?

Closed Thread
#1
Old 31-03-2010, 08:50
Australia
36,557 Posts
Steam Profile
valk's Avatar
vR*valk valk is offline aka valk, va
Member



THE ozfortress RULESET IS LICENSED UNDER A CREATIVE COMMONS ATTRIBUTION-NONCOMMERCIAL-SHARE ALIKE 2.5 LICENCE. FOR MORE DETAILS PLEASE CLICK HERE.


Table of Contents

(i) Summary of changes

1. League Format
1A. Fixtures
1B. Key Dates
2. Teams
2A. Joining
2B. Roster
2C. Captain
2D. New Player Additions
2E. Player Transfers
2F. Disbanding
3. Scheduling
3A. Round Schedule
3B. Acceptable Match Times
3C. Negotiating Match Times
3D. Rescheduling
3E. Forfeits
3F. Technical Forfeits
3G. Map Selection
4. Matches
4A. Pre-match Responsibilities
4B. Minimum Number of Eligible Players
4C. Mercenaries (regarding teams)
4CA. Mercenaries (regarding mercenary)
4D. Demo Recording
4E. Spectators
4F. Sportsmanship
4G. Class Restrictions
4H. Critical Hits, Damage Spread and Weapon Unlocks
4I. Maps
4IA. Time Based Maps
4IB. Mirrored Maps
4IC. Draws
4J. Pausing in game
4K. Post-match Responsibilities
4L. Disputing a Match
4M. In-Game Names
5. Servers
5A. Server Configuration
5B. Acceptable Servers
5C. Foreign Teams
6. Cheating, Exploits and Bans
6A. Exploits
6B. Third Party Software
6C. Malicious Server Administration
6D. Steam Account Sharing
6E. ozfortress Forum Bans
6F. Probation



(i) Summary of changes

The ozfortress Capping 4 a Cause ruleset contains changes that teams are required to be familiar with.

If clarification is required on any section, contact an administrator. Ignorance of the rules will not be taken into consideration if a breach has occurred.

[back to top]

1. League Format

1A. Double Elimination

C4C is played out in a double elimination format, with weekly matches to be played between Sunday and Thursday. Match organisation/discussion threads will be posted on the Wednesday night prior to that week's matches.

Each match is played on 1 map*, over two 30 min halves, first to 5 wins. No draws are allowed, and a draw after 2 completed halves means a golden cap scenario (map restarted, first cap out wins)

push.cfg is the same config used in the finals of owl2
(mp_winlimit 5 changed to mp_winlimit 4)

cp_granary style maps:
  • played over 2 halves of 30 minutes
  • first to 5 wins
  • first half is 30 minutes long or first to 4 (this is to prevent the final round being played in short time)
  • can't be a draw (if its a draw after 2 halves, a golden cap-out scenario is played)
cp_gravelpit style maps:
  • played ABBA format
  • another round of AB is played if its a draw after ABBA
  • in the rare instance of AB being a draw, another round of AB is played
*grand final exception:
  • The Grand Final is to be played in a best of 3 format, with each map played over 2 halves of 30 minutes. The winner is first to 5, and in the event of a draw after both halves, a golden cap scenario will be played out (map restarted, first cap out wins).
  • The higher ranked team (determined by regular season seeds) is considered the 'home team', and the lower ranked team is considered the 'away team'.
  • Map Order: cp_granary, cp_badlands, cp_gravelpit (decider, if needed)


[back to top]

1C. Key Dates

Thursday, 1st April 2010: Signups and donation nominations OPEN
Wednesday, 14th April 2010: Signups CLOSE
Thursday, 15th April 2010: Seedings released and Donations OPEN
Thursday, 22nd April 2010: Donations CLOSE, Rosters LOCKED, Match Discussions and Format RELEASED
Sunday, 25th April 2010: First round of matches BEGIN

[back to top]

2. Teams

2A. Joining

Teams signup in the designated forum thread [here]. Once the signup period is complete, the top 16 teams willing to donate the most will be accepted and seeded into the competition. Teams will have to confirm their position within the tournament by completing their donation via http://www.everydayhero.com.au/c4c (Details on donations can be found [here]). If teams fail to complete their donation by the cut off date Thursday, 22nd April 2010, they will be removed from the competition and the next team in the list will be accepted in.

