of play, all in which schedules are randomly generated, with a different map each week. The Regular Season begins 2 weeks following the beginning of Pre-Season. All teams are required to play and results of the matches count towards league rankings. 3. Playoffs: Following the regular season, the top eight (8) teams in each Division will play single elimination, bracket style matches to determine the winner of the Division. During this period, there will be no rescheduling. The last standing team in each Division will play for the UGL CS:S Championship for their respective Division. B. Default Match Dates/Times: The default match days in each Division are as follows: CS:S-Open: Thursday, Default Match Time, Atlantic Conference: 8:00PM EST Reporting Deadline: 11:59pmEST Default Match Night We recognize that scheduling and real life situations can sometimes cause problems. We encourage teams to be as flexible as possible in trying to accommodate scheduling issues whenever they may arise. If something cannot be worked out with the other team, you must play the match at the default time or it will result in a forfeit against both teams. However, if it becomes evident that a team is simply unwilling to reschedule, the team will risk losing by forfeit. When schedules are made available, it is the responsibility of the Home team to contact the Visiting team. If no communication is made from the Home team, the Visiting team should then try and contact the Home team. If their attempt fails, the Visiting team will receive a forfeit win. Contacts should be made at least two days (48 hours) before the scheduled match time. If a team is contacted before the forty-eight (48) hours and fails to reply, the team failing to reply may be given a forfeit loss. Clans should make their best effort to get in communication with one another to avoid unnecessary forfeits. C. Rescheduling: To reschedule a match a leader or scheduler from each team MUST meet with a CS Admin on IRC #UGL-CS prior to default match night. Resheduled matches must be completed and reported by default night (Thursday) at 11:59pmEST. Failure to comply may result in the affected teams not getting scheduled for the upcoming week, and receiving forfeit losses. Teams may only reschedule once. If it becomes evident that a team is uncooperative during the rescheduling process, that clan can face forfeit or possible suspension. It is recommended that each team contact their opponent at least three days prior to default match day. This allows time to reschedule if necessary, as well as determine server usage. If your opponent is difficult to contact via IRC, email their Leader and Scheduler and cc it to admin@ugleague.org within 48 hours of the match. Failure to do this may result in your being denied a forfeit win should your opponent not show. Teams should have their team available on match night even if they suspect a forfeit. D. Maps: A different map will be played for each week in the UGL CS:S Division season, not allowing for a repeat in the map cycle. Three (3) maps will be chosen for the playoff weeks. III. Server Settings A. Server Usage: UGL-CS does not supply match servers, so it is the responsibility of the teams to do so. One half of each match will be hosted on a server provided by each team. If only one team is able to supply a server then both halves will be played on that server. Should neither team be able to provide a server on match night, they must reschedule their match to a time when they will have a server. If neither team is able to provide a server on the rescheduled match night, both teams receive a forfeit loss. B. Server Location and Connection: For a server to be used for a UGL CS match, it must meet the following requirements:
The Ultimate Gamers League CS Configuration must be used in all matches. Teams are responsible for conducting routine checking of the server configuration and it's status. Teams are also responsible for checking the Downloads section of the UGL website to ensure the latest version of the configuration file is uploaded to the server. If a problem is discovered during server checking by a team, the team must update the file or fix any error prior to declaring the match live. Both teams are responsible to check server settings before the match goes live. Once the match is deemed live, there is no pausing or stoppage unless done by a UGL admin. Failure to execute the configuration, or usage of an out-dated file, may result in automatic forfeit of the half or suspension of the hosting team. D. Ping Imbalance The difference between each team's average pings can be no greater than 55 ms. Pings must be confirmed in game, not through pinging tools such as GameSpy. Loss and choke will in no way be an acceptable reason not to play in a server. Ping will be the only determining factor. Screenshots must be submitted as proof in their original bmp format. If the difference between the average team pings is less than 55 milliseconds, the server is acceptable for play. If only one of the agreed on servers is acceptable under the ping rule, that server must be played on for both halves. If both servers are unacceptable by the rule, either 1) a new server must be found, or 2) the game will take place by default on a UGL designated server as chosen by an admin. *Individuals playing on dial-up connections waive their right to the ping imbalance rule. *When one team deems a server to be unplayable that team must use the same 5 players that were pinging the server in