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MOH:AA Objective Rules for Snipers Only Ladders


MOH:AA Objective Rules for Snipers Only Ladders

General


  1. Ladder Overview

  2. TeamWarfare Medal of Honor Staff

  3. Definitions

  4. Match Settings & General Ladder Rules

  5. Scoring & Side Selection

  6. Team Management

  7. Rosters/Match Eligibility

  8. Server Usage

  9. Client & Server Settings

  10. Universal Anti-Cheat (UAC3)

  11. Mid-Match and Timeouts

  12. Substituted/Rejoining Players

  13. Match Communication

  14. IRC

  15. Match Results/Reporting

  16. Ladder Rest

  17. Ladder Activity

  18. Demos

  19. Sportsmanship

  20. Game Exploits, Cheating & Hacking

  21. Match Disputes

  22. Rules Updates/Changes Log





Ladder Overview

TeamWarfare currently runs two Medal of Honor: Allied Assault Ladders

1) MOHAA – 5v5 Objective Snipers Only Ladder
2) MOHAA – 3v3 Objective Snipers Only Ladder

Other ladders and forms of competition can be created at the request of an admin pending community support and demand for such a tournament, league or ladder be created and hosted by TeamWarfare.


TeamWarfare Medal of Honor Staff

If an issue arises concerning any team's participation in the TeamWarfare MOHAA Ladders, Team Founders or Captains should contact a member of the MOHAA staff via email or find them on IRC.

All TWL MOHAA Staff idle in #twl_moh and #teamwarfare on the irc.gamesurge.net on IRC.

Current TWL MOHAA Staff:
SixShot SixShot@teamwarfare.com
Virus047 Virus047@teamwarfare.com

Definitions

MOHAA Ladder Specific Definitions:

Match - The best of 15 rounds in any official TWL MOHAA Ladder (3v3 & 5v5) competitive match. First to 7 wins.

Round - One 'game' within a match.

Tie - Match score is 7-7 after the end of normal match play.

Overtime - Also known as OT. Follows normal match play.

UAC3 - UAC3 or UAC is the current approved MOHAA Anti-Cheat Software for use during TWL Official Matches.


General TWL Definitions: (Terms you might see on TWL’s website/rules page)

Llama - When ladder teams fail to respond to challenges or proposed match times within 48 hours, the match will be flagged for forfeit. If the match is forfeited by the TeamWarfare ET Staff, the offending team will be recorded a llama in their record and dropped ladder rungs. If a team receives 3 llamas they will be removed from the specific ladder. A team dropped from the ladder may rejoin at any time but they will be placed at the bottom of the ladder.

Smurfing - Where one player plays on more than one team in the same TeamWarfare League/Ladder by creating an alias name and new registration. Rules Violation (See Roster section)

Ringer - The act of playing for a team you are not registered to play for, under a false identity. Rules violation (see Roster section)


Match Settings & General Ladder Rules

Match Settings

MOHAA – 3v3 Objective Snipers Only Ladder Match Settings

Type of Game play: Objective Match Round Based
Number of Maps: 1
Number of Squads: 2
Members Per Squad: 3
Time Limit: 5 Minutes per round
Rounds: 7 then switch sides (best of 15)
Friendly Fire: On
Current Mandated Client/Server Version: 1.11

Weapons:
Sniper Only
OGL Mod Must Be Running

1 nade is allowed per player.

Skins:
All stock skins

MOHAA – 5v5 Objective Snipers Only Ladder Match Settings

Type of Game play: Objective Match Round Based
Number of Maps: 1
Number of Squads: 2
Members Per Squad: 5
Time Limit: 5 Minutes per round
Rounds: 7 then switch sides (best of 15)
Friendly Fire: On
Current Mandated Client/Server Version: 1.11

Weapons:
Sniper Only
OGL Mod Must Be Running

1 nade is allowed per player.

Skins:
All stock skins

General Ladder Settings

Winning teams are immune from being challenged for a period of one hour after the match is reported. They can challenge another team immediately.

Losing teams cannot make a challenge for a period of 24 hours after the match is reported. Another team can challenge them immediately.

Any Ladder team that does not have a match scheduled is free to challenge anyone above their ladder rung by 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 12 can challenge to rung 2)

Challenges can only be made/accepted by Team Founders or Captains. Challenges are made/accepted using the Team Administration Page using the link “Admin Panel”. If you are attempting to submit a challenge you will see those teams are that open to be challenged and their rung position when you access the team ‘admin panel’ for that ladder.

