GB COD 5 Rules
Posted: Wed Nov 19, 2008 4:48 pm
For future reference....
Note: I will make it easier to read later.
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Settings
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.
The following settings apply to all GameBattles matches, regardless of the Game Mode.
Spectator : Disabled (Does not apply for Search and Destroy)
Friendly Fire : Enabled
Forced Respawns : Enabled
Wave Spawn Delay : None
ReSpawn Delay: None (Does not apply to Sabotage)
Radar Always On : Challenge Option
Max Health : Normal
Health Regeneration : Normal
Allow Kill Cam : Challenge Option
Allow Sprint : Enabled
Headshots Only : Disabled
Allow Perks : Challenge Option
Allow Kill Streaks : Challenge Option
Number of Lives : Unlimited (Does not apply to Search and Destroy.)
Join in Progress : Not Allowed
Hardcore Mode: Disabled
Vehicles : Challenge Option
The following settings are specific to each Game Mode, so please read them carefully before setting up the server.
Team Deathmatch
Points to Win : 1000
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 : 30 Seconds
Plant Time : 5 Seconds
Respawn Delay: 7.5
Defuse Time : 5 Seconds
Shared Bomb Timer : No
Score Limit : 1
Round Switch : Never
Domination
Time Limit : 10 Minutes
Score Limit : Unlimited
Respawn Delay : 5 Seconds
Capture the Flag
Time Limit : 10 Minutes
Capture Limit : 5 Flags
Flag Return Time : 30 Seconds
Enemy Carrier on Radar : Disabled
Touch Return : Enabled
Round Limit : 2 Rounds
Round Switch : Every Round
Respawn Delay : 7.5 Seconds
War
Time Limit : 10 Minutes
Normal Capture Time : 40 Seconds
Normal Flag Time : None
Final Fight Time Limit : 5 Minutes
Momentum : Enabled
Momentum Points: 70 Points
Blitzkreg Time : 30 Seconds
Respawn Delay : 7.5 Seconds
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.
General · Rosters · Challenges · No-Shows · Reporting · Crown
Tickets · Cheating · Referees · Proof · General Ladder · Settings · Matches
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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.
4. 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.
5. The team that is not hosting will pick which side to play on.
6. 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.
7. 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.
8. 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.
9. 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.
10. 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 rule 11 below.
11. 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.
12. If a team loses players during a map, they must find eligible substitutes prior to beginning the next map. A team is not allowed to start a map shorthanded. For a “Kill Dependent Game Mode”, a team can never play shorthanded as stated in rule number 11. Teams are allowed a 5 minute grace period to find eligible substitutes between maps as per rule number 7. Please follow the steps in rule number 7 if the match is delayed longer than 5 minutes between maps.
13. We highly recommend that all players appear offline at all times 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. If a map results in a tie, the map will be replayed with the same sides and settings.
15. 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.
Note: I will make it easier to read later.
______________________________________________________________
Settings
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.
The following settings apply to all GameBattles matches, regardless of the Game Mode.
Spectator : Disabled (Does not apply for Search and Destroy)
Friendly Fire : Enabled
Forced Respawns : Enabled
Wave Spawn Delay : None
ReSpawn Delay: None (Does not apply to Sabotage)
Radar Always On : Challenge Option
Max Health : Normal
Health Regeneration : Normal
Allow Kill Cam : Challenge Option
Allow Sprint : Enabled
Headshots Only : Disabled
Allow Perks : Challenge Option
Allow Kill Streaks : Challenge Option
Number of Lives : Unlimited (Does not apply to Search and Destroy.)
Join in Progress : Not Allowed
Hardcore Mode: Disabled
Vehicles : Challenge Option
The following settings are specific to each Game Mode, so please read them carefully before setting up the server.
Team Deathmatch
Points to Win : 1000
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 : 30 Seconds
Plant Time : 5 Seconds
Respawn Delay: 7.5
Defuse Time : 5 Seconds
Shared Bomb Timer : No
Score Limit : 1
Round Switch : Never
Domination
Time Limit : 10 Minutes
Score Limit : Unlimited
Respawn Delay : 5 Seconds
Capture the Flag
Time Limit : 10 Minutes
Capture Limit : 5 Flags
Flag Return Time : 30 Seconds
Enemy Carrier on Radar : Disabled
Touch Return : Enabled
Round Limit : 2 Rounds
Round Switch : Every Round
Respawn Delay : 7.5 Seconds
War
Time Limit : 10 Minutes
Normal Capture Time : 40 Seconds
Normal Flag Time : None
Final Fight Time Limit : 5 Minutes
Momentum : Enabled
Momentum Points: 70 Points
Blitzkreg Time : 30 Seconds
Respawn Delay : 7.5 Seconds
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.
General · Rosters · Challenges · No-Shows · Reporting · Crown
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.
4. 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.
5. The team that is not hosting will pick which side to play on.
6. 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.
7. 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.
8. 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.
9. 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.
10. 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 rule 11 below.
11. 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.
12. If a team loses players during a map, they must find eligible substitutes prior to beginning the next map. A team is not allowed to start a map shorthanded. For a “Kill Dependent Game Mode”, a team can never play shorthanded as stated in rule number 11. Teams are allowed a 5 minute grace period to find eligible substitutes between maps as per rule number 7. Please follow the steps in rule number 7 if the match is delayed longer than 5 minutes between maps.
13. We highly recommend that all players appear offline at all times 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. If a map results in a tie, the map will be replayed with the same sides and settings.
15. 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.