question if you choose an alternate server. E. Anti-Cheat: Valve Anti-Cheat (VAC) needs to be enabled if you which to use the server for a UGL CS Match. Other anti-cheat tools are recommended, but not required. We recommend staying as current as possible if you go this route. Violations reported by anti-cheats are not considered automatic evidence of cheating; the reliability of the anti-cheat used, the nature of the violation reported, and other relevant factors will be considered before the violation is ruled reliable. If a cheating violation is caught, the anti-cheat must not kick the member from the server. If an anti-cheat program requires a client side download, the other team must approve it before the match is played. F. Server Crashes If a server crashes before 4 rounds have been completed, the server must be restarted and the game's score is reset to 0-0. If the server crashes after the 4th round has completed, the game must be restarted and played with the same score. Furthermore, the maxrounds of the half is changed to equal the remaining rounds left at the point of the server crash. In the event of a third crash, the game must be cancelled and team captains report to the UGL CS IRC channel (gamesurge #ugl-cs). An admin may assign a UGL server and have the match restarted or allow additional time for the match to be played. G. HLTV: HLTV is optional, yet recommended, for all UGL CS matches. This allows for viewing of all players’ first person view. HLTV is not only helpful in protecting against cheaters, but also allows for viewers to spectate the match (Playoffs only). Both teams must approve of its usage in order for HLTV to be run. ***First person demos are still required regardless of whether or not HLTV was used*** H. IRC / Scoring Bots: IRC or Scoring Bots will be allowed ONLY if both teams approve, all messagemode text is blocked, and the CS:S League Director has been contacted to verify this. I. Third Party Software At no time will any third party software be acceptable on either the client or the server. If you use a Third Party Software Program to administer your server such as AdminMOD, ClanMOD or AMX it must be disabled at match time. If the program is not disabled within 10 minutes of the default start time then the match will be forefeited for the team hosting the server. IV. Match Play A. Pre-Game: Leader and Scheduler are required to idle on IRC channel #ugl-cs on matchnight. At the scheduled match time, both teams should have five (5) of their members in the server. If a team does not show fifteen (15) minutes past the scheduled time, they will forfeit the match. A team may play with less than five (5), but not less than four (4), players at their own risk. Teams are to take screen-shots and begin recording demos after pre-game. A Dead-Round (DR) must be issued to both teams in both halves. No team is to leave their spawn during this time, and must not disrupt the opponent in any way. Any team that does not comply to this risks forfeiting the half. B. Screen-Shots: Both teams are to take one (1) screen-shot per half of the opposing team’s players, showing both T and CT. These screen-shot will be used to determine whether custom models were used. Team leaders must also take a screen-shot of ‘status’ in console, displaying all players and their SteamIDs ("snapshot" must be typed in console after "status" is to do this). Screenshots of scores ("tab-shots") must be taken with complete rosters and before teams are switched or they will be invalid. These screen-shots should be kept for a minimum of two (2) weeks. All SteamID checks must be made BEFORE going live. If teams fail to provide these screen-shots, the match result can be overturned during a dispute. C. SteamID Checks Both teams must check SteamIDs before each half. If there is an error in the SteamIDs of the opposing team a dispute must be filed BEFORE the half starts. Disputes will NOT be allowed after the match for SteamIDs. It is suggested that the leader of each time prints out the opposing team’s roster with their SteamIDs to save time before the match. D. Demos: All players are required to record demos of both CT and T sides, regardless of whether HLTV is used. In case of a cheat dispute, league Administrator will only request first person demos for review and possibly an HLTV demo. Failure to provide these may result in a forfeit of the match, and the individual may face personal penalties. Teams are not required to distribute their demos to the opposing team; however, this is not illegal. All demos should be kept for a minimum of two weeks. E. Message Modes: Only leaders and administrators are allowed to use mm1 during a match. Excessive mm1 spamming may result in a disqualification and forfeit of the half. Proof in the form of a server log or a demo must be provided to an UGL admin. Screen-Shots are not regarded as valid proof. F. Game-Time: The match will consist of fifteen (15) rounds on each side: one half as CT and one half as T for both teams. HOME Team must be the attacking team (terrorists on de) the first half. After the first half is played, teams may choose to have an optional half-time break, or continue on to the second half, in which the teams will switch sides. Once a match has been deemed live, there is NO stopping. No pauses may occur during the match unless a server crash. G. Halftime: After the first half of play, an optional ten (10) minute break is entitled to both teams. Leaders of each team should discuss this portion beforehand, avoiding