Counter-Strike: Source NA 5v5 Ladder
Sudden Death - Over Time
June 1st, 2012
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 1st half, Attacker 2nd half
Round time: 1:45 minutes
Rounds per side: 15
Rounds to win: 16
Maximum rounds: 30 then OT
Weapon Restrictions: None
How You Win
The winner is the first to win 1 map. Teams will play the first 15 rounds on the chosen sides. The team to win 16 rounds wins the map. If map is tied at 15-15, sudden death will be played with the defending team picking sides.
The latest version of Counter-Strike: Source provided by Valve must be used. Valve will offer the latest version using Steam and it is up to the individual player to make sure they have the most recent patch downloaded and installed prior to match time.
Each team 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 (15-15), 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.
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.
Note: All Steam IDís should be formatted as x:x:xxxxxx, if a Steam ID is missing any part the player will be considered ineligible for the match.
You must play on the server with the name you are registered with. For example, if you are registered as TotalCarnage and a member of Team HiFi then you should show up at |HiFi|TotalCarnage. The use of completely different names is not permitted and will result in the ineligibility of the player for the match. It is understood by TWL that some players have had to add special characters or numbers after their name to register. Please use common sense when determining who players are. Should you have a dispute please contact an admin.
1st offence - Team founder and captain(s) will be issued a warning if a player on their team is found playing a match without using the name listed on the team roster.
2nd offence - Team founder and captain(s) may receive a suspension and match results overturned.
3rd offence - Suspension of the team founder, captain(s), and match results overturned.
Before each half (and any subsequent OT halves), a screenshot round is required to help ensure fair play by both teams. Both teams need to peacefully meet at a location on the map to take the required screenshots. Each player is responsible for taking any number of screenshots which include at least one counter terrorist and terrorist model with a fully developed smoke grenade in the background. Also, the scoreboard (default key is "tab") and net_graph 1 (type "net_graph 1" in console) are both required to be enabled for each these screenshots.
Captains from both teams are required to take additional screenshots. Before the match starts, the hosting team's captain must take an "rcon status" screenshot (type "rcon status" in the console and take a screenshot of it) and the visiting captain must take a status screenshot (type "status" in the console and take a screenshot of it). Additionally, the captain on both teams must take end of half screenshots of the scoreboard.
All screenshots must be taken with the in game "jpeg" command (default key is "F5") and are required to be kept by all players for a minimum of two weeks.
Players who do not submit screenshots or submit altered screenshots when requested by TeamWarfare staff will be subject to the penalties outlined in Demo Requirements.
* CT and T models with a developed smoke in the background (with the scoreboard enabled)
* Console screenshot with status or rcon status (captain)
* Scoreboard with final score from each half (captain)
* ALL SCREENSHOTS MUST HAVE NET_GRAPH 1 ENABLED AND SCOREBOARD SHOWING
- CT and T models with smoke background
- Console screenshot with status (Captain)
- Scoreboard with final score from each half (Captain)
- ALL SCREENSHOTS MUST HAVE NET_GRAPH 1 ENABLED AND SCOREBOARD SHOWING
- DEMO MUST BE RECORDING BEFORE ANY SCREENSHOT ROUNDS.
Player InfoAll 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.
Custom Huds are allowed as in font, font color, font size, and hud arrangement. If at any time TWL finds that something can be coded into a custom hud to give a player an ingame advantage, we will revert back to stock huds.
Players must use the default sprite files.
The in game variable r_drawviewmodel must be set to 1 (on).
No sprays of any kind are allowed from the moment of joining the server, especially those with pornographic or demeaning content. Usage of sprays is considered unsportsmanlike conduct and will be dealt with as such.
Tactical use of sprays (such as sprays that resemble an object of the game such as player models, gun models, bomb/grenade models, etc are illegal) is seen as exploiting and will be dealt with as other exploits.
Unsportsmanlike conduct during matches will not be tolerated by TeamWarfare. If an admin is called in to resolve an issue regarding unsportsmanlike conduct the judgment/punishment will be swift, efficient and final. We here at Teamwarfare suggest you conduct yourselves accordingly. Sportsmanship issues will result in the following punishments (except in certain situations that merit further punishment).
