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DaBay .|Da Bay|. KING


Joined: 27 Dec 2006 Posts: 49 Location: OakTown
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Posted: Sun Mar 11, 2007 2:55 am Post subject: TWL - LEAGUE |
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I have found this great league called: " teamwarfare league."
Here is some basic information about it:
__________
Overview
-Format:
Number of maps: 1
Number of squads: 2
Map choice: Defender (48 hours to accept and issue two possible dates/times.)
Side choice: Attacker (48 hours from acceptance to confirm a date/time and side.)
Server choice: Defender
Round time: 2:30 minutes per round
Rounds per side: 12
Rounds to win: 13
Maximum rounds: 24 then OT
Weapon Restrictions: None
-How you win:
The winner is the first to win 1 map. Teams will play the first 12 rounds on the chosen sides. The team to win 13 rounds wins the map. If map is tied at 12-12, sudden death will be played with the defending team picking sides.
Game Version
The version used for match play must be version 1.6 of Counter-Strike. Any patches that are released by Valve will be tested by TeamWarfare to ensure that no adverse effects occur that restrict or hamper play by teams or affect performance of the server. Then, and only then, will the patch will be authorized for competitive play.
Pre-Match
Each clan is allowed a dead round to sort out strategy for the current map. Each team is given a 3 minute dead round.
Sudden Death - Over Time
In the event that a map ends in a tie (12-12), sudden death is played to resolve the winner. The play consists of three rounds on each side. The defending team has the choice of what side they want for the first three rounds. The team with the most wins of the six rounds is the winner of that map. If at the end of the first Sudden Death period there is still no victor, a second Over Time should be played. Note that the described process should be followed until a winner is decided.
Steam ID's
ALL players must have a valid Steam ID number and that number must be recorded in the player profile prior to joining competition. If this number is not in your profile or incorrectly entered, you will be temporarily suspended from competition until the problem is resolved. See the following link on how to obtain and add your Steam ID to your player profile: Click Here.
It is the OPPOSING team's responsibility to verify Steam ID's BEFORE THE MATCH. Playing a match will concede the roster and invalid Steam ID's will not result in an overturned match. The only exception to this is if there is a proven SMURF (registered with another team) post-match. Simply being ineligible will not result in an overturned win or forfeit of the match once it has been played. The ineligible player will be punished as listed below, but the match will not be overturned.
Screenshots
TeamWarfare requires every player to take a screenshot of a Terrorist and Counter Terrorist skin with a smoke grenade in the background prior to match start. (An accepted method would be to meet at one bomb site and take a screenshot of both models and smoke before match starts). Teams are also required to take a screenshot of the scoreboard at this time. In all screenshots net_graph 3 must be enabled. These screenshots must be held for a minimum of two weeks. Captains from both teams are also required to take a screenshot of all players' Steam ID's prior to match start. After opening the console, type status and screenshot it. These screenshots must also be held for a minimum of two weeks. Remember to take status screenshots every time a substitution takes place. Captains are also required to take a screenshot of the scoreboard at the end of the match halves.
Players who do not submit screenshots when requested by TeamWarfare staff will be subject to the penalties outlined in Demo Requirements.
Screenshot Summary
CT and T models with smoke background
Scoreboard
Console screenshot with status (Captain)
Scoreboard with final score from each half (Captain)
ALL SCREENSHOTS MUST HAVE NET_GRAPH 3 ENABLED
DEMO MUST BE RECORDING BEFORE ANY SCREENSHOT ROUNDS.
Player Info
All players must use the default player and weapon models/skins. The default hostages, bombs, grenades and all items must be the default ones. The same applies to sounds.
Players must use the default sprite files.
The in game variable r_drawviewmodel must be set to 1 (on).
Sprays are not legal.
Buy scripts are legal.
Penalties of any of the above may include forfeiture of the match.
Demo Requirement
Due to rampant cheating that is now plaguing competitive gaming, every player is now required to demo every match. Your demo must include all screenshot rounds or it will be considered incomplete and subject to the punishments outlined below. These demos are to be handed over to a TeamWarfare admin upon request, where they will be subject to review by multiple TeamWarfare admins. Demos are to be held no less than 2 weeks after the match date. There are consequences for not producing demos when asked. We are looking for very specific things and demos will not be requested unless you are accused of cheating and the accuser has ample proof that you are cheating.
1st Offense - 15-day suspension of player involved. Team forfeits match
2nd Offense - 30-day suspension of player, 15-day suspension of team involved. Team forfeits match, drops 25% of the ladder.
3rd Offense - 60-day suspension of player, 30-day suspension of team. Team forfeits match, drops 100% of the ladder.
