GAME SPECIFIC RULES

§6.1. Definitions
§6.2. League Structure
§6.3. League Basis
§6.4. Player Movements

§7.1. Match Scheduling
§7.2. Rescheduling Matches
§7.2.1. Wildcards
§7.3. Match
§7.3.1. Ping Differences
§7.4. Server Settings
§7.5. Spectators and TV
§7.5.1. ETTV
§7.6. Exploit Violations
§7.7. Changes and Exceptions



§6.1. Definitions
1. Channel - Official IRC channel on Quakenet.org: #warleagues.et

2. Match - Every match consists of at least 2 straight stopwatch rounds.

3. Stopwatch round - One cycle on a map when one team sets time, then teams switch sides and another team tries to beat that time. You get 1 point for winning one stopwatch round.

4. Maps - The following ET maps are allowed:

- Radar (timelimit: 12 mins)
- sw_oasis_b3 (timelimit: 20 mins)
- Frostbite (timelimit: 15 mins)
- sw_goldrush_te (timelimit: 20 mins)
- Andlernest (timelimit: 15 mins)
- Braundorf_b4 (timelimit : 10 mins)
- et_ice (timelimit : 15 mins)

5. Points - 3 points are awarded to the winning team. 1 point to each team in case of a tie after playing 3 stopwatch rounds (2 rounds of match plus 1 of decider).

6. GUID - at the moment we don`t require GUID to be entered in your profile.
§6.2. League Structure
The Warleagues.com ET league consists of one Premier Group and a number of groups (divisions). The amount of qualifier groups is dependant on the amount of teams participating in the season. The groups are skill based. Each group is split up in two sub-groups, and named after the popular phonetic (radio) alphabets; i.e. Alpha I+II, Bravo I+II, Charlie I+II etc. Groups are formed exclusively by warleagues.com ET-staff before the start of the every season. When forming groups we take in mind the following: 1. Clan performance in previous Warleagues.com seasons 2. Overall clan strength 3. Clan stability and activity 4. Overall performance in other cups/leagues All teams in all groups compete with each other during the season on a league basis.
§6.3. League Basis
During the season each team meets once with the other teams in the same group, in accordance with the calendar. The league standings are calculated according to the number of points earned by the teams. If the number of points earned by two different teams in one group is equal, the team with better won/lost round ratio is ranked higher. If the won/lost round ratio of two different teams in one league/group is equal (along with the number of points), the team with a higher quantity of round victories is ranked higher. If the quantity of round victories of two different teams in one league/group is equal (along with the number of points and the won/lost round ratio), the team that had a better head-to-head result is ranked higher. If the head-to-head result of two teams with equal quantity of round victories, won/lost round ratio and number of points is a tie, Warleagues ET league staff will arrange an extra match for these teams. Each Group will have 8 teams, therefore a total of 16 teams per division. 2 games a week are going to be forced during the first group stage. Once all matches are played, where you can consume 1 wildcard, 2 new groups in that division are going to be prepared. So to make it simple : 1,3,5 from old group A will be put in a new group X where 2,4,6 will join them. New group Y will hospitate 2,4,6 from old group A and 1,3,5 of old group B. This means that those ranking 7 and 8 from the old groups will have to leave the season. The new group stage will be played using the format of 1 match a week, were the teams has to agree between each other for the date and time and schedule it on the website. Matches not scheduled by mid-week, ie Wednesday of each week, will be forced by the Group Admins, without prior notice, and in case one team cannot play, he has to use his wildcard. The new group stage will have absolutely no restrictions in maps, therefore you can choose any map you like as long as it is in our map pool. After the group stages finalise themselves, 1st from group X will play 2nd from group Y and 2nd from group X will play 1st from group Y. Winners play against each other in the grand Division final. In the playoff stages, no maps will be forced and maps have to be told to the match admin at least 1 hour before game.
§6.4. Player Movement
Before Wednesday 19th of April 2006 24:00 CET, the clans are to fix their line-up. During the season, thus from monday 24th April, (first day of Season VI), the teams are allowed only 2 (extra) signups. In case more players need to join, the league supervisor and/or Group Admin MUST accept/reject the signing of other players. If the Admin notices that a 3rd (or more) signup has been made without the staff’s approval, the clan will be given a FORFEIT LOSS for every match in which such unaccepted member(s) played.
It must be noted that a newly signed up player cannot play before 24 hours has passed from his acceptance in the clan. Failure to do so will result in default LOSS.

