Total Gaming League Enemy Territory Quake Wars League Rules – Version 3 December 1st 2007 1.1 Introduction The Enemy Territory Quake Wars 6v6 league rules were developed utilizing characteristics found in today’s most popular and well managed professional sporting leagues. This rule set is to be used as a guideline for running a successful, fair, and fun event 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 rules for the Enemy Territory: Quake Wars 6v6 league season 1. 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 league. 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 6 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 • Enemy Territory Quake Wars: ETQW is the game being played in this tournament. • Stop Watch Mode: In Stop Watch Mode, two teams will play on each side of a single map, the winner is determined based on who sets the fastest offensive time. Stop Watch matches can be tied when both defenses manage to keep the offense from completing the objectives by the end of each round (a double full hold). • Side: On ETQW maps there are 2 factions, the GDF and the Strogg. 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 is defined as one half of a set; each round has a default time limit of 20 minutes, but the second round time limits are directly influenced by the results of the first round and may not be set to 20 minutes in length. • Full Hold: When the defensive team prevents the offensive team from completing all of the objectives for a full 20 minutes, it is considered a full hold. • Double Full Hold: When each team has played the offensive side of a set and both teams have failed to complete all of the objectives within the 20 minute time period, it is considered a double full hold. • Set: Each team plays once on GDF and once on Strogg. In other words, each team defends once and each team is on the offensive once per set. A set can be won in the following ways: • Team A sets an offensive time and Team B does not beat that time (Team A wins the set) • Team A sets an offensive time and Team B beats that set time (Team B wins the set) • Team A does not accomplish the offensive objectives within the 20 minute time limit (considered a full hold) and Team B sets an offensive time in the following round (Team B wins the set) • Overtime: Overtime rules go in to affect when one of two scenarios have occurred. 1. If both teams have played two sets that resulted in double full holds, overtime rules go in to affect for the third set. If both teams full hold the tie-breaking third set, the team that has completed the most objectives in the third set will be declared the winner. If both teams full held in the third set and completed the same number of objectives, additional sets will be played until one team either: 1) Sets a winning time or 2) Completes more objectives than the other team during another full hold set. 2. If the two teams both have 3 points after three sets, overtime rules go in to affect for the fourth set. If both teams full hold in the fourth set and completed the same number of objectives, additional sets will be played until one team either: 1) Sets a winning time or 2) Completes more objectives than the other team during another full hold set. • Match: Each ETQW tournament match will be played in a best of 3 set format. Matches will be played in the Stop-Watch game mode, in an AB BA format. The higher seeded team will choose server or side first. • Stop-Watch Set 1 (AB): Team A attacks and sets goal time. Team B then attempts to beat the time. • Stop-Watch Set 2 (BA): Team B attacks and sets goal time. Team A then attempts to beat the time. • Set winners will be awarded 2 points. The losing team will receive zero points. Should there be a full-hold (neither team completes their objectives in the maximum time), each team will be awarded 1 point. The first team to reach 3 points (or more) after a completed set, with the opposing team having a lesser score, is the winner of the match. • 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 Team: The scheduled home team (the higher seed) will choose the side they start on for the first set (which determines which team is A and which team is B for the AB BA format). • Away Team: The scheduled away team (the lower seed). • MOTW: Match of the Week; up to four match-ups per week may be chosen for shoutcasting, whenever available. 2.1 Season Format The ET: QW Season 1 will be 6v6 Stopwatch mode. 1 match will be played per week, with the exception of Christmas and New Years. Schedules will be done and posted by the Saturday before the default match date. Each team will play on each side at least once. The team with the best offensive stopwatch time in a particular set of two rounds will be declared the winner and move on to the next round. First person demos and end of round screenshots are mandatory to prevent cheating and to encourage accurate match reporting. 3.1 Default Game Format All Enemy Territory: Quake Wars 6v6 League matches are played in the following format: • 6 players per team • Stopwatch game mode • 1 map per match • Best offensive stopwatch time per set of 2 rounds wins • 20 minute round time limit • Friendly Fire On • Rounds last until the team sets or beats an offensive stopwatch time, or the time limit expires 3.2 Vehicle Restrictions • Maximum of 1 Heavy Vehicle per team (heavy vehicles include: Cyclops, Desecrator, Titan) • Maximum of 1 Medium Vehicle per team (medium vehicles include: Hog, Trojan APC) • No Aircraft Allowed (the Icarus IS allowed) • No restrictions on the Armadillo and Husky vehicles • No door blocking with vehicles or objects • No vehicles allowed inside enclosed objective areas • The Icarus cannot be used to gain an unfair positional advantage. Since the GDF do not have any flying vehicle equivalent, you may not use the Icarus to gain access to a location that the GDF cannot reach using their legal vehicles or infantry. For example, if there's a tall building or high mountain top and the GDF can reach it by using their vehicles or infantry, feel free to fly and stay there with your Icarus. However, if the GDF cannot reach that point, you may fly there and stop, but you can not engage the GDF from that position (defined as shooting ANY weapon or using any deployable/special function). 