Once a challenge is made, the other team has 48 hours to accept the challenge and propose two dates/times for the match to take place. After the challenged team proposes the two dates/times, then the team making the challenge has 48 hours to accept one of the two times offered. If either of these deadlines is not met, then the match will be flagged for forfeit. If a member of the TWL MOHAA Staff forfeits the match for either team due to lack of response in responding to the challenge, then the team suffering the forfeit will be dropped rung spots (10 or to the bottom of the ladder) and the other team will move up to that team’s spot on the ladder.

Once the challenging team has accepted the match time, then the TeamWarfare random map generator will select one of the available maps for the 3v3 and 5v5 ladders.


Scoring & Side Selection

MOHAA – 5v5 Objective Snipers Only Ladder:

Best of 15
Side Switch after First Team Reaches 7
Defender Has Side Selection

Overtime
Best of 5 if needed
Side Switch after First Team Reaches 2


MOHAA – 3v3 Objective Snipers Only Ladder:

Best of 15
Side Switch after First Team Reaches 7
Defender Has Side Selection


Overtime
Best of 5 if needed
Side Switch after First Team Reaches 2


Team Management

Teams have one (1) Owner and any number of Captains. Captains are assigned at a Ladder level. Founders are captains on all Ladders. The team Founder should determine who should be in charge of responding to Match Communications and maintaining the team information. Multiple team captains can be assigned to perform such duties.

Access to the Team Admin Console is available to all Captains………… NOTE - You must login to the Ladder in order to administer your team. You will also be able to see that the home/visitor status, as well as issue match communications and report the results of your matches in the admin panel.

Founder/Captain Responsibilities

Below are the things you should know as a founder/captain of your team.

Note: The term Captain also includes the founder in this section.

At TeamWarfare we hold a team's captains and founder to a higher standard. If you do not think you can act in a manner fitting of a team captain then ask the founder to remove you as such. Otherwise, your actions will be scrutinized much more closely.

Accepting the Match:
To challenge a team you must log into your team's Admin panel, also see Ladder Movement. To challenge a team you must log into your team's Admin panel, also covered in Ladder Movement. If you are challenging a team you are considered the Attacker of the match. The team being Attacked is referenced to as the Defending team. Once attacked the Defending team has 48 hours to respond to the challenge of the Attackers by selecting two different dates and two different times for the Attacking team to then select from. The Attacking team will also have 48 hours to lock in a date/time. Failure to complete either step of this process within the allotted time may result in a forfeit loss. Teams may agree to reschedule the match at any time as long as both teams post this agreement in match comms.

If the Defending team does not accept the match within 48 hours then this will result in the Defending team forfeiting the match and being dropped 10 rungs. The Attacking team will also take their rung.

If the Attacking team does not accept a date within 48 hours of them being issued, then they will also forfeit the match and lose 10 rungs.

Note: This type of forfeit loss will not count toward either team's record. They are called 'llamas' and are displayed inside parentheses next to a team's name on the ladder.

Teams that forfeit matches in this manner will be notified by the TWL auto mailer system. Teams that receive more than 2 llamas in a row for inactivity may be removed from the ladder.

Eligibility for Match:
All Players must be registered on their team's roster with their correct (game specific) UACID listed in their profile the day before the match. This means as long as they are on the roster by 11:59 PMEST the day prior to the match, they are eligible. Exceptions may be agreed upon in match comms or in the server at match time.

Roster UACID checks:
It is the Captain's responsibility to check their opponent’s roster and verify UACID's before the match begins. Should the Captain ignore this and begin the match, then he is authorizing any otherwise illegal players currently in the server to play.

Screenshots of the Score:
Periodically you may need an Admin to finish the match results. Every Admin must be able to verify the scores in order to report the match as completed. It is the Captain's responsibility to take screenshots at the end of each half so the score can be verified. Without screenshots, regardless of the match outcome, the match may be nullified.

Reporting Match Results:
It is the Captain's responsibility to accurately report the match results in a timely manner. The Team Captain of the losing team MUST report the match results NO LATER THAN 1 HOUR after the completion of the match. Teams who fail to report match results accurately and in a timely manner will be punished in the following manner:

1st Offense: Loss of 10 rungs and a TWL issued warning.

2nd Offense: Loss of 25 rungs and a TWL issued warning.

3rd Offense: Team is removed from the ladder.