any possible disagreements after the first half. Halftime also provides time to exchange server information in case of change. The second half will begin immediately after halftime. H. Post-Game (Reporting the Match): After the match has been completed, it is the responsibility of the winning team's Leader or Scheduler to report the scores onto the UGL website immediately. Failure to comply may prevent affected teams from being scheduled for the upcoming week, and may result in a forfeit loss for both teams if not reported by default night (Thursday) at 11:59pmEST. If a match is played, either in it's entirety or any part thereof (such as 1 team not returning after the break), the total of both rounds reported MUST = 30: the team departing prior to completion forfeits the remaining rounds. Any match reported as a 16/0 win will be changed to a forfeit win, and any match reported as a 30/0 win must submit as proof:
1. Regular Season: If, after the fifteen (15) rounds on each side there is a tie, three (3) rounds per side must be played on the same server as the previous half unless otherwise agreed upon by both teams. If the tie persists after OT, a tie will be awarded to both teams, in which both teams pick up one (1) point. 2. Playoffs: There may be no tie in the playoffs, since it is single elimination. Therefore, each team will continue to play overtime periods of three (3) rounds per side, until the match ends without a tie. There will be no rescheduling during the playoffs, and an Admin will spectate. J. Forfeits: In the event of a forfeit, the winning team is to report a 15-0 win for the first half, and a 1-0 win in the second half (16-0 total). Failure to report in this fashion can result in penalty or forfeit loss for the reporting team. Any team that forfeits in Pre-Season, has two (2) back-to-back forfeits, or three (3) forfeits total will be removed. Forfeits are not encouraged at UGL and should be avoided at all possible costs. K. Player Drops: Connectivity problems are part of the game and no one is to blame. Teams are responsible for having back-up players. The same player may re-join the game while in progress, but may not exceed the five (5) players per team maximum. Pausing the game in such situations is not permitted. L. Substitutions: Substitutions are allowed, as in any sport. However, for a legal substitution, the player being substituted MUST exit the server before the substituting player connects to the server. This prevents imbalance of teams during substitution. Failure to substitute in this manner may result in a forfeit of the half. Both leaders must take a status screenshot showing the WONid of the new player. If there is a roster discrepency matchplay will cease and the team in violation will forfeit the round. Matchplay may resume following roster compliance. M. Scoring/Rankings: Season rankings are used to provide seeds for the UGL playoffs. Rankings are based on a formula that rewards participation over the course of the full season. Teams that join part way through the season or move up from lower divisions will be at an intentional ranking disadvantage relative to teams who started in that division in week one. Any team receiving a scheduled bye will receive a forfeit win. However, said team must make itself available on match night in case another team forfeits. The points are determined in the following fashion: Win: 2 points Win (Forfeit): 1.5 points Ties: 1 point Loss: 0 points Forfeit Loss: -1 point Determining ranks for teams that are tied in ranking points will fall back to win/loss percentage and, if needed, points for/against. If you are selected to move up a division, it is because your skills are over the current Division. Byes / Forfeits: Teams that receive scheduled byes will receive a forfeit win. They must, however, check the schedule daily as they may be matched if either a team goes inactive or a new one gets activated. If a match is not created during the week the team receiving the bye must have it's team available to play on default night in case a team forfeits. Failure to do so may result in your team being denied the points. Bottom line, ALL teams need to be available to play on match night until at least 15 minutes past default time. Forfeit wins may be denied if we have an opponent for you available at default time. N. Voice Communication: Voice communication with the use of programs such as Roger Wilco, BattleCom, and Ventrilo is permitted. O. Calling the Match: Any UGL CS:S match is to be played to its entirety. If a team decides to leave the server prior to the completion of the 30 rounds, they will forfeit the remaining rounds. P. Make-Up Matches: The purpose of make-up matches is to enable teams who join late in the season, or teams who have drawn a bye in any schedule, to participate whereas they will have an opportunity to score points otherwise not available. Any teams interested must contact admin@ugleague.org via email to get make-up matches scheduled. Q. Tactical Riot Shield The Ultimate Gamers League does not permit the use of the Tactical Riot Shield in league play. R. Spectators Spectators are not allowed, either on match servers or via HLTV. UGL staff are allowed to spectate. S. IRC Usage Leader and Scheduler are required to idle on IRC channel #ugl-cs on matchnight from 7:30pmEST until 30 minutes post match completion. Idling in IRC does not take up much system resources and being able to receive pm's while afk will expedite the process of scheduling matches.
