Rules
Call of Duty 2 Country Championship 2010 Final Round
1.
Rules
1.1.
General Points
1.3.
Game Versions
1.4.
Game Coverage
1.6.
ESL Timezone
1.7.
Suggestions
1.8.
Internal Texts
1.9.
International language*
2.
Cheating
2.1.
General
2.1.1.
Bypassing Wire Anti-Cheat
2.2.4.
Compulsory programs
2.2.5.
Server modifications
3.1.
Player Registration
3.1.1.
Nicknames and URL Aliases
3.1.2.
Playerphoto
3.2.
Teams
3.2.1.
Team players
3.2.3.
Changing team names
3.2.4.
Team fusion
3.2.6.
2on2 teams
3.3.
Internet cafes
4.1.
General Points
4.2.
Ladders
4.2.1.
General Terms and Conditions
4.2.2.
Entries
4.2.3.
Exits
4.3.
Premierships
4.3.1.
General terms and conditions
4.3.2.
Entries
4.3.3.
Exits
4.3.4.
Team accounts
4.4.1.
Entries
4.4.2.
Exits
4.5.
ESL Pro Series
4.6.
ESL Amateur Series
5.
Matches
5.1.
Game Preparations
5.1.1.
Match Broadcasting
5.1.2.
Match Arrangements
5.2.
Server
5.2.1.
Choice of server
5.2.2.
Server settings
5.2.3.
Ping
5.3.
Client settings
5.4.
Results
5.5.
Illegal actions
5.6.1.
Failure to appear to a match
5.6.2.
Not enough players in a team
5.6.3.
Game offenses
5.6.4.
Server problems
5.6.5.
Player drops
6.1.
Screenshots
6.2.
Demos and replays
7.1.
In General
7.2.
Breach of netiquette
7.2.1.
Insults
7.2.2.
Spamming
7.3.1.
Failure to appear
7.3.2.
Game Abort
7.3.3.
Spamming during a game
7.3.4.
Player kicks during a match
7.3.6.
Breaking engagements
7.4.
Deceptions
7.4.1.
Fake match
7.4.2.
Faking results
7.4.3.
Fake match media
7.4.4.
Other deceptions
7.5.1.
Inactive player barrage
7.5.2.
Barred players
7.5.3.
Unregistered players
7.5.4.
Ringers/Fakers
7.8.
Cheating
7.8.2.
Cheating
7.9.
Multi accounts
7.10.1.
Normal compulsory challenges
7.10.2.
Intense compulsory challenges
8.
Arrangements
9.1.1.
IRC*
9.1.2.
Heel-cross (swastika) Fix*
9.1.3.
Nickname*
9.1.3.1.
Nationality/Country faking*
9.1.4.
Team multiaccount*
9.1.5.
Language*
9.2.
Server*
9.2.2.
PunkBuster*
9.2.3.
PAMD Competition MOD*
9.2.4.
Streaming obligatory*
9.3.
Trouble shooting*
9.3.2.
Banned-Guids*
9.3.3.
Bugs*
9.3.4.
Illegal actions*
9.3.5.
Penalties*
9.4.
Matches*
9.4.1.
Choice of server*
9.4.1.1.
Choise of map & side*
9.4.2.
Ping*
9.4.3.
Change Player*
9.4.4.
Timeout*
9.4.5.
End of match*
9.4.6.
Permitted match constellations*
9.5.
Aequitas*
9.5.1.
Aequitas file(s)*
9.5.2.
Client Settings*
9.6.
Matchmedias*
9.6.1.
PB GUID Screenshot(s)*
9.6.2.
pb_sv_plist screenshot*
9.6.3.
Demos & Replays*
10.1.5.
Risultato
10.1.6.
Game Account
* This rule is game or leaguespecific. All other rules apply to all other leagues, too.
1.
Rules
1.1.
General Points
The rules, which are listed below, are to be followed at all times by ESL players. Anyone who registers on the ESL website accepts that they understand and will follow the rules.
As many changes happen within the ESL, the following rules are not finalised. Parts, or even all, may be changed, updated or altered at anytime, depending on the circumstances. For this reason, all players should regularly check the rules page for updates. Changes will be announced in the news by the administrators.
As many changes happen within the ESL, the following rules are not finalised. Parts, or even all, may be changed, updated or altered at anytime, depending on the circumstances. For this reason, all players should regularly check the rules page for updates. Changes will be announced in the news by the administrators.
1.2.
Team and Player Conduct
All players are asked to behave in a humane way towards other competitors, and to any member of the administration team; treat others as you would like to be treated! If a player is found guilty of misconduct by an administrator, he/ she may receive penalty points. Also, teams risk league kicks, bans and expulsions from ESL competitions.
1.3.
Game Versions
Every league participant must own a legal copy of every game they play. If it is proven that a player is using a pirate or illegal copy, he/she will be immediately removed from the league and banned from the website. Unless otherwise stated in each ladder, the latest version of each game (update patch) should be used for matches.
1.4.
Game Coverage
The ESL reserves exclusive right to the coverage of Electronic Sports League matches. This includes all forms of transmission, including IRC Bots, Shoutcast-streams, HLTV and ESL-TV Broadcasts. The Electronic Sports League can assign the coverage rights of a match or of several matches to a third party or to the actual players themselves. In this case, terms and conditions would have to be arranged with the ESL management before the match.
In general, the ESL will contact any player or team if they wish to broadcast one of their matches. If no contact is made, individual players are allowed to arrange their own broadcasts. Should the game take place on a server that ESL administrators have no direct access to, it must be made sure that enough slots are available for the according clients.
In general, the ESL will contact any player or team if they wish to broadcast one of their matches. If no contact is made, individual players are allowed to arrange their own broadcasts. Should the game take place on a server that ESL administrators have no direct access to, it must be made sure that enough slots are available for the according clients.
1.5.
Amendment of Terms and Conditions or Rules
The ESL reserves the right to change any rule at any time according to the Terms and Conditions. Rule changes can take place during a seasonal event in which case it effective from the date it is introduced. As a general rule, any changes are posted on the main page in the news. If it is necessary, the players will be also informed by email.
1.6.
ESL Timezone
By default all times given are in Central European Time (CET). In Autumn/Winter this is one hour ahead of UTC/GMT and in Spring/Summer this is two hours ahead of UTC/GMT.
Your current timezone is displayed in the top right hand corner of the page.
Your current timezone is displayed in the top right hand corner of the page.
1.7.
Suggestions
Should a clan or a player have any suggestions for improvement to the rules or to any ladder, it is possible to inform the administrators via either writing a support ticket or speaking with an admin in IRC.
1.8.
Internal Texts
All texts written in either protest or support tickets, or written by the administrators to members of a certain league or tournament, cannot be published without the permission of the Electronic Sports League.
1.9.
International language
The language to be used at all times in the European section of the ESL is English. This is to allow all of our users from different countries to take part. This includes all comments, protest tickets, support tickets, match communication, and IRC conversations.
Failure to comply with this rule can lead to bans from posting on the website or penalty points being added to your account.
Failure to comply with this rule can lead to bans from posting on the website or penalty points being added to your account.
2.
Cheating
2.1.
General
All forms of cheating in ESL matches are forbidden and will be penalized by the Electronic Sports League.
Players found cheating outside of the ESL may be barraged on the ESL depending on the evidence available. Note, we do not accept publicly submitted demo or screenshot evidence in these cases.
Should it become known to the ESL administrators that any form of cheating was used to the advantage of a player or a team during an ESL match, the ESL reserves the right to punish them to the full extent of the rules available (see 7.8. Cheating). By breaking any rule a player risks being barred or completely excluded from a specific league or from all leagues. This also includes his or her team.
Players found cheating outside of the ESL may be barraged on the ESL depending on the evidence available. Note, we do not accept publicly submitted demo or screenshot evidence in these cases.
Should it become known to the ESL administrators that any form of cheating was used to the advantage of a player or a team during an ESL match, the ESL reserves the right to punish them to the full extent of the rules available (see 7.8. Cheating). By breaking any rule a player risks being barred or completely excluded from a specific league or from all leagues. This also includes his or her team.
2.1.1.
Bypassing Wire Anti-Cheat
The use of programs (or "hacks") to circumvent, modify or in any way manipulate Wire Anti-Cheat is forbidden.
Any use of such programs will be penalized within the rule 7.8. Cheating. Even testing of such programs in a match not happening within the ESL will be prosecuted.
Any use of such programs will be penalized within the rule 7.8. Cheating. Even testing of such programs in a match not happening within the ESL will be prosecuted.
2.2.
Game Modifications and Changes
In general, all programs which are not part of the original game, including custom-data and modifications, are not allowed in any ESL game. Exceptions will be outlined in each ladder’s own specific rules or below in 2.2.1. Legal programs and configuration modifications.
2.2.1.
Legal programs and configuration modifications
All external voice programs are allowed (e.g. Battlecom, Gamevoice, Teamspeak, Ventrilo etc.). Script changes and changes to the game’s configuration are allowed, unless they are partly or completely forbidden by the game-specific rules.
2.2.2.
Illegal programs and configuration modifications
Programs that provide an advantage during game play (e.g. drivers that allow the removing of walls such as ASUS or Wallhack) are forbidden. Any programs that change the game itself are forbidden.
2.2.3.
New programs and/or modifications
New programs and/or modifications are forbidden, as long as they are not specifically listed as legal.
2.2.4.
Compulsory programs
Additional programs have been developed for some games. These mostly serve the purpose of ensuring fair play. These additional compulsory programs are listed in the game-specific rules.
2.2.5.
Server modifications
Server modifications that are neither explicitly mentioned as legal nor as illegal in the set of rules are only allowed if they do not affect the normal gameplay.
3.
Teams and Players
3.1.
Player Registration
To play in a ladder, a method of contact (an IRC channel or an ICQ number) must be available and visible to all users in your playersheet. Each player in the ESL must only have one account! If a player can not access his account and then creates a new one, then he/she must write a support ticket explaining in detail the reason for not being able to access the account.
Also, the permanent residence must be chosen according to the country he/she is currently living in. Should the country differ from his/her nationality, the player can add an additional flag in the setting.
Also, the permanent residence must be chosen according to the country he/she is currently living in. Should the country differ from his/her nationality, the player can add an additional flag in the setting.
3.1.1.
Nicknames and URL Aliases
Turtle entertainment reserves the right to edit Nicknames and/or URL aliases, if the user
fails to comply with the following requirements.
