CTFPL Season 20, Week 11 IGBL USL SBL SL InfantryArena
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1. Squad Rules
2. Player Rules
3. Captaincy Rules
4. Scheduling Rules
5. Arena Rules
6. Match Rules
7. Known Mis-Use of Game Mechanics
8. Lag Rules
9. Appeal Rules
10. Suspension Rules
11. Racism Rules

1. Squad Rules
1 Players may create squads at any time using the CTFPL player database.
2 By registering a squad at the CTFPL player database, that squad agrees to adhere to the league rule set.
3 A squad will be automatically admitted into the league under the following conditions:
 
a There are at least 10 different players on the squad roster.
 
b There are at least two weeks remaining in the regular season.
4 The league admin(s) may limit the number of squads in the league to any number during the season, as long as there is room for all actively participating squads.
5 The league admin(s) reserves the right to refuse any squad admission into the league.
6 Squads will be removed from the league only if they disband.
7 Squad mergers will not be recognized by the league.
8 A disbanded squad will be removed from the standings, and thus will have their score reset.
9 An "active" squad participating in a season will be declared "disbanded" if the captain declares it disbanded or if they player amount on the database drops to 10 or lower.
10 Squads may request a name change by either posting on the forums or personally contacting the league admin(s). The league is not responsible for in-game name changes or ownership transfers.
11 Squad names must not be offensive or show any sign of racism.
12 The in-game squad names must match the squad name on the CTFPL website.

2. Player Rules
1 There is a limit of one CTFPL player database account per Station account. Players will be given a one week warning if/when they are found to have multiple accounts registered to multiple squads, and
2 Any one person is allowed to have only ONE registered account and be on ONE competitive squad at a time with only ONE alias.
3 Only players registered in the CTFPL player database are allowed to be unspecced in an official CTFPL match.
4 Any person(s) joining a CTFPL squad will serve a period of "ineligibility" time in which they are not allowed to play for their squad yet.
5 The ineligibility time period is currently set as 10 days, however the last 7 days may be waived at the opposing captain`s discretion.
6 Players can have their permit removed from the zone by an admin for conduct reasons.

3. Captaincy Rules
1 A squad may have no more than one Captain and two Assistant Captains, as registered on the CTFPL player database.
2 Captains and Assistant Captains are responsible for maintaining their roster and scheduling matches.
3 No more than 3 Captains/Asst. Captains from each squad will be permitted in a chat for communication in a match between the referee and the participating squads.
 
a Referees can choose to lower this amount if they see fit, however, both squads must be allowed the same amount of players in chat.
 
b If the referee decides that such a chat is necessary to match communication, at least one player must join the chat.
 
c If in the case that there is an insufficient amount of Captains and Asst. Captains for a squad, non-Captain players will be allowed to represent their squad in the chat.
4 The league is not responsible for roster management.
5 Captains are responsible for the actions of their squad members in a match.
6 The league admin may remove captaincy privileges from a player at any time and for any reason.

4. Scheduling Rules
1 Scheduling of scrimmages and practices will not be the staff's responsibility. The captain of each CTFPL team is be responsible for their schedule.
2 There are two types of matches, league-assigned matches and free-scheduled matches.
3 League-Assigned matches are created by the league administrators and/or league scheduler.
4 Free-scheduled matches are created by captains, who choose their own opponent and playing time. As of now, these are not officially recognized by the league.
5 No squad will be permitted to play more than 3 matches per week.
6 League-assigned matches and free-scheduled matches should be confirmed by both sides by Thursday night.
 
a All matches must be confirmed by 11:59 P.M. eastern on Thursday of each week. If matches are unable to be confirmed by this time, then the CTFPL Admin will proceed to force schedule the match that best fits the times that were proposed by both captains.
 
b If the "best time" proposed by both captains are already reserved. The CTFPL Admin will then give the next available time slot. Captains reserve the right to ask for two scheduled matches at the same time as long as there is an availablilty of refs.
7 Matches are played on Sundays. However, if the Captains of both squads find a preferable time for a game before the next round of matches it will considered.
8 Matches are scheduled in half hour time slots. Squads may only schedule one match per half hour time slot. Exceptions may be given by the Admin if there are enough referees available.
9 If two matches share the same time slot and there aren`t enough available referees at gametime preference will be given to the match which was scheduled first unless all four captains agree otherwise.