3.3 Deployable Restrictions • Maximum of 1 turret, per turret type, per team (each team can have a total of 3 deployable turrets: 1 Anti-Vehicle Turret, 1 Anti-Personel Turret, and 1 Anti-Artillery Turret) • Maximum of 1 artillery deployable per team (1 turret total, selecting from: Rockets/Mortar, Artillery/Howitzer, and Hammer/Dark Matter) • No radar 3.4 Infantry Restrictions • Maximum of 1 Sniper/Railgun per team • No supply crates • No 3rd Eye Cam • No infantry stacking (aka boosting) with more than 1 additional player (2 total). This is NOT a player class limit; it concerns a player physically jumping on another player to gain an artificial height advantage in order to conquer an obstacle. 3.5 Map List Preseason Maps: • Week 1: Canyon (11/27) • Week 2: Refinery (12/4) Season Maps: • Week 1: Salvage (12/11) • Week 2: Ark (12/18) • Week 3: Quarry (1/8) • Week 4: Sewer (1/15) • Week 5: Area 22 (1/22) • Week 6: Island (1/29) • Week 7: Volcano (2/5) • Week 8: Canyon OR Refinery (Vote) (2/12) 3.6 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 with a matching GUID 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 8 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. Round 1: The Home team will play on the defensive side. Round 2: The teams change sides. Round 3 & 4 (Overtime): If both teams fail to complete the offensive objectives after two rounds are played, the match will go in to overtime. The team that just completed the defensive round (the Away Team) will now go on the offensive for a second time; if they achieve the offensive objective in the third round, the other team (the Home Team) will be given the opportunity to beat that time. Therefore, the match format is Round 1: Away Team plays offense, Home Team plays defense; Round 2: Away Team plays defense, Home Team plays offense; Round 3: Away Team plays offense, Home Team plays defense and so on. If the Away Team fails to complete the offensive objectives in the third round and the Home Team completes their second offensive round successfully (round 4), then the Home Team is the winner of the match. Teams will be allowed to take a small break between rounds; this can last no longer than 5 minutes. 3.7 Match Reporting Procedures After the completion of the match the winners 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 if you won round 1 and then if you won round 2; simply answer the questions correctly to report your match score. 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 league match or forfeit the match that they failed to report. 3.8 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. 3.9 Voice Communication Programs The use of voice communication programs (such as Teamspeak or Ventrilo) in TGL ET: QW League 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. 3.10 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. 3.11 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. 3.12 Spectators Spectators are not allowed in any official league or league 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. 3.13 Ties and Match Completion Requirements If both teams fail to complete the offensive objectives after two rounds are played, the match will go in to overtime. The team that just completed the defensive round (the Away Team) will now go on the offensive for a second time; if they achieve the offensive objective in the third round, the other team (the Home Team) will be given the opportunity to beat that time. Therefore, the match format is Round 1: Away Team plays offense, Home Team plays defense; Round 2: Away Team plays defense, Home Team plays offense; Round 3: Away Team plays offense, Home Team plays defense and so on. If the Away Team fails to complete the offensive objectives in the third round and the Home Team completes their second offensive round successfully (round 4), then the Home Team is the winner of the match. Teams are required to play the entire match in one night unless both teams agree to reschedule due to lateness. A TGL 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. 3.14 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). Teams that receive a forfeit loss will be removed from the league. 4.1 Default Match Day and Time One match will be played each week of the league. The matches will be played on Tuesdays. For additional clarification, please look below: Each team is required to contact their opponent at least thirty minutes prior to the default match time of 9:30 PM EST (on the night of the match) 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. Failure to use this system for scheduling of matches could result in a forfeit or suspension. 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 playing. All matches must be played on the scheduled match day. Teams are allowed to play on a day other than the default day/time, but there must be complete agreement between the teams. You must inform a TGL Admin of any rescheduled matches. If no alternate day/time can be agreed upon by both teams, then the match shall be played on the default day, at the default time. If a different day/time is agreed upon then that is your new default day/time and NO further rescheduling is allowed unless approved by both teams and a league admin. If the game was scheduled prior to the default day/time and a team fails to attend, the situation must be reported immediately to an admin. Game results must be turned in no later than 11:59pm in your team's time zone on match days. If a game is scheduled for other than the default game day/time then results MUST be turned in within 1 hour of game completion. 5.1 Team Rosters, PunkBuster GUIDs, and Minimum Amount of Players Teams are required to have at least 6 members with valid PunkBuster GUIDs on their roster before they will be scheduled in any matches. Only the last 8 digits of a player's GUID are required for valid identification. To check a player’s GUID in a server, simply type "pb_plist" in the console when that particular player is present in the server. 