BO - 6v6 - Team Deathmatch Ladder

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BO - 6v6 - Team Deathmatch Ladder

Post  POV on Mon Nov 22, 2010 5:17 am

Team Deathmatch

Game Options
Time Limit: 10 Minutes
Score Limit: 7500 Points
Class Editor: Allow Player Classes
Killstreak Editor: Don't Allow Killstreaks
Perk Editor: Allow Perks
Game Recording: Enabled

Game Mode Options
Kill Score: 100
Assist Score: 0
Death Score: -50
Suicide Score: -100
Leader Bonus: 0
Headshot Bonus: 0
Round Limit: 1

General Options
Hardcore Mode: Disabled
Allow Killcam: Disabled
Headshots Only: Disabled
Allow Sprint: Enabled

Respawn Options
Respawn Delay: 5 seconds
Force Respawn: Enabled
Wave Spawn Delay: None

Lives & Health Options
Number of Lives: Unlimited
Max Health: Normal
Health Regen: Normal

Team Options:
Spectator Mode: Team Only
Friendly Fire: Enabled

Kit restrictions (Primary Weapons)
Assault Rifles: Famas, AUG and G11 Banned
Sub Machine Guns: All Allowed
Light Machine Guns: All Banned
Shotguns: Stakeout & Olympia allowed, rest banned.
Sniper Rifles: L96A1 allowed, rest banned.

Kit restrictions (Secondary Weapons)
Pistols are the only secondary to be used. Launchers and Specials are banned. All pistols can be used.

Kit Restrictions (Attachments)
Across all Primary and Secondary weapons the following are banned:
Master Key
Flamethrower
Grenade Launcher
Grip
Dual Wield
Infrared Scope
Full Auto Upgrade
Dual Mags
Extended Mags
Rapid Fire

Kit Restrictions (Lethal, Tactical & Equipment)
Frag Grenades, Flashbangs and Willy Petes (Smoke) are the only Lethal and Tactical weapons allowed.

All Equipment is banned. If possible, equip no equipment. If not possible, you must equip Tactical Insertions, however these cannot be used in-game.

Perk restrictions
The following Perks are not allowed
- Last Stand/Last Stand Pro
- Warlord/Warlord Pro


Match Information

Maps
Maps are randomly generated in challenges. The maps used include:
Array
Cracked
Crisis
Firing Range
Grid
Hanoi
Havana
Jungle
Launch
Raditation
Summit
Villa
WMD

Team Sizes
Matches must be played with both teams having the same amount of players. 6v6 is the general team size for a TDM match, however if teams agree they may play 5v5, or 7v7 for instance. As long as team sizes are equal e.g. it isn't played 5v6, it is fine.

Match length
Best of Three Maps. Once the time limit expires or the score limit is reached, the next map is played. The team with the most points at the end of a map wins that map. The team with the most maps won (out of 3) wins the match.

Spawn Choice
The Defending team chooses the spawn they'd like first for maps 1 and 3. The Challenging team chooses their spawn for map 2.

Tie Breaker
In the event of a map tying, you play any remaining maps. i.e. if you tie the first map, move onto the 2nd and 3rd map. If at the end of the 3 maps it is 1-1 and one tied map, replay the tied map to determine the winner.

Hosting
In the TDM Ladder, the defending team in a challenge hosts map 1 and 3. The challenging team hosts map 2. A host check (see below) should be used to determine if the host is suitable. If there are no objections from either team then the entire match may be hosted by the same team. A host swap can be necesary to keep the playing field even in regards to "lag", particularly for teams playing from New Zealand or Western Australia. You cannot dispute a hosts connection after a match. Any 'hosting' disputes that result after a match has already been carried out will be ignored.

Host Check:
Each time a new host is selected a host check must take place. Start the game with alternative settings, such as Free For All and play for 30 seconds or so to make sure the host is not laggy. If there is noticeable lag or the majority of players do not have full green bars then an alternative host should be selected. It is up to the teams involved to have a host check and organise a new host if they are not happy with the current host. Once the game is over its too late to make a dispute.

