Cyberathlete Amateur League Counter-Strike
1.00 League Information
1.10 Introduction
The Cyberathlete Amateur League Counter-Strike league has been modeled after the highly popular leagues of the 20th century: the NBA, NFL, and NHL. Both the rules and conduct have been inspired by these professional sports, as online gaming soon will be considered one of them.
The Cyberathlete Amateur League Counter-Strike league is comprised of four quarterly (12-week) seasons per year. Team schedules will consist of 8 regular season weeks, qualifying teams will advance to the playoffs. After the completion of each season, the league will restart. Seasons will contain 3 conferences with divisions in each conference based on US time zones; Pacific (PST), Central (CST) and Atlantic (EST). Teams will get to pick which conference best suits their members.
1.20 Definitions
繚 GAME - One map consisting of two halves where each team plays once as Counter-Terrorist and Terrorist.
繚 HALF - One 12 round map session (2 halves equal a game)
繚 ROUND - One 3-minute cycle on a map (a server setting)
繚 POINT - A numeric score given in the league's standings. 2 points are awarded to the winning team. If the game resolves to a tie, each team is awarded 1 point (for the regular season only)
繚 Designated Server - Any server owned by Cyberathlete Amateur League or designated/approved servers
HOME Team - listed in the right column on the schedule page. HOME Team must be the attacking team (terror on de, CT on cs) the first half.
繚 CAPTAIN ??The players listed as captain on the roster or any player who is officially acting as team captain in the absence of their team captain. Teams are required to notify the opposing team during the screenshot round who their captain will be for the duration of the match.
2.00 Servers
2.10 Server Usage
Teams are welcome to use any of the designated servers, however, if both teams have their own servers, they can each host a half. If only one team has a server then one half of the game is hosted on that team? server and the other on a designated server. All non-designated servers must be running the current version of CS and have the correct map version, with NO exceptions. Dedicated CS servers are mandatory in this case, T1 or above are the only acceptable connections while cable modem and listen servers are not permitted. All servers must be located in North America. If an agreement is reached between both teams to play on a foreign server, an exception can be made. Teams need to make sure that they can get access to the server logs in a timely manner in case of dispute. If teams are going to use a CAL server, these should be reserved in IRC a maximum of ONE hour prior to their match. To reserve a match server, come to the IRC channel #caleague-cs.
2.20 Mandatory CAL CS League Server Configuration
The server configuration is subject to change as new information is provided to the league. The current server configuration will always be posted on the files page. Teams are responsible for checking these on a regular basis and ensuring that their server settings comply.
Both teams should check the server's settings to verify that they are correct. If no objections are made, no team may challenge the settings during or after play. If an objection is made prior to the match commencing and the server settings do not match those required by the league, the settings must be fixed prior to the game. Failure to match the league server settings will result in the server team's forfeit. An initial objection will suffice as notice that settings are incorrect and may be given as evidence post game that corrections were not made and will result in a forfeit.
Any changes to server settings in game, with the exception of sv_restartround, are punishable by the host team's forfeit and a 2-point loss in the standings.
Spectator settings may only be changed if a CAL admin is present or CAL has given permission for the match to be broadcast.
HLTV may be utilized if both teams agree to its use in advance. Teams are allowed to set-up their own HLTV servers as long as both teams are given access to spectate on it and HLTV is set-up with a 3 minute (180 second) delay. CAL may be able to run HLTV sessions for some matches. If you wish to have CAL run HLTV, a request must be received 48 hours in advance with all required match information, including teams, server ip and port, date and time of match, server password. CAL will attempt to fill as many requests as possible, but will not guarantee HLTV coverage.
2.30 Ping Imbalance
Although both teams agreeing on any server can bypass this rule, the ping rule can be and should be used if it is desired by at least one of the competing teams.
The difference between each team's average pings to the agreed server can be no greater than 75 ms. Pings must be confirmed in game, not through pinging tools such as GameSpy.
If the difference between the average pings is less than 75 milliseconds, the server is acceptable for play. If only one of the agreed on servers is acceptable under the ping rule, that server must be played on for both halves. If both servers are unacceptable by the rule, either 1) a new server must be found, or 2) the game will take place by default on a CAL designated server as chosen by an admin.
*When one team deems a server to be unplayable that team must use the same 5 players that were pinging the server in question if you choose an alternate server.
2.40 Server Crashes
If a server crashes before 4 rounds have been completed, the server must be restarted and the game's score is reset to 0-0. If the server crashes after the 4th round has completed, the game must be restarted and played with the same score. Furthermore, the maxrounds of the half is changed to equal the remaining rounds left at the point of the server crash.
