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The tournament has started! Click here to report your wins.
Tournament Rules
1.1 Introduction
The AMD Roughneck Challenge was developed utilizing
characteristics found in today’s most popular and well
managed professional sporting leagues and tournaments.
This rule set is to be used as a guideline for running
a successful, fair, and fun tournament for gamers of
all ages and talent levels. Thank you for your support,
we look forward to providing you with the most complete
gaming competition available.
1.2 Disclaimer
Below you will find the official tournament rules for
the AMD Roughneck Challenge. All participants must be
aware of these rules, and at no time will ignorance of
the rules be a defense against punishment for violation
of these rules. Participation in the TGL is a PRIVILEGE
and NOT a right; as a result, all competitors are
required to strictly adhere to the rules defined herein.
Violation of any portion of this rule set, whether
written or implied, may result in suspension or permanent
removal and barring from the tournament.
1.3 Prize Distribution
Players from all countries are eligible to receive
cash prize winnings and will be required to fill out the
TGL earnings forms or a prize waiver, depending on the
prizing option the team leader chooses. Both of these
forms require signatures and your Social Security
number/Social ID number for legal and/or tax purposes.
All earnings forms must be returned to the TGL within
30 days of the conclusion of the event. All cash prize
money not claimed within the 30 day period will be forfeited.
Team leaders will be directly responsible for receiving
and distributing cash prizes, hardware prizes, or any
other type of prizes won as a team on the TGL. Team
leaders have two options for prize distribution.
Option 1: The leader specifies which team members
are to receive an equal share of the cash prize;
these members must fill complete TGL earnings forms
and tax forms as needed. Option 2: The leader must
complete the TGL earnings form and any applicable
tax forms. If the league is 6v6 for example, he
must then also have at least 5 other team members
complete TGL earnings waivers, specifying that
their share of the prize will go directly to the
leader or Team Company.
The designated team leader is a very critical
position on the TGL web site; if you do not trust
your team leader to be honest and fair, please
do not join that team.
If it is determined that a team has violated any
of the TGL rules during match play where monies
are at stake, all monies that the team would
have earned are forfeited and will be immediately
transferred into the cash pot for the next event.
The TGL is only responsible to ship hardware
prizes within the continental United States.
Hardware prizes won by teams will be shipped
to a single location within the continental
U.S. at the expense of the TGL or its sponsors.
To claim hardware prizes, please forward a
shipping address to the relevant TGL admin. If
this information isn’t received within 3 days,
the admin will contact you and ask for the relevant
information. If this information is not received
within three weeks time, your hardware prizes may
be forfeited and awarded to another eligible team.
1.4 Definition of Common Terms
• Team Fortress 2: The game being played in this tournament.
• Single Elimination: The tournament format being used;
once a team loses, they are officially eliminated from
the tournament without a second chance.
• Tournament: A series of contests in which a number of
contestants compete and the one that prevails through
the final round is declared the winner.
• Tournament Round: Each round, teams will be scheduled
against each other. There will be one rounds played per
week on Sundays. After each round, the total number of
teams that started the round will be reduced to exactly
half for the next round. For example, if there are 256
teams in round 1, there will only be 128 teams in round
2. There will be a total of 8 rounds or less for this
tournament.
• Side: On TF2 maps there are 2 teams, BLUE and RED.
There are two different map types in TF2 offering
variants to game play, although generally teams will play
once on each side during each set. One side is always
assigned to defense and the opposing side set to be the
offense.
• Round: A round has different meanings for each given map.
Please refer to map specific rules below.
• Overtime: If both teams are tied after the specified time
period for a particular map, the match should effectively
start over. This process should continue indefinitely
until a winner is declared. We are not using the in game
overtime or sudden death functions.
• Match: Each TF2 tournament match will be played according
to map specific rules (as outlined below). The higher
seeded team will choose server or side first.
• Captain: The players listed as leader, scheduler, or
manager on the team roster. If a team leader, scheduler,
or manager isn't present for the match, the team must
select an acting team captain; in this case, teams are
required to notify the opposing team before the match,
and let them know who their captain will be for the
duration of the match.