IMPORTANT: You must signup first [here] and be accepted before you donate. Donating ahead of acceptance will be considered a generous donation instead of a signup donation.


[back to top]


2B. Roster



To be eligible to participate:
  • Players must be registered and listed on their team's roster on ozfortress.
  • Players must have a valid Steam ID set in their user profile (Set your Steam ID here).
  • Players and teams CAN be registered for the OZFL.
  • Players must not be under any exclusion penalties (such as cheating or disbanding).
  • Players must use a similar name to their ozfortress username.
[back to top]


2C. Captain

One player from each team must be nominated to act as a captain to represent the team in organising matches and liaising with c4c Administrators.

[back to top]


2D. New Player Additions

New players may be added to the roster up until the roster lock date (Friday, 23th April 2010). For exceptions to this rule please message valk personally explaining why an exception is needed.

[back to top]


2E. Player Transfers

Once first round fixtures begin, registered players are locked to their teams roster for the entire season.

[back to top]


2F. Disbanding

Teams who disband consequently forfeit their matches and their tickets.

[back to top]


3. Scheduling

3A. Round Schedule

The ozfortress Capping 4 a Cause competition schedules matches every week, and all match fixtures will be posted pre-season.

Match discussion threads will be posted in the match discussion forum on the Wednesday, for teams to negotiate a suitable day and time for their match.

The weekly round fixtures must then be played between the specified Sunday and Thursday.

[back to top]


3B. Acceptable Match Times

Generally acceptable match start times for ozfortress competitions are as follows:

Australian Eastern Standard Time (AEST):
7:30pm to 10:30pm, and
Australian Eastern Daylight Savings Time (AEDST):
8:00pm to 10:30pm.

These times are only general guidelines and teams are given all flexibility in finding mutually beneficial arrangements. However, where two teams are unable to agree on a time, an administrator will set a match date and time using the above guideline.

[back to top]


3C. Negotiating Match Times

Once the match schedule for the round has been posted, teams can begin negotiating with each other to arrange a time and date for their match.

There are two ways this can be done:
  1. Teams can make contact with each other through the ozfortress League Captains Steam Community Group or over other mediums such as IRC if that is more convenient to organise their matches, but the arranged date & time must be posted in the match discussion thread.
  2. All teams must have an IRC channel registered on the irc.gamesurge.net network. Teams must have their channels organised before the Round 1 schedules are posted.
  3. The lower ranked team is to initially propose (in the match discussion thread) three acceptable (see rule 3A/3B) time & dates for the match and also mention if they are able to organise an acceptable server (see rule 5B) for them. The higher ranked team must then reply and either accept one of the proposed dates or, if none are acceptable, propose three new dates and if they are able to organise a server for them. Repeat if needed until an agreement on the date and time is reached.
If the other team is unresponsive and it is proving difficult to get in contact with the other team or they are not making a reasonable effort to organise the match with you, please bring it to the attention of an administrator immediately.

[back to top]


3D. Rescheduling

If for whatever reason a match cannot be played within the time frame outlined in rule 3A/3B, and both teams consent to a round extension, they are required to contact their division's assigned administrator as soon as possible for approval.

[back to top]


3E. Forfeits

Teams will forfeit if they:
  • Do not make a reasonable effort to organise a match.
  • Do not show up for an arranged match.
  • Do not have the minimum number of eligible players ready to play fifteen minutes after the arranged match time.
  • Refuse to play in a match that is organised and setup according to the rules.
  • Leave the match before a final result has been determined.
  • Fall below the minimum number of eligible players for longer than five minutes for any reason not due to technical problems.
  • Fail to take immediate action to correct any breach of the class restriction rules.
  • Neither team submits the results within three hours of the match ending.
When a forfeit is recorded the team they are scheduled to play will be awarded a default win unless both teams forfeited.