We strongly encourage every clan to check their opponents Warleagues roster before match and notify the right Group-Admin as fast as possible in case of problems.

§7.1. Match Scheduling
Warleagues.com ET-league match week start on monday 00:00CET and finish on sunday 24:00 CET. All matches will be scheduled by default monday 20:00 CET or 22:00 CET. Clans are obliged to play one war each week. Failure to do this will result either in forfeit draw and 0 points or forfeit loss/win for one of clans. However clans can agree between each other on a day reschedule within given war week (from monday till sunday). Each team should contact their opponent at least 24 hours prior to the scheduled match date to set up and agree on match details. Whilst agreeing about the match, the clans need to decide on the map each team is going to choose. The maps are to be chosen from the OFFICIAL map pool and ENTERED into the match details at least 24 hours before match start. If a clan forgets to ENTER the desired map in the map details, they have to play the map of the opponent TWICE. Thus, if team A chooses Supplydepot2, and team B chooses ET_ICE, if team A forgets to enter the map in the WAR page, team A has to play et_ice TWICE. In the 2nd stage, if a match is not played or re-sheduled (Check §7.2. about rescheduling) before Wednesday 20:00 CET, during the one week period, the Warleagues.com ET-STAFF will force the match on Sunday 21CET of the SAME week. If both teams fail to be present the result will be a FORCED DRAW and 0 points, if only one team will be present - will receive forfeit win. No complaints afterwards! If one team actively tries to schedule the game, while the other remains idle, you must contact a league admin. If this is the case, the idle team will loose by forfeit, and the winning team earns 3 points and a 2-0 victory.
If no result is submitted to Warleagues (you can submit match result by editing match details) during week in which war meant to be played, then such match will be treated as non-played and counts as forfeit draw and 0 points for both teams.
§7.2. Rescheduling Matches
Originally matches are scheduled by the Warleagues.com ET-staff to Monday 20:00CET and Thursday 20:00CET..
In the case of 2nd group stage and Playoffs, amtches are scheduled to Monday 21:00CET.
War week starts on each Monday 00:00CET and ends on Sunday 24:00CET. If one team can`t make a scheduled fight, it MUST notify your opponent 24 hours before the match about it or you will loose by forfeit. Originally scheduled matches can be rescheduled. Ofcourse, both team need to agree on new date. New match date can`t be set later than sunday 24:00CET of given war week. When you reschedule match you must notify your group admin (or League Supervisor) via Warleagues messaging or mailing system and edit match info aswell (stating there when match will be played and that both agreed on new date). Failure to play match within given war week will result in forfeit draw and 0 points to both teams. The Group Admin/Supervisor need to be notified about reschedule before friday 20CET (of the particular war week) or else we will force match to Sunday 21:00CET.
§7.2.1. Wildcard
Every group stage will have a wildcard available to every team. However each wildcard has to be used in the particular stage, so to make it clear, you cannot go into the second stage and carry forward your wildcard. Nor can you use the 2nd wildcard in the first group stage. This year we are going to keep a better track record of wildcards used. 1. Every clan has one wildcard per group stage which can be used to reschedule a war, for whatever reason. When using your wildcard, you must contact your groupadmin. If your groupadmin is not available contact your Group Co-Admin, if neither him is here contact another ET admin. Not contacting an admin immediately will result in a forfeit loss for the clan.
2. Clans are strongly advised to cherish their wildcard until they really need it because of bad luck (e.g. connection problems). Using the wildcard lightly and then losing a later match because of real problems would be a painful way to loose points. 3. The wildcard can be used until the countdown of the first map begins. Once the first map of a match has started, it is too late to use a wildcard.
4. A wildcard used against a clan that later quits the cup is not restored.
5. Clans that try to use their wildcard a second time lose by forfeit. It is not the warleagues.com ET-Staff responsibility to check whether a clan already used its wildcard.
6. When a wildcard is used, the clans have to reschedule the match immediately to one of the days into the same or the following matchweek of the original match date, and inform the group-admin. If no agreement is communicated to the Group Admin within 48hrs of the original match time, he may force the match to be played as he sees fit.
7. For rescheduled matches meant to be played on SUNDAY wildcard cannot be used. In such case, team which won`t be able to play will receive forfeit loss.
§7.3. Match
1. Rounds - Each match consists of at least 2 straight SW rounds - played in a ’AB BA’ order. The teams choose 1 map each and play each map 1 SW round. A team has first choice of first defence or first attack on its chosen map. Each round-win equals one point. If both teams failed to set time in one particular round, then they both receive 0 points for that round.