4th Offense - Player banned from TeamWarfare, Team disbanded.
Additionally, once a match has concluded and been reported, TeamWarfare staff may launch it's own investigation. Players will be required to submit demos, if requested, to TeamWarfare staff at anytime during the 2 week "demo retainer" timeframe for the purpose of investigating player activity after the match has been reported. These demos that are requested will be reviewed by the ladder admin and the SysAdmin. If players are found in violation of any set rules they will be held accountable for those actions. Punishment for those actions may vary depending on the nature of the issue. Teams where the player competed on will not be subject to any punishment but this may also vary dependant on the severity of the issue. Players not submitting demos when requested by TeamWarfare staff will be subject to the following discipline (THIS WILL REMAIN THE SOLE DISCRETION OF THE TEAMWARFARE STAFF).
1st Offense - 30 day suspension of player.
2nd Offense - 60 day suspension of player.
3rd Offense - Player banned from TeamWarfare.
-Commands:
record demofilename
stop
viewdemo demofilename (This is for playback.)
Demos are saved in a similar directory with the file extension .dem: C:SteamSteamAppsaccount_namecounter-strikecstrike
Disputes will be thrown out if the disputor is unable to provide all requested files from an admin. This includes screenshots and demos.
Server Info
Matches must be played on servers running the most current TeamWarfare approved version of Counter-Strike and the associated maps. The match must be played on a dedicated server connected to at least a T1 connection. Listen servers are unacceptable. Cable, DSL, Satellite, or other broadband connections are not acceptable.
A server capable of handling up to 12 players is necessary for every match. The server must be running in dedicated mode and following all of the necessary rules specified in the Overview category. The server must be password protected. Please ensure the server's stability and capability to withstand 12 players from across North America before the match begins. In the event of excessive lag, another server may be chosen or the match may be re-scheduled.
In the event of a major ping discrepancy (+/- 75 ms average difference between teams), a neutral server must be used unless both teams agree that the match should proceed.
The IP and password of the server must be provided to each squad captain 48 hours before the match in match comm’s. In case of a server crash, the unfinished rounds are to be completed with the past score in mind. Please be sure to pay attention to the score in case of a difficulty of the server. It is important to prevent disputes by being aware. Teams need to make sure that they can get access to the server logs in a timely manner in case of dispute.
Valve's VAC is REQUIRED to be enabled on all match servers. HLGuard is no longer mandatory, but may still be if the server also has VAC enabled (players should not rely on HLGuard alone for cheat protection). HLGuard servers should be configured not to kick players from the game, only alert players of a possible cheater. If a player is kicked or banned by HLGuard from a server due to cheat protection, the hosting team may forfeit the match at the TWL admin's discretion. If a cheat is "detected" by a server, and there is a dispute about it, the accused player should email the ladder admin a demo of the match for evaluation.
All server modifications must be disabled unless agreed upon by both teams in match comms.
This following is not mandatory, but very useful. If a clan runs HLTV during a match, the delay time must be 180 seconds. If your HLTV proxy is not set to this minimal delay time, you forfeit the match immediately.
TeamWarfare reserves the right to host HLTV and/or an IRC stat bot during any match.
Servers must use the following TeamWarfare approved config settings:
Server Config
Download Here
//TeamWarfare Counter-Strike 5v5 server configuration file
//Type exec twl5v5.cfg in the console to execute
//Contact delta3gamma7@teamwarfare.com if there are problems
//Updated 29 October 2004
//http://www.teamwarfare.com
allow_spectators 0
decalfrequency 60
edgefriction 2
host_framerate 0
log on
pausable 0
mp_autokick 0
mp_autocrosshair 0
mp_autoteambalance 0
mp_buytime .25
mp_consistency 1
mp_c4timer 35
mp_fadetoblack 0
mp_flashlight 1
mp_forcechasecam 2
mp_forcecamera 2
mp_footsteps 1
mp_freezetime 10
mp_friendlyfire 1
mp_hostagepenalty 0
mp_limitteams 6
mp_logecho 1
mp_logdetail 1
mp_logfile 1
mp_logmessages 1
mp_maxrounds 0
mp_playerid 0
mp_roundtime 2.5
mp_timelimit 0
mp_tkpunish 0
sv_aim 0
sv_airaccelerate 10
sv_airmove 1
sv_allowdownload 1
sv_allowupload 1
sv_alltalk 0
sv_proxies 1
sv_cheats 0
sv_clienttrace 1.0
sv_clipmode 0
sv_contact delta3gamma7@teamwarfare.com
sv_friction 4
sv_gravity 800
sv_maxrate 10000
sv_maxupdaterate 100
sv_maxspeed 320
sv_maxunlag .5
sv_minrate 0
sv_minupdaterate 20
sv_send_logos 1
sv_send_resources 1
sv_stepsize 18
sv_stopspeed 75
sv_timeout 65
sv_unlag 1
sv_unlagsamples 1
sv_unlagpush 0
sv_voiceenable 1
say "TWL 5v5 config has been executed (10-29-04)"
say "Screenshots and demos are required"
Download Here
Team Info
To be eligible to challenge on the ladder you must have 5 registered members on your team. Players must be registered with an attacking team before a challenge is issued to be considered eligible for play. Players must be registered with a defending team before a challenge is accepted to be considered eligible for play.