After the regular season, the top eight teams for each division will play in a single-elimination tournament. Pairings will be chosen according to each clan's ranking in the regular season, and will be determined according to the following criteria:
V. Member Rulings A. Ringers/Team Jumpers: Both teams must check SteamIDs before each half. If there is an error in the SteamIDs of the opposing team a dispute must be filed BEFORE the half starts. Player drops/reconnects and substitutions SteamID checks are also required. Disputes will NOT be allowed after the match for SteamIDs UNLESS a reconnect or substitution is involved. If such is the case play the match out and provide us with proof at it's conclusion (status-in-console screenshot required). Team hopping will not be tolerated. If a team hopper/ringer is suspected, notify UGL officials immediately. Penalties may include suspensions, forfeits or removal from the league. No player is allowed to be on two UGL team rosters at the same time. Please note, this is ONLY including UGL. We do not look at other league rosters or websites for verification of rosters. This includes the leagues for the division that you are in, i.e. you can only compete and be listed in ONE (1) of the following divisions: CS:S Open, CS:S Main. B. Sportsmanship: Clans that do not display proper sportsmanship towards other clans will be considered for expulsion. Activities that would warrant this consideration include excessive public spamming and abuse (in-game), and public defilement of other clans. Any abusive, racist, vulgar remarks or harassment used in public chat in or out of matches are grounds for expulsion. This goes for any electronic communication and through any medium that involves a member of UGL and any other member of UGL or its Administrators. Screenshots, demos, or logs must be provided as proof. Clan leaders are held directly responsible for the actions of their clan members. If a member of their clan is found to be guilty of a violation of sportsmanship, the UGL will deal directly with that clan's representative, who is expected to immediately confront his/her player about the incident. The UGL Administrators have the authority to remove a clan from the league for violation of this rule, or suspend the violator. C. Unacceptable Conduct Players will not maliciously disparage, discredit, slander, libel, or defame the league, league admins, sponsors or affiliates in any public forum, or format, including but not limited to, websites, IRC, Usenet/Web discussion systems, chat programs, magazines, newsletters, newspapers, radio, videos, documentaries, television, etc. UGL Staff shall not be banned from any registered team's IRC channel without just cause or provocation. If the Registrant fails to abide by these requirements, Registrant may be disqualified from the league or barred from the league and/or be subject to appropriate civil penalties. 1. Confidential Information: Private Conversations Individuals caught posting private conversations (re: pms), logs or emails in public sites/forums/IRC channels, or sharing this confidential information will be subject to individual penalties. Teams who post private conversations or matters in public sites/forums/IRC channels will face repercussions as well. Logs and emails are not considered proof as they can be easily altered or forged. Confidential or private matters should be respected and logs from third parties should not be considered proof of any action or intention on their own. Any outright attempts to defame, belittle or thereby insult the league or it's admins will be dealt with. D. Unacceptable Names Team names including but not limited to the following will not be tolerated: profanity, hatefulness to any race, sexual, homosexual, or religious group, condoning drug use, or general vulgarity. Teams found to have an offensive name will be placed inactive until the name is changed. Additionally, players using names of the same stature will also be suspended until their name has been changed. E. Models/Skins: Use of custom models in match play is illegal. All players must use default models. Any player using enhanced/colored skins or sounds will result in a forfeit loss for their team, as well as individual suspension. The screen-shot taken at the beginning of each half will determine if custom models were used. Custom models and bright skins are illegal, both player and weapons, because, quite simply, some models and skins can be brighter than others and can be easily seen in the dark while some default ones are harder to see. This causes a small, yet reasonable disadvantage. VI. Violations A. Disputes: UGL Interns (-uglcs suffix) are NOT qualified to handle disputes.The recording of demos is required in the Ultimate Gamers League. This demo will be used by the Administrators to aid in dispute resolution. The responsibility for recording demos rests on both teams. If a demo is not recorded, and it has been requested by the Administrators, the responsible team will forfeit the half. The team that recorded the demo is not required to release the demo to anyone except the Administrators. If no dispute is filed and no demo was