• Home/Away Team: The higher seeded team will be the home
team. The scheduled home team will be given the choice of
server or side for round 1. If the home team elects to
use their own server for round 1, the away team will be
allowed to select which side they play in round 1.
• MOTW: Match of the Week; up to four match-ups per week may
be chosen for shoutcasting, whenever available.
2.1 Tournament Format
The AMD Roughneck Challenge will be played as a 6v6 event,
cycling through each of the officially released TF2 maps from
week to week. One tournament round will be played each week on
Sunday; the tournament will take 8 weeks to complete with
192-256 registered teams.
Tournament seeding was based on a private polling of
approximately 25 extremely active TF2 teams and results from past
competition at other gaming league sites. Once our research was
exhausted, all remaining teams were randomly seeded. First round BYE
matches may be awarded to the top seeds based on the total number of
registered teams at the start of the tournament.
End of round screenshots are mandatory to encourage accurate
match reporting.
2.2 TGL Tournament, Prizes, and Forfeits
The tournament prizes are meant to reward teams and players for
their active participation in the TGL. Any team that forfeits
during the tournament will not be eligible to receive a random
prize giveaway at the conclusion of the tournament. For example,
if your team forfeits the third place match, you will not
receive the 4th place cash prize.
3.1 Default Game Format
All TGL TF2 6v6 tournament matches are played in the following
format:
• 6 players per team
• Friendly Fire On (May default to off if the developers
have not changed this setting)
• Class Restrictions:
o 2 – Soldiers
o 2 – Snipers
o 2 – Scouts
o 2 – Pyros
o 1 – Medic
o 1 – Heavy
o 1 – Spy
o 1 – Demoman
o 1 – Engineer
• Matches are to be played on your own private team servers
• First person demos and Prodigy AC files are required
• Killing during setup is ILLEGAL, except on cp_well,
where it is legal
3.2 Map List and Map Specific Rules
• ctf_2fort
o Two 30 minute halves, the team with the most captures
after 60 minutes or the team to cap a total of 4 times
wins the match. After 3 caps, the second half
should begin. If it’s still tied
after 60 minutes, the match goes to sudden death
overtime, where the next flag cap wins the match.
We are NOT using the in game overtime or sudden
death functions.
• cp_gravelpit
o A stopwatch format will be used to score both maps. Each
team is to play two sets. A set is defined as each team playing once
on the offensive side and once on the defensive side. This is a best
of 3 set format, the first team to win two sets, wins the match. If
one team captures all of the control points on offense and
successfully defends while on defense, that team will receive 1 point
for that set. If both teams are able to successfully capture all the
control points in a set, the round will be given to the team who does
so in the least amount of time. In other words, the attacking team
with the most time left on the clock at the end of the set wins.
Teams will be required to use their first person demos to confirm
capture times. If, at the end of two sets, the score is tied 1-1, an
overtime (third) set with the same format will be played to determine
the winner.
• cp_dustbowl
o A stopwatch format will be used to score both maps. Each
team is to play two sets. A set is defined as each team playing once
on the offensive side and once on the defensive side. This is a best
of 3 set format, the first team to win two sets, wins the match. If
one team captures all of the control points on offense and
successfully defends while on defense, that team will receive 1 point
for that set. If both teams are able to successfully capture all the
control points in a set, the round will be given to the team who does
so in the least amount of time. In other words, the attacking team
with the most time left on the clock at the end of the set wins.
Teams will be required to use their first person demos to confirm
capture times. If, at the end of two sets, the score is tied 1-1, an
overtime (third) set with the same format will be played to determine
the winner.
• cp_granary
o Play to 3 points or 30 minutes and switch sides. The
first team to 4 points or the team with the most
points after 60 minutes wins the match.
• cp_well
o Play to 3 points or 30 minutes and switch sides. The
first team to 4 points or the team with the most
points after 60 minutes wins the match.
All CP maps will be played until one team reaches the amount of
points needed for that specific map. If the time limit expires,
the score of the match will be reported as the score when the
time limit expired.