[back to top]


3F. Technical Forfeits

A technical forfeit will be awarded in the following circumstances:
  • Technical problems (e.g. Steam connectivity issues) prevent the match being played at the arranged time and the match cannot be rescheduled to a later date within the acceptable time frame outlined in rule 3A/3B.
  • Server/Network problems render the server unplayable and an alternative server cannot be found nor match rescheduled to a later date within the acceptable time frame outlined in rule 3A/3B.
  • A new update is released which alters gameplay of a map significantly during the round which it is scheduled.
In the case of a technical forfeit being awarded, teams may opt to reschedule the match, or split the points (awarding four points to each team). Technical forfeits, unlike regular forfeits explained in rule 3E, do not count against a team.

[back to top]

3G. Map selection

In each match thread, the home and away team will be specified as well the map pool for that round.

Away team eliminates the first map, Home team eliminates the second map. The remaining map is the map to be played.

Away team has 24 hrs from the creation of the match thread to eliminate a map, the home team must wait 24 hours to eliminate a map then has a 24 hour window to eliminate a map, failure to do so gives the opposing team the opportunity to eliminate two.



[back to top]

4. Matches

4A. Pre-match Responsibilities

The team who has the responsibility of organising the server should set up the server for the match with the required settings outlined in rule section 5, 15 minutes before the organised start of the match.

Once the server is ready, contact the other team via the prior agreed method during the match time negotiation and give them the appropriate server details.

Both teams should be in the server and ready to start the match no later than 15 minutes after the agreed match start time.

[back to top]


4B. Minimum Number of Eligible Players

Teams must have a minimum of five rostered (i.e. does not include any mercenaries) players ready to start or continue a match.

[back to top]


4C. Mercenaries (regarding teams)

A maximum of one mercenary may be used during a regular season round.

A mercenary can be used without the permission of the other team if they are a member of a team currently active in the same division. If the proposed mercenary is not a member of any team participating in the ozfortress Capping 4 a Cause competition, they are strictly forbidden from playing.

The following guidelines apply:
  • It is clearly and honestly communicated to the other team who the mercenary is and why they are being used.
  • A mercenary cannot be used in place of an available eligible player.
  • The mercenary must be named when reporting or confirming results in the match thread.
  • The mercenary in question does not break rule 4CA.
Mercenaries are designed to give teams flexibility to meet their league commitments when unforseen circumstances prevent a team fielding their normal roster. They are not designed to give teams a competitive edge, and teams found doing so, will find themselves deducted points for the matches the mercenary participated in.

[back to top]


4CA. Mercenaries (regarding mercenary)

A mercenary may only play for each team only once.

[back to top]


4D. Demo Recording

Teams should attempt to arrange for a recording STV to be present for their match. If one cannot be arranged or the STV does not record, one player from each team MUST be able to provide a POV demo. Demos must be uploaded to mediacentral and published no later than 1 week after the match date.

All players must be able to provide a POV demo should a dispute arise.

[back to top]


4E. Spectators

Under no circumstances are spectators allowed in a game with the exception of ShoutCasters and League Administrator (unless they are members of either team). A team with more than 6 players in a server will be disqualified.

[back to top]


4F. Sportsmanship

Teams participating are required to conduct themselves in a sportsmanlike manner once the match has started. Global chat is frowned upon unless it's limited and friendly in nature. Any abusive chat is prohibited, and point deductions will occur for teams who breach this rule.