Nicknames/aliases are forbidden if they:
* are protected by third-party rights as long as the user has no written authorisation
* resemble or if they are identical to a brand or trademark, no matter whether it has been
registered or not
* refer to personalities
* consist of names of Turtle Entertainment products
* resemble or if they are identical to the names of Turtle Entertainment employees
* are nothing but gibberish
Apart from that any nicknames/aliases that are purely commercial (e.g. product names),
defamatory, pejorative, offensive, vulgar, obscene, anti-Semitic, inciting hatred, or
offending against good manners are forbidden. Names of real persons must not be used
as nicknames as long as it is not the users own name proven by the trusted status.
Using alternative spelling, gibberish or wrong spelling in order to avoid the requirements
mentioned above is illegal. We reserve the right to extend, change, exchange or delete
these rules if necessary.
The requirements mentioned above also apply to team names.
fails to comply with the following requirements.
Nicknames/aliases are forbidden if they:
* are protected by third-party rights as long as the user has no written authorisation
* resemble or if they are identical to a brand or trademark, no matter whether it has been
registered or not
* refer to personalities
* consist of names of Turtle Entertainment products
* resemble or if they are identical to the names of Turtle Entertainment employees
* are nothing but gibberish
Apart from that any nicknames/aliases that are purely commercial (e.g. product names),
defamatory, pejorative, offensive, vulgar, obscene, anti-Semitic, inciting hatred, or
offending against good manners are forbidden. Names of real persons must not be used
as nicknames as long as it is not the users own name proven by the trusted status.
Using alternative spelling, gibberish or wrong spelling in order to avoid the requirements
mentioned above is illegal. We reserve the right to extend, change, exchange or delete
these rules if necessary.
The requirements mentioned above also apply to team names.
3.1.2.
Playerphoto
The photo must clearly show the face of the player, for adding anything else (graphics, other people, other parts of body, etc.) please use the logo function. The photo must always be up-to-date, manipulation of your appearance is prohibited. For anything else please use the gallery. Pictures with weapons are not allowed!
3.2.
Teams
To play in any of the ESL’s leagues, a team must have the following details written in their teamsheet:
• a name
• a team shorthandle
• a contact method (IRC/ICQ)
• a team logo (180x180 pixels)
The name does not have to be unique, but the ESL reserves the right to refuse clans with the same or similar names as a well-known clan (e.g. If you named your team “Schroet Kommando" or “Schroet Commando” etc, that would not be allowed).
Names which are restricted by law will not be accepted and will be deleted and punished with penalty points if found. Also, names which go against all forms of etiquette and good manors will not be accepted.
If a team deletes its account because of a certain amount of active penalty points and registers a new account, the penalty points will be transferred to the new account if the team rejoins the same ladder. Furthermore 1 additional penalty will be added for the attempted deception.
As a method of contact, the player's ICQ or the team's IRC channel has to be entered in the teamsheet.
The logo must represent the team and have some reference to the team's name or to the team's shorthandle. Copyrighted logos, or logos which go against etiquette and good manors will not be accepted.
• a name
• a team shorthandle
• a contact method (IRC/ICQ)
• a team logo (180x180 pixels)
The name does not have to be unique, but the ESL reserves the right to refuse clans with the same or similar names as a well-known clan (e.g. If you named your team “Schroet Kommando" or “Schroet Commando” etc, that would not be allowed).
Names which are restricted by law will not be accepted and will be deleted and punished with penalty points if found. Also, names which go against all forms of etiquette and good manors will not be accepted.
If a team deletes its account because of a certain amount of active penalty points and registers a new account, the penalty points will be transferred to the new account if the team rejoins the same ladder. Furthermore 1 additional penalty will be added for the attempted deception.
As a method of contact, the player's ICQ or the team's IRC channel has to be entered in the teamsheet.
The logo must represent the team and have some reference to the team's name or to the team's shorthandle. Copyrighted logos, or logos which go against etiquette and good manors will not be accepted.
3.2.1.
Team players
Each player can only play in one team per ladder, cup or tournament. A list of examples can be found here: http://www.esl.eu/faq/110/.
In tournaments with premium duty or trusted obligation, only players with this status are allowed to play.
Generally players who are entitled to the position "Inactive" or "Honorary member" are not allowed to play, therefore they are greyed out in the team sheet.
In tournaments with premium duty or trusted obligation, only players with this status are allowed to play.
Generally players who are entitled to the position "Inactive" or "Honorary member" are not allowed to play, therefore they are greyed out in the team sheet.
3.2.3.
Changing team names
A team can change its name at any time. This also applies when a team is restructured. The team’s points and score are transferred.
Changing a team’s name in order to fool other teams is forbidden. The team’s former name must be mentioned on the team-sheet. Extremely long names, or consistent changing of team names is prohibited and can be punished with penalty points.
Changing a team’s name in order to fool other teams is forbidden. The team’s former name must be mentioned on the team-sheet. Extremely long names, or consistent changing of team names is prohibited and can be punished with penalty points.
3.2.4.
Team fusion
Should two teams fuse (merge), they are free to choose which of the two accounts they would prefer to keep on using. The other account(s) should then be deactivated. Scores and data can only be adopted by different leagues. If both teams played for the same league, the teams’ match data are erased.
3.2.5.
Several squads (sub-teams) per team in one ladder
Any team may enter as many squads into any one ladder. However, only one squad can qualify for a premiership. A team is not allowed any more than one squad in a premiership.
During ladder play, no two squads from the same team are allowed to play each other.
During ladder play, no two squads from the same team are allowed to play each other.
3.2.6.
2on2 teams
2on2 teams are only allowed to have exactly two members. A 2on2 team is a fixed two-player-team, which means changing players is forbidden, unless the 2on2 team leaves the league, rearranges itself, and re-joins again.
3.2.7.
Changing squads, sub-teams etc
A team-account is owned by the leader or, as the case may be, by the person who registered the account. However, should a squad have qualified for a premiership/cup/pro-series or a competition other than a regular ladder, the squad has qualified in the name of its team. This means that the team that qualified, even if the squad that played is no longer part of that team, will be eligible to play but not the squad which moved to a different team.
Example: The team “Big Clan” has a squad that has qualified for a premiership. However, the squad decides to change teams during the season and becomes part of “Another Big Clan”. In this case, the team “Big Clan” can appoint a new squad to take over from the old one, which continues playing for “Big Clan” during the premiership. “Another Big Clan” has no right to participate in the premiership.
Example: The team “Big Clan” has a squad that has qualified for a premiership. However, the squad decides to change teams during the season and becomes part of “Another Big Clan”. In this case, the team “Big Clan” can appoint a new squad to take over from the old one, which continues playing for “Big Clan” during the premiership. “Another Big Clan” has no right to participate in the premiership.
3.3.
Internet cafes
Internet cafes or similar locations that want to offer their clients the possibility of participating in the ESL have to contact the admin responsible. They have to register all SteamIDs they wish to use and they also have to inform the admin of their IP-range. All players and clans that want to play from the Internet cafe have to be listed on the homepage. Additionally, the players must be registered with the responsible admin. The Internetcafe is responsible for the correctness of the data and they also have to check the players and to make sure that no other player participates in an ESL Match using the same nickname.
In case of problems the ESL reserves the right to exclude the internet cafes involved.
Currently the admin responsible is stinger ([email protected])
Registered Internet cafes.
In case of problems the ESL reserves the right to exclude the internet cafes involved.
Currently the admin responsible is stinger ([email protected])
Registered Internet cafes.
4.
Ladders, Premierships and Cups
4.1.
General Points
The Electronic Sports League offers many different game systems. You can find out which one is used in your particular game by visiting the "Info & Details" page of your specific game.
4.2.
Ladders
4.2.1.
General Terms and Conditions
Points:
The ladders in the Electronic Sports League are based upon the ELO points system. The points calculation of any match is calculated from the position of a player/team in the ladder, their opponents position, and the result of the match. For full details, please read the FAQ.
Challenges within a ladder:
Any participant may challenge any other, no matter if a team is ranked or still in the newcomer pool. The challenge may be refused by the other team/player if he/she wishes to do so. However, should the challenged team be within 20 places above the challenging team, the refusal will be punished with one penalty points. A challenging team from the newcomer pool would be ranked last within the ladder plus one, and therefore the 20 teams/players at the bottom would be punished for rejecting a challenge. Players or teams that have more than 5 outstanding challenges, no matter if the matches are confirmed or not, may not take on any further challenges. This is scripted into the ESL System and cannot be changed by individual players/teams.
Only one match is allowed between two participants within 7 days. After a team/player has been challenged, further challenges between the two teams/players are blocked for 7 days. After this, the team/player can be challenges once again.
The ladders in the Electronic Sports League are based upon the ELO points system. The points calculation of any match is calculated from the position of a player/team in the ladder, their opponents position, and the result of the match. For full details, please read the FAQ.
Challenges within a ladder:
Any participant may challenge any other, no matter if a team is ranked or still in the newcomer pool. The challenge may be refused by the other team/player if he/she wishes to do so. However, should the challenged team be within 20 places above the challenging team, the refusal will be punished with one penalty points. A challenging team from the newcomer pool would be ranked last within the ladder plus one, and therefore the 20 teams/players at the bottom would be punished for rejecting a challenge. Players or teams that have more than 5 outstanding challenges, no matter if the matches are confirmed or not, may not take on any further challenges. This is scripted into the ESL System and cannot be changed by individual players/teams.
Only one match is allowed between two participants within 7 days. After a team/player has been challenged, further challenges between the two teams/players are blocked for 7 days. After this, the team/player can be challenges once again.
4.2.1.1.
Matches Between Players in the Top 10
The so-called "challenge spam protection" does not apply within ladders with more than 20 participants and 5 open matches if both teams / players are positioned within the ladder's Top 10. Usually, matches between two players in the Top 10 are obligatory.
4.2.2.
Entries
Players or teams may enter or leave a ladder at any time during the season.
4.2.3.
Exits
On leaving a ladder, the team’s/player’s score is automatically put on hold. After leaving a league, a team is normally not able to re-enter the same ladder for 5 days. If a team/player rejoins the same ladder, their score will be automatically reactivated.
4.3.
Premierships
4.3.1.
General terms and conditions
A premiership-league participant either qualifies by having performed very well within a ladder or by being nominated by the ESL-Admins to take part in the premiership.
4.3.2.
Entries
The teams enter the premiership at the beginning of the premiership season. It is not possible to enter the premiership during a running season.
4.3.3.
Exits
Teams can exit a premiership at any time. All the team’s matches are then deleted.
4.3.4.
Team accounts
The team account that qualifies and plays for the Premiership will hereafter be called “account” .
1.The team owns the account
2.The team alone decides which players are chosen for the account, no matter if the original players have left the team in the meantime.
3.The team may not change the account’s name until the end of the season.