- 1st Offense: Warning letter.
- 2nd Offense: Player(s) suspended for 15 days.
- 3rd Offense: Player(s) suspended for 30 days, team drop of 30% of ladder rungs.
Racist or sexist remarks will not be tolerated.
Simple, straight forward... Play nice.
Buy scripts are legal.
Penalties of any of the above may include but not be limited to forfeiture of the match.
If a player drops from play during the process of a match going live (lo3), the match is to be stalled until the player returns (within the regular limits mentioned under "failure to appear") at which point the match is restarted. Dropped players during live rounds are considered casualties of war. The match will continue and the team with the dropped player(s) will continue one or more players short until the dropped player returns or they find a rostered substitute to join (see Player Substitutions).
Abuse of this rule with the intent to ghost, drop weapons, rejoin after a death, etc., will not be tolerated. Penalties for this include the overturning of rounds and/or matches.
Due to rampant cheating that is now plaguing competitive gaming, every player is 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 a TeamWarfare admin and will be escalated to additional admins as necessary. 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.YOU MUST HAVE A SEPARATE DEMO FOR EACH HALF.
- 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.
playdemo demofilename (This is for playback.)
DO NOT use / in the demo name it will not record.
Demos are saved in a similar directory with the file extension .dem: C:\Steam\SteamApps\account_name\counter-strike source\cstrike
Disputes will be thrown out if the disputor is unable to provide all requested files from an admin. This includes screenshots and demos.
The defending team will have choice of server for the first side. The attacking team will have server choice for the second half. If there is need for a tie breaker, teams will return to the defending teamís choice of server. Teams may agree to use a single server for the entire match.
If a server change is made at any point during a match both teams are responsible for taking new screenshots and starting new demos following the procedures listed under the Screenshots section and Demo Requirement section of the rules.
Server choice must adhere to the criteria listed in Server Info.
Matches must be played on servers running the most current version of Counter-Strike: Source offered by Valve and the TeamWarfare 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. Servers must have a minimum tick rate of 66.
VAC2 must be enabled and the server must be running the most recent stable version of zBlock. sv_pure 2 must also be set on the server.
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 and capable of handling up to 12 players. 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.
In the event of a major ping discrepancy (+/- 50 ms average difference between teams), the match should be played on the opposing teams server or a neutral server must be used unless both teams agree that the match should proceed.
56K players will not be subject to the ping rule and should not be used in the calculation of the average ping.
ALL servers must be posted in the online match communications 24 hours prior to the match time with an IP and password so that the other team can test the server connection for lag and game play issues. If no attempt is made to offer a server for your team, and the opposing team has offered a server, the entire match may be played on the opposing team's server per their request. 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.
All server modifications must be disabled unless agreed upon by both teams in match comms.
Servers must follow the following TeamWarfare approved config settings:
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.
At anytime during the match, any number of player substitutions are allowed. Since opposting teams are unable to check the legitimacy of the substituted player, any round played with an unrostered or ineligible player will be overturned. No substituion should ever result in a team having more than 5 players in the server at one given time. Subsituted players must begin their demos immediately upon connecting to the server.
If a player is substituted in during the first half, the replacement MUST get the required screenshots immediately at the end of the first half. This will mean that there are two screenshot rounds at the half- one for the substituted player and another for the beginning of the second half. If a player is substituted in during the second half, the replacement MUST get the required screenshots at the end of the match. Opposing teams must allow for the extra screenshot round, or they may face unsportsmanlike conduct penalties and risk their ability to dispute that player.
The substituted player must not bring the teams out of the 50ms average ping discrepancy (see Server Info) or rounds may be overturned.
Once a substitution has been made, both leaders need to get a new "status" or "rcon status" screenshot.
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 league admin. Any disputes regarding game play, exploits, cheating or tactics must be submitted via a dispute along with proof of the occurrence and a detailed description including the associated times. If this is not included, the dispute will be thrown out. All Counter-Strike: Source game play in 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 the use of a bug or game engine flaw is legal. Contact the lead admin if you have any questions.