[back to top]


4G. Class Restrictions

The following class restrictions apply in C4C.
  • 1 Medic
  • 1 Demoman
  • 1 Heavy
  • 1 Engineer
  • 1 Spy
  • 2 Scouts
  • 2 Snipers
  • 2 Soldiers
  • 2 Pyros
These must be enforced using the 'tf_tournament_classlimit_X' commands. The full listing of these can be found in rule 5.

[back to top]


4H. Critical Hits, Damage Spread, Fixed Weapon Spreads and Weapon Unlocks
  • Critical Hits: Off
  • Damage Spread: Off
  • Fixed Weapon Spreads: On
  • All Weapon Unlocks and Random Drops: On, except for the Sandman, however the Sandman can be allowed if BOTH captains agree. (Will be limited to 1 per team if turned on).

    **
    April 29th Update: Crit-a-Cola: Banned
[back to top]


4I. Map Pools per Round

WEEK ONE, ROUND 1: [games 1 - 4] cp_granary, cp_prolane_rc3, cp_gravelpit
WEEK TWO, ROUND 2: [games 5 - 8] cp_prolane_rc3, cp_pro_dustbowl, cp_mainline_rc5
WEEK THREE, ROUND 3 [games 9 - 11] cp_badlands, cp_follower, cp_well
WEEK FOUR, ROUND 4 [game 12] cp_freight, cp_granary, cp_gullywash
WEEK FIVE, 3RD PLACE [game 13] [bo3] cp_granary, cp_badlands, cp_gravelpit
WEEK SIX, GRAND FINAL [game 14] [bo3] cp_granary, cp_badlands, cp_gravelpit
  • The 3RD Place Match and the Grand Final is to be played in a best of 3 format, with each map played over 2 halves of 30 minutes. The winner is first to 5, and in the event of a draw after both halves, a golden cap scenario will be played out (map restarted, first cap out wins).
  • The higher ranked team (determined by regular season seeds) is considered the 'home team', and the lower ranked team is considered the 'away team'.
  • Map Order: cp_granary, cp_badlands, cp_gravelpit (decider, if needed)


[back to top]




4IA. Time Based Maps
  • cp_pro_dustbowl & cp_gravelpit
  • played ABBA format
  • another round of AB is played if its a draw after ABBA
  • in the rare instance of AB being a draw, another round of AB is played
ozfortress Leagues use the scoring format of ABBA to ease calculation of results. A small reminder of what ABBA is: With stopwatch ON. The home team will attack first, the away team will then respond to the home teams attack. Once completed the winning team will receive ONE (1) point. The teams will then switch sides and the away team will set the stopwatch time first, following by the home teams response. The winner of this will receive one point.


[back to top]


4IB. Mirrored Maps

  • played over 2 halves of 30 minutes
  • first to 5 wins
  • first half is 30 minutes long or first to 4 (this is to prevent the final round being played in short time)
  • can't be a draw (if its a draw after 2 halves, a golden cap-out scenario is played)


[back to top]


4IC. Draws

Map draws in are NOT allowed.

[back to top]


4J. Pausing in game

Pausing during a match will now be allowed where players clearly exhibit (technological) performance issues. As a guideline, the pause should not last longer than five minutes before teams attempt to find a replacement. Both teams must give the all clear to un-pause.

Excessive use of this function or use for inappropriate matters will be heavily punished. Reporting such inappropriate use should be done as a dispute to a match upon which the League Administrators will make a ruling.

How to pause:
Make sure sv_pausable "1" is set, as required.
To pause: Execute the pause command in the game console. By default it is bound to the Pause/Break key.
To un-pause: Execute the pause command again.
Please note any player in the server is able to pause and unpause the game.

[back to top]


4K. Post-match Responsibilities

Both teams must reply to the match discussion thread with the results of both maps within three hours of the match ending.
Clans must clearly state who the winner was and by what margins (eg: cp_granary 4-1 to mad dogz)

If a team has used a mercenary, they must post the mercenaries name in the same post which reports the outcome of the match.