4.The account is not transferable.
These rules are guidelines. Special cases are treated and rated seperately.
1.The team owns the account
2.The team alone decides which players are chosen for the account, no matter if the original players have left the team in the meantime.
3.The team may not change the account’s name until the end of the season.
4.The account is not transferable.
These rules are guidelines. Special cases are treated and rated seperately.
4.4.
Cups and other events
4.4.1.
Entries
A team can enter a cup according to the established cup-rules.
4.4.2.
Exits
A team can exit a cup according to the established cup-rules.
4.5.
ESL Pro Series
The ESL Pro Series is a “Premiership” and is carried out according to the rules.
4.6.
ESL Amateur Series
5.
Matches
5.1.
Game Preparations
In addition to challenging other teams via the ESL Page, it is also always a good idea to contact the challenged team per e-mail, irc, icq or other means a few days before the match.
5.1.1.
Match Broadcasting
All forms of game broadcasting are allowed if both sides agree. If one side wants to broadcast a match, the details of the broadcast should be discussed before the match takes place.
Further details can be found in rule 1.4 Game Coverage.
Further details can be found in rule 1.4 Game Coverage.
5.1.2.
Match Arrangements
Arrangements must be done before a match takes place.
See 8. Arrangements for further information.
See 8. Arrangements for further information.
5.2.
Server
5.2.1.
Choice of server
In case a game-server is needed for the game, the players must provide a server for the game themselves and come to an agreement on which server to use. In case no agreement can be reached, each team decides on a map which is then played on each of the two team’s servers. The teams can of course play on a completely neutral server, if they decide to do so.
5.2.2.
Server settings
The server settings mentioned in the various game rules (e.g. config. values) must be used. All server settings must be checked before the match begins. As soon as the match begins, the players therewith accept the set configurations.
Should any changes in the server settings take place during a running game, the server administrator is to be informed immediately. In case of a protest, it must be proven using screenshots and /or demos.
Should any changes in the server settings take place during a running game, the server administrator is to be informed immediately. In case of a protest, it must be proven using screenshots and /or demos.
5.2.3.
Ping
The internet is changing continuously and the connection to a server is not always perfect. The teams / players have to agree on a server that offers both sides an equal ping. Nevertheless every player should know, that he sometimes has to play with a bigger ping difference. In this case we have to appeal to the fairness of the teams/players, the right to change server or fakelag does not exist.
5.3.
Client settings
The client settings (e.g. config. values) that are listed in the game-specific rules are to be abided by.
5.4.
Results
Both players / teams are responsible for entering the correct results. Both players / teams may enter a detailed report or statements on the game. The admins are also free to enter a report , either written by themselves or by third parties.
Should the opposing player / team be late to the game, follow rule 5.6.1.
In case of disagreements concerning the score, both players / teams should keep screenshots of the game that can be sent to the admins when requested.
Should the opposing player / team be late to the game, follow rule 5.6.1.
In case of disagreements concerning the score, both players / teams should keep screenshots of the game that can be sent to the admins when requested.
5.5.
Illegal actions
Should a team fail to turn up in time for a game, it receives penalty points which are due after 20 minutes, counting from the previously arranged time at which the game was to commence. Exiting a server during a game without a good reason is forbidden.
5.6.
Trouble shooting / protest procedures
As a basic rule, every game is played through to the end. Should problems occur, these must be announced clearly by one of the players by calling “Protest”. As soon as the match is over, the protest form must be filled in on the website. The admins will then check the case with the help of the form and impose a penalty if necessary.
A protest must be handed in within 72 hours after the beginning of a match. A protest must be made using the protest form. It is not possible to use the support form. The opposing team then has 72 hours in which it may comment on the accusations made against it. An additional request by the admin is not necessary, as the notification occurs automatically.
If no response is received within the 72 hours period allowed, the team forfeits it’s right and the admin alone must decide according to the available data and facts.
Protest Rules
The codes of conduct must also be kept to in case of a protest. Verbal misconduct or abuse in any form can be punished with penalty points.
A protest must be handed in within 72 hours after the beginning of a match. A protest must be made using the protest form. It is not possible to use the support form. The opposing team then has 72 hours in which it may comment on the accusations made against it. An additional request by the admin is not necessary, as the notification occurs automatically.
If no response is received within the 72 hours period allowed, the team forfeits it’s right and the admin alone must decide according to the available data and facts.
Protest Rules
The codes of conduct must also be kept to in case of a protest. Verbal misconduct or abuse in any form can be punished with penalty points.
5.6.1.
Failure to appear to a match
Should a player / team not appear to a match on time, and the other player / team waited for at least 20 minutes, an entry is made in the result sheet.
For ESL Instant Challenger matches the waiting time is 10 minutes.
For EAS match, generated through ESL Auto-Challenger, a player / team is allowed to ask for default win via protest, if the opposing player / team did not show up.
The incident has to be documented with screenshots. You need to hand them to the responsible admin in case of a protest. It is forbidden to enter a result by itself.
For ESL Instant Challenger matches the waiting time is 10 minutes.
For EAS match, generated through ESL Auto-Challenger, a player / team is allowed to ask for default win via protest, if the opposing player / team did not show up.
The incident has to be documented with screenshots. You need to hand them to the responsible admin in case of a protest. It is forbidden to enter a result by itself.
5.6.2.
Not enough players in a team
Should a team have too few players at a match for any reason, they are nevertheless allowed to compete against the complete opposing team, providing they have the minimum amount of players necessary. Unless stated differently in the game’s specific rules, the minimum amount of players a team is allowed to compete with is the designated amount minus one. The opposing team may freely decide to take players off their team in order to make it a fairer match. The match may also be postponed, if both the teams are agreed.
5.6.3.
Game offenses
Should a team ascertain a game offence, the best procedure is to write a support-mail via the ESL page. The match-ID and an exact description of the occurrences must be given in this mail. The accusations must be provable and the page on which the proof can be viewed by the admins must also be given.
The support-function should only be utilized when the problem that occurs is not during a match. Problems that apply to a match directly, must be dealt with using the protest-function.
The support-function should only be utilized when the problem that occurs is not during a match. Problems that apply to a match directly, must be dealt with using the protest-function.
5.6.4.
Server problems
Should problems with a server occur, a different server must be found and used. Should no other server be found in a measurable amount of time and should the original game server not be functional for an indefinite time, the game can be resumed at a later time and date.
5.6.5.
Player drops
Should a player drop during a game (e.g. disconnected due to technical problems), then the game is either paused or the map is restarted, if the still complete team wishes to do so. In the event of a drop, a registered substitute may enter the game in the dropped player’s place.
5.7.
Fixed dates / appointments
Rules concerning the dates and times of a game, should any exist, are to be found in the specific game rules.
6.
Data and records
6.1.
Screenshots
A screenshot of the on-screen results must be made of every game that is played. The screenshots must be uploaded onto the page with the match details as soon as possible after the game has ended. One screenshot showing each result (e.g. per half or map) is needed and can be uploaded by either the winners or the losers.
Non-existent screenshots lead to the assumption of a so-called “fake match”, a match that never took place. The screenshots must be uploaded within 24 hours after the game ends. They are to be kept for at least 14 days and must be presented to a player, or an admin at request.
Non-existent screenshots lead to the assumption of a so-called “fake match”, a match that never took place. The screenshots must be uploaded within 24 hours after the game ends. They are to be kept for at least 14 days and must be presented to a player, or an admin at request.
6.2.
Demos and replays
If your game supports a demo- or replay-function, it is obligatory for all players to use it. The demos are to be kept for at least 14 days and must be presented to the admin at request. If it should come to a protest, the demos must be kept until 14 days after conclusion of the protest.
If a player or team suspects that another player or team is violating a regulation during a game, the demo can be demanded of the opposing team straight away. The admins are only to be called in, when suspicions continue to exist even after the demos have been viewed. In this case, the clan or player may proceed and send the admin the game demos. The admin will then take the appropriate action.
It is recommended to voluntarily make all demos available to the public in order to keep the ladders transparent and interesting. For specific rules, please read the respective game rules.
If a player or team suspects that another player or team is violating a regulation during a game, the demo can be demanded of the opposing team straight away. The admins are only to be called in, when suspicions continue to exist even after the demos have been viewed. In this case, the clan or player may proceed and send the admin the game demos. The admin will then take the appropriate action.
It is recommended to voluntarily make all demos available to the public in order to keep the ladders transparent and interesting. For specific rules, please read the respective game rules.
7.
Penalties after offences
7.1.
In General
If a player or team disregards or violates one or more of the legal rules of the league, this can have various consequences depending on the severity of the offence. The ESL possesses an official catalogue of penalty points according to which points are given for each offence.
If a punishment affects a player in a team match, the player and the team receive the same penalty points. Up to 6 penalty points may be given per team and player within a single match.
The responsible admin decides whether an offence has affected the game to such an extent that it can not be assessed and must be deleted. Offences committed by the losing team seldom lead to match deletion.
In addition to penalty points, players and teams may be barred (also known as frozen, locked and barraged) if they have accumulated a certain amount of penalty points:
- After obtaining 4 penalty points: 1 week barrage
- After obtaining 8 penalty points: 2 weeks barrage
- After obtaining 10 penalty points: 1 month barrage
Barred players and teams must finish playing their open matches. They cannot challenge nor be challenged. Barred players may not take part in team matches with exception of 2on2 teams.
As a rule, the penalty points are deleted after a certain period of time. There are different clearance periods depending on the amount of points:
- 1-2 penalty points: 2 months
- 3-6 penalty points: 3 months
- 7 penalty points: 6 months
- 12 penalty points: 2 years (see cheating, rule 7.8.)
A player or team can receive a maximum of 11 penalty points. A player or team account that goes above 12 or more penalty points is kicked from all leagues and may not re-enter any of them until the sum of their penalty points drops below 12 again.
Bans are independent of the time of day and expire overnight. A player is not allowed to play as long as the red warning box is still displayed at the team or player sheet.
In particular cases the penalties imposed by the admins may vary from the catalogue of penalty points and can be transfered to other plattforms. The admins can impose penalties or delete matches for offences that are not listed here. The same applies for Streak- and Award-Deletions or making pointless Support/Protest tickets.
Penalties (penalty points/barrages/bans) given on ESL subplatforms (e.g. ESL Europe, ESL America) are valid on all ESL subplatforms.
If a punishment affects a player in a team match, the player and the team receive the same penalty points. Up to 6 penalty points may be given per team and player within a single match.
The responsible admin decides whether an offence has affected the game to such an extent that it can not be assessed and must be deleted. Offences committed by the losing team seldom lead to match deletion.