3.3 Match Procedures
Both teams must be ready to start the match 15 minutes after
the agreed upon (or default) match time. During this 15 minute
warm-up period, teams should confirm that their opponent's
roster is accurate and legal, and that the server settings are
correct. This must take place before the match begins. If the
15 minutes pass and there are no complaints from either team
about roster or server settings, the match will proceed and
all players on the server will be considered valid. Any player
who is not on the roster is considered ineligible and can be
asked to leave the server. TGL Admins will not accept disputes
over a roster or settings issue after the match has been played,
unless an illegal substitute player from outside the server was
used after the match had started.
After the 15 minute warm-up period, the match must start
immediately unless both teams agree to a delay. If a team does
not have the correct number of players on their team after the
warm-up period is over (either the default of 6 players or
enough to avoid a forfeit), the offending team will forfeit
the match. Similarly, if the team controlling the server refuses
to start the match after the warm-up period, they will forfeit
the match.
An end round screenshot is mandatory, as they prove that the
match was played and that the match results are correct. At
least one person on each team is required to take a screenshot
at the end of each round of the score table. Generally, admins
will not ask for screenshots of match scores unless there is a
dispute over the results.
Teams will be allowed to take a small break between rounds; this
can last no longer than 5 minutes.
3.4 Match Reporting Procedures
After the completion of the match, the winning team should
immediately report the results, regardless if a dispute is
going to be filed. If there is a dispute, the results can be
altered accordingly once the dispute is settled. When reporting
a win, you must indicate whether or not the win was due to the
opposing team playing against your team and losing the match or
if they forfeited the match. If the match isn’t a forfeit win,
you will be asked to enter the round scores; always enter the
amount of rounds you won first and the amount of rounds your
opponent lost in the second text field. If the winning team does
not report the match within a 12 hour time frame from completion
of match a warning will be issued to that team. If this happens
a second time that teams leader will be suspended for 1
tournament match or forfeit the match that they failed to
report.
Failure to report a match within 24 hours of the default match
date and time may result in an admin selecting a winner at
their discretion. Even if the winning team does not report the
match within the proper time frame, it is also the responsibility
of the losing team to message an admin and report the proper
match score. If you need an extension to play your match beyond
the normal 24 hour time period, please message an admin prior
to the default match date and time and ask for permission.
3.5 In-Game Admins
TGL admins may be available to referee matches when necessary. If
you feel an admin is needed for a match you play, please submit
your request to the admin team, with your reasoning, a minimum
of 48 hours before the match is to start.
3.6 Voice Communication Programs
The use of voice communication programs (such as Teamspeak or
Ventrilo) in TGL TF2 matches is completely acceptable.
Any connection problems or issues with such programs are not
the responsibility of the TGL Admins, or a reason to halt or
delay the match.
3.7 Player Connectivity
TGL is not responsible for players who experience connectivity
problems, under any circumstances. It is suggested that you have
someone waiting as a backup, so that if a player is disconnected,
the backup can enter the server immediately. Voice Communication
programs such as Ventrilo and Teamspeak are a great way to
communicate with players awaiting substitution.
3.8 Substitutions
Substitutions are allowed and they may be made at any time during
the Match. In the case of a substitution, the member that is
being subbed OUT must leave the game PRIOR to when the member
subbing IN joins the game. This prevents unbalanced teams during
a substitution. Failure to respect this rule may result in
forfeiture of the match.
3.9 Spectators
Spectators are not allowed in any official tournament or
tournament matches. TGL admins have the right to observe any
match, and shout caster(s) are allowed to spectate MOTW matches.
TGL admins and shout caster(s) DO have the right to use the
spectator team, giving them access to all spectator functions.
Not passing server information to an admin when requested
shall be grounds for disciplinary action.