In the event of a third crash, the game must be cancelled and team captains report to the CAL CS IRC channel (irc.gamesnet.net #caleague-cs). An admin may assign a CAL server and have the match restarted or allow additional time for the match to be played.
3.00 Match Information
3.10 Scheduling
3.10a Season Scheduling: The first 5 matches will be inside your own division, weeks 6 and 7 will be interdivisional against teams in different divisions inside you own conference. Week 8 is a positional round. All 8 games will be played inside your conference barring all conferences have an even number of teams. This schedule may be affected by teams dropping/joining late in the season or divisions being uneven.
* Season scheduling is dependant upon the number of teams in each division/conference.
3.10b Default Match Scheduling: The default days for matches are Sunday and Wednesday for the main League. Default match time is 7:30 pm in the conference time zone. Each team is required to contact their opponent at least three days prior to the default match night by 11pm to set-up and agree on match times and server information. If contact has not been made, then the team who has not attempted to contact the opposition is subject to suspension. If a different time is agreed upon then that is your new default time and NO further rescheduling is allowed unless approved by both teams and a league admin. Game results must be turned in no later than 11:30 PM in your team? time zone. If a game is scheduled prior to the default game time then results MUST be turned in within 1 hour of game completion. *
Further rescheduling: None.
*If there is a dispute then an official must be notified immediately by e-mail or you can find us in the #caleague-cs irc channel irc.gamesnet.net.
If the game was scheduled prior to the default time and a team fails to attend, the situation must be reported immediately.
3.20 Players
5 on 5 play is mandatory, if one of the two teams do not have the required 5 players within the allowed match time that team shall immediately forfeit the match. No 4 versus 5 play is allowed.
3.30 Voice Communication
Use of communication programs such as the in-game voice communication, Roger Wilco or Game Voice is completely acceptable and recommended.
3.40 Substitutions
As in all sports, substitutes are allowed. Furthermore, substitutions may be made at any time during the game. In the case of a substitution, the member that is being subbed OUT must leave the game PRIOR to when the member subbing IN arrives into the game. This prevents unbalanced teams during a substitution. Use of Roger Wilco or Side Winder Game Voice is recommended for timing substitutions correctly. Once the sub has entered the game that player must take a screenshot in showing an opponent? skin as soon as possible.
3.50 Player Rules
Players and teams are responsible for ensuring that all of their members know, understand and follow all rules. Ignorance of the rules is not an excuse for a violation.
3.50a Screenshots: Each team member shall take screenshots, two each half during an official league game with the scoreboard onscreen with opponents in visual sight. Both teams must meet mid-map to take the first screenshot during the Deadround; no harm may come to any opponent. Once all 10 members are gathered together all players in game must then be notified by both captains to commence the first shot. Remember your opponents MUST be visible in this shot. The 2nd must be post game (total of 4 for an entire game per player). Any player(s) that have been disconnected or come into the game, as a sub must IMMEDIATELY take a screenshot, make sure there is an opponent in sight (you may have to wait until the next round has begun).
Send these screenshots in ZIP form to your team leader after each scheduled game in the event that the screenshots are needed in any dispute. It is recommended between each half you archive/zip screenshots to prevent files from getting overwritten. Players should maintain a copy of their screenshots for a period not less than two weeks. Screenshots should be converted to gif or jpg format prior to sending to an admin.
3.50b Player Models & Skins: With all the cheats circulating around, there must be some way of putting to rest the suspicion that one team does not have an unfair advantage over their opponent.
All team members must use default models, any player using enhanced/colored models/skins/sounds will result in a forfeit loss for their team as well as the probability of further disciplinary action. This includes hostage/grenade, weapon and bomb skins as well.
Weapon models must be used. The in game variable r_drawviewmodel must be set to 1 (on). Any player caught without gun models may be suspended or have other penalties imposed. Teams caught with players violating these rules may have penalties imposed; including forfeit or suspension.
3.50c WONid: All individuals competing must have their member profile completely filled out. This includes filling out the WonId section. If any player is caught competing with a WonId not listed in their profile in advance, will be suspended for one match and the team issued a forfeit loss. If individuals compete from multiple systems, all WonIds must be listed in their member profile.
3.50d Messaging: Only team leaders 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 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.