In addition to penalty points, players and teams may be barred (also known as frozen, locked and barraged) if they have accumulated a certain amount of penalty points:
- After obtaining 4 penalty points: 1 week barrage
- After obtaining 8 penalty points: 2 weeks barrage
- After obtaining 10 penalty points: 1 month barrage
Barred players and teams must finish playing their open matches. They cannot challenge nor be challenged. Barred players may not take part in team matches with exception of 2on2 teams.
As a rule, the penalty points are deleted after a certain period of time. There are different clearance periods depending on the amount of points:
- 1-2 penalty points: 2 months
- 3-6 penalty points: 3 months
- 7 penalty points: 6 months
- 12 penalty points: 2 years (see cheating, rule 7.8.)
A player or team can receive a maximum of 11 penalty points. A player or team account that goes above 12 or more penalty points is kicked from all leagues and may not re-enter any of them until the sum of their penalty points drops below 12 again.
Bans are independent of the time of day and expire overnight. A player is not allowed to play as long as the red warning box is still displayed at the team or player sheet.
In particular cases the penalties imposed by the admins may vary from the catalogue of penalty points and can be transfered to other plattforms. The admins can impose penalties or delete matches for offences that are not listed here. The same applies for Streak- and Award-Deletions or making pointless Support/Protest tickets.
Penalties (penalty points/barrages/bans) given on ESL subplatforms (e.g. ESL Europe, ESL America) are valid on all ESL subplatforms.
7.2.
Breach of netiquette
Just as in other interpersonal areas in life it is also inevitable to preserve a certain degree of politeness within the ESL. Offences against this rule are penalized according to their severity and frequency. In particular cases, the penalties imposed by the admins may vary from the degree of penalization mentioned below.
7.2.1.
Insults
All insults that occur in connection with the ESL will be punished. This mainly includes insults during a match but also insults within the ESL website (forums, match comments, player comments, support- and protest pages, etc.). Insults via IRC, ICQ, e-mail or other media may be penalized, providing a connection to the ESL is given and provable.
Extreme insults such as radical statements or threats to do someone bodily harm can lead to strong punishments including exclusion and account deletion.
Written warning for the first offence
1 Penalty point + 1 week barrage for the second offence, or first serious offence
2 Penalty points + 2 weeks barrage for the third offence, or second serious offence
3 Penalty points + 3 weeks barrage for subsequent offences
The deciding factor therefore is the amount of active penalties for insults, the extremeness of the insult(s) will also be taken into account.
Insults can only be reported by a support ticket, matches may not be protested to report insults.
Extreme insults such as radical statements or threats to do someone bodily harm can lead to strong punishments including exclusion and account deletion.
Written warning for the first offence
1 Penalty point + 1 week barrage for the second offence, or first serious offence
2 Penalty points + 2 weeks barrage for the third offence, or second serious offence
3 Penalty points + 3 weeks barrage for subsequent offences
The deciding factor therefore is the amount of active penalties for insults, the extremeness of the insult(s) will also be taken into account.
Insults can only be reported by a support ticket, matches may not be protested to report insults.
7.2.2.
Spamming
The excessive posting of futile, annoying or offensive contributions within the ESL is considered as spamming.
Spamming on the website (forums, match comments, player comments, support- and protest pages, etc) is penalized as follows:
1 penalty point + 1 week comment ban for the first spamming incident.
2 penalty points + 2 week comment ban for the second spamming incident.
3 penalty points + 3 week comment ban for the third and any further spamming incidents.
The decisive factor therefore is the amount of active penalties for spamming.
Spamming on the website (forums, match comments, player comments, support- and protest pages, etc) is penalized as follows:
1 penalty point + 1 week comment ban for the first spamming incident.
2 penalty points + 2 week comment ban for the second spamming incident.
3 penalty points + 3 week comment ban for the third and any further spamming incidents.
The decisive factor therefore is the amount of active penalties for spamming.
7.3.
Unsportsmanlike behaviour
In order to secure a well-regulated and pleasant course of game, it is inevitable that all players act in a sportsmanlike and fair way. A breach of this rule will be penalized with 3 to 6 penalty points; the most important and most common offences are listed below. An admin may, however, impose a penalty for not explicitly listed offences that are unsporting (e.g. unnecessary harassment) on the basis of this rule.
7.3.1.
Failure to appear
Team:
3 Penalty Points. If an opponent fails to appear to a match it is not necessary to file a protest. Simply enter that your opponent did not show up in the result sheet. When choosing this option, the remaining result panels should be left blank.
1on1:
2 Penalty Points, otherwise the same procedure as above.
If your opponent does not appear for an AutoChallenger match in an ESL Amateur Series, you may request a default win by opening a match protest. You may not enter a default win for yourself, this is considered a fake result and will be punished!
3 Penalty Points. If an opponent fails to appear to a match it is not necessary to file a protest. Simply enter that your opponent did not show up in the result sheet. When choosing this option, the remaining result panels should be left blank.
1on1:
2 Penalty Points, otherwise the same procedure as above.
If your opponent does not appear for an AutoChallenger match in an ESL Amateur Series, you may request a default win by opening a match protest. You may not enter a default win for yourself, this is considered a fake result and will be punished!
7.3.2.
Game Abort
4 penalty points. If your opponent should deliberately leave during a match, you must make a protest. You must not enter a result yourself. This may be penalized as entering a fake result (rule 7.4.2.). Should the game have advanced to a point at which an evaluation of the result is possible, a win may be granted to the remaining team. The decision whether a match can be evaluated or not is in each case decided by the responsible admin.
7.3.3.
Spamming during a game
Up to 2 penalty points for misusing the in-game chat function for excessive spamming in order to irritate the opponent or to disturb the course of the game. The chat function is solely meant for communicating with your opponent.
7.3.4.
Player kicks during a match
4 penalty points. It is forbidden to kick opposing players from the server during a match.
7.3.5.
Modified/wrong server settings
Both parties must check the server settings. Wrong server settings must be corrected before a match. Should the wrong settings be noticed after the game has already begun, they must immediately be corrected. If this is not possible because e.g. the server provider is not willing to make changes, the match may be interrupted in order to file a protest. If the settings concerned are relevant for the course of the game, the match must be restarted as soon as one of the parties wishes it to be.
Should wrong server settings be noticed at any later point in time then both teams are responsible. If possible, the wrong settings must be corrected. The match is, however, only repeated if both teams wish it to be. A completed game that had wrong server settings all along may only be repeated if both teams agree to do so.
Non-relevant server settings:
2 penalty points. Even deviations from the stipulated server settings that have no or near to no influence on the course of the game are penalized.
Game deciding server settings:
4 penalty points if server settings that have a large influence on the course of the game are wrong or have been modified.
Should wrong server settings be noticed at any later point in time then both teams are responsible. If possible, the wrong settings must be corrected. The match is, however, only repeated if both teams wish it to be. A completed game that had wrong server settings all along may only be repeated if both teams agree to do so.
Non-relevant server settings:
2 penalty points. Even deviations from the stipulated server settings that have no or near to no influence on the course of the game are penalized.
Game deciding server settings:
4 penalty points if server settings that have a large influence on the course of the game are wrong or have been modified.
7.3.6.
Breaking engagements
Agreements concerning rule 8 that are not complied with are penalized as violations against the according ESL rule.
7.4.
Deceptions
Attempts to deceive admins or other players with wrong or fake statements, information or data are penalized as follows:
7.4.1.
Fake match
6 penalty points if a match or matches were created for the sole reason of not actually playing but of entering a fake result in order to receive illegitimate points within the ladder.
7.4.2.
Faking results
4 penalty points for entering a fake game result, e.g. when the game was aborted by the opponent or when you do not wish to play the game. If problems should arise that you can not solve amongst yourselves, a protest must always be made.
Note: If you agree on not playing a match it is forbidden to enter 0:0 or similar as the game result. If no result is entered matches are deleted seven days after the date the game was scheduled at, excluding compulsory games (e.g. Auto challenger or Cup matches). It is also possible to delete matches yourself, providing both opponents agree to do so. The link for this option is to be found in the match setup of each match.
Note: If you agree on not playing a match it is forbidden to enter 0:0 or similar as the game result. If no result is entered matches are deleted seven days after the date the game was scheduled at, excluding compulsory games (e.g. Auto challenger or Cup matches). It is also possible to delete matches yourself, providing both opponents agree to do so. The link for this option is to be found in the match setup of each match.
7.4.3.
Fake match media
Match media includes all records e.g. demos, screenshots or logos that are generated within the scope of a match.
The faking of match media is forbidden and is penalized with 1-4 penalty points dependent on the severity of the case. For example: Uploading senseless screenshots, hoping the match will not be checked too closely, is not penalized as heavily as when screenshots are uploaded that are meant to cover up a fake match.
Intensification when cheating is suspected:
6 penalty points when fake match media is handed in and the player/team is strongly suspected of cheating.
The faking of match media is forbidden and is penalized with 1-4 penalty points dependent on the severity of the case. For example: Uploading senseless screenshots, hoping the match will not be checked too closely, is not penalized as heavily as when screenshots are uploaded that are meant to cover up a fake match.
Intensification when cheating is suspected:
6 penalty points when fake match media is handed in and the player/team is strongly suspected of cheating.
7.4.4.
Other deceptions
Other attempts of deceiving an admin or another player are penalized with 1-4 penalty points depending on the severity of the case and according to the judgement of the responsible admin.
7.5.
Use of unauthorized players
7.5.1.
Inactive player barrage
3 penalty points if a player whose status on the team was changed from inactive in the last five days takes part in a match. These players are clearly marked as "inactive" or "barrage" on the ESL team page.
It is, however, possible for these players to take part in a game if the opposing team agrees beforehand (see rule 8.).
This rule is ignored in 2on2 ladders.
It is, however, possible for these players to take part in a game if the opposing team agrees beforehand (see rule 8.).
This rule is ignored in 2on2 ladders.
7.5.2.
Barred players
6 penalty points if a barred player participates in any gaming activity. It is not possible to make use of barred players by any form of agreement (rule 8.).
7.5.3.
Unregistered players
3 penalty points if a player who is not listed on the ESL team page, but is known to have been a member of the team for some time, participates in a game.
7.5.4.
Ringers/Fakers
6 penalty points if a player who is neither listed on the ESL team page nor a member of the team participates in a game. In special cases there may be barrages up to four weeks.
7.6.
Missing records/match media
Match media includes all records e.g. demos, screenshots or logs that are generated within the scope of a match.
7.6.1.