3.10 Ties and Match Completion Requirements
Matches should be played indefinitely until a winner has been
declared according to the overtime rules. Ties are not possible
in a single elimination tournament bracket; a winner MUST be
declared for each match. Teams are required to play the entire
match in one night unless both teams agree to reschedule due
to lateness. A TGL TF2 admin must be informed if the remainder
of a match is being rescheduled. Under extreme circumstances,
such as rounds being replayed due to a dispute or an unusual
number of ties, the admin may grant a rescheduling of the rounds
to be replayed.
If a team leaves the server prior to the completion of a match,
the team that remains in the server will be awarded all
remaining rounds as wins.
3.11 Forfeits and the Consequences
If the team you are scheduled against does not show by the
default time, plus 15 minutes, please contact an admin (see
section 7.1). We recommend that you have the required amount
of team members in the server and take a screenshot of the
server player list/scoreboard at the default match time to serve
as evidence your team showed up and was ready to play the match.
Teams that forfeit a tournament match will be removed from the
tournament.
4.1 Default Match Day and Time
The default dates and times for tournament matches is as follows:
• Round 1 (cp_well):
Sunday November 4th at 9:30 PM Eastern
8:30 PM Central
7:30 PM Mountain
6:30 PM Pacific
• Round 2 (ctf_2fort):
Sunday November 11th at 9:30 PM Eastern
8:30 PM Central
7:30 PM Mountain
6:30 PM Pacific
• Round 3 (cp_granary):
Sunday November 18th at 9:30 PM Eastern
8:30 PM Central
7:30 PM Mountain
6:30 PM Pacific
• Round 4 (cp_dustbowl):
Sunday November 25th at 9:30 PM Eastern
8:30 PM Central
7:30 PM Mountain
6:30 PM Pacific
• Round 5 (cp_gravelpit):
Sunday December 2nd at 9:30 PM Eastern
8:30 PM Central
7:30 PM Mountain
6:30 PM Pacific
• Round 6 (ctf_2fort):
Sunday December 9th at 9:30 PM Eastern
8:30 PM Central
7:30 PM Mountain
6:30 PM Pacific
• Round 7 (cp_dustbowl):
Sunday December 16th at 9:30 PM Eastern
8:30 PM Central
7:30 PM Mountain
6:30 PM Pacific
• Round 8 (cp_well):
Sunday December 30th at 9:30 PM Eastern
8:30 PM Central
7:30 PM Mountain
6:30 PM Pacific
ALL matches are to be played at the times listed above, unless
BOTH teams agree to a new time. You MUST play your matches on
the designated match day and report the proper score
immediately following the conclusion of the match.
Each team is required to contact their opponent at least three
hours prior to the default match time on the default match
night 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 MAY be subject to a forfeit
loss.
The official method of contacting another team is by use of
the Private Messaging system on the TGL Website. This method
of contact is being required because all communications between
teams will be logged in the event of a dispute and each private
message notified the recipient of a new message via email.
Failure to use this system for scheduling of matches could
result in a forfeit or suspension if your match resulted in a
forfeit being reported.
In order to send a message to your opponent, select their team
on the schedule and then select the member listed as the
Scheduler. From there you will be able to send a Private Message
to the Scheduler for the team you are scheduled to play against.
All matches must be played on the default scheduled match day,
unless both teams agree to play earlier than the default day.
You can NOT play after the default match day for each
tournament round. If no alternate time can be agreed upon by
both teams, then the match shall be played at the default
time. 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. If the game was scheduled prior
to the default date/time and a team fails to attend, the
situation must be reported immediately to an admin.
Failure to report a match within 24 hours of the default
match date and time may result in forfeit loss being awarded
to one of the teams at the admins discretion. All matches
must be reported a maximum of 24 hours after the default
date and time for each tournament round.
4.2 Match of the Week Scheduling and Rules
Certain tournament matches may be selected for shoutcasting
at the admins discretion or at the request of the
shoutcasting organization affiliated with the TGL.
If your team does not wish to participate in a MOTW throughout
the tournament, an admin must be informed prior to the
tournament start, or as soon as your team is registered. Your
team will then be left out of consideration for the MOTW.
This is important - if your team is picked for the MOTW, you
cannot refuse it unless the admins grant an exception.
