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Gamebattles Rules for MW2
Topic Started: May 1 2010, 01:36 AM (155 Views)
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1. The default settings specified in these rules can be changed, but only if an option is available in the challenge. The staff will support no other agreements, (i.e. verbal, AIM, email). So unless specified otherwise in the match details, these default rules will be followed.
o The following settings apply to all GameBattles matches, regardless of the Game Mode.
 Spectating: Disabled (Does not apply for Search and Destroy). Spectating is to be Enabled when a Staff Member is present to spectate the match.
 Friendly Fire: Enabled
 Forced Respawns: Enabled
 Wave Spawn Delay: None
 ReSpawn Delay: None (Does not apply to Sabotage, Capture the Flag, Domination, and Demolition)
 Radar Always On: Challenge Option
 Max Health: Normal
 Health Regeneration: Normal
 Kill Cam: Enabled
 Headshots Only: Disabled
 Third Person View: Challenge Option
 Allow Perks: Challenge Option
 Killstreak Rewards: Challenge Option
 Number of Lives: Unlimited (Does not apply to Search and Destroy.)
 Join in Progress: Not Allowed
 Hardcore Mode: Challenge Option
o The following settings are specific to each Game Mode, so please read them carefully before setting up the server.
 Team Deathmatch
 Points to Win: 5000
 Round Timer: 10 Minutes
 Search and Destroy
 Round Length: 3 Minutes
 Bomb Timer: 45 Seconds
 Number of lives: 1 Life
 Plant Time: 7.5 Seconds
 Defuse Time: 7.5 Seconds
 Multi Bomb: Disabled
 Score Limit: 4 Points
 Round Switch: Every Round
 Spectator: Team Only
 Sabotage
 Time Limit: 10 Minutes
 Bomb Timer: 45 Seconds
 Plant Time: 5 Seconds
 Defuse Time: 5 Seconds
 Respawn Delay: 7.5
 Shared Bomb Timer: No
 Note: In the event of a tie, the game will go into Overtime to determine the winner. If the Overtime results in a Draw, the map must be replayed until a winner is decided.
 Domination
 Time Limit: 10 Minutes
 Score Limit: Unlimited
 Respawn Delay: 5 Seconds
 Capture The Flag
 Time Limit: 10 Minutes
 Score Limit: Unlimited
 Respawn Delay: 5 Seconds
 Note: In the event of a tie, the game will go into Overtime to determine the winner. If the Overtime results in a Draw, the map must be replayed until a winner is decided.
 Demolition
 Time Limit: 3 Minutes
 Round Switch: Every Round
 Bomb Timer: 30 Seconds
 Plant Time: 5 Seconds
 Defuse Time: 5 Seconds
 Extra Time: 2 Minutes
 Respawn Delay: 5 Seconds
 Headquarters
 Time Limit: 10 Minutes
 Score Limit: Unlimited
 HQ Lifetime: 1 Minute
 HQ Activate Delay: 30 Seconds

2. If any of the above settings are incorrect, the hosting team forfeits that map. The team hosting is responsible to ensure all setting are correct prior to beginning any map. If the settings are incorrect, the map needs to end and the next map needs to be played. The team that was not hosting is responsible for obtaining valid proof to show that the hosting team did not have the settings correct. A ticket with valid proof must be submitted immediately after the match has been completed.
MLG VARIANT SETTINGS
1. All of the Settings changes that were made to the default Game Modes (Search and Destroy, Capture the Flag, and Demolition) are listed below. Settings that are not listed below should not be changed from their default state.
o Maps and Modes
 Highrise - Search and Destroy
 Highrise - Capture the Flag
 Highrise - Demolition
 Invasion - Search and Destroy
 Invasion - Capture the Flag
 Invasion - Demolition
 Karachi - Search and Destroy
 Scrapyard - Search and Destroy
 Scrapyard - Capture the Flag
 Scrapyard - Demolition
 Terminal - Search and Destroy
 Terminal - Capture the Flag
 Terminal - Demolition
o Game Settings
 Join in Progress: Not Allowed
 Spectator: Team Only
 Friendly Fire: Enabled
 Forced Respawn: Enabled
 Wave Spawn Delay: None
 Radar Always On: Disabled
 Max Health: Normal
 Health Regeneration: Normal
 KillCam: Enabled
 Headshots Only: Disabled
 Allow Perks: Enabled
 Killstreak Rewards: Disabled
 Number of Lives: Unlimited (Does not apply to Search and Destroy)
 3rd Person: Disabled
 Hardcore Mode: Disabled

The following settings are specific to each Game Mode, so please read them carefully before setting up the server.
o Search and Destroy
 Round Length: 2.5 Minutes
 Bomb Timer: 45 Seconds
 Number of lives: 1 Life
 Plant Time: 7.5 Seconds
 Defuse Time: 7.5 Seconds
 Multi Bomb: Disabled
 Score Limit: 4 Points
 Round Switch: Every Round

o Capture the Flag
 Time Limit: 10 Minutes
 Score Limit: Unlimited
 Respawn Delay: 7.5 Seconds
 Note: In the event of a tie, the Overtime tie-breaker will not be used, the map must be replayed until a winner is found.