Spectators
If your team wishes to have spectators, they must spectate your team only and it must be agreed upon by both teams and captains. If the spectator is apart of your own team, they must spectate only their own team regardless of agreements.

Player Substitutions
During a game, teams often wish to substitute players in and out. This can only be done during breaks, in pre-game lobbies. For example, at the half time break or at the beginning of an Overtime playoff. It may also be done at half-way points through Overtime. I.e. in OT you do 3 rounds of Defence, end the game, get your substitute in and he/she plays the next 3 rounds of Attack. As always, the player substituted in or out must be eligible in the teams roster. This rule applies across all ladders, though is generalized above in reference to S&D.

If a player has connection issues and drops out, they may not be able to get back into the game or back onto Xbox Live, in this instance a substitute can be brought in. Again, this substitute must be an eligible player on their team's roster and must be done in a pre-game lobby for S&D, but can be mid-match in all other ladders. See below for more details.

Connection Issues
If a player has connection issues during the match that cause them to be dropped from the game the match should be ended at the next available opportunity.

In the S&D gametype the match should be ended after the current round has been completed. The scores should be recorded at this point. The dropped player then has 5 minutes to get back into the lobby. If the original player can not get back into the match a substitute players may enter the match. They must be eligible and rostered in order to play in the match. If neither the dropped player or an eligible substitute is found within 5 minutes the match should continue.

In all other gametypes it is up to their team mates to reinvite the dropped player back into the match.


Ladder Information

Challenges

* When making a challenge the challenger provides the defender with 3 times and 3 map choices. The defender chooses a time and map, the match is then scheduled.
* Matches can be played on any night.
* You can challenge teams 50% of your rank above you plus 3 positions (previously was 50% or 4 places, whichever was greater).
* If you win a defending match you are protected for 2 days.
* If you win a challenging match you are protected for 12h (previously not protected at all).
* If you lose a defending match you are vulnerable for 12h.
* If you lose a challenging match you are vulnerable for 2 days.
* Upon receiving a notice of challenge, the team has TWO days (THREE days if the challenge was issued on a Monday) to accept a time and date provided by the challenger for the match, otherwise it is deemed that the defendant has forfeited.
* A challenge can not be accepted within 12 hours before the scheduled time.
* If you do not accept a challenge or you decline the challenge you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.
* Following a match, it is crucial that each team must submit the result or select to dispute the match by 11:30PM AEST on the night of the match. Subsequently, the submitted results will be calculated and the teams will be granted either "challengeable" or "protected" statuses. Disputes can be handled among the two teams; otherwise a ladder administrator takes appropriate action.
* A team may not play the same team in two successive matches. 7 days after the first match the ladder will allow you to challenge them again.
* When a challenge is accepted both teams rosters are locked. Any players added to the roster after a challenge has been made will appear in a separate roster list and will be ineligible to participate in the current challenge.



General Rules

Pre Game Lobby
Both teams/captains are expected to send friend requests and game invites to the opposition team. If any players are having problems connecting to the game lobby then a new players should host the lobby.

Both teams have 20 minutes from the scheduled match time to get their team in the lobby and ready to begin the match. If either team is not ready to begin the match after the 20 minutes has passed then they will forfeit the match.

Teams may leave once one side has won the match, if they choose to do so, the team that leaves first will forfeit all of the remaining rounds/maps. Teams are encouraged to play out matches.

Party Chat
Party chat is not allowed to be used during clan matches.

This applies to all matches played on the Cybergamer ladders.

In order to enforce the banning of party chat team involved in a clan match must split up their team into two parties. Each party should consist of 2-3 players from each team. This does not have to be done, but it is a measure which if one team wishes for it to be done, the other must comply. Both teams must agree not to use it for it to be disregarded.

Once in the party feel free to mute and use in-game chat.

Eg.
Malice v Nexus

Party 1:
Malice Player
Malice Player
Malice Player
Nexus Player
Nexus Player

Party 2:
Nexus Player
Nexus Player
Nexus Player
Malice Player
Malice Player

Sportsmanship
Unsportsmanlike behavior will be dealt with at the discretion of a ladder administrator.
Making false/useless disputes will be dealt with at the discretion of a ladder administrator.
Disputes without evidence will be noted but further action is unlikely to occur.

