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Old 5-09-2014, 00:36
Auckland
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ozfortressKenneth Kenneth is offline aka TheGooglePlex, AndKenneth
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THE OZFORTRESS RULESET IS LICENSED UNDER A CREATIVE COMMONS ATTRIBUTION-NON-COMMERCIAL-SHARE ALIKE 2.5 LICENCE
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Table of Contents

(i) Summary of Changes

1. League Format
1A. Fixtures
1B. Ranking
1C. Key Dates

2. Teams
2A. Joining
2B. Roster
2C. Captain
2D. Player Transfers
2E. Disbanding
2F. Conditional Allowances
2G. Team Warnings and Infractions

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. 5CP Maps
4IB. KOTH Maps
4IC. Draws and Golden Cap
4J. Pausing in Game
4K. Post-Match Responsibilities
4L. Disputing a Match
4M. Aliasing

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


(i) Summary of Changes

The ozfortress Winter League: Series 12 ruleset contains changes that teams are required to be familiar with.

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

Key Changes/Important Points:

  • owl is no longer "owl 11"; rather, we have progressed to "owl 12". We believe in numerically listing our competitions in sequential order. References to owl 8 have also been removed.
  • Transfer windows have been removed in favour of a weekly request system. (Rule 2D)
  • A new infraction system has been added allowing more granular sanctions for smaller missteps. Please familiarize yourself with the system, as rules that have not been enforced in the past may fall under the new system. (Rule 2G)
  • New aliasing rules are now in effect bringing ozfortress in line with all other major international leagues. Warnings will be given for teams that do not comply. (Rule 4M)
  • Rule 4K was updated to require posting of logs instead of screenshots.
  • Rule 6A was updated to disallow engineer inventory glitch to refill metal, and general inventory glitches.
  • Rule 6A- Use of the wait command is no longer allowed in owl.
  • Finals map selection has been changed so the lower seeded team now bans the first map as to provide the picking advantage to the higher seeded team. (Rule 3G)
  • Servers must be running the owl 12 configs and whitelist to be considered eligible to host matches. They may not be running any other gameplay altering mods.
  • Administrators have the power to veto any rule should the need arise.
  • Rules are currently in draft mode and may be revised before the season starts. Feedback is always welcome.

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1. League Format

1A. Fixtures

Regular season match fixtures will be posted prior to the start of the season. Fixtures are set at weekly intervals to be played between Monday and Sunday. Match organisation/discussion threads will be posted roughly two weeks prior to that round's fixtures.

Playoffs and finals fixtures and rules will be posted at the conclusion of the regular season.

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1B. Ranking

Teams may score Match Points and Bonus Points from any match. These points are separate and are NOT added to give an overall points score.

During the regular season teams are ranked in order of: (1) match points, (2) map wins and then (3) bonus points. If two teams are unable to be separated by these measures at the end of the regular season the result of their minor round match will be used, with the winner of this match taking the higher ranking. If more than two teams are so tied then additional play-offs may be organised to determine who advances to any finals matches.

The following points will be awarded after a match has been completed.

Match Points:
2 Points for a map win
1 Point each for a map draw
0 Points for a map loss

Bonus Points:
1 Point for a map win with a winning margin of >= 3 rounds on push or KOTH maps
1 Point for a map loss with a margin of <=2 rounds on a push or KOTH maps

Forfeits:
4 Match points for the forfeit receiver
2 Bonus points for the forfeit receiver
1 Point deduction for the team which forfeited

Divisions with teams that disband:
0 Points for all opponents, for all matches, past and future. This is to avoid any advantage or disadvantage to those teams that did not have the opportunity to play the disbanding team.

Mercenary Use:
Teams that use a mercenary will not be awarded bonus points for the round that the mercenary played. This will not affect bonus points awarded to the opposition or any regular match points.


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1C. Key Dates

Click here for owl 12 key dates

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2. Teams

2A. Joining

Teams apply pre-season to enter the league and nominate their desired division. A minimum of six eligible players (refer to section 2B) are required for the application to be considered. Application does not guarantee entry into the league.

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2B. Roster

To be eligible to play in matches:
  • Players must be listed on the team's roster thread (can be accessed here.). Players on the Warzone roster but not on the owl roster thread are NOT eligible to play.
  • Players must use a name similar to their ozfortress account name or must match their alias, which can be entered via their roster.
  • Players must have a valid Steam ID set in their user profile (Set your Steam ID here).
  • Players must not be under any exclusion penalties (such as cheating or disbanding).
  • Players and teams CAN BE registered for the OZFL.

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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 owl 12 Administrators.