Once a shoutcasted MOTW has started, the shoutcaster must
remain in the server. A team cannot decide halfway through
the match they do not wish to be shoutcasted anymore. Any
team found kicking or banning a shoutcaster mid-match will
forfeit that match.
5.1 Team Rosters and Minimum Amount of Players
Teams are required to have at least 6 on their roster before
they can register for the tournament.
All matches should be played 6v6. Matches may be played with
more or less players if both teams agree beforehand on the
format to be used. The agreed format must be used for the
entire match. As always, if the teams are unable to come to
agreement on the number of players, the default of 6 will be
used.
Teams may choose to play shorthanded if they wish to prevent
a forfeit, but the opposing team is under no obligation to match
the number of players, and may play with 6. You must have a
minimum of four players ready in the server no later than 15
minutes after the scheduled match time to avoid a forfeit loss.
5.2 Ringers and Team Hoppers
Team hopping will not be tolerated. If a team hopper/ringer
is suspected, notify TGL officials immediately. Penalties may
include suspensions, forfeits or removal from the tournament.
No player is allowed to be on two TGL team rosters at the same
time for any single tournament.
If your team has been eliminated from a tournament, you are
not allowed to join another roster of a team still alive in
that very same tournament.
5.3 Team Inactivity
Any team that forfeits a match will be removed from the
tournament; inactive teams should request to be removed from
the tournament before it starts.
5.4 Unreported Matches
In the event that a match isn’t reported by the end of the
24-hour period in which the match is scheduled to occur, and
there is no contact with an admin to provide an explanation
(the match is still being played, or both teams decided to
re-schedule the remainder of the match for the next night),
an admin may choose a winner at their discretion.
5.5 Illegal Team Names
Team names including but not limited to the following will not
be tolerated: profanity, hateful to any race, sex, or religious
group, condone drug use, or general vulgarity. Teams found to
have an offensive name will be notified by an admin and must
choose a new name for their team, or be removed from the
tournament.
5.6 Team Leader Responsibility and Cheat Detection
All participants in the TGL will be required to uphold the
highest standards and observe common sportsmanship for the good
of the tournament. Team Leaders need to ensure that their
members have read and understand the rules because they will
ultimately bear that responsibility. This includes checking
for cheaters - team leaders should review PunkBuster
screenshots and other server logs regularly for the purpose
of self-policing their team.
5.7 In-Game Communication
Participants in a TGL TF2 match are not allowed to use global
in-game chat in an abusive, offensive, vulgar or spamming manner
at any point during the match. This includes pre-match,
intermission and post match periods as well. When a match is
live, only team leaders are allowed to use global in-game
messages. Other players must use team-only in-game messages.
Violators of these rules are subject to punishment at the
tournament's discretion, which may include player suspension(s)
or forfeiture of the match.
5.8 Sportsmanship and Suspensions
Any player who has been caught cheating at any time playing
any online game, whether it’s on a public server, at a LAN
event, in a scrim, in a match or in any other form of the
game (including other leagues such as CAL), may be suspended
from any and all TGL events. TGL supervisors will review each
case and players may be suspended permanently; at
that point the player is subject to review
by TGL for readmission. If a player is caught cheating in a
TGL match, their team shall forfeit the game, and the team
will be suspended from tournament play until that member has
been removed from their team. Any matches played with that
player up to that point will have the wins overturned. If a
member is caught cheating outside of a TGL match, the
suspension shall be enforced on the player without the matches
being overturned. The computer system that you play from is
not the responsibility of the TGL; it is your sole
responsibility to make sure that your system is cheat free.
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.
Any player, or team caught (with proof) using any type of
internet attack tools to interrupt a game, a player in that
game, or a team’s servers (such as voice communication), will
be subject to disciplinary actions as if they were a cheater.
Any member that belittles or demeans the tournament, another
team 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 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
matters should be respected and logs from third parties
should not be considered proof of any action or intention on
their own. Any accusations against another team 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 TGL
admins in a private manner.