NOTE: It is the winning team's responsibility to ensure that the match score is accurately reported and submitted in a timely manner. If the opposing team fails to report the match score, it is then the winning Team's responsibility to file a dispute indicating the losing team failed to report a loss. They must also be prepared to prove their case.


Rosters/Match Eligibility

Matches will be 5 vs. 5 for the Medal of Honor: AA 5v5 Objective Snipers Only Ladder and 3 vs. 3 for the Medal of Honor: AA 3v3 Objective Snipers Only Ladder. Each team must have the correct number of players minus one (4 for the 5v5 and 2 for the 3v3) available to play in the match by 15 minutes after the scheduled start time on the server and available to play. If a team is unable to field the required minimum of players, they will forfeit the match. If both teams are unable to field the required minimum of players, a double forfeit will be recorded.

Only players that are on a team's roster are eligible to play in a Ladder Match. Team members must be on the roster by 11:59 PM EST the day before the match date to be eligible.
Example: If your match is on Wednesday @ 9:30 PM EST. Players eligible must be on roster by Tuesday at 11:59 PM EST!

Under no circumstances are teams allowed to use 'ringers' or any other player not on their roster.

Registered TeamWarfare players are eligible to play for only 1 team in any specific Medal of Honor Ladder. For example, a registered player can be on the roster for one team in the 5v5 Ladder and a completely different team in the 3v3 Ladder, but not play for two teams in the same ladder.

Any player caught smurfing (see definition section) will be suspended from ladder play for 30 days. The smurfer’s original team will be penalized by losing 33% of their current ladder position and their secondary team may be removed from the Ladder at the admins' discretion.

Any player caught ringing for another team (see definition section) will be suspended from participating in any TeamWarfare Medal of Honor: AA Competition for a period of 30 days. The team that used the ringer will be penalized, forfeit that match and lose 33% of their current ladder position for the first offense and removed from the ladder for any subsequent offenses.

Team Founders and Captains (not TeamWarfare) are responsible for maintaining their team's roster. Any team found to be using ineligible players will be subject to Disciplinary Action. Teams can and will be subject to match forfeits, player suspensions/expulsion and team removal. Disciplinary Action will be at the discretion of the TWL MOHAA Staff.

When both teams are ready, they are assumed to have accepted the match roster and conditions ‘as is.’ This means that no dispute filed with regards to ineligible players will result in a match overturn, though individual or team penalties may apply. If the disputed team was found to intentionally mislead a team asking legitimate roster questions, the match may be overturned as well. This means that both teams should check rosters before a match begins, and not worry about these issues mid-match. If a questionable player joins mid-match, the issue should be dealt with at the earliest halftime/stopping point in the match.

Server Usage

TeamWarfare does not provide servers for the Medal of Honor: Allied Assault. It is the responsibility of the teams playing in this league to provide or find servers suitable for TWL MOHAA Matches.

Teams should communicate server information, including IP and password, to each other using the 'Match Communications' (see below for further information). Teams that do not communicate their server info within 48 hours of match time forfeit the right to use their server except in the case of a ping imbalance, providing that their opponents have done so.

All matches servers used for Ladder play must be running Medal of Honor: Allied Assault version 1.11 (patched) AND OGL Mod. The match must be played on a dedicated server connected to at least a T1 connection. Cable, DSL, Satellite or other broadband connections are not acceptable at this time.

As the TeamWarfare Medal of Honor 3v3 & 5v5 Ladders are primarily North American ladders, servers must be located geographically within the United States or Canada. Any 'foreign' teams wishing to play in these ladders are welcome but must accept the fact that they will have higher pings.

TWL will be using the 50+/- ping average rule. If a teams total ping average is higher than 50+/- more than the other teams average ping another server "is recommended". If one teams server does not have more than a 50+/- ping average between teams, that server is to be used. If both teams servers have more than 50+/- ping between teams...either another server needs to be used or both teams agree to use the servers they have at there disposal.

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, 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.

Ladders - Server Selection

Defending team has server selection. If the defending team does not have there own server, they can play on a server of there choosing.