recorded, no action shall be taken. All teams/players participating in UGL are subject to random evidence requests, including but not limited to personal demos/screenshots. The following procedure is the valid way of handling a dispute: The dispute must be brought to the attention of a UGL CS Administrator directly after the match is played. Only the leader or scheduler may file a dispute. Email the Administrator admin@ugleague.org with a fully detailed description of the situation within 12 hours of reporting it if the Admin requests it. When a demo is requested (via e-mail or IRC) the accused must upload it to our website within 24 hours or the dispute will be treated as no demo available. The team disputing MUST have proof. Without proof, there is no dispute. Proof can be in the form of an HLTV demo, first person demo, or multiple screen-shots and must be provided if asked for by the Administrator. Act in a professional, orderly manner. Immature behavior will not be tolerated. Teams should keep back-ups of all data for at least two (2) weeks to avoid problems. If a team develops a trend of accusing clans without reason, appropriate measures will be taken, ranging from suspension to removal from league play. The UGL CS Administrator handling the dispute has the FINAL say. Teams are limited to filing two (2) disputes per season, and any given dispute may be against a maximum of only two (2) players. B. Cheating: There are different ways to reach the conclusion that an individual cheats. It may be as a result of an anti-cheat violation or as a result of viewing a first-person demo. Or even as a result of a screen capture. There are several ways of detecting cheating, and it is our goal to do so to the best of our ability. We will not engage in witch-hunts, but when we see things that are beyond a reasonable doubt, we will act. The Ultimate Gamers League will in no way tolerate cheaters. Any player caught cheating is automatically removed from league play, with their SteamID, IP, and handle logged. The match in that the player is caught cheating will be forfeited. If a team leader is caught hacking, the player as well as the team may be removed from UGL. If a member is caught cheating in a league other than UGL CS:S, the situation will be reviewed and appropriate measures will be taken. A team should consult a UGL CS Administrator at least three (3) days in advance if they are concerned about their opponents cheating. This allows for possible match monitoring, as well as further investigation. Failure to do so will result in a no decision, and the match will be played as is. C. Evidence Requests League admins may request information from players and teams at any time during a dispute initiated by teams or an Admin. All teams/players participating in UGL are subject to random evidence requests, including but not limited to personal demos/screenshots. Any HLTV/personal demos, server logs, and screenshots (including but not limited to "status-in-console") requested by the Admin must be in UGL's possession within 24 hours of his request. Failure to produce requested evidence in it's entirety, or at all, is grounds for forfeit of the affected half and suspension of the player. Repeated violations of this nature subject teams to suspension at UGL's discretion. D. Exploits: It is recommended all registrants download the cs_exploits.zip available in Downloads to familiarize themselves with illegal exploits. Some examples follow: 1. Boosting: Boosting to portions of the map where the intention is to see areas on the map that are not proposed is illegal. However, boosting to any non-exploited portion of the map with any number of players is legal. 2. Bomb Planting: Bombs must be planted in a manner in which it may be diffused in a normal fashion, including boosting of players. However, the plant must be accessible by two (2) CT’s in order to defuse it. Silent plants are illegal. 3. Strafe Jumping (bunny hopping): Strafe jumping is illegal in match play. Any player suspected to have strafe jumped at any time will be subject to review and may face suspension as well as disqualifying the team the player represents. 4. Glitches: Flashbangs, smokes, or nades which will result in a map glitch or otherwise a result of something out of the ordinary are not allowed. VII. Rule Modifications The Ultimate Gamers League reserves the right to modify the rules as times change, or the league commissioner sees fit. This includes changes due to software updates, releases, patches and other such events out of the control of the league. Teams should check the rules on a regular basis and prior to every match to ensure they are in complete compliance with the newest version. The rules will always state the date they were modified on so that teams will know when they went into effect. Ignorance of the league rules is not a valid defense for breaking them, teams ignorant of the rules will be punished accordingly as will those who are fully aware. All rules not clear or direct in their subject matters or description are open to interpretation by the UGL admins based on the situation and the game. |
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