5. Arena Rules
1 Games are to be held in public arenas unless both captains request they be held in a private arena. Referees are not allowed to disclose the location of private arenas.
2 The standard arena limit will be 10 less than the full non-moderated capacity (currently 400). A request from either captain in a match can lower this limit.
 
a When the amount of players in the arena reaches 5 under the "arena limit" a warning will be issued arena-wide warning that when the limit is reached, players will start being blocked from the arena.
 
b When the arena limit is reached, referees will block players until the amount of players in the arena is equal to or less than 10 under the arena limit.
 
c If a situation arises that the arena reaches 5 under the arena limit a second time, only one reporter from each site will be allowed to continue in the arena.
 
d If a third occurrence happens, a referee (if available) will be assigned to the game for the sole purpose of maintaining arena size.
3 Captains may only request the blocking of specific players from the arena if there is a mutual agreement between captains of both squads. If the arena is private, then only one captain has to request
4 The use of private arena ownership during a match is prohibited.
5 Any disruptive player not eligible to enter the game will be warned. If the player is disruptive any time after the warning, he/she will be removed from the gaming arena.
6 Any eligible players disruptive in either public, team, squad, or captain chat will also face punishment. This rule may apply to public mixes, ovds, scrims.
 
a The first violation of this rule will result in a warning.
 
b The second violation of this rule will result in a 5-minute *shutup.
 
c The third violation of this rule will result in a 10-minute *shutup.
 
d At the referee's discretion, any further violations can result in 5 more minutes added of time from the previous violation (15-minute *shutup) time or a *block from the arena.
 
e Referees are obligated to PM the disruptive player and inform his/her captain before all punishments (warnings, *blocks, etc) are inflicted when the violation occurs.
 
f Captains or assistant captains may also be *shutup or *blocked for violating the disruptive behavior rule.
 
g Referees must report any disciplinary actions taken against either captains or asst. captains to administrators and post on the staff forums following the game, as well as any eligible players being b

6. Match Rules
1 10 minutes of "pre-game" time (before the scheduled match time) is given to captains before the assigned match time by the host referee to have their squad ready for the CTFPL match.
 
a Should one squad be prepared and not both, the prepared squad captain has the choice of taking the win by forfeit, or continue to wait for as much as 5 more minutes.
 
b Referees will make the arena 10-15 minutes before the match time.
 
c The 10 minute pregame timer will begin 10 minutes before the match.
2 Should the zone be unfit for playing matches (the zone being in stand-alone mode, or being down) the match will be postponed a maximum of 30 minutes.
3 These rules will also apply to matches in which all players in the CTFPL zone have an some form of illegal statistical lag defined in section 8 (Lag Rules).
4 If a squad has interfering match times due to the postponement, they will have the option to cancel or postpone a match at the time of the match, however, at least one match must be played.
5 If a league-assigned match is unable to be played after a 30 minute postponing, they will be forced to reschedule at another time. The league admin will be given the decision to extend the week.
6 Captains may request a different host referee run a match only if both captains agree and have a valid reason should one ref be available and willing to referee the match.
7 To be eligible for play in a match, a player must be both eligible on the league roster (Completed 10 day ineligibility or atleast 3 days and waived by the opposing captain) and under the lag limits.
8 Each squad will be required to have 7 roster-eligible players at the start of a match. If they do not get 7 eligible players before the ending of the pre-game time period, they will forfeit the match.
9 Squads will determine the number of "slots" to play the game with before a match starts.
 
a Squads can have no less than 10 slots and no more than 14 slots in a game.
 
b Squads must start a match with an equal amount of slots. They do not have to start a match with an equal number of filled slots, however.
 
c If a squad has less than 11 eligible players online, it must start a game with 10 slots.
 
d If a squad has between 11 and 13 (inclusive) eligible players online, it cannot start a game with more slots than the number of roster-eligible players they have online.
 
e If a squad has 10 players eligible on the league roster but not 10 under the lag limit, both teams must start with 10 slots. The squad can start with empty slots as long as they have players that would go in those slots if lag was discounted.
 
f Players can be substituted into empty slots at any time.
 
g There is no penalty for having an empty slot.
 
h If a squad's number of filled slots drops to zero at any time during the match, they will forfeit the match.
 
i The number of slots cannot be changed after the match has started.
10 During the pre-game preparation time, the players will be required to drop all minerals and pre-made items. Any team who does not will be warned and risk disqualification if they still refuse to do so.
11 Premades are defined as items not purchasable from stores and not spawning on the map. This includes child weapons, mod weapons, and non-distributed minerals (given by refs).
12 Each squad will be given a total of 250 minerals, with a limit of 150 of any given mineral type, by the host referee before the start of a match.
13 No extra minerals or pre-made items are allowed at the start of a match.
14 Immediately after the restart, teams with any premades or minerals in excess of the amount given during pregame will be disqualified.
15 Players cannot be substituted into a match in-progress with minerals or premades.
16 A team who are given extra minerals during the game or pre-game by referee error will have those minerals removed using the *prize command without warning.
17 Players are allowed to mine minerals and create turrets at any time after the match has started.
18 Quieting spectators using the *specquiet command will be at the referee's discretion, although it also must be done if either captain requests it.
19 Captains may substitute eligible players anytime during the game an unlimited amount of times, provided they do not already have 3 lagouts. A lagout is defined in section 8 (Lag Rules) Rule 9 a-h.
20 Squads' in-game players may consist of any mix of any classes.
21 Any player abusing a known bug or mis-using game mechanics will be warned first depending on the abuse and then immediately removed from the game and will become ineligible for the rest of the match.
22 Multiple bug abuses by a squad will result in them forfeitting the game. This may be used as long as it has occurred in multiple instances, a player from the team does not specifically have to be removed from the game.
23 Using any programs or modifications to the game that give the player any in-game advantages (such as extra health, dexterity, more powerful weapons, etc.) that are not provided by the default CTFPL item set is defined as cheating.
 
