Free cookie consent management tool by TermsFeed

Call of Duty 2

Call of Duty 2 - Nightcup #05

Our advice to you is to read the rules before playing!

1. Introduction

Please take time to read through these rules before you start playing on FPSChallenge.
These rules apply to all standard CoD2 ladders within FPSChallenge.
These rules are set to explain the basic conduct that teams are expected to adhere to and also an action that will be taken by admins if any evidence comes to light of these rules being breached by a player or a team.
We always try to ensure that the rules are complete and up to date, but this may not always be the case.
All players are expected to be familiar with the rules and there is no excuse for not knowing them.
All team leaders are expected to ensure that their players adhere to these rules.
If a player breaks any of these rules, action may be taken against both - a player and a team.
Not knowing the ladder rules is never a valid excuse for not following them.

2. Server settings

All standard FPSChallenge ladder matches must be played using the official v1.3 patch.
Minimal version 3.00 of zPAM in competitive mode has to be used.
PAM mode
• In CoD2 S&D 2v2 Ladder, pam_mode cg_2v2
• In CoD2 S&D 3v3 Ladder, pam_mode cg_mr12
• In CoD2 S&D 5v5 Ladder, pam_mode cg_mr12
Punkbuster need to be OFF
Antilag need to be OFF (if both teams agree to play antilag ON, it can't be changed when the match has started)

FPSChallenge doesn't support illegal game executable files (cracked), but teams may agree to play on them with ready-up.
Teams are allowed to provide their own server, as long as it doesn't conflict with any other server rules.
Proposed servers are never binding and are 'suggested' play locations only.
Once a match starts on the suggested server, another team cannot claim 50/50 unless the server has serious ping issues or both teams agree that server does not fit to be used or a game server has major problems.
Evidence must be taken of the serious disadvantage (preferably a screenshot with the full line-up and visible pings) caused by the server issues.
Teams abusing the rule or failing to provide evidences for their claims will lose a match by forfeit or have their claims discarded.
Unplayed matches will be cancelled if appropriate servers could not be found.
If all players ready-up, they indicate that they accept the following server settings:
• Ping
• Server config
• PunkBuster and streaming status
• PAM mode
• MD5 & CVAR checks

3. Team and player settings

Any team registered on FPSChallenge can participate in any ladder.
Only players who are registered in a team on FPSChallenge can play in ladder matches and they can only play with the name (or very similar) they registered in a roster of that team.
If all players ready-up, they indicate that they accept the following player settings:
• Ping and their connection quality
• Ingame nickname

4. FPSChallenge Anti-Cheat (FPSAC)

In all FPSChallenge CoD2 EU Ladder matches FPSAC must be used.
Each player is responsible for making sure they are running it during a match and have to make sure they enter the correct match ID before starting any match.
In case someone filled in a wrong match ID, they must write the correct match ID in Public/Private discussion within 48 hours after a match was played.
If they fail to do so, they will lose by forfeit.

5. Finding your opponents

IRC:
https://webchat.quakenet.org/ -> #cod2.wars

Discord:
FPSChallenge - https://discord.com/invite/nf5DkjR
CODWARS - https://discord.gg/H3DxrFa
TLS CoD2 Community -
https://discord.gg/YubDuvcn

6. Map list

The following maps can be played within the standard FPSChallenge ladders:
• mp_toujane
• mp_burgundy
• mp_dawnville
• mp_matmata
• mp_carentan
• mp_trainstation
• mp_breakout_TLS (teams can agree to play old version)
• mp_chelm_fix
• mp_crossroads

7. Match rules

A standard match on FPSChallenge = MR12 / Best of 3 (MR12/BO3)
By default the VETO system is used, meaning both teams pick their map and ban remaining maps until 1 left, which is decider.
Lowest ranking team decides which map is played first.
Teams can pick sides on their opponents map. (pistol bash winner gets to pick side on 3rd map)

There is a limit of one shotgun and one sniper per team, as set by zPAM.
Using more than one shotgun or sniper in team will result in a round loss.
This means if accidentally dropped, you're allowed to pick up opponent's shotgun and sniper, but not to use it.

The default team size is specific to the ladder you're competiting in.
• In CoD2 S&D 2v2 Ladder there's maximum of 2 players per team.
• In CoD2 S&D 3v3 Ladder there's maximum of 3 players per team.
• In CoD2 S&D Ladder there's a minimum of 4 players, and maximum of 10 players per team.

8. Before the match

When both teams agree the match should not be played the match will be cancelled by an admin (both teams need to confirm in the match comments)
If you still haven't managed to get in touch with your opponent 10 minutes after the scheduled starting time of a match, you can claim a noshow win
Entering a noshow is done as followed:
-Dispute, and short but clear comment explaining why this match should be a noshow.
+ Screenshoot
In case of a no-show it's strictly forbidden to fill in any score (even 1-0), even when both teams agree.

9. During the match

Once a match has started, its result counts, unless both sides agree it shouldn't. Ping, lag issues or incorrect server settings are no excuse for leaving.
You should have checked a server before you started playing.
If one team walks away from a match, the score at a time when their last player quits can be considered to be the result of a match if a team that didn't leave was leading.
If the leaving team was winning but the losing team could have still won the match, FPSChallenge will change it to the advantage of a team that didn't leave.