5.9 Registrant Conduct
The Registrant agrees not to maliciously disparage,
discredit, slander, libel, or defame the TGL or MyIS, TGL
or MyIS staff, TGL or MyIS events, MyIS or TGL 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 TGL events, forfeit prizes, be barred from future
competitions including all leagues and tournaments within
TGL, and/or be subject to appropriate civil penalties.
6.1 Server Usage and Requirements
At this time TGL does not supply official tournament servers
for TF2 matches. Teams that own/operate their own gaming
server will be encouraged to use it during their scheduled
match. Servers must meet the following requirements:
• Must be dedicated (not a listen server)
• Must not be a LAN server with one team immediately local
to the server (in other words, a majority of one team
may not ping <5 to the dedicated server)
• Must have at least 1.5Mbps bandwidth upload and download
(full T1 or greater)
• Cannot be hosted on residential* cable or DSL connections
• Must be located in the continental United States or Canada,
unless both teams agree to a server in a different location
• Must meet or exceed the minimum CPU requirements specified
by game developer/publisher
* Business-grade cable modems and DSL are acceptable, as long as
they meet the bandwidth requirements. Such connections have a
guaranteed level-of-service and a dedicated circuit, therefore
they are reliable enough to host a TF2 server.
6.2 Server Configuration
The server configuration is subject to change as the tournament
evolves.
Upon entering a match server, both teams should check the
server's settings to verify that they are correct. If no
objections are made prior to play commencing, 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 set by the tournament, the
settings must be fixed prior to the game. 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 for the hosting
team.
Any changes to the server settings while a game is in progress
will result in the offending team forfeiting.
6.3 Ping Imbalance and Dial-up Players
The difference between each team's average pings to the agreed
upon server can be no greater than 75 ms. Pings must be
confirmed in game, not through pinging tools such as GameSpy
and AllSeeingEye. If the difference between the average pings
is less than 75 milliseconds, the server is acceptable for
play. If a server is unacceptable by the rule, then a new server
must be found. In extreme cases where a server cannot be
agreed upon by the teams, then a TGL admin must be contacted
to solve the dispute and decide on a server that is suitable
for the match.
If one team declares a server to be unplayable and an alternate
server is used, that team must use the same players that were
pinging high to the original server in question.
Individuals playing on dial-up connections waive their right
to the ping imbalance rule.
6.4 Server Crashes and Resolution
If the server crashes during a round (half of a set), please
restart that round. If the server crashes a second time,
again, please restart that specific round. However, for
ctf_2fort, cp_well, and cp_granary, the amount of points
each team has accumulated before the server crash will be
counted. Please come to an agreement on how many minutes
were remaining in that half and only use that amount of time
when the half is replayed.
In the event of a third crash, the game must be cancelled
and team captains must contact an admin (see section 7.1).
An admin may assign a server and have the match restarted,
or allow for a reschedule so the remainder of the match can
be played the next day.
7.1 How to Contact an Admin
There are three ways to contact a TGL TF2 admin - the TGL
website private message system, the forums, and by email.
The preferred method of contacting an admin is via the TGL
website private messaging system. To send a message to an
admin, go to the Admins page and click the name of the admin
you wish to contact. If you need to send files/logs/transcripts
to an admin, please an email to the admin with the necessary
files attached. It is also a good idea to send a private
message to an admin when sending attachments via email. Admin
email addresses can be found on the Admins page.
7.2 The Dispute Process
Disputes include, but are not limited to:
• Scores being reported incorrectly
• Unsportsmanlike behavior
• Cheating in game
• Improper conduct in or out of game
In the case of a dispute, team leaders or designated match
leaders must submit an email to a tournament admin. Any member
who is not a designated leader is not allowed to report a dispute.
Disputes are not a public matter and should only be handled
by the Admins. Posting disputes on public forums could lead
to suspension. A formal dispute must be filed within 24 hours
of the match being completed. The dispute must be made through
email from the email the leader or match leader used on the TGL website.
As much information as possible should be sent in this initial
email, so please include a full description of what happened,
why this dispute is being made, and also include any logs or
screenshots that may be used as evidence to support your claim.