2. Two Servers - In the case of a ’two servers’ game - a team plays its map on its server. This DOES NOT apply to a match which is going to be followed by ETTV

3. Team Size - 6 players team size is mandatory for the league. However we allow teams to play 6on5 matches if BOTH teams agree on that. If one of the two teams does not have 5 players by 15 minutes after the scheduled start time, it receives a forfeit loss. Teams are NOT required to drop players if the opposing team cannot field a full 6, but are recommended to do so. Matches allowed to be played are only 6on6, 6on5 and 5on5. No other combinations are possible. 5on4 or 6on3 for example are illegal and may result in forfeit draw for both teams.
If one of the teams suddenly gets a withdrawal from one of their players, leaving them with 1 less than the opposing clan, the opposing have their fullest right to play with the amount of players which was decided before the match. You may use your two timeouts (’/pause’) if one or several of your clan players were disconnected or got connection problems.
4. Tiebreaker - In case of a tie after 2 SW rounds: A 3rd SW round must be played on a tiebreaker map. The tiebreaker map is chosen by elimination. The winner of the cointoss (/callvote cointoss) eliminates the map first, followed by the other team until one map is left to be played. When a map is selected, the winner of the cointoss chooses which team he goes first. The map pool for the tiebreaker is the same as the general map pool, exept the maps played in the match: sw_oasis_b3, radar, et_ice, frostbite, sw_goldrush_te, Andlernest, Braundorf_b2.
This might be a little hard to understand, so here is an example:
Team X and Team Y played 1-1 on sw_grush_te and sw_oasis_b3, this means the map pool for the tiebreaker is radar, et_ice, Andlernset, Braundorf_b4, Frostbite. Team X wins the cointoss, which means they get to eleminate between the two remaining maps, and choose side. Team Y starts the elemination process by eleminating et_ice, Team X eleminates Frostbite, Team Y elminates radar. Now there is two maps left: Braundorf_b4 and Anderlest, so Team X eleminates Braundorf_b4 and decides to start out as axis on Andlernest.
5. Results - for winning 1 stopwatch round 1 point is assigned. So, possible match results are: 2-0, 1-0, 1-1 or 0-0.
6. Match Channel : Before a match, a temporarily match channel has to be set up, in which the name should take the form of #TagOfTeamA-vs-TagOfTeamB example : #141-vs-uQ.
§7.3.1. Ping Differences
The difference between each team’s average pings to the server must not be greater than 50 ms. Pings must be confirmed in the game, not trough pinging tools such as ”Gamespy” or ”All seeing eye”. Both teams should check their connection to the server prior to the match. In case of a dispute, contact an admin. If the server has been accepted by both teams, none of them may question the settings during or after the game.

§7.4. Settings
Server settings:

Matches must be played on servers running the most current version of Wolfenstein: ET and the associated maps. BETA patches do not apply.