The standard number of players is 5. If a team cannot field at least 4 members, they must forfeit the match unless both teams agree to proceed. Teams may agree to play with as many as 6 players per team, no more.
The two week minimum roster requirement is 5. The maximum roster you may have is 19.
Exploits
The intentional use of map and/or game exploits to give your team an advantage during a match is prohibited. Uses of flaws in maps are illegal as determined by the ladder admin. Any disputes regarding game play, exploits, cheating or tactics must be submitted to the ladder admin, accompanied by any proof of the occurrence. All Counter-Strike game play in the TeamWarfare is to be perceived as tasteful and fair.
Exploiting the game is illegal and will be considered cheating if used in a match. Do not assume that use of a bug or game engine flaw is legal, contact an admin if you are unsure.
Boosting with any number of players is legal. It is not legal to boost if the map is being exploited by positioning players in locations not within the map. It is not legal to boost a player to the point where he/she remains within the map but is able to view areas not normally seen from that location.
Planting through the use of boosting is legal if it is possible for the opposing team to diffuse with such boosting. If the opposing team does not have enough players to boost to the location of the bomb, this will remain legal. Silent planting is not legal.
The use of flashes over walls will remain legal.
Non compliance with these rules may result in a forfeit loss.
Messaging
Only team leaders or captains are allowed to use public in-game messages (messagemode1 or mm1) within a game. This rule also applies when dead. Use of mm1 by any member but the leader or captain could result in a forfeit and loss, unless purely accidental. Other team members must only use team messages (messagemode2 or mm2) while in the game.
Spectators
Spectators may be allowed pending approval from both team captains. Spectators may include clanmates, shoutcasters, TeamWarfare administrators and/or 3rd parties. This should be cleared prior to match time as in game observers are not allowed if not cleared beforehand. TeamWarfare admins may be available to spectate and referee matches if a team desires. Requests for a referee should be emailed to the ladder admin as early as possible so arrangements can be made. There are no guarantees that an admin will be available to spectate a match, we will try however.
A TeamWarfare admin reserves the right to observe any TeamWarfare match without notification or approval. The admin's identity can be verified by contacting them on IRC during the match. Any attempt to impersonate a TeamWarfare admin will result in a permanent site ban.
IRC Info
irc.gamesurge.net
#teamwarfare
#twl_cs
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) _________________
.|Da Bay|.[A]. ShRuMz! t.35//!
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DaBay .|Da Bay|. KING


Joined: 27 Dec 2006 Posts: 49 Location: OakTown
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Posted: Sun Mar 11, 2007 2:56 am Post subject: |
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Counter-Strike 1.6: NA - 5v5 Ladder Information
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General Information:
Name Counter-Strike 1.6: NA - 5v5 Ladder - CSNA5v5 - click to view
Game: Counter-Strike 1.6 - CS
Status: Open for challenges
Admins: FireHazard, Asdlfef
Rules: Click here to view rules
Minimum Roster: 5 players
Roster Limit: 19 players
Challenge Rungs 10 rungs or 50% of your current rank, whichever is greater
Maps Per Match: 1 map
Map Selection Map #1 - Defender Choice
Challenges can be initiated on Sunday, Monday, Tuesday, Wednesday, Thursday, Friday, Saturday
Matches can be played on Sunday, Monday, Tuesday, Wednesday, Thursday, Friday, Saturday
Matches can be played at 8:30, 9:00, 9:30, 10:00, 10:30, 11:00, 11:30 - EST
Map List
Aztec Chateau Cobble
Dust II Inferno Nuke
Prodigy Train Vertigo _________________
.|Da Bay|.[A]. ShRuMz! t.35//!
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DaBay .|Da Bay|. KING


Joined: 27 Dec 2006 Posts: 49 Location: OakTown
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Posted: Sun Mar 11, 2007 2:56 am Post subject: |
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MORE INFORMATION REGARDING TO TWL - LEAGUE PLEASE VISIT
http://www.teamwarfare.com/ _________________
.|Da Bay|.[A]. ShRuMz! t.35//!
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