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2D. Transfers
  • Players will be allowed to make two (2) transfers into any team per season
  • Teams will be allowed to transfer in a maximum of three (3) players over the course of the season
  • For applicants to be eligible to play in a particular round, the transfer application must be submitted by 11:59PM Sydney time the Thursday of the round before. Players whose applications were submitted after the cutoff may still play as a mercenary, however all normal mercenary rules apply and therefore they may not be used if they have played as a mercenary in a previous round
  • Admin decisions will be posted before the next round starts and are final.
  • The last transfer request may be applied for in week 6 for week 7 matches. Thereafter rosters are locked for finals rounds.
  • Lower division teams may be given a certain allotment of "free transfers" that will announced before the first round.
  • Teams are reminded that transfers are not guaranteed. If issues come up that may cause team instability they must contact their divisional admin as soon as possible.

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2E. Disbanding

Teams who disband during the regular season will be denied entry to the next league season. A team that disbands during the league season, only to reform at a later date, will be required to play in the OZFL for an extended period before being granted entry to another league season.

The captain of a disbanded team will not be permitted to lead another team in an ozfortress League. Where responsibility for an imminent disband is the sole fault of the captain, a simple majority of registered team members may elect to nominate a new captain, or remove the captain entirely, at any point of the season. The team at large will then remain unpenalised.

To avoid penalty, captains and/or team members should approach League Administrators at the first sign of trouble to work through a solution.

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2F. Conditional Allowances

A player acknowledged to be of a higher standard, or with greater experience, than expected in the division he or she is entering may be allowed under clearly defined conditions, to be negotiated between the team's captain and division administrator. Conditions may include, but are not limited to, requirements that a player not play his or her core class(es), or a maximum number of rounds a "backup" player may participate in.

Players with applied conditions will be clearly outlined within a team's roster for future reference.

Violation of said conditions may lead to warnings or infractions, or even the expulsion of the stated player from his or her team for the duration of owl 12.

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2G. Team Warnings and Infractions
Infractions and warnings may be given out by admins for violation of league rules. The following structure defines how warnings and infractions work. Infractions and Warnings are applied to teams and not individual players.
3 warnings = 1 infraction
1 infraction = 1 league point deducted
2 infractions = 3 league points deducted
3 infractions = expulsion from league
The following offences will result in a warning
  • Aliasing (one per player who violates aliasing rules)
  • Not submitting match logs or demos (removed if logs or demos are submitted)
  • Inability to submit a requested pov demo within a reasonable timeframe
  • mm1 abuse
  • Using an unapproved merc
  • Abusing pauses
  • Failure to schedule match before deadline
  • Player with conditional allowances operating outside of restrictions
The following offences will result in an instant infraction.
  • Repeat offence of any minor infraction
  • Using an unapproved merc who was or would have been disallowed for any reason
  • Using a banned player
  • Using any player on an alt account
  • Playing a match after deadline without admin approval
  • Any attempt at fraud or violation of league integrity
If the offence affects the outcome of matches, rounds may be overturned in addition to warnings or infractions applied.

Admins reserve the right to apply additional infractions, warnings or other sanctions (up to removal from the league) at their own discretion for any reason. Admins may upgrade warnings to instant infractions in severe cases.



3. Scheduling

3A. Round Schedule

The ozfortress Winter League: Series 12 schedules fixtures every week, and all match fixtures will be posted pre-season.

Match discussion threads will be posted in the match discussion forum approximately 2 weeks before the upcoming round, so as to give teams sufficient opportunity to negotiate a suitable day and time for their match.

The weekly round fixtures must then be played between the specified Monday and Sunday of the fixtures schedule (Note that Friday and Saturday are not considered valid days but matches may be played on these days if both teams agree).

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3B. Acceptable Match Times

Generally acceptable match start times for ozfortress Winter League: Series 12 matches are as follows:

Australian Eastern Standard Time (AEST):
7:30pm to 9:30pm, and
Australian Eastern Daylight Time (AEDT ):
8:00pm to 10:00pm.

These times are only general guidelines and teams are given 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 according to the above guideline.

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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. It is important to note that only the Clan Leaders can organise the match (as indicated on their team roster). Non Clan Leaders who propose times and days, joking or serious, will be punished.

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. 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 suggest if they are able to organise an acceptable server (see rule 5B). 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 state if they are able to organise a server for them. Repeat if needed until an agreement on the date and time is reached.
  3. The consent of both teams is required when deciding a time and date; if consensus is not found a League Administrator may have to intervene.

If it is proving difficult to get in contact with the other team, or they are not making a reasonable effort to organise the match, please bring it to the attention of your division's League Administrator immediately.