If the team initiating the dispute fails to provide any proof,
then there is no claim. If a team makes repeated false claims
against other teams, the disruption may be viewed as grounds
for team suspension. Once a team has two failed disputes, they
will lose the right to submit general disputes. Anti-Cheat
disputes will remain open at all times.
If necessary, a TGL admin may request additional information
from either team. Team will have 48 hours from the initial
request to provide the requested items or risk forfeit or
other disciplinary action.
All evidence will be reviewed by the admins and a ruling issued.
This ruling will be final, and the matter laid to rest. If a
TGL admin is a member of a team involved in a dispute, that
admin will not have access to the dispute or any proof provided
to support that dispute. A representative from the defending
team other than the TGL admin will be contacted to handle any
issues related to the dispute.
7.3 Rule Violations and Consequences
Any and all rule violations are a serious issue and will not be
taken lightly. Teams who violate any rule may be subject to
disciplinary action. This includes the specific penalties listed
or suspensions, forfeits, replays, removal from the tournament,
and lost off points. The tournament may change penalties as it
sees fit.
In the event a team breaks the public chat rule and degrades,
verbally attacks or threatens an opponent, the team that the
player represents will be deducted 1 point in the standings and
that individual player shall be suspended until further notice.
A second infraction will cost that team a 1-week suspension and
loss of 2 additional points. The tournament will not tolerate
such behavior. Disruptive teams will be purged from the
tournament. Any team that is repeatedly disruptive in the form
of un-tolerated language, pointless spamming, server crashing,
etc. will be removed from this tournament.
7.4 Bug Abuse and Exploits
All known bug abuses/exploits that are illegal in the AMD
Roughneck Challenge will be listed here. Should a clan discover
a possible exploit that is not listed here, they should contact
an Admin immediately so it can be evaluated and a ruling made
on its legality.
• Activating an uber charge and then saving it for later use
(by switching medic weapons) is legal.
• Extending an active uber charge by continuous weapon
swapping is illegal
• Killing during setup is ILLEGAL, except on cp_well,
where it is legal
Any team caught using an exploit may be subject to punishment
at the admins discretion, which can include a forced replay or
forfeiture of the round in question, or even forfeiture of the
match. If an exploit is not listed in this section it does NOT
mean it is legal. Any questions or concerns regarding a possible
exploit should be brought to an Admin before a match is played.
In general, if you believe an unknown bug gives your team an
unfair advantage, don’t use it. Just because an exploit isn’t
listed here, doesn’t mean that it won’t found out and be
considered illegal in the future. Using an unknown potential
exploit can result in the forfeiture of the offending team.
7.5 Add-ons and Game Modifications
Any modification made to the game client will not be allowed.
This includes any change of player skins, scripts or macros
of any form, or 3rd party software that changes the game client
in any way. Any team caught violating this rule will forfeit
their match and will be subject to further disciplinary actions.
The game is to be played as is from original installation and
updated in accordance with official patch releases and any
possible official modifications (none at this time).
7.6 Cheating Scenarios and Punishment
This tournament requires the usage of the TGL anti-cheat program
for all players during every match. These AC files must be kept
on your system for no less than three weeks after each
particular match. Failure to produce the AC file for any reason
will result in your team forfeiting the match. A second
offense could result in your team being removed from the
tournament and/or a possible suspension for offender.
The Total Gaming League is making use of a zero tolerance policy
on cheating. If we receive valid evidence of a registered TGL
player cheating in any competitive multiplayer game, that person
will be permanently banned from TGL competition. We don't care
if it's America's Army, StarCraft, Counter-Strike, Call of Duty,
Quake, or Checkers. If we have evidence of cheating, the player
will be banned. We do not wish to award cash and prizes to
individuals that have a problem with fair competition. Below you
will find specific scenarios to help assist you in understanding
our guidelines for banning cheaters.