10. After the match

Either team can enter the result of a match, unless the other has already done so.
A match result can be:
- The real score of the match.
- Open dispute if a team violated the rules

If neither team enters a result, the match will be be cancelled and both captains will be banned for 24 hours.

When creating a dispute, teams need to explain in detail what rules were violated + provide proof to back up their claim.
Creating pointless disputes or failing to provide information when creating a dispute will be punished.

Once a match is completed only an admin can re-open it.

11. Demos

All matches must be recorded (/record) and demos should be kept until 48 hours after the date listed in the match details.
If a dispute gets open, demos should be kept 48 hours after a dispute is solved.
Failing to follow these rules will lead to a direct forfeit loss for a team. Player in question will be punished according to Match Ban Policy.

In order to officially request a demo you must make a valid demo request :
Players/teams must request a demo by posting a FPSChallenge account of the required player(s) in the match discussion, not in-game.
If a player has a different nickname in-game, you may request a player to use their FPSChallenge nickname.
If you want to request a demo in a dispute, make sure you make a valid demo request in the dispute discussion.
Only first demo request is valid, all other ones will be ignored.

A valid demorequest looks like this: (playerlink + maps)
https://fpschallenge.eu/user/head - Toujane & Burgundy

You can request limited amount of demos:
• 2v2: 2 both demo
• 3v3: 2 both demo
• 4v4: 3 both demo
• 5v5: 4 both demo, etc.

Players have 48 hours to upload the requested demos from the request date
Failure to upload requested demos or uploading demos that are broken or missing will lead into a forfeit loss.
If a demo is missing 3 or more rounds then a forfeit win will be awarded to the opposing team.
Also, if a player is manipulating a demo recording process (e.g. by stopping it in a live match on purpose), all points gained in that period will be awarded to an opponent.
Once the match is completed any remaining demorequests become invalid.

12. Timestamps

Once the requested demos have been uploaded you have 72 hours to provide timestamps.
This is a log of the accused player listing specific rounds and times.
Keep the timestamps short (7+- rounds per map)

When providing timestamps for demos, please provide:
- playerlink
- demolink
- matchlink

13. Match disputes

In dispute both sides must explain the problem in a short but clear and complete way.
Failure to make a clear match dispute will lead to a dispute loss.

All evidences and information on a match should be provided in English and written in the dispute discussion.
Examples of valid evidence are demos, in-game screenshots and server logs that were obtained from a neutral party. Private logs from IRC, MSN etc. or server logs provided by either team will not be considered to be an evidence because they can be easily falsified.
Falsifying evidence in a match dispute will result in a Match Ban.
Making pointless disputes or forcing a team in a pointless dispute can be punished with a ban.
If both teams violated the ladder rules in a way that would award them both a forfeit loss, the match will be cancelled.
It is strictly forbidden to contact any admin in private to defend your case. Anything you have to say must be said openly. Trying to influence an admin in private will lead to a dispute loss.

14. Cheating + bugabuse + verbal abuse

The installation of any public or private cheat is strictly forbidden and will lead to a Match Ban.
Any form of cheating will be punished, that includes modified PAM / modified files / custom .DLL / etc

It is strictly forbidden to promote any type of cheats.
Such cases will always be considered abuse and rigorous measures will be taken against these players.

Players who are found playing knowingly with cheaters or RWBs in one match will be banned.

Abuse is reviewed case by case.

Smoke bugging is not allowed and will be punished with a forfeit loss.
Any types of scripts / macros / settings proven to give a real advantage or are part of not allowed binds/scripts below will not be tolerated and will be punished with ban.

Not allowed bind and scripts:
• any "exec" or "vstr" bind (unless they are demorelated)
• any script including "lookdown"
• any bind including "rate" cannot have a value outside 25000
• any bind including "com_maxfps" cannot have a value below 40 or above 250
• any bind including "attack" cannot be combined with any other command
• any bind including "frag" cannot be combined with other commands/binds
All binds/scripts that are not covered by above not allowed scripts/binds will be reviewed on a case-by-case basic to see if they do give an advantage.

"Clipping" and fast reloading will lead to round loss, if player does it in three or more rounds, forfeit win will be awarded to an opponent. Silent climbing on ladders is allowed, but silent dropping from roof is not, and will lead to the round loss. Smoke bugging is not allowed and will be punished with a forfeit loss. Players are allowed to jump to special places (including "trickjumping") which can be reached without any additional aid (example another player or explosives) or 333 FPS, as long as it doesn't violate the bug abuse rule (example exploiting 2-way mirror walls).

Players that have been banned by FPSChallenge are not allowed to participate in any of the FPSChallenge matches.

Any form of cheating that isn't mentioned in the rules will be handled case by case.

15. Miscellaneous rules

Substituting a player during a match is allowed, If a new player has not showed up after 5 minutes, an opposing team can demand that a match starts without them
Each team gets one timeout per side. Teams may therefore use a maximum of 6 timeouts.
At map or side change teams can take a maximum of 5 minutes for a break, a match is to resume after that time. When 5 minutes are up, spectators may be removed freely. Staying in spectator will lead to an automatic loss of a round.
If a server crashes during a game, you must replay a round in which a crash occured.
Spectating during an official match is not allowed. When spectators that are not allowed to join a server enter a match, a match should be paused and spectators must leave before a match may continue.
It is not allowed to kick players from the opposing team, doing so will result in a default loss of a match