All match details must be finalised in the match thread by 11:59pm on the Sunday prior to the next round commencing. This includes the map selections (see 3G below). Failure to do so without valid reason will see both teams penalised 1 match point.

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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.

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3E. Forfeits

A maximum of one forfeit per team is permitted in the ozfortress Winter League: Series 12, on the second forfeit a team is considered inactive and removed from the league. Exclusion penalties will then apply for future ozfortress participation.

It is the team's responsibility to contact your division's Administrator as soon as possible if there is a change in circumstances that will affect your team's ability to field a team each round, even if it is a temporary problem (e.g. if a number of your team will be absent next round).

When a forfeit is recorded the team they were scheduled to play will be awarded a default win unless both teams forfeited.

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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 neither 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 three points to each team). Technical forfeits, unlike regular forfeits explained in rule
3E, do not count against a team.

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3G. Map Selection

In each match thread, the home and away team will be specified as well as the map pool for that round. 2 maps will be predetermined for each round and are to be played in their specified order. No selection is required.

In the finals the lower ranked team will ban a map from the complete owl 12 map pool (granary, badlands, pro viaduct, snakewater, gullywash, sunshine and process), followed by the higher ranked team banning a map. This will then be repeated for the map picks, culminating with the higher ranked team picking the decider. Each team will have a 24 hour window to make their selection following the previous action before the other team gains the right to make the choice.

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4. Matches

4A. Pre-match Responsibilities

The home team has the responsibility of organising the server, and should set up the server for the match with the required settings outlined in section 5.

Once the server is ready, the home team should contact the away team via the method agreed upon during the match time negotiation and provide 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.

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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.

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4C. Mercenaries (Regarding Teams)

A maximum of one mercenary may be used during each regular season round. The same mercenary may not be used more than once.

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 or below. If the proposed mercenary is not a member of any team participating in owl 12 the opposing team’s captain and your division administrator must agree to allow them to play.

If a player is subject to rule 2F. Conditional Allowances, then they may be used as a mercenary as normal within their own division, but must comply with their conditions listed for 2F. Should a team wish to use a mercenary subject to rule 2F from a lower division, the player is to be considered unrestricted from rule 2F but will require the consent of the opposition captain to allow them to play.

Mercenaries are only permitted during the playoffs and finals under unique circumstances and the opposing team’s captain and your division administrator must agree to allow the proposed mercenary to play.

The following guidelines apply:
  • It is to be clearly and honestly communicated to the other team who the mercenary is and why they are being used.
  • The mercenary must be named when reporting or confirming results in the match thread. Failure to do so may result in point deductions or round forfeit.

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4CA. Mercenaries (Regarding Mercenary)

A mercenary may only play once at most for each team during the season. Please ensure that your use as a mercenary is confirmed in the match thread.

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4D. Demo Recording

It is the home team's responsibility 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 the home team MUST be able to provide a POV demo (we recommend using P-REC). Demos must be uploaded and published no later than 1 week after the match date. Screen-shots of in-game scoreboard must be taken

Any team not submitting either an STV or POV demo within 1 week of the match will be given an official warning. Any subsequent violation will be punished with an instant team infraction.

All players must be able to provide a POV demo from any owl match if requested by an admin for any reason. Failure to do so within a reasonable timeframe will result in an official warning. Any subsequent failure to provide POV demos will be punished with an instant team infraction

If warnings or infractions are given due to missing demo files, the warning or infraction may be removed by an admin after media is provided at the admins discretion.

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4E. Spectators

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

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4F. Sportsmanship

Teams participating are required to conduct themselves in a sportsmanlike manner both in the match thread and in the actual game. Global chat during live rounds is restricted to only captains or designated representatives for team management. Any other mm1 use by other team members is prohibited. Warnings and infractions will be given to teams who breach this rule. Decisions made by administrators regarding these disputes are considered final.

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4G. Class Restrictions
The following class restrictions apply in owl 12


  • 1 Medic
  • 1 Demoman
  • 1 Heavy
  • 1 Engineer
  • 1 Spy
  • 2 Scouts
  • 2 Snipers
  • 2 Soldiers
  • 2 Pyros

These limits must be enforced using the 'tf_tournament_classlimit_X' commands. The full listing of these can be found in rule 5A.

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4H. Critical Hits, Damage Spread and Weapon Unlocks


  • CriticalHits: Off
  • Damage Spread: Off
  • For a complete list for allowable unlocks, click here

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4I. Map Pools

Click here to view the current map pools for owl 12.