1. A player is on a PunkBuster recognized ban list (regardless
of game), such as the Punksbusted.com Master Ban List.
o Result: The player is permanently banned from TGL
competition. It doesn’t matter if the game was Delta
Force and the violation occurred 9 years ago. It doesn’t
matter if the violation occurred in a public or a private
server. If we’re aware of the previous cheating violation,
that user will be banned. TGL matches that the banned
player previously participated in are not overturned
unless the ban occurred during a TGL match.
2. A player is PB kicked for cheating on a public or private
server, but the ban isn’t streamed to the Master Ban List.
o Result: The player is permanently banned from TGL
competition. TGL matches that the banned player
previously participated in are not overturned unless the
ban occurred during a TGL match.
3. A player is banned for cheating at CAL, TWL, CEVO, SOTF,
on LAN, or any other competitive gaming competition using
anti-cheat software or PunkBuster screenshots/logs as evidence.
o Result: The player is permanently banned from TGL
competition. TGL matches that the banned player
previously participated in are not overturned unless the
ban occurred during a TGL match.
4. A player is banned for cheating at CAL, TWL, CEVO, SOTF,
on LAN, or any other competitive gaming competition, but
they strictly used demo review as their evidence.
o Result: The player is NOT automatically banned from TGL
competition unless that demo evidence is also reviewed
by TGL staff members first. If the player is banned
after demo review, any TGL matches that the banned
player previously participated in are not overturned
unless the ban occurred during a TGL match.
5. A player is banned for cheating during a TGL match using
anti-cheat software, PunkBuster screenshots, PunkBuster logs,
or demo review as evidence.
o Result: The player is permanently banned from TGL
competition. TGL matches that the banned player
previously participated in during that specific season
are overturned.
6. A previously banned TGL player participates in a TGL match.
o Result: The banned player’s new TGL account and registered
GUID will be banned again if applicable. The team allowing
the banned player to participate will forfeit the match.
The team leader may also be suspended for allowing a banned
player to participate in a TGL match. A second offense
will result in the team being removed from all current
TGL competition and the leader will be permanently banned
from TGL competition.
7. Both teams in a single match use players previously banned
from the TGL.
o Result: The banned player’s new TGL accounts and
registered GUIDs will be banned again if applicable.
Both teams will receive forfeit losses. A second offense
by either team will result in that particular team being
removed from all current TGL competition and the leader
will be permanently banned from TGL competition.
8. A player admits to cheating.
o Result: Admitting to cheating is a very risky business.
TGL admins may or may not ban individuals that admit to
cheating, depending on their own judgment of the context
in which such a statement was said.
TGL bans for cheating based strictly on demo review are voted
on by TGL admins that have reviewed all known evidence. A
majority vote to ban will result in the TGL player being banned.
If the vote isn't unanimous or the vote is tied, it is up to
the senior admin to make a final decision or leave the case open
to wait for further evidence to develop.
TGL admins reserve the right to interpret these rules as
necessary; the items listed above are simply guidelines. The
TGL reserves the right to treat certain situations uniquely
and decide on proper punishment for circumstances not described
above.
7.7 Mandatory Demos, Prodigy Anti-Cheat, and
Screenshots
All players and team captains are required to record first
person demos for all matches. All players are required to hold
first person demos for at least fourteen (14) days. After the
fourteenth (14th) day, the demos may be discarded.
Prodigy AC files are required for all matches. The Prodigy AC
program can be downloaded at the following locations:
• Link One
• Link Two
If a player has been requested to submit demos, AC files,
and screenshots to an official for whatever reason, the player
has twenty-four (24) hours to comply. If the player does not
have the requested information, this will be considered an
acceptance of guilt resulting in player termination from the
event.
If a player fails to start their demo or AC file prior to
the beginning of match play, any round (half of a set) not
recorded in the demo or AC file will be rewarded to the other
team and that player will receive a suspension. The length of
the suspension is up to the discretion of the admins and will
not exceed the maximum length of three (3) weeks.
8.0 Rule Changes
The Total Gaming League and its admins reserve 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 tournament. 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 TGL will
use to try and ensure fair and competitive play and are subject
to interpretation by the TGL admins based on the spirit of the
rules and game.