3.50e Demos: Participants are required to record first-person demos of all league matches. If a formal complaint or dispute is made; players will be asked to immediately upload their demos following their CAL match. League administrators will review demos. If a player fails to upload their demo, a match win may be nullified and result in a replay or forfeit as well as suspension or expulsion of players. If a player fails to record a demo, but a suitable HLTV demo is found and submitted, that will be sufficient to meet the demo requirements, although the player will face individual penalties for failure to record a demo. Penalties may include probation, suspension or removal from the league for repeat offenses. Penalties will be addressed on a case by case basis and may change from what is posted depending on the situation.
3.50f Sportsmanship: All participants in CAL will be required to uphold to the highest standards and observe common sportsmanship.
Anyone who has been caught cheating at any time from May 2001 forward, whether it be in pubs, lans, scrims, matches or anything may be suspended from any CAL event. Please be advised as to what evidence is permissable by CAL. CAL supervisors will review cases and players may be suspended for a period of not less than one year and is subject to review by CAL for readmission after that point. If a player is caught cheating in a CAL match, their team shall forfeit the game, and the team will be suspended from league play until that member has been removed from the team. Any matches played with that player up to that point should have the losses overturned. If a member is caught cheating outside of a CAL match, the suspension shall be enforced on the player with no matches overturned. The computer system that you that you play from is not the responsibility of the Cyberathlete Amateur League. You are responsible for the system that you play from. If you allow others to use your computer(s) or you borrow/rent systems to play from, you need to ensure that they are cheat free prior to playing. It is impossible to trust a player who has been caught cheating on a pub to withstand the temptation to cheat when a title or prize is up for grabs. CAL will not conduct witch hunts to try and find cheat violations against players. If a team is scheduled to play a team with members on blacklists or watch sites, this should be reported to CAL a minimum of 5 days in advance so that an investigation may be conducted. Failure to request the investigation in advance will mean that the suspected individual will be allowed to play in the match.
Any member that belittles or demeans the league or official Admins will be immediately suspended until further notice. Personal attacks will not be tolerated.
Individuals caught posting private conversations, logs or emails in public sites/forums or sharing the confidential information will be subject to individual penalties. Teams who post private conversations or matters on their sites will face repercussions also. Logs and emails are not considered proof as the can be easily or altered or forged. Confidential or private matters should be respected and logs from third parties should not be considered proof of any action or intention on their own.
Any accusations made in a public forum or other public media will result in a suspension against the team or individuals making the accusation. All disputes or accusation must be sent to CAL admins in a private manner.
3.50g Smoke Grenades: No individual within CAL is able to utilize smoke grenades prior to the release of CS 1.4. If a player throws a smoke grenade and an individual of the opposing team loses connection due to this, then the match will be immediately forfeited in favor of the non-throwing team. If a grenade is thrown and does not result in loss of connectivity, then the throwing player will receive a one game suspension.
3.50h Conduct: Registrant agrees not to maliciously disparage, discredit, slander, libel, or defame the CPL or CAL, CPL or CAL staff, CPL event or CAL divisions, CPL or CAL Sponsors, in any public forum, or format, including but not limited to, websites, IRC, Usenet/Web discussion systems, chat programs, magazines, newsletters, newspapers, radio, videos, documentaries, television, etc. If the Registrant fails to abide by this requirement, Registrant may be disqualified from the CPL event, forfeit prizes, be barred from future competitions including all divisions within CAL, and/or be subject to appropriate civil penalties.
3.60 Game Admins
Game Admins (referees) are available to watch over your scheduled game. If you wish to have an admin present for your match you must submit your request a minimum of 48 hours prior to your scheduled game. The league will do its best to get Admins into your games.
3.70 Ties
In the incident of a tie, two 3-round halves (overtime) will be played. If the score is still tied after overtime, each team is awarded 1 point in the standings.
If overtime is scheduled beyond the allotted scheduling time, a team may ask a CAL Coordinator to reschedule the overtime.
If under extreme circumstances, a CAL official may allow a tie game.
3.80 Pre-Match
3.80a Game Time: Teams have 15 minutes after the agreed upon (or default) time to join the server. After 15 minutes have passed, both teams must have 5 members each in the server. A team failing to comply results in a forfeit and ultimately, loss. This is not an optional rule, and will be strictly enforced. Scheduled matches are in place to allow individuals a chance to schedule other activities around their game time. Forcing a team to wait for player is disrespectful and unsportsmanlike.
**One Deadround is required before each half begins. During Deadround when players are joining you are not allowed to touch hostages, shoot weapons etc. You must stay at your spawn point. Get on the correct teams, if anyone is killed during this time you must restart the server (rcon sv_restartround 5). If the same player continues killing of either team that player must be kicked and should be replaced. If this continues then the offending team may be forced to forfeit the game. Once all players are on the correct teams please follow the screenshots rule.