If only one team submits results, then they will be accepted without verification, so make sure you either confirm the posted results or challenge them if they are incorrect.

In the case of neither team submitting results, a forfeit will be recorded against both teams.

[back to top]


4L. Disputing a Match

To lodge a dispute please contact your division's assigned League Administrator.

[back to top]


5. Servers

5A. Server Configuration
Mirrored Maps (CP) | Time Based Maps

[back to top]


5B. Acceptable Servers



To be regarded as acceptable, servers must:
  • Be hosted on a dedicated, non-residential connection and be able to handle the bandwidth for at least sixteen players.
  • Must be physically hosted in Australia unless the match is between two New Zealand based teams.
If team cannot agree on a server, an official ozfortress will have to be arranged.

[back to top]


5C. Foreign Teams

While all matches must be played on an Australian server, if the match involves a foreign team and there is an alternative Australian server available to be used that meets the acceptable server criteria outlined in rule 5B and would make for a fairer playing field, then it must be used. It is the foreign team's responsibility to bring this to the attention of the other team when negotiating the match details and to book or organise the server.

[back to top]


6. Cheating, Exploits and Bans

6A. Exploits

Exploiting game or map bugs or flaws for an unfair advantage, whether they are listed in the rules or not is prohibited.



The following is an incomplete list of known unfixed exploits:
  • Exploiting flaws in map design to enter areas that put you underneath or above the map.
  • Building Sentry Guns, Dispensers or Teleporters in unbuildable areas.
  • Shooting through gates or walls during the setup phase.
  • Using the the map entity bug specific to the red side of the map on cp_well to jump over the trains.
  • Using scripts, macros or key combinations that allow you to bypass movement restrictions (e.g. the "Mega Jump" exploit).
  • Any other script which is deemed disruptive to hitboxes or gameplay.
  • Piping under CPA in cp_gravelpit.


The following are not considered exploits:
  • cp_well: Rocket or pipe jumping over or onto the trains at the sides of the middle point to attack the enemy during the setup phase.
  • cp_well: Shooting over, around or below the trains at the sides of the middle point during the setup phase.
  • cp_freight: Shooting through the top of either roller door at red/blue last point.
  • Using the medigun and dispenser in tandum to negate the overhealed health decay.
If you are unsure if something is considered an exploit, please contact a League Administrator and request a ruling be made on it.

[back to top]


6B. Third Party Software

The use of any third-party addons, hooks, programs or wrappers that interact with or alter the Team Fortress 2 client, its appearance or behaviour for the purposes of gaining an unfair advantage are banned.

[back to top]


6C. Malicious Server Administration

The use of any server commands, variables or plugins for the purposes of gaining an unfair advantage or to interfere with an owl:se is prohibited. Once the match is underway, the server administrator must let the match run its course and not make any changes without the consent of both teams.

[back to top]


6D. Steam Account Sharing

A Steam account may only be used by its owner in all owl:se matches. Sharing your login details with a third party for use in an owl:se match is prohibited.

[back to top]


6E. ozfortress Forum Bans

Members who are banned on the ozfortress website are also banned from participating in c4c matches. The exceptions to this will be if it is your first ban and if you were banned for non-excessive actions. Please contact your division's administrator for further clarification.

[back to top]


6F. Probation

Certain situations will arise where players or teams will be put on probation. What this means is that the player or team who is on probation must provide extra information for every match they play which falls inside the probation period.

Probation for single players: When a player is put on probation, they are expected to upload a personal demo for every match they play in c4c during the probation period. In addition to this for every c4c match that is played by a team who has a member of their roster under probation, they must produce a screen shot of console after they have typed "status". In the event a team does not produce a valid screen shot, the whole team will be put on probation and the already probationed player/s will be banned for 1 Round after which they will return to finish their probation period.

Probation for teams: When a team is put on probation, they are expected to produce a screen shot of console after they have typed "status". Failing this scenario the probation team will be penalised, ranging from the forfieture of a match to being removed from the competition.