a Any player caught with mod weapons in an official match will receive a season ban.
 
Mod weapons are anything not purchasable from the F10 store.
 
c Any powered alias caught prizing mod weapons in Public 1 will have their powers removed along with receiving a season ban. The ban can vary upon the Administration's discretion.
24 A match will end after one squad holds all objectives for 90 consecutive seconds. There is no set timer for the match.
25 In the situation that a match is interrupted by a mass disconnect, the match will be voided. However, if the referee is still present and one squad is within 60 seconds of victory, the match will not be voided.
26 Optionally, at the end of a match, the victorious captain or team representative can choose a MVP (most valuable player). This one player must have played in the game.

7. Known Mis-Use of Game Mechanics
1 Attempting to destroy/harm a turret/individual through solid rock or walls (seen with ?showphysics) by means of melee combat or a projectile-firing weapon.
2 Using the effects of land-mines, demo-packs, grenades (not including repulsor charges [i.e. no haywires through walls]) and sunspots through walls.
3 Using vehicles outside intended purpose, to move while stunned by entering/exiting the vehicle(s) around the individual player.
4 No direct vehicle to vehicle hops.
5 No entering or exiting a vehicle to override a stun. (Ex: Getting stunned while in the vehicle and then exiting the vehicle to appear in another spot.)
 
a If a player is on a pack and gets stunned, he/she cannot exit the vehicle to override the stun. Alternatively, if the player is stunned on foot, he/she then, cannot get into a vehicle to override the stun.
6 Repeatedly using a vehicle to mini-spawn to gain the small amount of time of invulnerability.
7 Having multiple station accounts open and logged into other servers to gain visible lag and confusing the turret AI.
8 Downloading/Uploading to other internet-users or intra-net users to gain packetloss and/or visible lag.
10 Hiding flags/sentries/turrets in vision bugs so they cannot be detected. The use of Sentry Hunter is completely forbidden.
11 Hiding yourself in walls so you cannot be detected due to vision/map bugs.
12 Any player caught abusing any of the following previously illegal game mechanics will first receive a warning in the Captain\'s chat.
 
a It is the captain's responsibility to relay this warning to the squad. If another player on the same squad continues to abuse, then it is the ref's responsibility to spec that player for the remainder of the match.

8. Lag Rules
1 Players with their latency higher than 75% of their average ping will not be allowed to play. Latency must also be below Current & Last Ping.
2 Players are required to meet the current and average ping limit of 240 ms.
3 Players may be checked by the Referees for statistical or visual lag at any time during a game without any captain requests.
4 Players are required to meet the packetloss from the server limit of 1.5%. No negative packetloss is allowed.
5 Players are required to meet the packetloss to the server limit of 1.5%. No negative packetloss is allowed.
6 Players are required to meet the combined packetloss (from and to server) of 2.0%.
7 Players cannot be put into the game with ping undetermined by the server (displayed as 0 ms, usually during the first minute of player being in-game).
8 Should a player lag out 3 times during a match, they will become ineligible to play in the rest of the match.
9 A "lag out" is defined as any time a player is sent to spectator mode (referred to as "spectated") without prior notice from the squad's captain.
 
a Any time a player is spectated in an arena without immediate advance notice from the squad's captain, it will be assumed that the player has lagged out.
 
b If a player is found to be above lag limits any time immediately after being spectated, they will be credited with a lag out. This includes if notice is given by the squad captain or if the player is spectated as part of a substitution.
 
c When referees *spec players who are above lag limits, it will be counted as a lag out.
 
d If a lagged player is unspectated but is spectated by the server in less than 10 seconds, it will not be considered an additional lag out.
 
e Lag outs will not be officially tracked or counted until the match begins, and tallies for different matches should be tracked independently.
 
f Clock violations will be treated the same as lag outs.
 
g If found, client warnings will be treated as lag outs, but players will not be spectated unless they have reached the 3 lag out limit.
 
h Players who are spectated during the match due to the "30-second rule" will be considered lagged out. The "30-second rule" is when you stay in drop ship for a long period of time and receive a 30 second warning until you get speced.
10 The referee is not responsible for AFK players.
11 Captains may request "visual lag checks" to watch players who are suspected of visually lagging.
 