Here, fairness should be the guiding principle – if a team’s average ping fluctuates from say 25 – 32ms higher than the others, consider that it has indeed hit the 50ms standard. Teams can agree to play on either server in spite of these rules at any time during this process. Players determined to be inflating their pings through downloads or uploads will face sanctions or bans


Client & Server Settings

Client Side Settings:

The following are a few cvars currently acceptable for use by TWL for MOHAA Competition:

cinematic (fixes sound issue)
cg_forcedmodels “1”


Server Side Settings:

MOHAA – 5v5 Objective Snipers Only Ladder:

seta g_gametype “4”
seta sv_maxping “999”
seta ui_inactiveKick “0”
seta ui_inactiveSpectate “0”
seta g_allowjointime “5”
seta sv_maxrate “25000”

ChangeMe.cfg Settings
seta mapfix "0"
seta bartsfixes "0"
seta MoG "0"
seta timeouttime "0"
seta ip_forward "0"
seta server_forwarding "0"
seta ip_threshold "0"

Default.cfg Settings
seta g_announce "0"
seta team_balance "0"
seta no_spectators "0"

MOHAA – 3v3 Objective Snipers Only Ladder:

seta g_gametype “4”
seta sv_maxping “999”
seta ui_inactiveKick “0”
seta ui_inactiveSpectate “0”
seta g_allowjointime “5”
seta sv_maxrate “25000”


ChangeMe.cfg Settings
seta mapfix "0"
seta bartsfixes "0"
seta MoG "0"
seta timeouttime "0"
seta ip_forward "0"
seta server_forwarding "0"
seta ip_threshold "0"

Default.cfg Settings
seta g_announce "0"
seta team_balance "0"
seta no_spectators "0"

Both teams are equally responsible for ensuring that the correct server settings are in place. As with roster issues, when both teams are ready and announce they are ready to start the match, they are assumed to have accepted the match roster and conditions ‘as is.’ If a mistake has been made in terms of the config, either team can ask to restart the round but unless there is agreement the round should be completed with the settings in place and changed during the next round.

Universal Anti-Cheat (UAC3)

Universal Anti-Cheat:

Note: These rules are under revision. Expect imminent changes. An announcement will be pending completion of these updates.

All matches must use the TWL approved anti-cheat UAC software.

It is the responsibility of both teams to make sure all players are logged into UAC under the correct game and correct match ID before the match starts.

All players must be in UAC for the duration of the whole match. If UAC crashes or a PC crash, players must re-join UAC to continue to play in the match.

“Blank/Black/Clear” screenshots are allowed if players have issues playing windowed.

For help on Blank/Black/Clear Screenshots visit the UAC FAQ or any other UAC help on TWL’s forums or UAC’s official website.

Players must upload Screenshots to the UAC server within 24 hours of the match finishing, even after a pc crash. Failure to do so will result in a suspension until all screenshots are uploaded.

Players must not disconnect from UAC during the match (unless a technical issue arises) Player must reconnect to UAC within 5 minutes of the disconnect or leave the match server, until they can reconnect to UAC successfully. Player(s) ignoring this rule will receive a five day suspension.

Any issues with UAC Connectivity, Installation, Registration, etc. are to be directed to UAC . TWL does not handle these issues currently.

Known UAC Issues:

-Disable AA (Anti-Aliasing), run UAC as Administrator, Add UAC to your Anti-Virus and Firewall exceptions lists.

-Black Screen Shots can be avoided by running the game in Windowed Mode or running the game in WIN XP Compatibility Mode.

Failure To Use UAC During A Match & Penalties:

-First Offense - 15 day Suspension for Player. Team dropped 10% of ladder Rungs.

-Second Offense - 30 day Suspension for Player. Team dropped 50% of Ladder Rungs.

-Third Offense - 180 day Suspension for Player. Team dropped 100% of Ladder Rungs.

Note: It does NOT overturn the match
The match is still reported a Win or Loss and then the rung drop is enforced



Mid-Match and Timeouts

The time in-between rounds is the only time to address procedural issues such as incorrect configs, possible exploits, or newly connected players. Unless directly addressing an issue, the time between half-rounds and rounds should not exceed 3 minutes except upon agreement of both teams. If one teams complain about excessive time between rounds, and these limits have been exceeded, the other team should announce they are ready and the match can start even if people are still re-connecting. Again, fairness should be the guideline here. Both teams need to keep things reasonable.


Substituted/Rejoining Players

Due to the nature of the internet is possible for players to be disconnected from the internet or drop from a server. Should this happen you may substitute an eligible player to fill the spot or the dropped player may rejoin.

Generally speaking most teams call this round “dead” and the round is restarted pending the players return or a suitable substitute player joins to restart the match. The player that is being replaced must be dropped first if possible and the replacement may then join. The match may then resume.