3.80b Screenshot Round: Prior to the official match starting, the screenshot rules should be observed. It is also recommended to use the screenshot round to ensure all players have the correct WonID.
3.90 Half-Time
After finishing the first half of the game, teams are allowed an optional 10-minute break. Team leaders should exchange information regarding the second half (server ip and pw, etc.) Ideally server information for the second half should be known in advance to the games commencing. The half time gives an opportunity to finalize server information in case of changes.
3.100 Post game
After completion of the game, the winning team must complete the form on the REPORT WIN page within one hour of the match completion. If there are disputes or problems with the match, see section 4.1 titled disputes.
3.110 In game Techniques
3.110a Bomb Planting: It is legal to plant in hidden areas or in areas not normally reached through the use of boosting or jumping outside of the normal bomb zone as long as it is possible to defuse the bomb through normal means, including the use of boosting of a player to reach the bomb. If a bomb has been boost planted and the opposing team is unable to reach it due to a lack of players to reach the bomb, then it is still a legal plant. Silent planting is not allowed. Any team caught silent planting the bomb will forfeit that half.
3.110b Boosting: Player boosting is legal with any number of players. Any area that can be reached on the map is considered a valid position as long as the position is not used to exploit the map by seeing into areas that are not intended. An example is being boosted in Aztec and looking through or over the wall to see where the opposing team is coming from.
3.110c Strafe Jumping: Strafe Jumping is illegal. Any player caught strafe jumping will be suspended for one week. If there are multiple infractions in one match by the same team that team will forfeit not only that match but the infracting players will be suspended an additional 1-2 weeks.
3.120 Playoffs
Playoff information will be posted once playoff time nears. This will include information such as number of teams advancing, criteria for advancing, tie breaker determinations, etc. Playoff rules are subject to change and will be posted on the news page.
Playoff matches will be required to be played at the times scheduled. If a team is unable to play at the scheduled time, a forfeit will be issued. No reschedules will be allowed.
3.130 Player Drops
CAL is not responsible for players who experience connectivity problems. Teams should have back-up players ready to join if a player gets disconnected or lags out. Voice communication software is extremely helpful to get substitutes in.
3.130a Pausing Match: Pausing the game is not allowed once the match has started for any reason. Teams that use the pause command during a match during a match will lose one round automatically at half while the opposition would gain that round.
3.140 Team Inactivity/Hiatus
The league will not observe leaves of absence from the league. If your team decides to take a break you must choose 1 of 2 things, quit the league or accept your forfeits until your team is ready to continue competing. Excessive forfeits may result in the removal from the league.
3.150 Calling the Match
No match should end prior to the completion of all 24 rounds. If a team leaves the server prior to the completion of 24 rounds of play, the team that remains in the server will be awarded all remaining rounds as wins.
4.00 Violations
4.10 Disputes
Disputes are a serious issue and will not be taken lightly.
4.10a Dispute Process: In the case of a dispute, team leaders or designated match leaders must contact a CAL official. Any member who is not a designated leader is not allowed to report a dispute. ONLY designated leaders are allowed to sit in on the dispute process unless CAL specifically requests their presence. Both teams involved in a dispute must take the following steps:
1) A formal dispute must be filed within twelve hours of the match being completed. This will involve either filling out a dispute form or contacting an appropriate admin via IRC or email.
2) Submit violation and explain in detail. If you suspect a player of cheating, be prepared to list exactly where you think this occurred in the match and have evidence. All evidence and information must be turned over at the same time. Once a dispute has been filed, you may not bring additional disputes or information up in the future. Teams that choose to dispute must be prepared to give their demos to admins as well before the dispute process continues. You must be prepared to turn over evidence that would substantiate your accusation. If you do not have specifics or do not have evidence, your dispute will be thrown out. The admin you file the dispute with will give you specific information on turning over evidence. They may have you utilize email, upload to your website, CAL ftp or DCC in IRC.
3) The objecting team must contain PROOF in form of game logs, demos, screenshots or any other form contained in an email to a CAL official. Demos and screenshots should be made available immediately. Teams are requested to limit the files they send to admins to only the required evidence that shows the items in dispute. If you suspect cheating during a match, be sure and take a screen shot showing all players Won ids and ip addresses.
4) If necessary, a CAL admin will request the demos, screen shots or server logs from the opposing team. They will have 24 hours from the initial request to provide the requested items or risk forfeit or other disciplinary action.