Important! All matches must be played using the Global ClanWar 6v6 settings and ET Pro 3.2.5. You will be able to callvote these settings on any ET Pro server running version 3.2.5 (/callvote config clanwar, /ref config clanwar) the server settings shall at all times be what we have stated in our downloadable config. Teams can not agree to use other settings. Using other settings will result in a default draw for the teams in question - with no exception.

Client settings:

While testing servers before the match, snaps and rate must be set to the value the player wishes to use during the match. Cl_maxpackets must be set to 30, however they can be changed in the match, aslong as it is within the boundries of the server config
If the server crashes during a match, the map will be restarted only if the crash occurred less than 1 minute after the start, or during the 1st round for round-based games. In all other cases the remaining time (rounded to the closest minute and with a minimum of 2 minutes) or rounds will be played, after which the scores will be added to determine the map win.

§7.5. Spectators and TV
1. There is no maximum number of players to spec the match. However if let’s say there are 4 spectator slots available, there must be as first preference, 2 for each team, however if one team refuses to make use of these slots the other team can benefit from them. Therefore if there are 4 sltos available, and one team has 4 players who want to spectate, and the other has 0, the clan with 4 can well use all the 4 slots. If one team doesn`t want any specs, then it may speclock the team during the match (/speclock command). The Warleagues.com staff also can spectate whatever match they see fit, and need to have REFEREE and SHOUTCASTER status. If ETTV is connected, it should be given shoutcaster status automatically, if not please do so. Appearance of ETTV means we consider this match to be a major event and therefore want the ET scene to be able to enjoy it. ETTV has about 1 minute delay from the original event. So it shouldn?t make any impact on the real time match.
2. We advise each player to record demos during matches in case of disputes.

§7.5.1 ETTV
1. To apply for an ETTV match you are to join the ETTV forums on Warleagues.com site and leave a message so that the Warleagues media admins can view it.
2. If a clan notices that its opponent requested an ETTV shoutcast and doesn’t want this service the Clan leader has to post in the forums with the reason why no ETTV is allowed. The Admins will review the comment but CAN NOT guarantee that the refusal will be granted.
3. All decisions by the Media (ETTV) Admins is final. Applications and Call for Refusal are only a means of notifying the admins. The admins are the sole persons to decide if to broadcast or not. A clan CAN NOT refuse an ETTV which has been decided by the Admins and already broadcasted on www.GamesTV.org.

§7.6. Cheating and Exploit Violations
1. Any kind of bug abuse or map exploits are considered cheating and will lead to a forfeit loss.
The following are an example of bug abuse and illegal exploits:

- Goldrush: Planting dynamite on the tank to blow up tankbarriers and prevent defusing.

2. You are only allowed to boost with one player.
3. Double and triple boosting is not allowed. Grenade- and airstrike boosting is not allowed.
4. Intentional blocking of doors is NOT considered to be an exploit.
5. The spawnbug on supplydepot2 was supposed to have been fixed, however if a clan experiences the spawnbug, the team playing allied must agree on a restart 6. Running MSN Messenger/other IM software while playing a match is not suggested. The use of such a software to gain an unfair advantage whether it is intentional or accidental will be dealt with in accordance to Warleagues’s anti-cheat policy. Anti-cheat software (PunkBuster) screenshots showing a ”wallhack” will be considered cheating and standard sanctions will apply.
7. All programs or files, be they changed game files or new files, that change the game or add to its functionality, or that interact with the game in any way, are strictly forbidden. Modified versions of the game’s resource files are always forbidden, regardless of what they do. The use of any forbidden program or file by any clan member during a match leads to a forfeit loss at least, and to a removal and ban from Warleagues in bad cases. 8. Referee abusing will cause forfeit loss of the map.
§7.7 Changes and Exceptions
These rules are subject to change at any time. Changes made after the start of the season will always be reported on the leagues page. All clans are expected to know all the rules; not knowing them is no valid excuse for not following them.
For situations not covered by the rules, the Group admin will consult with the ET Head Admins and together they will make decisions based on the spirit of the existing rules and in the interests of justice.