Due to the sizes of some teams, it is acceptable to rotate players at the beginning of new maps or between halfs. However, this should be done in a timely manner that does not hinder the progress of the game. In other words, please have your teammates "waiting in the wings."


Match Communications

Each team's founder and captains have access to their team's 'match communications'. The use of match communications is essential for teams to convey server information and any details affecting the scheduled match. Failure to convey server information prior to the match can result in forfeiture of the right to use your server as detailed in Section 8.

Match Communications are the Staff's ONLY way of documenting Match details, and in the case of a dispute, the information found there will be invaluable to have readily available. If changes to the match conditions, such as reschedules, are made using an alternate medium such as IRC, both teams should confirm the change in match comms.


Internet Relay Chat (IRC)

Many TeamWarfare competition teams utilize IRC for handling game issues. While not a requirement, the use of an irc channel can be extremely useful in coordinating any last minute match issues. Most teams that participate in the TeamWarfare MOHAA League have a channel on the Gamesurge Network.

TeamWarfare MOHAA also has an active IRC channel on (gamesurge). This channel is available if you wish to use it in order to meet up with your clan members and the opposing clan before the match. We suggest you using this in order to ensure nobody has any problems joining the server, etc. Additionally, an admin will be available prior to matches on match nights and most evenings. Admins will monitor the channel accordingly. Treat it as a public arena and use your best discretion when discussing matters that might be considered private or inappropriate to the spirit of a sportsmanlike community.


Match Results/Reporting

Match scoring results are to be reported by the losing team as soon as the match is completed. Failure to either report match results or file a match dispute within six hours of the match start time may result in loss of ladder rungs at the admins' discretion. Submitting match results is treated as having waived your right to any dispute, even when a dispute is in process, so ensure that all of the team's captains are "on the same page." Reporting inappropriate behavior is still encouraged, even if a match is not directly disputed.

Habitual failure by teams to submit match results in a timely fashion will result in disciplinary action being taken against that team including the further dropping of rung position or removal from the ladder


Ladder Rest

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


Ladder Activity

Teams are required to maintain activity on the ladder. Any team that fails to play a match during a 3 week period will be removed from the ladder at the admins' discretion.


Demos

All players are REQUIRED to record demos for all ladder and league matches. All players must keep match demos for a period of at least 2 weeks. Demos must be submitted to TWL Staff upon request.

Failure to comply will result in suspension or removal from TeamWarfare.

To record a demo players type “record NAMEHERE” and “stoprecord” following the match completion. You can also just exit/quit the game and the demo will stop on its own.

Demos can be later viewed by typing “playdemo NAMEHERE”.


Sportsmanship

Unsportsmanlike conduct will not be tolerated. Cursing, insults, name calling and the use of racial slurs will result in forfeiture of match and suspension or removal from league. This applies even before a match begins. When you log onto a private server for a competitive purpose, you are expected to behave with the same class as mid-match. TeamWarfare admins are empowered to use discretion in determining whether statements made classify as inappropriate, even when they may not be intended as such.

Team CAPTAINS are the only members of a team allowed to use "global chats" in matches. This does not apply pre-match, but starts after the first warmup begins through the conclusion of the match. A maximum of 2 captains per team will be allowed in any match. This means that two captains are nominated as "match captains," regardless of how many roster captains are playing in the match.

If it determined that team members other than captains use global chat excessively in a match that team will be either suspended or expelled from the league. Forfeits will be issued as a result. Team CAPTAINS are responsible for the actions of their team members during matches. This does not mean that if a player accidentally says 'good shot' or something similar, that a team should pause the match and seek out a member of the TWL MOHAA Staff.

The limitations on global chats are to prevent teams for abusing this function and disrupting the match.

In the event one team believes the other team has used a cheat the match should be completed and the TeamWarfare Staff should be notified immediately (no later than 24 hours) so that a decision can be made.

Failure to contact us within this time period will waive any right to protest. When it is known that a team is going to protest, both teams should submit evidence to support their side. Submitting demos and other information is REQUIRED if submitting a match dispute.

Once a dispute is deemed to have merit, the team which has been accused will be required to submit a demo. Failure to do so will result in forfeiture of match. Not providing information could limit the scope of the evaluation and hurt, rather than help, a team so both should participate.


Game Exploits, Cheating & Hacking

Currently BANNED Game Exploits

- Players that are either intentionally or unintentionally sent to "inaccessible" areas of a map must immediately kill themselves.