Situations that call for probation:
  • Numerous complaints about a person cheating via aimbot, wallhacks, game mechanic exploits, excessive and disruptive scripts, etc.
  • Excessive bad sportsmanship from a team during any part of a match (from organising through to post-game conversations (in server)).
  • Teams using illegal players.
  • Teams have a banned player on their roster.
All Probation Material should be rarred or zipped then uploaded here and not published. The admins will review the demo/screenshot then delete it after viewing.

[back to top]
Last edited by valk; 8-05-2010 at 23:33.
________________________
11:17 PM - yuri: vr are better than d because d dont play matches
#2
Old 23-04-2010, 21:28
Australia
36,557 Posts
Steam Profile
valk's Avatar
vR*valk valk is offline aka valk, va
Member
KEY UPDATES:
April 23rd


Unlocks:

The unlocks section has changed from previous ozfortress competitions to reflect the current captains' vote. This system is largely a trial system for the next owl season (3) and consequently the next ozfc, so feedback during C4C on the now allowed unlocks (sandman, gunboats, paintrain) will be greatly appreciated

4H. Critical Hits, Damage Spread, Fixed Weapon Spreads and Weapon Unlocks
  • Critical Hits: Off
  • Damage Spread: Off
  • Fixed Weapon Spreads: On
  • Weapon Unlocks: On, except for the Sandman, Gunboats and Paintrain. However these 3 unlocks can be allowed if BOTH captains agree. (Sandman will be limited to 1 per team if turned on).
Tournament Schedule:
The tournament schedule has been updated to reflect the change of 1 division of 16 clans to 2 divisions of 8 clans

4I. Map Pools per Round

WEEK ONE, ROUND 1: [games 1 - 4] cp_granary, cp_prolane_rc3, cp_gravelpit
WEEK TWO, ROUND 2: [games 5 - 8] cp_prolane_rc3, cp_pro_dustbowl, cp_mainline_rc5
WEEK THREE, ROUND 3 [games 9 - 11] cp_badlands, cp_follower, cp_well
WEEK FOUR, ROUND 4 [game 12] cp_freight, cp_granary, cp_gullywash
WEEK FIVE, 3RD PLACE [game 13] [bo3] cp_granary, cp_badlands, cp_gravelpit
WEEK SIX, GRAND FINAL [game 14] [bo3] cp_granary, cp_badlands, cp_gravelpit
________________________
11:17 PM - yuri: vr are better than d because d dont play matches
#3
Old 28-04-2010, 17:59
Australia
36,557 Posts
Steam Profile
valk's Avatar
vR*valk valk is offline aka valk, va
Member
KEY UPDATES:
April 28th


Unlocks:

The unlocks section has changed from previous ozfortress competitions to reflect the completed captains' vote. This system is largely a trial system for ozfl, the next owl season (3) and consequently the next ozfc, so feedback during C4C on the now allowed unlocks (sandman, gunboats, paintrain) will be greatly appreciated

4H. Critical Hits, Damage Spread, Fixed Weapon Spreads and Weapon Unlocks
  • Critical Hits: Off
  • Damage Spread: Off
  • Fixed Weapon Spreads: On
  • All Weapon Unlocks and Random Drops: On, except for the Sandman, however the Sandman can be allowed if BOTH captains agree. (Will be limited to 1 per team if turned on).
Last edited by valk; 28-04-2010 at 19:49.
________________________
11:17 PM - yuri: vr are better than d because d dont play matches
#4
Old 29-04-2010, 23:03
Australia
36,557 Posts
Steam Profile
valk's Avatar
vR*valk valk is offline aka valk, va
Member
KEY UPDATES:
April 29th


Unlocks:
Crit-a-Cola: Banned
________________________
11:17 PM - yuri: vr are better than d because d dont play matches
Closed Thread
Thread Tools