The use of CVARs that give any player an unfair advantage over another player is not allowed during match play. An example of allowable CVARs would be an FPS tweak such as removing dead bodies. An example of an illegal CVAR would be turning off an environmental part of the game such as fog or rain which would clearly give the player an advantage over another. Anything that would make a Flash or a Smoke less effective would be seen as an exploit, similar with changing your sounds to give an advantage. Texture tweaks that in turn change the behavior of hit boxes are not acceptable. Basically common sense is required as to what would be deemed legal or illegal. The decision lies with the TeamWarfare admins and the use of an illegal CVAR will be considered a game exploit. If you are unsure of a CVAR, please contact the lead admin to get an official ruling.
Boosting or "superman 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 intended to be seen from that location. Smoke (or any other grenade) boosting is NOT legal and will be processed as an exploit.
Planting through the use of boosting is legal if it is possible for the opposing team to defuse with such boosting. If the opposing team does not have enough players to boost to the location of the bomb, this is still legal.
Scripts are considered illegal if they give a player an unfair advantage. An example of a script that does
not give an unfair advantage is a buy script. An example of a script that does give an unfair advantage is a bunny-hop script. Any players found to use unfair scripting will be considered cheating.
The use of grenades over walls is legal.
Non compliance with these rules may result in a forfeit loss.
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, loss of rounds and/or loss of match. Other team members must only use team messages (messagemode2 or mm2) while in the game.
Only two captains from each team can use mm1 before and during the match. However, any amount of captains are allowed to participate in a match. There is no limit to how many captains may be on a team, but keep in mind that only two of them are allowed to use mm1.
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.
SourceTV is optional and must be agreed on by both teams prior to the match in match comms. If used it must be set with a delay of at least 90 seconds. Below are the required settings:
tv_port whateveryouwant (default 27020)
tv_maxclients "x" (x = number of clients your server provider will support)
If disputing or disputed, be prepared to produce all requested materials. Demos, server logs, player screenshots, status screenshots, and score screenshots may all be requested at the admin's discretion. To resolve disputes in a timely manner, once requested, all materials must be produced in under 48 hours.
Cheating Disputes must be accompanied by the specifics of the accusation. Disputing team needs to provide the following information:
- Who is suspected of cheating
- When did the events take place
Teams are encouraged to take the hour before reporting immediately after the match and review their own demos before filing a cheating dispute. Log the round number, side, and time that they believe the opponent was cheating and provide that information with the dispute. Cheating disputes without specifics may be thrown out.
Current zBlock version is 4.4
Ladder specific settings
zb_bunnyfix 0 // currently allows bunny hopping required
zb_crouchfix 1 // required
zb_allowcashcalling 1 // Optional Zblock feature
Smurfing / Ringing / Double-Clanning
Smurfing is signing up for more than one team in the same League or Ladder either under the same name or a different name. It is also considered smurfing when signing a team up in the same League or Ladder either under the same name or a different one.
Ringing is having a player participate in a match that they are not on the roster for. In most cases, these are players that are not on any rosters.
Double-clanning is the act of joining more than one roster in the same League or Ladder.
All three are prohibited as is registering multiple accounts for use on the same team or ladder.
Some games may have different levels of competition such as a League may have an Open, Main, or Invite division. A player is allowed to play on only one (1) team and only one (1) division within the game. There will be no crossover from one division to the other within a GAME. Players caught playing in more then one (1) division will be suspended and the team will at the discretion of the admin receive either forfeiture, suspension or removal of the league.
Any player caught smurfing, ringing, or double-clanning will be suspended or expelled from competition and may be banned from TeamWarfare. This is subjected to a case-by-case basis.
Teams who are caught using smurfs, ringers, or double-clanners could also be awarded forfeit-losses or match-overturns for their participation.
Second offenses will result in the team(s) who are involved be remove from competition and the players caught smurfing, ringing, or double-clanning to be banned permanently from TeamWarfare.
Rung Ladder General Rules
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.
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.
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 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.
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.
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.
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.
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.
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.
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)
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.****
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"
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.
- 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)