Compulsory Match media uploads
1 penalty point if the compulsory match media (e.g. screenshots of the results, replays) has not been uploaded within 24 hours after a match. If media of several matches is missing, up to 3 penalty points may be given as a collective penalty. If the match media is filed subsequently, the penalty points may be deleted or reduced on request.
7.6.2.
Requested records/match media
1-3 penalty points if no or insufficient media is handed in on request of an admin. The responsible admin decides which records or match media is necessary depending on the circumstances (e.g. demos, server logs, chat recordings, etc.).
7.6.3.
Requested match media after strong suspicion of cheating
6 penalty points if no or insufficient media is handed in on request of an admin in order to rebut a strong suspicion of cheating.
7.7.
Missing/Wrong Gameaccounts
7.7.1.
Without strong suspicion of faking
3 penalty points if a player’s compulsory game account entry is missing or wrong after a match.
7.7.2.
With strong suspicion of faking
6 penalty points if the player’s compulsory game account entry is missing or wrong after a match and there is additionally a strong suspicion that a faker or ringer took part in the match.
7.8.
Cheating
7.8.1.
Programs / modifications / settings
These penalties are explained in the game specific rules.
7.8.2.
Cheating
12 penalty points for the player and 6 penalty points for the team. The use of severe cheats (e.g. aimbot, wallhack, multihack) is penalized with a two year ban from the ESL. On top of that all the statistics for the player from the last 12 months will be removed. For the team in question the statistics from the last 3 months will be removed. The removal of the statistics will solely consist of the ladders of the game where the player was caught cheating in.
Rehabilitation is only available to players caught cheating in ESL matches. After at least six weeks the cheater receives the one-off opportunity of handing in an essay on the topic of cheating in multiplayer games. The exact subject of the essay is set by the ESL. The complete essay must be handed in within three month after the subject is decided upon. It will then be reviewed for a week. If it complies with the requirements (form and length) and if its content is convincing, the cheater may receive the chance of rehabilitation. (Further details concerning rehabilitation). The penalty points for the cheating offence are, in case of rehabilitation, reduced to 7 for the player and 5 for the team. The statistics will however not be reinstated.
Rehabilitation is only available to players caught cheating in ESL matches. After at least six weeks the cheater receives the one-off opportunity of handing in an essay on the topic of cheating in multiplayer games. The exact subject of the essay is set by the ESL. The complete essay must be handed in within three month after the subject is decided upon. It will then be reviewed for a week. If it complies with the requirements (form and length) and if its content is convincing, the cheater may receive the chance of rehabilitation. (Further details concerning rehabilitation). The penalty points for the cheating offence are, in case of rehabilitation, reduced to 7 for the player and 5 for the team. The statistics will however not be reinstated.
7.9.
Multi accounts
1-4 Penalty points depending on the severity of the offence. Additionally, all penalty points are transferred to one account and all other accounts are deleted.
Furthermore it is not permitted to delete an old account in order to open a new one. If you should forget your login password it is always possible to contact the admins via the support form or IRC in order to retrieve your account. It is helpful to enter non-public information in your account, as admins can then confirm your identity more easily should you forget your login data.
Furthermore it is not permitted to delete an old account in order to open a new one. If you should forget your login password it is always possible to contact the admins via the support form or IRC in order to retrieve your account. It is helpful to enter non-public information in your account, as admins can then confirm your identity more easily should you forget your login data.
7.10.
Declining compulsory challenges
Intense compulsory challenges only become active in ladders with more than 20 participants.
7.10.1.
Normal compulsory challenges
1 penalty points for the challenged if he is positioned within 20 places above the challenger in the same ladder.
7.10.2.
Intense compulsory challenges
2 penalty points for the challenged if both participants are positioned within the top 10 of the same ladder.
7.11.
Other unauthorized offences
7.11.1.
Deliberate exploitation of bugs on the website
These penalties lie within the discretion of the responsible admin and are penalized according to their severity. This type of offence is e.g. the postponement/abortion of matches that were already confirmed.
8.
Arrangements
Certain arrangements between the teams/players are allowed. These arrangements may slightly differ from the ESL rules. Arrangements that differ greatly from the set of rules are however not allowed. Please note that the ESL rules were made to guarantee the same advantages/disadvantages for all teams. You are not allowed to file a protest after the match if you think that the agreements made before the match in the end resulted in a disadvantage for you or your team.
Rules that can be changed by agreements are to be found in the game specific (*) rules. Should this not be the case then you are not allowed to agree on changes.
All arrangements between teams in addition to the ESL rules have to be written down in the match comments. The other team has to confirm those arrangements in the comments. To avoid an abuse of the edit function, a third comment has to be written.
Please do also keep screenshots and/or logfiles of your arrangements. If you do not fulfil these restrictions, any protests or supports concerning those arrangements will be
rejected.
The following rules cannot be changed by arrangement:
- Entering results for matches that have not been played
- Game privileges of players which are barred because of penalty points, or are barred in the league due to a ban
- Game privileges of players in leagues with premium requirement, which have are barred for inactivity
Rules that can be changed by agreements are to be found in the game specific (*) rules. Should this not be the case then you are not allowed to agree on changes.
All arrangements between teams in addition to the ESL rules have to be written down in the match comments. The other team has to confirm those arrangements in the comments. To avoid an abuse of the edit function, a third comment has to be written.
Please do also keep screenshots and/or logfiles of your arrangements. If you do not fulfil these restrictions, any protests or supports concerning those arrangements will be
rejected.
The following rules cannot be changed by arrangement:
- Entering results for matches that have not been played
- Game privileges of players which are barred because of penalty points, or are barred in the league due to a ban
- Game privileges of players in leagues with premium requirement, which have are barred for inactivity
9.
Call of Duty 2 rules
***This game specific rules you can read below are stronger then any global rule***
9.1.1.
IRC
Help by an ESL Admin you can find in #esl.cod2 @ qnet
Please state your query in good written English and beginn with some infos about yourself. (e.g. ESL UserID / matchlink)
You are always welcome!
Please state your query in good written English and beginn with some infos about yourself. (e.g. ESL UserID / matchlink)
You are always welcome!
9.1.2.
Heel-cross (swastika) Fix
To play in the Call of Duty 2 international ladder, you should have a version without heel-crosses. Players with versions like the US one and others have the chance to play in the ladder if they use the heel-cross fix. This fix should be installed in the “Main” Directory of your Call of Duty 2 installation.
Download Heel-Cross Fix
Should any player use provable a version without the heel-cross fix, it could have consequences for him.
Download Heel-Cross Fix
Should any player use provable a version without the heel-cross fix, it could have consequences for him.
9.1.3.
Nickname
Every player must play his/her ESL matches with the nickname of his profile. Shortages are allowed, but they must be clearly identifiable (i.e. instead of Shadowwolf > Shadow or Wolf). Playing with another nickname or real name is not allowed. In such a case the player can be judged as ringers.
9.1.3.1.
Nationality/Country faking
Changing your country via the Command Center in order to avoid the league restriction is illegal and will be penalized.
9.1.4.
Team multiaccount
If a teamaccount is registered new because of existing penalty points and gets active in the same ladder, the old penalty points may be transmitted into the new account, including the new penalty (+1pp for new registering/avoidance of penalties).
9.1.5.
Language
The language to be used at all times in the European section of the ESL is English. This is to allow all of our users from different countries to take part. This includes all comments, protest tickets, support tickets, match communication, and IRC conversations.
Failure to comply with this rule can lead to bans from posting on the website or penalty points being added to your account.
Failure to comply with this rule can lead to bans from posting on the website or penalty points being added to your account.
9.2.
Server
All server settings must be checked before the match begins. As soon as the match begins, the players therewith accept the set configurations.
Should any changes in the server settings take place during a running game, the server administrator is to be informed immediately. In case of a protest, it must be proven using screenshots and /or demos.
Should any changes in the server settings take place during a running game, the server administrator is to be informed immediately. In case of a protest, it must be proven using screenshots and /or demos.
9.2.2.
PunkBuster
PunkBuster is mandatory in the ESL Europe Call of Duty 2 Ladders.
This also means, if you do not play ladder games with Punkbuster enabled, you shall suffer the consequences.
