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8th-11th August 2008, Stoneleigh Park, UKNew Venue

Team Fortress 2 Rules

These are the Rules and regulations for the Team Fortress 2, PC Gamer Showdown Online Qualifier Tournament.

4.1 Tournament Format

The tournament will be played with the following structure

·         The structure of the tournament will be Double Elimination

·         The game type of this tournament will be map dependant.

4.2 Anti-Cheat Software

Valve Anti-Cheat will be used throughout the tournament and will be activated on all servers, in the case where a non multiplay server is used, that server must meet all of the requirements set out below.

4.3 Cheating, Exploits and Conflicts

The following details what is and is not accepted within the tournament. 

4.3.1 Default Skins/Models/Files/Maps

Default files ONLY, as installed from the Team Fortress 2 DVD and content downloaded via Steam, are to be used. If it is proven that a team has modified or customised any accepted mods, that team will be subject to dismissal from the competition. use of any player skins

Modified versions of the game’s .pak, .wad or .exe files are always forbidden, regardless of what they do. The use of any forbidden program or file by any clan member during a cup match will lead to the exclusion of the clan from the tournament. Disallowed practices include, but are not limited to, the following:

·         Exploitation of game/map bugs/exploits that give an unfair advantage

·         Scripts and external programs that provide an unfair advantage, e.g. speed cheat

·         Use of custom models and skins. This goes for the player models/skins as well as the weapon models/skins e.g. longer weapons to stick out from behind boxes

·         Bright or oversized skins.

·         Use of custom map textures.

·         Use of aim bots, wall hacks and any exploitations of the engine.

·         Use of hardware that simulates timed button presses.
Binds, macros or any hardware- or software-assisted script that would enable any game play not permitted within the normal game mechanics.

·         Any player found using illegal binds or modified files will be subject to removal from the competition.

·         Use of any 3rd party software which would gain an unfair advantage.

If you have a non-stock binding that you’re unsure is legal, or have a binding that you would like to have approved for use in match play, submit the information to an admin for clarification and/or consideration.

Any player found using illegal binds or modified files will be subject to removal from the competition.

4.3.2 Use of Exploits

Map exploits defined

Map exploits are errors or oversights in map design made by the map developer that provide an unfair advantage to a player or a team.

Such exploits include but are not limited to: the ability to pass through, and see through walls, doors, and windows, and use of clipped or defective map passages to access areas outside the normal playing area.

Proof of exploits

Any dispute made for use of exploits must be supported with evidence. Any player, group of players, or team proven to be using illegal map exploits or boosting will be subject to loss of match points and possible expulsion from the Cup. Anyone found cheating will face a match forfeit and/or removal of team from the competition.

4.3.3 Appeals Procedure

If you wish the admins to review a replay for unfair play please follow these guidelines:

·         Submit a support ticket at http://support.multiplay.co.uk using the MH number of 1234, attach any proof you have to this support ticket and as much detail as possible.  You will receive an email back with a ticket number which you must give to the head admin to investigate.

·         The review panel will analyse the replay/demo and respond to the claimant within 24 hours of what, if any, action will be taken.

·         The review panel will contact the defendant of the claim if they decide to impose a sanction of any sort. The defendant has 24 hours from this contact, which will be via email, to put forward their defence.

·         If after 24 hours there is no reply from the defendant, or the defence case is not sufficient to overturn this decision, the sanction will be imposed.

·         If the defence case is sufficient to overturn the sanction decision, it will not be imposed.

In cases where the result in Clanforge does not match your belief of the score:

·         Submit a support ticket at http://support.multiplay.co.uk using the MH number of 1234, attach any proof you have to this support ticket and as much detail as possible.  You will receive an email back with a ticket number which you must give to the head admin to investigate.

·         Make sure you have submitted the result. A result with two conflicting scores will be questioned where a single score will not.

·         If possible, please provide a link to the screenshots of the match in question. If this is not possible, the admins will contact both sides and if an agreement cannot be reached, the match will be replayed with an admin present in game.

·         If the defendant of a claim cannot be contacted within 24 hours of the claim, the score will be changed.

·         In all cases, if the defendant has entered a score into Clanforge when the accuser has not, the score will not be overturned

 

4.4 Match Demo
We ask that each player records a demo of every match they play. Any suggestion of unfair play can then be resolved swiftly and fairly. The demo is to be started before the match begins, and turned off when the match is over. Demo’s must be kept on file for the duration of the competition.

To record a match demo take the following steps:

·         To begin demo drop your console and type in /record nameofdemo. Where nameofdemo could be anything you wish.

·         To end demo drop your console and type in /stoprecord.

·         To playback demo load the game, drop console, and type in /playdemo nameofdemo.   Alternatively you can use demoui or demoui2 in the console which gives you a media player style interface to view demos

We also ask that each team leader takes a screenshot upon finishing a round in case of any dispute.

4.5 Match Structure

The match structure will be dependent upon the map and game type being played.  These structures are as follows on the following maps:

cp_well, cp_pro_granary, ctf_turbine, cp_badlands, cp_fastlane

The match will follow a time limit of 30 minutes; once this time limit has expired the score at that point will be the match result during the group stages.  During the knockout stages and final, if a match is drawn a golden cap round will be played.  The server will be restarted on the same map with the time limit removed, and the teams will play until a team wins one round (Please note a round is not a cap).

cp_gravelpit

The match will be played without a time limit over 2 rounds using the stopwatch format.  This map works on point control with one team trying to defend all points and the other team trying to attack them.  A round is defined as both teams having attacked and defended. The winner of the round is the team who manages to capture all 3 points in the fastest time. At the end of each round (1 attack + 1 defence phase counts as one round.)  During the group stages the match result stands after 2 rounds have been played, even if the game is a draw.  During the knockout and final stages if the match is a draw after 2 rounds a third round will be played to decide the match.