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4IA. 5CP Maps

First to five (5) over two 30 minute halves, with three (3) caps being the limit for the first half.

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4IB. KOTH Maps

Best of seven (7) rounds / First to four (4) round wins over two halves, with three (3) caps being the limit for the first half. No time limits.

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4IC. Draws

Map draws in owl 12 ARE allowed on 5 CP maps.
Matches are played out over 2 maps with individual map wins being the focus.

However in the finals CP maps will have a traditional golden cap round to determine the winner, as map draws in finals is not permitted.

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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.

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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. Logs of each map must be attached to the thread. Screenshots may be provided if no logs are present. Demos submitted may be used as a last resort in case of a dispute.

Teams must clearly state both the winner and match score of each map

Example:
cp_granary: 4-1 MAD DOGZ
cp_badlands: 3-3 draw

If a team has used a mercenary, they must post the mercenary's name in the same post as the match outcome.

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.

A note of who booked the server (irc username) should be provided in the Match Thread (Read: Section 4D). If an ozfortress server was not used for the match, a link to an STV recording must be provided.

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4L. Disputing a Match

To lodge a dispute or report misconduct, please contact your division's assigned League Administrator.

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4M. Aliasing

Aliasing is not allowed in any official owl matches. Players must use a name similar to their submitted OWL roster name, as to be generally recognisable to someone comparing team rosters with those on the server. Clan and sponsorship tags are allowed but must be reasonable. Players are encouraged to carefully choose their submitted roster name.

Premiership players must use their EXACT letter for letter roster name INCLUDING capitalizations. As per normal rules, clan and sponsorship tags are allowed.

If you would like to change your roster name, please contact an admin, however admins do reserve the right to deny any joke or inappropriate aliases and force generally recognisable names.

owl roster names must be similar to ozfortress forum names.

Violation of aliasing rules will be punished with a team warning.


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5. Servers

5A. Server Configuration
Instructions on how to download & install owl 12 configs can be found here.

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5B. Acceptable Servers
To be regarded as acceptable, servers must:

  • Be hosted on a dedicated, non-residential connection with enough bandwidth for at least 16 players.
  • Be physically located in Australia, unless the match is between two New Zealand or two Asia based teams.
  • Servers must be running the owl 12 configs and whitelist and be running on sv_pure 2 to be considered eligible to host matches. They may not be running any other gameplay altering mods.

Admins reserve the right to choose which server a match will be played on.

If teams cannot agree on a server, an official ozfortress server must be arranged by contacting an Administrator in #ozf-help on irc.gamesurge.net. If the ozfortress servers are unavailable, iPGN will be the next server to default to.

If you require a SourceTV relay, please try to provide us as much notice as possible.
For retrieving the automatically recorded SourceTV demos of your match, please following the instructions in this thread.
JOIN #OZF-HELP TO BOOK A SERVER

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5C. Foreign Teams

Any match pitting a foreign team against a local team must use an alternative Australian server, if one is available, that provides a fairer playing field. This server must also meet the acceptable server criteria outlined in rule 5B. It is the foreign team's responsibility to bring this to the attention of the local team when negotiating the match details and book or organise the server in advance. However, if an agreement cannot be reached, the match will be played on an ozfortress server.

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6. Cheating, Exploits and Bans

6A. Exploits

Exploiting game or map bugs or flaws for an unfair advantage, whether they explicitly 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 indestructable areas.
  • Shooting through gates or walls during the setup phase.
  • Using any map entities to reach areas that cannot be mirrored by the other team in the same situation
  • 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.
  • Medics changing hat/items/weapons in spawn to back spawn and preserve uber percent.
  • Engineers using an inventory glitch to refill metal in a spawn room without a resupply cabinet.
  • Any other inventory glitch that allows abuse of spawn room mechanics.

Use of the wait command in scripts is no longer allowed, and will be enforced by sv_allow_wait_command 0. Use of the wait command will now be considered an exploit


If you are unsure if something is considered an exploit, please contact a League Administrator and request a ruling be made on it.

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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.

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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 12 match 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.

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6D. Steam Account Sharing

A Steam account may only be used by its owner in any owl 12 match. Sharing your login details with a third party for use in an owl 12 match is strictly prohibited and if found out will result in lengthy bans for all involved parties.

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6E. ozfortress Forum Bans

Members who are banned on the ozfortress website are also banned from leading clans in owl 12. Players banned from the ozfortress website may also be subject to competition bans, and are considered under probation. Bans issued that affect a players ability to play will be listed here. Please contact your division's administrator for further clarification.

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Last edited by Kenneth; 17-10-2014 at 12:57.
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