o Demolition
 Time Limit: 3 Minutes
 Round Switch: Every Round
 Bomb Timer: 45 Seconds
 Plant Time: 5 Seconds
 Defuse Time: 5 Seconds
 Extra Time: 2 Minutes
 Respawn Delay: 5 Seconds
o Banned Weapons
 Grenade Launcher
 Claymore
 C4
 Secondary Launchers
 Blast Shield
 Tactical Insertion
 Riot Shield
 Shotguns

o Banned Perks
 Bling
 One Man Army

o Note: Copycat must be used as the Death Streak

2. To play a match using MLG Variant Gameplay, you must first select the "MLG Variant" custom mapset from the drop-down. If this is not selected, maps that are not included in the MLG Variant Gameplay may be randomized and cannot be played. You must submit a ticket to have that match removed.
3. Second, you must select the "Yes - Use MLG Variant Gameplay" option from the MLG Variant Gameplay section. If this was not selected, the match will not be played with MLG Variant Gameplay and would use the settings found under "Settings" in the Settings section above.
4. Your selection for all options below the MLG Variant Gameplay section will not matter. All required settings for MLG Variant Gameplay are listed above in the "Settings" section and must be used.
General • Rosters • Challenges • No-Shows • Reporting • Tickets
Cheating • Referees • Proof • General Ladder • Settings • Matches
MATCHES
1. All matches must be played in their entirety unless both teams agree to postpone or cancel the match. Teams can play a best of 3 (first team to win 2 maps wins the match) or a best of 5 (first team to win 3 maps wins the match). If no selection is made, a Standard Ladder Match will be played best of 3 maps.
2. Randomized maps MUST be used. Users cannot pick maps or change options selected in the challenge details. The staff will support no other agreements, (i.e. verbal, AIM, email). Unless specified otherwise in the challenge details, these default rules will be followed.
3. The higher ranked team at match time will host the first map. The higher ranked team is the team ranked closer to “1” on the ladder. If there is a tie in rank (i.e. both are unranked), the Team ID closest to 0 will host first. The lower ranked team at match time will host the second map. This will alternate for each map until/if a tie breaker map is needed. If a tie breaker map is needed, the lower ranked team will host the final map.
4. The team that is not hosting will pick which side to play on.
5. A "Lag Test" must be completed prior to starting the match. This is a test round that does not count and uses the standard game settings that will be used during the match. For the lag test, a map that is not scheduled for play must be used. If the game lags during this test, a new host must be chosen. If both teams cannot find or agree upon an acceptable host, the match needs to be removed. To have the match removed, both teams need to submit tickets asking that the match be canceled.
6. Teams may not delay the match for more than 5 minutes between each map. If a team delays the start for longer than 5 minutes between maps, they will forfeit that map. The team that did not delay must submit a ticket with valid proof showing that this delay did occur. First, the match must be completed and the scores must be reported correctly. Do not dispute the match on purpose. After the match is complete, submit a ticket containing the URL link of the proof.
7. If a player/host disconnects during the initial launch of a map, the map will be restarted. The initial launch is defined as within the first 30 seconds or before the first kill. If both teams disagree over when the disconnection took place, video proof must be provided. First, the match must be completed and the scores must be reported correctly. The URL link of the proof must be submitted in a ticket once the match is completed.
8. If the host disconnects after the map has started, the host's team forfeits that map. After the map has started is after 30 seconds or after the first kill. If both teams disagree over when the disconnection took place, video proof must be provided. First, the match must be completed and the scores must be reported correctly. The URL link of the proof must be submitted in a ticket once the match is completed.
9. If a player disconnects after the game has started, the game will continue and a player may be re-invited. The re-invited player may be the player that dropped or a new eligible player. The only exception to this rule is for a "Kill Dependent Game Mode". Please see the rule below.
10. A "Kill Dependent Game Mode," often referred to as Deathmatch, Sharpshooter or Slayer, is a game mode whose winner is decided by the overall number of kills, or points gained from kills. Because this mode relies on the number of players present, a team can never play shorthanded when playing this mode. A Team that loses a player during this game mode, after the first kill has occurred, forfeits that map.
11. If a team loses players during a map, they can find eligible substitutes prior to beginning the next map. For a “Kill Dependent Game Mode”, a team can never play shorthanded.Teams are allowed a 5 minute grace period to find eligible substitutes between maps. Please follow the steps in rule number 6 if the match is delayed longer than 5 minutes between maps.
12. A team can start a map shorthanded unless it is for a "Kill Dependent Game Mode"(for a description of what a "Kill Dependent Game Mode" is, please see above). You can only be shorthanded by one player. For example, in a 4v4, a team can start a map with 3 players. If you are missing more than one player, you cannot start a map. This rule applies to all matches except for 1v1s.
13. We highly recommend that all players appear offline during their match. Users are not to dispute a match on purpose if the other team did not appear offline. If random players enter the room, ask them to leave. If they leave immediately without disrupting the match, the match can continue. If the player disrupts the match, the match is to resume from the score at which the player(s) entered.
14. We strongly recommend that you set your Friends List to "Private".
15. If a map results in a tie, the map will be replayed with the same sides and settings.
16. Deliberate and repeated team-killing or committing suicide on purpose during Team Deathmatch will result in a forfeit of the map. If a team is accused of violating this rule, the accuser must provide valid video proof. First, the match must be completed and the scores must be reported correctly. The URL link of the proof must be submitted in a ticket once the match is completed. An Admin has the ability to overturn the match if valid proof is provided.
17. Leaving a Demolition match after the second round will result in a forfeit of the map.
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