4.6 Maps

The following maps will be used throughout the competition. Each map played will be selected beforehand by our Tournament System. The map list is as follows:

·         cp_well

·         cp_pro_granary

·         cp_gravelpit (stopwatch mode)

·         ctf_turbine

·         cp_badlands

·         cp_fastlane

4.7 Playing your matches
 The Match Schedules will be posted on the tournament website at http://lan.multiplay.co.uk/events/PCGS%20Online/

4.7.1 Match Rescheduling

Clans will be awarded 1 wildcard which they can use during the competition; this can be used to reschedule a game without the other clans consent.  This wildcard must be used 24 hours before the match is due to start or it will be refused.  The Wildcard may only be used during the Online Qualifiers. The rescheduled game will be played exactly 24 hours after the original schedule was due to take place.

Matches will not be allowed to be rescheduled once the wildcard is used due to coverage commitments and admin resources both at the event and during the online qualifiers.  The wildcard will also not be allowed to be used within 24 hour of a match starting. 

The Wildcard must be submitted via our support system using the MH number of 1234, you will receive confirmation of the request with a ticket number which will be deemed as proof of your submission.  Our support system can be found at http://support.multiplay.co.uk

4.7.2 Arriving for Online Matches

You should be present in the irc channel 10 Minutes before your match is due to start.  If you cannot make a match we will require notification via our support system at http://support.multiplay.co.uk using the MH number of 1234, where you will receive a ticket number confirming the request in your email.  This ticket number is deemed proof of your notification.  A default will be awarded against teams that fail to have the minimum number of players required on the server 15 minutes after the match is due to commence.

4.7.3 Playing your Matches

All Matches will be played on Multiplay servers however where there is a sizeable ping difference we will allow teams to negotiate and pick a more suitable server, if both teams fail to agree on a server then a Multiplay one will be used.

Starting the Match

Prior to starting a match all players should be on the server and each player matched against the teams list signed up for the Tournament. All players will join their respective starting sides. Team captains will verify that their players have begun demo recording. Team captains will communicate that they are ready to start.

It is the responsibility of the team captain to insure that his/her team is on the match server at the time the match is set to be played, and with the minimum number of required eligible players, 4 (Four). If a team fails to appear with the minimum number of players required they must report a forfeit loss.

·         There is a fifteen minute time limit set. For example, if the match is scheduled to begin at 2:00PM, and a team does not show up, they have until 2:15PM to comply with match requirements. If after 2:15PM they are not ready they must immediately report the forfeit loss.

·         It is the team captain’s responsibility to ensure he selects a team capable of staying in the server; no pauses will be issued if a player drops for whatever reason.

·         If a server Crashes the match will restart with the score following on from the last match and the time limit set to the remaining time.

Ending the Match
A match is considered officially completed when the requirements for that map outlined in section 4.5 (Match Structure) have been met.

In the case of a default win, forfeit, no-show or disqualification a match will be set to 1-0.     

Use of RCON during a match

It is expressly forbidden to use RCON in any way which may disrupt or lag an opponent’s connection.  Or interfere with the game in general

Substitutions during a match

A team may include more than 5 players in its roster; however the prizes on offer will not change to accommodate the extra players. This includes, but is not limited to, monetary prizes, hardware/software prizes, and free services or entry places to events.

A team may substitute a member of its roster up to two hours before their first match. No player who is not signed up to the official roster may play for the team in any match. Once a player has been substituted out of a team’s roster they may not be re-added.

A team may not substitute any players in their roster once they have played their first match except in explicitly confirmed extenuating circumstances, verified by the Head Admin of the tournament.

A team may substitute players between matches so long as both the player being substituted in and the player being substituted out are on the team’s official roster.

A team may not under any circumstances substitute players during a match once it has begun (‘begun’ being defined as both teams stating their readiness for the knife round.)

If it is discovered that a team is using mercenary players that are not on the roster, or breaks the substitution rules, they will forfeit that match. 

Tie-Breaker & Overtime (Applies to Final and Knockout Stages)

If the match ends up in a tie after both sides have been played then you will proceed to overtime, or referred to here as the “Tie-breaker.” The tie-breaker will be as follows:

·         cp_well, cp_pro_granary, ctf_turbine, cp_badlands, cp_fastlane - During the knockout stages and final, if a match is drawn a golden cap round will be played.  The server will be restarted on the same map with the time limit removed, and the teams will play until a team wins one round (Please note a round is not a cap).

·         cp_gravelpit - During the group stages the match result stands after 2 rounds have been played, even if the game is a draw.  During the knockout and final stages if the match is a draw after 2 rounds a third round will be played to decide the match.

The Final

The team coming through from the winner’s bracket only has to win 1 Map. The looser bracket team is required to win 2 maps.

The map pool for the final will be cp_pro_granary, cp_badlands and cp_well.  Both teams will choose one map with the team from the loser’s bracket selecting the first map. 

4.7.4 Match Rules

Match rules will be as follows:

·         All medic unlockables are allowed to be used.

·         All games have to be played with no critical hits (tf_weapon_criticals 0).

·         Class restrictions

o        Classlimit 2

o        Mediclimit 1

o        Demolimit 1


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