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 Roster Lock Information Rosters will be locked on match days, but open the rest of the week. To change your GUID, you must submit a request to an admin using the web site. GUID changes are not processed on match days. All team rosters will be locked at the beginning of the playoffs. 5.3 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 league. No player is allowed to be on two TGL team rosters at the same time for any single league. 5.4 Team Inactivity The league will not observe leaves of absence from the league. If your team decides to take a break longer than one week, you must choose 1 of 2 things, quit the league or accept your forfeit loss. 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 league. 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 league. 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 ET: QW league 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 league'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 league 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 alow 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 league, 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 event or TGL divisions, 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 divisions within TGL, and/or be subject to appropriate civil penalties. 6.1 Server Usage and Requirements At this time TGL does not supply official league servers for ET: QW matches. Teams that own/operate their own gaming server will be allowed to use it during their scheduled match. If a team is on a LAN, that team may not use a server connected to the same LAN for an official match; this would result in your entire team having a 0 or 1 ping for the match while the opposing team would have normal internet pings. Servers must meet the following requirements: • Must be dedicated (not a listen server) • Must not be on the same LAN connection as either participating team as long as they are also on a LAN • 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 the game 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 an ET: QW server. 6.2 Server Configuration The server configuration is subject to change as the league evolves and new patches are released. The most current and correct server configuration will always be posted on the server config page. Teams are responsible for checking this page on a regular basis and ensuring that the server settings are correct. 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 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 for the hosting team. Any changes to the server settings while a game is in progress will result in the host team's forfeit. 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 a server crashes before 10 minutes of a round has been completed, the server must be restarted and the game's score is reset to 0-0. If the server crashes after 10 minutes of a round has been completed, the game must be restarted and played with the ticket ratio being set to 50%. If a server crashes twice consecutively within the first 10 minutes of a round, a new server MUST be used for the remainder of the match. 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 of the remaining rounds to be played. 6.5 Mandatory PunkBuster Anti-Cheat PunkBuster anti-cheat must be enabled for all TGL match games. The current TGL ET: QW League PunkBuster Server Config can be found in the files section, and it is required for all TGL ET: QW League matches. Any reports from PunkBuster about a player cheating (either violations or screenshots) shall be reviewed by the admins after the match has been played. Please contact an admin ASAP concerning PB violations. 6.6 Mandatory First Person Demos All ET: QW League participants must record first person demos for each match played in the league. Demos must be kept for a minimum of 2 weeks, after which they can be deleted. Demos must be turned over to an admin if requested during this 2 week period. Failure to produce requested demos may result in forfeiture of the match. 7.1 How to Contact an Admin There are three ways to contact a TGL 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 league 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 fail 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 league, and lost off points. The League 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 league will not tolerate such behavior. Disruptive teams will be purged from the league. Any team that is repeatedly disruptive in the form of un-tolerated language, pointless spamming, server crashing, etc. will be removed from this league. 7.4 Bug Abuse and Exploits All known bug abuses/exploits that are illegal in the TGL ET: QW League Division 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. Any team caught using an exploit may be subject to punishment at the league's 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. Known Exploits: • On Canyon, there is a portion of a hilltop that is not accessible by the GDF, therefore, this specific section of hilltop is illegal to use for both teams. Screenshot example: http://www.20idfiles.com/TGL/canyon_1.jpg and http://www.20idfiles.com/TGL/canyon_2.jpg 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 league endorsed modifications. 7.6 Cheating Scenarios and Punishment 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, CounterStrike, 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. • 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. • 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. • 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 strictly using a demo review as evidence. • 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. • 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. • 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. A second offense will result in the team being removed from all current divisions and the leader will be permanently banned from TGL competition. 7. Both teams in a single match use players previously banned from the TGL. • 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 divisions and the leader will be permanently banned from TGL competition. 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. 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 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 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.