5) All evidence will be reviewed by admins and a ruling issued. In some cases, admins may take extra time to have evidence reviewed by multiple admins prior to a ruling being made. In some instances, the CAL Rules Council may be consulted to either help with evidence review or to discuss penalties. The CAL Rules Council will make the final decision.
4.10b General Dispute Information: Teams should keep back-ups of their screen shots, demos and all logs for a minimum of two weeks.
If there is no proof, there is no claim. If proof is sufficient, the player or team could be purged. Any losses by the claimee to the cheating team will be changed to wins.
If a team continues to make false claims against other teams, the disruption may be viewed as grounds for team suspension. Teams crying wolf regarding cheating repetitively will also be purged.
If teams are caught saying that they are relying on disputes to win their matches, teams may be suspended, removed or have disputes invalidated.
For example, if during the course of reviewing demos, a team member says not to worry, that if we lose, we will just appeal based on their cvar violations. In this instance, a double forfeit will be issued with no team coming out as the winner
4.20 Forfeits
Any team winning by forfeit shall receive all round wins available for each half for that scheduled game.
4.30 Evidence Requests
If a dispute has been filed, Admins will make a request for a variety of evidence; this includes screenshots, demos, server logs. Teams will have a maximum of 24 hours to present the requested evidence in the case of logs. Screenshots and demos should be made available immediately, but an extension up to the 24-hour window may be granted in extreme cases. Failure to present the requested evidence within the required time may result in overturned matches, forfeits or other disciplinary actions.
4.30a Client Requests: If demos or screenshots are requested, they should be made available immediately. Screenshots must be converted to jpg or gif format prior to zipping and sending to an admin. Demos should be zipped prior to sending them.
4.30b Server Requests: In the event a team requests server logs the team making the request must state exactly what they are looking for and an authorized admin will go over the log and only give what was needed. This will prevent a team from wanting logs for reasons other than this. If the match was on a server other than a CAL server the log must be sent ONLY to an authorized CAL admin. Any team breaking this rule shall receive a 1-week suspension and a loss of 2 points in the standings and be brought up for possible expulsion. Server logs should only be sent to conference/head Admins the league supervisor or the league president.
4.40 Rule Violations
Teams who violate any rules may be subject to disciplinary action. This includes the specific penalties listed or suspensions, forfeits, replays, removal from the league, and lost off points. The league may change penalties as it sees fit.
In the event a team breaks the MM1 rule and degrades, verbally attacks or threatens an opponent the team that player plays for will be deducted 1 point in the standings and that player shall be suspended until further notice. A second infraction will cost that team a 1-week suspension and loss of 2 points. The league will not tolerate such behavior.
Disruptive teams will be purged from the league. Any team that is repeatedly disruptive in the form of untolerated language, pointless spamming, server crashing, etc. will be removed from this league.
4.50 Grounds for Team Suspensions/Expulsion
Failure to play a game (or a chosen forfeit) for two consecutive weeks
Violation of Rules
Violation of Conduct
Strafe Jumping
5.00 Teams
5.10 Rosters
5.10a Roster Changes: All roster changes for the preceding week's scheduled game must be submitted prior to 12:00 AM Saturday in the Central Time Zone, but no earlier than 12:00 AM Friday in the Central Time Zone. The roster will be only open for modification during the aforementioned times, and no changes will be permitted to it outside of that range of time. Any team that has a player playing for them in an official CAL League game not on that weeks roster shall forfeit match. Roster changes must be made on Fridays, as that is the only day that rosters are unlocked and available for modification.
Checking rosters are the responsibility of both teams and not the admins or game referees. Any roster disputes should be addressed within one hour of the match commencing.
All players are required to use their names as seen on the roster for official matches.
5.10b Roster Lock: After completion of 6th week of play team rosters will be locked. This will prevent players on losing teams from jumping to teams that are sure to make the playoffs. Checking IPs or WON Ids will be used to enforce this rule.
Any player(s) leaving a team after roster lock must be reported immediately to your conference admin so that player can be removed.
5.10c Ringers/Team Jumpers: Team hopping will not be tolerated. If a team hopper/ringer is suspected, notify CAL officials immediately. Penalties may include suspensions, forfeits or removal from the league. No player is allowed to be on two teams at the same time.
6.00 Changes
The Cyberathlete Amateur League reserves the right to modify the rules as needed. This includes changes due to software updates or releases, competition committee decisions and all other changes deemed necessary to the league. Teams should check the rules on a regular basis and prior to every match to ensure they are in complete compliance. Teams must understand that the rules listed are guidelines that CAL will use to try and ensure fair and competitive play and are subject to interpretation by the CAL admins based on the spirit of the rule and game.
|
|