-Boosting or stacking using more than TWO (2 boosters and 1 boostie (I know funny right)) players to create a “ladder” to reach normally “inaccessible” areas of the map. You can however boost using ONE person in areas that are applicable. Boosting or stacking to look over a wall/peek over areas normally not visible is also acceptable provided the player on top isn’t jumping.

- Door Blocking – Intentionally blocking a door on any map will now be considered an exploit if it stops the opposition from engaging or completing an objective.

- Switching teams after being killed in order to observe the other team's players.

- Running a server-side mod without the permission from the other captain. This includes any type of Auto Kick program as well.

- Removing the other team's players by means of kicking or vote kicking.

- Changing the map.

- Dead players communicating with live players via the console during match play.

- Exploiting map bugs, including but not limited to going under the map and moving through or shooting from places where flaws in the textures allow you to see through walls etc.

- Teams purposely using the Nade glitch under door on v2 Rocket is not allowed.

- No clip issue on v2 Rocket where you can shoot through boxes and kill/wound someone is illegal (Flag Room & Vent Room specifically).

- Exploiting the respawn glitch in the v1.11 patch on all maps but Omaha Beach.

- Not following any of the specific rules above (it is a great idea to be aware of these entire rules and to have them at hand before starting a server and during the match).

Hacking & Cheating

- The use of wall hacks or other cheats that remove the textures from the game is not allowed..

- The use of "No recoil" scripts is not allowed.

- No Client-Side modifications are permitted. This includes customs skins, scopes, avatars, huds or any other modifications, including 3rd party programs that interact directly with the stock MOHAA files or OpenGL/Direct3D. The game is to be played stock out of the box with the current patches.

The following penalty will be enforced for all players that are caught with any client-side modifications:

Consequence - 30-day suspension of player involved.

Players caught with client-side modifications known by the MOHAA community as cheats, see Sportsmanship and Cheating

Handling Possible Exploits

If you have suspicions that a player is using an exploit listed above:

1.Complete the current round in question (either round 1 or round 2) or at the end of a map during a campaign.

2.Find a member of the TeamWarfare MOHAA Staff on IRC.

3.That staff member will then review demos to determine the validity of any complaint.

4.If a team or player is found guilty of using any of the above exploits, that full round will be forfeited and a point will be awarded to the opponent. If a player cannot produce a demo to the admin, that full round will be forfeited and a point will be awarded to the opponent.

5.If a player or team is found innocent of using an exploit, the accusing team will lose their time out privileges for the rest of the game. If they have already used their timeouts, they will lose their timeout privileges for their next match.

6.The admin’s rulings are final and non-negotiable.


Match Disputes

All match disputes are to be brought to the attention of the TeamWarfare MOHAA staff immediately by utilizing the ‘match dispute’ link on the team administration page.

Once a match dispute is filed, a member of the TeamWarfare MOHAA Staff will contact both teams involved in the dispute. Demos must be made available by both teams if requested for dispute resolution.

It is the responsibility of the disputing party to demonstrate a first-pass case with evidence on their part. Match disputes are not fishing expeditions, and admins will not solicit evidence from the disputed party until the original case is shown to have some merit. Submitting evidence to the appropriate ladder admin immediately after filing the dispute is recommended. Failure to submit a demo, server logs, a screenshot, or some piece of compelling data outside of the original complaint, or a working link to any of the above within 24 hours will result in summary dismissal of the dispute and loss of ladder rungs. TeamWarfare mail accounts can support 10MB uploads, so if your evidence is bigger, be sure you have FTP space available before submitting a dispute.

No dispute will be accepted 6 hrs after the beginning of a match. Teams are welcome to withdraw disputes after further reviewing demos, so file a dispute if unsure. Habitual submission of frivolous disputes, however, may result in disciplinary action.


Rules Updates/Changes Log

Update:- 02/02/12 - Rules Created & Edited For MOHAA 2012 Resurgence

Update:- 02/10/12 – Exploits/Match Server Settings/Scoring and other various updates

Update:- 02/15/12 – UAC3 Section Added – Now Mandatory – Other Various Updates/Clarifications.

Update:- 02/17/12 – Clarification on Cheating & Hacking Section – Client Side Mods/Etc


The General Rules below Are for TWL use only and for reference as needed pending specific situations. Use them as a guideline as needed. Questions regarding official rules should be brought up to a TWL MOHAA Admin!







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: 7/30/2014 3:01:34 AM
TWL® EU Time: 7/30/2014 9:01:34 AM

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