Your punkbuster must habe these settings:
pbsv.cfg:
pb_sv_MsgPrefix "^3PunkBuster Server"
pb_sv_MaxDlRate 4
pb_sv_MaxConDls 1
pb_sv_KickLen 0
pb_sv_CvarFreq 6
pb_sv_CvarLogging 2
pb_sv_CvarWalk 4
pb_sv_CvarUserPulse 15
pb_sv_CvarChangedPulse 15
pb_sv_CQC 1
pb_sv_LogSync 1
pb_sv_LogCeiling 1000
pb_sv_SsFloor 1
pb_sv_SsCeiling 1000
pb_sv_SsCmd ""
pb_sv_SsWidth 320
pb_sv_SsHeight 240
pb_sv_SsXpct 50
pb_sv_SsYpct 50
pb_sv_SsSrate 1
pb_sv_SsDelay 0
pb_sv_SsPath ""
pb_sv_AutoSsFrom 120
pb_sv_AutoSsTo 600
pb_sv_AutoSs 1
pb_sv_Sleep 100
pb_sv_PowerMin 10
pb_sv_PowerDef 1
pb_sv_PowerKickLen 0
pb_sv_httpPort 0
pb_sv_httpAddr ""
pb_sv_httpRefresh 30
pb_sv_httpKey ""
pb_sv_httpMaps ""
pb_sv_scoreKick 0
pb_sv_changePeriod 999
pb_sv_changeMax 0
pb_sv_dupNameGrace 90
pb_sv_autoUpdBan 1
pb_sv_extChar 1
pb_sv_guidRelax 4
pb_sv_load pbsvlog.cfg
;Stock Cvar Range List - pb_sv_cvar [cvar_name] [type] [value(s)]
pb_sv_cvarempty
pb_sv_cvar cg_errordecay in 100
pb_sv_cvar cg_fov IN 80
pb_sv_cvar cg_hudDamageIconHeight IN 64
pb_sv_cvar cg_hudDamageIconInScope IN 0
pb_sv_cvar cg_hudDamageIconOffset IN 128
pb_sv_cvar cg_hudDamageIconTime IN 2000
pb_sv_cvar cg_hudDamageIconWidth IN 128
pb_sv_cvar cg_hudObjectiveMaxRange IN 2048
pb_sv_cvar cg_hudObjectiveMinAlpha IN 1
pb_sv_cvar cg_hudObjectiveMinHeight IN -70
pb_sv_cvar cg_thirdPerson IN 0
pb_sv_cvar cg_viewsize IN 100
pb_sv_cvar cl_avidemo IN 0
pb_sv_cvar cl_forceavidemo IN 0
pb_sv_cvar cl_freelook IN 1
pb_sv_cvar cl_maxpackets IN 60 100
pb_sv_cvar cl_pitchspeed IN 140
pb_sv_cvar cl_punkbuster IN 1
pb_sv_cvar cl_yawspeed IN 140
pb_sv_cvar com_maxfps IN 40 250
pb_sv_cvar m_pitch OUT -0.015 0.015
pb_sv_cvar m_yaw IN 0.022
pb_sv_cvar mss_q3fs IN 1
pb_sv_cvar pb_Sleep IN 0 500
pb_sv_cvar r_drawentities IN 1
pb_sv_cvar r_drawSModels IN 1
pb_sv_cvar r_fog IN 1
pb_sv_cvar r_fullbright IN 0
pb_sv_cvar r_lodbias IN -200 0
pb_sv_cvar r_lodscale IN 1
pb_sv_cvar r_overBrightBits IN 0 2
pb_sv_cvar r_picmip IN 0 3
pb_sv_cvar r_polygonOffsetBias IN -1 16
pb_sv_cvar r_polygonOffsetScale IN -1 4
pb_sv_cvar r_lightTweakAmbient IN 0 0.2
pb_sv_cvar r_showtris IN 0
pb_sv_cvar r_drawdecals IN 1
pb_sv_cvar r_drawprimfloor IN 0
pb_sv_cvar r_drawprimcap IN 0
pb_sv_cvar rate IN 5000 25000
pb_sv_cvar sensitivity IN 0 30.000001
pb_sv_cvar snaps IN 20 30
pb_sv_cvar fx_freeze IN 0
pb_sv_cvar fx_sort IN 1
pb_sv_cvar fx_count IN 0
pb_sv_cvar fx_debug IN 0
pb_sv_cvar fx_debugBolt IN 0
pb_sv_cvar fx_draw IN 1
pb_sv_cvar fx_enable IN 1
pb_sv_cvar fx_profile IN 0
;Cheat Cvar Range List - pb_sv_cvar [cvar_name] [type] [value(s)]
pb_sv_cvar 3rdp0 IN 0
pb_sv_cvar 3rdp1 IN 0
pb_sv_cvar aaaa IN 0
pb_sv_cvar aaim IN 0
pb_sv_cvar aaim1 IN 0
pb_sv_cvar aaoff IN 0
pb_sv_cvar aaon IN 0
pb_sv_cvar aburst IN 0
pb_sv_cvar aburst1 IN 0
pb_sv_cvar aburst2 IN 0
pb_sv_cvar aburst3 IN 0
pb_sv_cvar aburst4 IN 0
pb_sv_cvar aburst5 IN 0
pb_sv_cvar aburst6 IN 0
pb_sv_cvar aburst7 IN 0
pb_sv_cvar aburst8 IN 0
pb_sv_cvar aburst9 IN 0
pb_sv_cvar afire IN 0
pb_sv_cvar aim IN 0
pb_sv_cvar aimkey IN 0
pb_sv_cvar aimkey IN 0
pb_sv_cvar aimvec IN 0
pb_sv_cvar akburst IN 0
pb_sv_cvar akburst2 IN 0
pb_sv_cvar alias IN 0
pb_sv_cvar anrecoil IN 0
pb_sv_cvar autoaim IN 0
pb_sv_cvar autofire IN 0
pb_sv_cvar av2chest IN 0
pb_sv_cvar av2head IN 0
pb_sv_cvar av2neck IN 0
pb_sv_cvar av3chest IN 0
pb_sv_cvar av3head IN 0
pb_sv_cvar av3neck IN 0
pb_sv_cvar avchest IN 0
pb_sv_cvar avex0 IN 0
pb_sv_cvar avex1 IN 0
pb_sv_cvar avexc IN 0
pb_sv_cvar avexh IN 0
pb_sv_cvar avhead IN 0
pb_sv_cvar avneck IN 0
pb_sv_cvar bothelp IN 0
pb_sv_cvar cheats IN 0
pb_sv_cvar esp IN 0
pb_sv_cvar esp_all IN 0
pb_sv_cvar esp_names IN 0
pb_sv_cvar esp_off IN 0
pb_sv_cvar esp_weapons IN 0
pb_sv_cvar fire IN 0
pb_sv_cvar glow IN 0
pb_sv_cvar guid IN 0
pb_sv_cvar gun IN 0
pb_sv_cvar "invoke wall" IN 0
pb_sv_cvar "invoke esp" IN 0
pb_sv_cvar "invoke aim" IN 0
pb_sv_cvar ignorewalls IN 0
pb_sv_cvar melee IN 0
pb_sv_cvar mode IN 0
pb_sv_cvar names IN 0
pb_sv_cvar nofx IN 0
pb_sv_cvar ogc_aim IN 0
pb_sv_cvar ogc_bot IN 0
pb_sv_cvar ogc_fov IN 0
pb_sv_cvar ogc_glow IN 0
pb_sv_cvar ogc_mode IN 0
pb_sv_cvar ogc_names IN 0
pb_sv_cvar ogc_trans IN 0
pb_sv_cvar ogc_wall IN 0
pb_sv_cvar ogc_weapons IN 0
pb_sv_cvar pesp IN 0
pb_sv_cvar pistolburst IN 0
pb_sv_cvar pistolburst2 IN 0
pb_sv_cvar radar IN 0
pb_sv_cvar radarconf IN 0
pb_sv_cvar recoil IN 0
pb_sv_cvar recoil1 IN 0
pb_sv_cvar rfog IN 0
pb_sv_cvar rscope IN 0
pb_sv_cvar script1 IN 0
pb_sv_cvar sesp0 IN 0
pb_sv_cvar sesp1 IN 0
pb_sv_cvar shoot IN 0
pb_sv_cvar thirdp IN 0
pb_sv_cvar thirdpcfg IN 0
pb_sv_cvar thrd IN 0
pb_sv_cvar vec IN 0
pb_sv_cvar vec_crouch IN 0
pb_sv_cvar vec_prone IN 0
pb_sv_cvar vec_stand IN 0
pb_sv_cvar vec1 IN 0
pb_sv_cvar w_bot IN 0
pb_sv_cvar w_chams IN 0
pb_sv_cvar w_cross IN 0
pb_sv_cvar w_fog IN 0
pb_sv_cvar w_pbss IN 0
pb_sv_cvar w_recoil IN 0
pb_sv_cvar w_scope IN 0
pb_sv_cvar w_wallhack IN 0
pb_sv_cvar w_walls IN 0
pb_sv_cvar wall IN 0
pb_sv_cvar wallhack IN 0
pb_sv_cvar wallsm IN 0
pb_sv_cvar weapons IN 0
pb_sv_cvar wf IN 0
pb_sv_cvar wf1 IN 0
pb_sv_cvar wf2 IN 0
pb_sv_cvar wf3 IN 0
pb_sv_cvar wh IN 0
pb_sv_cvar wh1 IN 0
pb_sv_cvar wh2 IN 0
pb_sv_cvar wh3 IN 0
pb_sv_cvar wwall IN 0
pb_sv_cvar wwall1 IN 0
This punkbuster values you have to put in pbsv.cfg and all MD5Tool settings into pbsvuser.cfg to server.
Here you can find default files by PsB:
pbsv.cfg
pbsvuser.cfg
Execute this with : /rcon exec esl.cfg -> esl.cfg
This download .cfgs are an example for Stream to Punksbusted.com. You can also use Game-Violations™ . There you can find help for GV-Stream.
This also means, if you do not play ladder games with Punkbuster enabled, you shall suffer the consequences.