a Visual lag checks may be done anytime without any limit in a game. The max time to check a player for visual lag should be no longer than 10 minutes.
 
b The referee will be requested to spend idle time spectating the player in question. During a "visual lag check" referees are obligated to check the player(s) statistical lag as well as the visual lag.
12 Visual lag includes but is not limited to the following:
 
a Abnormal projectile movement (ie: shooting lasers).
 
b Abnormal player movement (ie: hopping around, or sticking to walls).
 
c Abnormal response to game physics (ie: walking through walls; sticking to walls while packing).
 
d Immunity to energy drain.
 
e Immunity to tranquilizers/stuns.
 
f Player causing severe turret misdirection (ie: turrets firing in a completely odd direction with respect to the player nearest those turrets).
13 A player spectated for visual lag will be forced to remain in spectator mode for five minutes of play. At this time, a five minute timer will be put up. If another player is spectated for visual lag during this timer, the referee should then use a seperat
14 Visual lag offenses are recorded as lag outs.
 
a In-game ping spikes are also recorded as lag outs.
 
b If a player specs him/herself without any captain's notification to the referee(s) out of convenience then that is considered a lag-out.
15 A mass disconnection will be treated as 10 or more participants (players and referees) being disconnected from the server nearly simultaneously. At least two players from both sides must disconnect for this to be treated legitimately (so a match is not be
 
a Should a mass disconnection happen, the match will immediately stop and the result will not be counted.
 
b The match may either be postponed for 30 minutes, postponed to another day, or restart shortly after both captains have gathered 10 or more players from their respective squads.
 
c Any other mass disconnections afterwards will result in the match being postponed indefinitely for another day.
16 Any player found to be manipulating their connection by disrupting their connection or any other means will be penalized.
17 Player's with a negative packet loss will not be allowed to play until they they have a positive packetloss that is within the CTFPL limit.
18 In the event that a medic/engineer is either above the lag limits, or is deemed to be too \"visually laggy to play\", the referee will then inform the captain in captain\'s chat that he has to find a replacement.
 
a These two classes will have a grace period of 30 seconds to drop their remaining minerals and get a replacement in.

9. Appeal Rules
1 Matches may be appealed by a squad captain or asst. captain should he or she believe that the match was not played appropriately according to CTFPL rules.
2 Should an assistant captain file an appeal but the captain request it be dropped, the appeal will be dropped.
3 Matches must be appealed within 72 hours of match completion to be honored.
4 Captains who express an intent to appeal within these 72 hours will be given an additional 24 hours (for a total of 96 following match completion) to file their appeal.
5 Failure to file an appeal within this 96 hour period will result in the match result being honored.
6 Appeals will be honored through the forums (public or private) or web site private message to the administrator(s).
7 Decisions on appeals will be announced within 72 hours of the appeal being received.

10. Suspension Rules
1 The league administrators reserve the right to remove any person(s) from the league from the remainder of the season OR permanently (meaning all seasons).
2 Suspension will be the immediate punishment for double squadding, using private arena owner commands during a match, harassing/impersonating Infantry staff, impersonating CTFPL staff, or using CTFPL staff communications without being on the staff.
3 Suspension will be the punishment following one warning for harassing CTFPL staff, squad captains intentionally having double squadders/suspended players on their squad, and having more than 6 racism bans.
4 Suspended players will have the right to appeal their suspension by submitting a formal written appeal to the suspension coordinator (usually an admin) after a specific amount of time, determined by the league administrators, has elapsed.
5 Players who do not appeal their suspension or lose their suspension appeal will remain suspended indefinitely.
6 Suspended players will have their Station ID and linked Station IDs tracked - using linked Station accounts will be considered a violation of the suspension.
7 Players violating their suspensions will be permanently removed from the league for all seasons and can have their squads affected.

11. Racism Rules
1 Anything deemed racist by the CTFPL staff will result in punishment (zone ban).
 
a All racism bans will be a *kill 240 (4 hours) from the zone.
 
b Players will not be able to defer bans to a more appropriate time for theirselves. (Ex: Racism bans will not be lifted before matches).
2 Racism is not allowed in the CTFPL zone.
 
a Using symbols to express racism or racist words will result in a ban. (Ex: [ []-[] ][ |\\\\| |<)
3 Racism will not be tolerated in any public arena.
4 Only players with mod powers and CTFPL tags in their aliases are obligated to ban players for racism. This includes event refs.
5 CTFPL tagged players are not obligated to ban players in game chats (:#squad: or ;#; chat or team chat) except for league-assigned chats (ex: ref chat, captains chat, spec chat, etc.).
6 If a player starts to be a problem, the administrators will have the choice to suspend the player for the time that they see fit.
7 MA_ aliases are not obligated to ban for racism, but can choose do so with a *block 240 command.