Joining a team
All players must have a valid xbox live gamertag in order to be eligible to play in a match. Until a gamertag is added to a players profile they will remain ineligible to play in ladder matches.

Rosters
All players must be on the the team roster in order to compete in a Cybergamer match. If a player that is not enrolled on the team, or is ineligible, participates in a match the offending team will forfeit the match.

Ineligible Players Rule
Before a match if a player is inneligible both teams need to check why, and captains are responsible for making their players eligible if possible. No inneligibles can play from now on regardless of team agreements, if you play an inneligible (ex. Silver ppl) its a match forfeit.

Ineligible statuses
- Banned (cannot play)
- Joined after challenge was made (cannot play)
- No GT entered (cannot play, can if they add GT any time before the match starts)
- Silver Membership, usually a glitch (can play)

Captains
A captain has the power to:
- Accept and reject challenges
- Create challenges
- Invite, remove or decline members
- Promote or demote members within the team
- Change team profile information
- Report match results
- Add or remove the team from the ladder

If a player takes on the role of captain they will become responsible for the running of the clan on the cybergamer ladders. They are also responsible for the actions of the teams players in clan matches and on the cybergamer forums.
- It is a captains responsibility to ensure their players are aware of the rules.
- It is a captains responsibility to ensure only eligible players compete in cybergamer matches
- It is a captains responsibility to ensure their players do not abuse other players before or after a match.

Results Reporting
Game Recording should be turned on for all CG Black Ops Ladder matches across every individual ladder. Your recorded game can be used as evidence of your win, or of another team cheating and so forth.

If for some reason you lose the recorded data, evidence of results can be in the form of a still or video capture. The evidence must be legible, if the results can not be determined from the picture the evidence will not be accepted.

Evidence of results can be uploaded as part of the ladder challenge system. The information will be available publicly through the results section.

Disputes over results will not be accepted if one team has not provided any evidence.

If you are dishonest and lie in a dispute, you will be match banned. If you deliberately enter the wrong score to be a nuisance, you will be match banned. Match bannings in disputes are not limited to the above, they also include abuse, racism and so forth to be dealt with at the discretion of the Ladder Administrators.

Cheating
Cheating is defined as, but not limited to, the following activities:


* Deliberately manipulating your connection, as the host or player.
* Using any settings that are restricted by the rulesets. Including perks or incorrectly setting up the game.
* Getting out of the boundaries of any map.
* Using a modified controller
* Playing in more than one team on a single ladder.
* Exploiting ingame mechanics i.e. wall-rub glitches
* Using 3rd party voice or text communications applications i.e. MSN, Ventrilo, Teamspeak etc


If you are unsure if something is classified as cheating or not it is up to you to check with an appropriate referee beforehand.

Jumping within the boundaries of the map is not considered a glitch. Provided you can get to the area or region on your own without the assistance of a team mate, it is not considered a glitch but rather a playable area of the map. This does not include wall-rubbing to get inside areas and so forth as that is exploiting the game mechanics.

If a player is caught cheating in a match their team will face ramifications. In S&D they will forfeit the affected rounds, in 4v4 they will forfeit a map/gametype, in TDM they will forfeit a map, in 1v1 they will forfeit a map, in Doubles they will forfeit a map. Furthermore, the individual will face bans if caught cheating.

In all cases of cheating the burden of evidence falls on the accuser. All reports of cheating should be submitted directly to the appropriate Cybergamer referee with all evidence.

Claims of cheating made in the public forum are not acceptable and will be removed.

Evidence must be provided in the form of digital video or video screen capture. Still captures are not sufficient evidence.

Continual unsubstantiated claims or claims involving falsified evidence will result in action being taken against the player making the claim. Claims made by "aliased" players will be disregarded.

To make a claim, tick the dispute box in prior to entering the result. Supply all your evidence in the dispute chat.

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