Your punkbuster must habe these settings:
pbsv.cfg:
pb_sv_MsgPrefix "^3PunkBuster Server"
pb_sv_MaxDlRate 4
pb_sv_MaxConDls 1
pb_sv_KickLen 0
pb_sv_CvarFreq 6
pb_sv_CvarLogging 2
pb_sv_CvarWalk 4
pb_sv_CvarUserPulse 15
pb_sv_CvarChangedPulse 15
pb_sv_CQC 1
pb_sv_LogSync 1
pb_sv_LogCeiling 1000
pb_sv_SsFloor 1
pb_sv_SsCeiling 1000
pb_sv_SsCmd ""
pb_sv_SsWidth 320
pb_sv_SsHeight 240
pb_sv_SsXpct 50
pb_sv_SsYpct 50
pb_sv_SsSrate 1
pb_sv_SsDelay 0
pb_sv_SsPath ""
pb_sv_AutoSsFrom 120
pb_sv_AutoSsTo 600
pb_sv_AutoSs 1
pb_sv_Sleep 100
pb_sv_PowerMin 10
pb_sv_PowerDef 1
pb_sv_PowerKickLen 0
pb_sv_httpPort 0
pb_sv_httpAddr ""
pb_sv_httpRefresh 30
pb_sv_httpKey ""
pb_sv_httpMaps ""
pb_sv_scoreKick 0
pb_sv_changePeriod 999
pb_sv_changeMax 0
pb_sv_dupNameGrace 90
pb_sv_autoUpdBan 1
pb_sv_extChar 1
pb_sv_guidRelax 4
pb_sv_load pbsvlog.cfg
;Stock Cvar Range List - pb_sv_cvar [cvar_name] [type] [value(s)]
pb_sv_cvarempty
pb_sv_cvar cg_errordecay in 100
pb_sv_cvar cg_fov IN 80
pb_sv_cvar cg_hudDamageIconHeight IN 64
pb_sv_cvar cg_hudDamageIconInScope IN 0
pb_sv_cvar cg_hudDamageIconOffset IN 128
pb_sv_cvar cg_hudDamageIconTime IN 2000
pb_sv_cvar cg_hudDamageIconWidth IN 128
pb_sv_cvar cg_hudObjectiveMaxRange IN 2048
pb_sv_cvar cg_hudObjectiveMinAlpha IN 1
pb_sv_cvar cg_hudObjectiveMinHeight IN -70
pb_sv_cvar cg_thirdPerson IN 0
pb_sv_cvar cg_viewsize IN 100
pb_sv_cvar cl_avidemo IN 0
pb_sv_cvar cl_forceavidemo IN 0
pb_sv_cvar cl_freelook IN 1
pb_sv_cvar cl_maxpackets IN 60 100
pb_sv_cvar cl_pitchspeed IN 140
pb_sv_cvar cl_punkbuster IN 1
pb_sv_cvar cl_yawspeed IN 140
pb_sv_cvar com_maxfps IN 40 250
pb_sv_cvar m_pitch OUT -0.015 0.015
pb_sv_cvar m_yaw IN 0.022
pb_sv_cvar mss_q3fs IN 1
pb_sv_cvar pb_Sleep IN 0 500
pb_sv_cvar r_drawentities IN 1
pb_sv_cvar r_drawSModels IN 1
pb_sv_cvar r_fog IN 1
pb_sv_cvar r_fullbright IN 0
pb_sv_cvar r_lodbias IN -200 0
pb_sv_cvar r_lodscale IN 1
pb_sv_cvar r_overBrightBits IN 0 2
pb_sv_cvar r_picmip IN 0 3
pb_sv_cvar r_polygonOffsetBias IN -1 16
pb_sv_cvar r_polygonOffsetScale IN -1 4
pb_sv_cvar r_lightTweakAmbient IN 0 0.2
pb_sv_cvar r_showtris IN 0
pb_sv_cvar r_drawdecals IN 1
pb_sv_cvar r_drawprimfloor IN 0
pb_sv_cvar r_drawprimcap IN 0
pb_sv_cvar rate IN 5000 25000
pb_sv_cvar sensitivity IN 0 30.000001
pb_sv_cvar snaps IN 20 30
pb_sv_cvar fx_freeze IN 0
pb_sv_cvar fx_sort IN 1
pb_sv_cvar fx_count IN 0
pb_sv_cvar fx_debug IN 0
pb_sv_cvar fx_debugBolt IN 0
pb_sv_cvar fx_draw IN 1
pb_sv_cvar fx_enable IN 1
pb_sv_cvar fx_profile IN 0
;Cheat Cvar Range List - pb_sv_cvar [cvar_name] [type] [value(s)]
pb_sv_cvar 3rdp0 IN 0
pb_sv_cvar 3rdp1 IN 0
pb_sv_cvar aaaa IN 0
pb_sv_cvar aaim IN 0
pb_sv_cvar aaim1 IN 0
pb_sv_cvar aaoff IN 0
pb_sv_cvar aaon IN 0
pb_sv_cvar aburst IN 0
pb_sv_cvar aburst1 IN 0
pb_sv_cvar aburst2 IN 0
pb_sv_cvar aburst3 IN 0
pb_sv_cvar aburst4 IN 0
pb_sv_cvar aburst5 IN 0
pb_sv_cvar aburst6 IN 0
pb_sv_cvar aburst7 IN 0
pb_sv_cvar aburst8 IN 0
pb_sv_cvar aburst9 IN 0
pb_sv_cvar afire IN 0
pb_sv_cvar aim IN 0
pb_sv_cvar aimkey IN 0
pb_sv_cvar aimkey IN 0
pb_sv_cvar aimvec IN 0
pb_sv_cvar akburst IN 0
pb_sv_cvar akburst2 IN 0
pb_sv_cvar alias IN 0
pb_sv_cvar anrecoil IN 0
pb_sv_cvar autoaim IN 0
pb_sv_cvar autofire IN 0
pb_sv_cvar av2chest IN 0
pb_sv_cvar av2head IN 0
pb_sv_cvar av2neck IN 0
pb_sv_cvar av3chest IN 0
pb_sv_cvar av3head IN 0
pb_sv_cvar av3neck IN 0
pb_sv_cvar avchest IN 0
pb_sv_cvar avex0 IN 0
pb_sv_cvar avex1 IN 0
pb_sv_cvar avexc IN 0
pb_sv_cvar avexh IN 0
pb_sv_cvar avhead IN 0
pb_sv_cvar avneck IN 0
pb_sv_cvar bothelp IN 0
pb_sv_cvar cheats IN 0
pb_sv_cvar esp IN 0
pb_sv_cvar esp_all IN 0
pb_sv_cvar esp_names IN 0
pb_sv_cvar esp_off IN 0
pb_sv_cvar esp_weapons IN 0
pb_sv_cvar fire IN 0
pb_sv_cvar glow IN 0
pb_sv_cvar guid IN 0
pb_sv_cvar gun IN 0
pb_sv_cvar "invoke wall" IN 0
pb_sv_cvar "invoke esp" IN 0
pb_sv_cvar "invoke aim" IN 0
pb_sv_cvar ignorewalls IN 0
pb_sv_cvar melee IN 0
pb_sv_cvar mode IN 0
pb_sv_cvar names IN 0
pb_sv_cvar nofx IN 0
pb_sv_cvar ogc_aim IN 0
pb_sv_cvar ogc_bot IN 0
pb_sv_cvar ogc_fov IN 0
pb_sv_cvar ogc_glow IN 0
pb_sv_cvar ogc_mode IN 0
pb_sv_cvar ogc_names IN 0
pb_sv_cvar ogc_trans IN 0
pb_sv_cvar ogc_wall IN 0
pb_sv_cvar ogc_weapons IN 0
pb_sv_cvar pesp IN 0
pb_sv_cvar pistolburst IN 0
pb_sv_cvar pistolburst2 IN 0
pb_sv_cvar radar IN 0
pb_sv_cvar radarconf IN 0
pb_sv_cvar recoil IN 0
pb_sv_cvar recoil1 IN 0
pb_sv_cvar rfog IN 0
pb_sv_cvar rscope IN 0
pb_sv_cvar script1 IN 0
pb_sv_cvar sesp0 IN 0
pb_sv_cvar sesp1 IN 0
pb_sv_cvar shoot IN 0
pb_sv_cvar thirdp IN 0
pb_sv_cvar thirdpcfg IN 0
pb_sv_cvar thrd IN 0
pb_sv_cvar vec IN 0
pb_sv_cvar vec_crouch IN 0
pb_sv_cvar vec_prone IN 0
pb_sv_cvar vec_stand IN 0
pb_sv_cvar vec1 IN 0
pb_sv_cvar w_bot IN 0
pb_sv_cvar w_chams IN 0
pb_sv_cvar w_cross IN 0
pb_sv_cvar w_fog IN 0
pb_sv_cvar w_pbss IN 0
pb_sv_cvar w_recoil IN 0
pb_sv_cvar w_scope IN 0
pb_sv_cvar w_wallhack IN 0
pb_sv_cvar w_walls IN 0
pb_sv_cvar wall IN 0
pb_sv_cvar wallhack IN 0
pb_sv_cvar wallsm IN 0
pb_sv_cvar weapons IN 0
pb_sv_cvar wf IN 0
pb_sv_cvar wf1 IN 0
pb_sv_cvar wf2 IN 0
pb_sv_cvar wf3 IN 0
pb_sv_cvar wh IN 0
pb_sv_cvar wh1 IN 0
pb_sv_cvar wh2 IN 0
pb_sv_cvar wh3 IN 0
pb_sv_cvar wwall IN 0
pb_sv_cvar wwall1 IN 0
This punkbuster values you have to put in pbsv.cfg and all MD5Tool settings into pbsvuser.cfg to server.
Here you can find default files by PsB:
pbsv.cfg
pbsvuser.cfg
Execute this with : /rcon exec esl.cfg -> esl.cfg
This download .cfgs are an example for Stream to Punksbusted.com. You can also use Game-Violations™ . There you can find help for GV-Stream.
9.2.3.
PAMD Competition MOD
You must play the matches in the ESL with the PAMD Competition Mod.
/rcon pam_mode esl_1v1 (1on1)
/rcon pam_mode esl_2v2 (2on2)
/rcon pam_mode esl (3on3/5on5)
/rcon pam_mode esl_mr12 (Cup)
(smoke on for sure!)
PAMD Competition MOD *new 17/09/09 (Try to contact ESL Support if something wrong.)
You can send a support ticket to the Admin Team if you have questions or problems.
(smoke on for sure!)
PAMD Competition MOD *new 17/09/09 (Try to contact ESL Support if something wrong.)
You can send a support ticket to the Admin Team if you have questions or problems.
9.2.4.
Streaming obligatory
Every Server, used to play ESL-Matches, has to be able to stream to PunksBusted.com or game-violations.ggl.com!
Both teams are responsible to check this before match starts.
If you can't find a streaming server match can get deleted on request.
Further, the team which places the server in, is responsible that the latest Master Ban List and the latest MD5-Checklist are installed and active on the server.
Both teams are responsible to check this before match starts.
If you can't find a streaming server match can get deleted on request.
Further, the team which places the server in, is responsible that the latest Master Ban List and the latest MD5-Checklist are installed and active on the server.
9.3.
Trouble shooting
Should a team ascertain a game offence, the best procedure is to write a support-mail via the ESL page. The match-ID and an exact description of the occurrences must be given in this mail. The accusations must be provable and the page on which the proof can be viewed by the admins must also be given.
The support-function should only be utilized when the problem that occurs is not during a match. Problems that apply to a match directly, must be dealt with using the protest-function.
-> Write a match protest (Protest Rules)
A protest must be handed in within 72 hours after the beginning of a match. The opposing team then has 72 hours in which it may comment on the accusations made against it. An additional request by the admin is not necessary, as the notification occurs automatically.
If no response is received within the 72 hours period allowed, the team forfeits it’s right and the admin alone must decide according to the available data and facts.
The codes of conduct must also be kept to in case of a protest. Verbal misconduct or abuse in any form can be punished with penalty points.
The support-function should only be utilized when the problem that occurs is not during a match. Problems that apply to a match directly, must be dealt with using the protest-function.
-> Write a match protest (Protest Rules)
A protest must be handed in within 72 hours after the beginning of a match. The opposing team then has 72 hours in which it may comment on the accusations made against it. An additional request by the admin is not necessary, as the notification occurs automatically.
If no response is received within the 72 hours period allowed, the team forfeits it’s right and the admin alone must decide according to the available data and facts.
The codes of conduct must also be kept to in case of a protest. Verbal misconduct or abuse in any form can be punished with penalty points.
9.3.1.
Problems with the beginning of a match
If there is a user, who can't connect to the server because of a BAN-Entry, but is not already barred in the ESL, he is deemed not to be authorized to play the match.
In this case, the support has to be informed.
In this case, the support has to be informed.
9.3.2.
Banned-Guids
If a user has an BAN-Entry, but has been declared as not guilty, the BAN-Entry can not be removed by the ESL. The guid may not be used any longer in the ESL, so the user has to buy a new game.
9.3.3.
Bugs
Bug using of any kind is strictly forbidden. If a bug which is not listed below is used within a match an admin will decide about the punishment.
9.3.4.
Illegal actions
Self-kills by console or other means (e.g. Teamkills) are strictly forbidden.
9.3.5.
Penalties
If a player or team disregards or violates one or more of the legal rules of the league, this can have various consequences depending on the severity of the offence. The ESL possesses an official catalogue of penalty points according to which points are given for each offence.
If a punishment affects a player in a team match, the player and the team receive penalty points! Up to 4 penalty points per team and 6 penalty points per player may be given within a single match.
If a punishment affects a player in a team match, the player and the team receive penalty points! Up to 4 penalty points per team and 6 penalty points per player may be given within a single match.
9.4.
Matches
In addition to challenging other teams via the ESL Page, it is also always a good idea to contact the challenged team per e-mail, irc, icq, xfire or other means a few days before the match.
A further info: "match arrangements" must be done on ESL webpage (or ingame -> demo) before a match takes place.
See 8. Arrangements for further information.
A further info: "match arrangements" must be done on ESL webpage (or ingame -> demo) before a match takes place.
See 8. Arrangements for further information.
9.4.1.
Choice of server
The players must provide a server for the game themselves and come to an agreement on which server to use.
If they can't every team/player has the right to play one side (map/round) on their server if nearly equal conditions to both teams/players are foreseeable.
This right can be demanded at any time, yet under the conditions that the second map has not yet been started and the alternative server fulfils the rules of the ESL.
The teams/players can of course play on a completely neutral server, if they decide to do so.
A server check has to be taken before a match starts! Therefor the server IP must be available in matchcomments before too.
Information:
The difference between each teams/players average pings to the hosting team's server should be no greater than 45ms for the team average.
If the average ping is greater then 45ms the other team can chose not to play on it and therefore the teams must agree on a more equal server to keep the match as even as possible.
Important, if you can't find a solution, don't wait to long, try and contact an ESL Admin for help!
Any later complaints after the played match, about bad ping are out of the question!
If they can't every team/player has the right to play one side (map/round) on their server if nearly equal conditions to both teams/players are foreseeable.
This right can be demanded at any time, yet under the conditions that the second map has not yet been started and the alternative server fulfils the rules of the ESL.
The teams/players can of course play on a completely neutral server, if they decide to do so.
A server check has to be taken before a match starts! Therefor the server IP must be available in matchcomments before too.
Information:
The difference between each teams/players average pings to the hosting team's server should be no greater than 45ms for the team average.
If the average ping is greater then 45ms the other team can chose not to play on it and therefore the teams must agree on a more equal server to keep the match as even as possible.
Important, if you can't find a solution, don't wait to long, try and contact an ESL Admin for help!
Any later complaints after the played match, about bad ping are out of the question!
9.4.1.1.
Choise of map & side
In every match you have to play two maps, one picked by each clan in the challenge form. The clan with the lower ranking on the ladder can choose which map to play first. Each clan choose which side they start on their opponents map.
If a player/team is ranked with 0 (newjoin) he can choose which map is played first. In the case both teams are unranked the challenging team can choose which map is played first.
If a player/team is ranked with 0 (newjoin) he can choose which map is played first. In the case both teams are unranked the challenging team can choose which map is played first.
9.4.2.
Ping
The internet is changing continuously and the connection to a server is not always perfect. The teams/players have to agree on a server that offers both sides an equal ping (connection). Nevertheless every player should know, that he sometimes has to play with a bigger ping difference. In this case we have to appeal to the fairness of the teams/players, the right to change server or fakelag does not exist.
9.4.3.
Change Player
Players can be changed between the rounds. That means between the maps or between the halftime break of one map. This change may not take longer than 5 Minutes. If this takes more time, you can play the match in minority and the missing player gets in later.
This does not apply for the 1on1 Ladder.
This does not apply for the 1on1 Ladder.
9.4.4.
Timeout
Should a player drop during a game (e.g. disconnected due to technical problems), its allowed then to do a break for a maximum of 5min. But only once per map and team. If you need more then one timeout you have to ask before your opponent.
Tactical timeouts aren't allowed!
Tactical timeouts aren't allowed!
9.4.5.
End of match
Should a team have won 21 rounds both parties are allowed to disconnect the server without asking the other team. The correct score to be entered is now which was reached when leaving the server. This score has to be proofed by screenshots.
(Any exceptions like in groupstages where you have to play all rounds will be separate announced.)
In the 1on1 ladder apply 17 won rounds.
(Any exceptions like in groupstages where you have to play all rounds will be separate announced.)
In the 1on1 ladder apply 17 won rounds.
9.4.6.
Permitted match constellations
This constellations are allowed with(out) an agreement of both teams.
1on1 – no variance allowed
2on2 – no variance allowed
3on3 – 4on4
5on5 - 4on4, 5on4, 6on6
Other match constellations are not allowed, particular matches can be deleted by an admin.
Other match constellations are not allowed, particular matches can be deleted by an admin.
9.5.
Aequitas
All Matches must be played with the Anti-Cheat Tool Aequitas. If the match comments didn't show that Aequitas has been used, a protest is to be inserted within 72 hours.
The latest Aequitas version is compulsory.
Aequitas is the ESL anti cheat program, which is also used to check the client settings.
If you are not able to run Aequitas properly, you are not allowed to participate in an ESL match. In case of problems you have to postpone the match (if necessary by filing a protest).
(To avoid "black" Aequitas screens, every Windows Vista user needs to disable anti aliasing!)
The latest Aequitas version is compulsory.
Aequitas is the ESL anti cheat program, which is also used to check the client settings.
If you are not able to run Aequitas properly, you are not allowed to participate in an ESL match. In case of problems you have to postpone the match (if necessary by filing a protest).
(To avoid "black" Aequitas screens, every Windows Vista user needs to disable anti aliasing!)
9.5.1.
Aequitas file(s)
It is necessary that the Aequitas file is uploaded after the match. The file is to be kept however 14 days and be made available on request of an Admin.
Should this be not done you must open a protest ticket after the 24 hours and within 72 hours after a match.
If the Aequitas file should not be available on request of an Admin, the player gets 3 penalty points, the team 2 penalty points per missing Aequitas file (a team can get a maximum of 4 penalties per match for missing Aequitas files).
If the requested file(s) completely uploaded in the subsequent 24 hour period, the penalty points will be reduced to 1.
It is entirely up to the Admin if the match will be deleted or not.
Should this be not done you must open a protest ticket after the 24 hours and within 72 hours after a match.
If the Aequitas file should not be available on request of an Admin, the player gets 3 penalty points, the team 2 penalty points per missing Aequitas file (a team can get a maximum of 4 penalties per match for missing Aequitas files).
If the requested file(s) completely uploaded in the subsequent 24 hour period, the penalty points will be reduced to 1.
It is entirely up to the Admin if the match will be deleted or not.
9.5.2.
Client Settings
Config values and/or scripts that influence the game play fundamental to take a relevant advantage are forbidden!
**Exception binds/scripts:
nick change
demo function
screenshot (for PB screens)
weapon choose
grafic values (gamma, texture)
server values (no netsetting scripts)
double bind (+holdbreath)
Up to 3 penalty points for each forbidden script/bind, are found in an executable config. The responsible admin have to decide if this match can be rated or not.
If Aequitas uncovers wrong client settings in your config(s), it also would be punished, independently of the fact whether this config (script) was actually implemented or not!
**Exception binds/scripts:
Up to 3 penalty points for each forbidden script/bind, are found in an executable config. The responsible admin have to decide if this match can be rated or not.
If Aequitas uncovers wrong client settings in your config(s), it also would be punished, independently of the fact whether this config (script) was actually implemented or not!
9.6.
Matchmedias
A screenshot of the on-screen results must be made of every game that is played. The screenshots must be uploaded onto the page with the match details as soon as possible after the game has ended. One screenshot showing each result (e.g. per half or map) is needed and can be uploaded by either the winners or the losers.
Non-existent screenshots lead to the assumption of a so-called “fake match”, a match that never took place. The screenshots must be uploaded within 24 hours after the game ends. They are to be kept for at least 14 days and must be presented to a player, or an admin at request.
Non-existent screenshots lead to the assumption of a so-called “fake match”, a match that never took place. The screenshots must be uploaded within 24 hours after the game ends. They are to be kept for at least 14 days and must be presented to a player, or an admin at request.
9.6.1.
PB GUID Screenshot(s)
Before the game, a screenshot of the CoD2 PunkBuster GUIDs of all players must be taken from the console.
In addition the commands are to be input in the console /pb_plist and a screenshot taken.
If a player leaves during the Matche and reconnects, another COD2 PunkBuster GUID screenshot should be taken.
These Screenshots are to be uploaded with the result-screenshots to each Match.
According to match rules, at least one COD2 PunkBuster GUID screenshot is required.
In addition the commands are to be input in the console /pb_plist and a screenshot taken.
If a player leaves during the Matche and reconnects, another COD2 PunkBuster GUID screenshot should be taken.
These Screenshots are to be uploaded with the result-screenshots to each Match.
According to match rules, at least one COD2 PunkBuster GUID screenshot is required.
9.6.2.
pb_sv_plist screenshot
Additional to our matchscreen we add now the pb_sv_plist-screenshot. Since this command is usable only per rcon, also only the server-putting team is responsible for this screenshot.
9.6.3.
Demos & Replays
All players have to use demo- or replay-function in every ESL match!
The demos are to be kept for at least 14 days and must be presented to the admin at request. If it should come to a protest, the demos must be kept until 14 days after conclusion of the protest.
If a player or team suspects that another player or team is violating a regulation during a game, the demo can be demanded of the opposing team straight away. The admins are only to be called in, when suspicions continue to exist even after the demos have been viewed. In this case, the clan or player may proceed and send the admin the game demos. The admin will then take the appropriate action.
It is recommended to voluntarily make all demos available to the public in order to keep the ladders transparent and interesting.
The demos are to be kept for at least 14 days and must be presented to the admin at request. If it should come to a protest, the demos must be kept until 14 days after conclusion of the protest.
If a player or team suspects that another player or team is violating a regulation during a game, the demo can be demanded of the opposing team straight away. The admins are only to be called in, when suspicions continue to exist even after the demos have been viewed. In this case, the clan or player may proceed and send the admin the game demos. The admin will then take the appropriate action.
It is recommended to voluntarily make all demos available to the public in order to keep the ladders transparent and interesting.
10.1.5.
Risultato
Concluso il match, ognuno dovrà inserire il risultato corretto (in caso di party, inserisce il risultato solo il leader del party), è obbligatorio inserire il risultato affinchè il match venga valutato. Se un giocatore inserisce un risultato non corretto, verrà penalizzato, è altrsì possibile reportare un player con comportamento scorretto e l'admin team deciderà se assegnare un ban temporaneo da versus.
10.1.6.
Game Account
IL GA è di fatto un'assicurazione sul con chi si sta giocando, E' dunque obblgatorio utilizzare in game lo stesso Game Account registrato sul profilo di ESL. Chi non lo avesse, non può partecipare ai match Versus. Il team avversario può far valere questa regola sino all'inizio del match.
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