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fleXx iDesign Admin

Joined: 23 Mar 2008 Posts: 19 Location: England UK
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Posted: Sat Mar 29, 2008 12:07 pm Post subject: pay not attention to this |
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The Hostile Tactics Gaming Network was founded to provide a competitive and fair atmosphere for gaming enthusiasts to play in an organized format. The following rules have been outlined by the Hostile Tactics Gaming Network in an effort to ensure that the environment of play during HTGN matches is one of competition, fun, and fair game play. All players and teams will be expected to hold themselves to the highest standard with respect to these rules.
Definitions
Team: A group of five (5) or more competitors who will compete in the league together.
Home Team: The team whose server the match will be played on (see 5.0)
Away Team: The team with the choice of which side (OpFor or Marines) they will begin on
Match: Two (2) Halves of play completed in their entirety, each team plays one side per half
Live Round: A round that will be played in its entirety and whose result will be counted towards the score. It either lasts 2 minutes or until the attackers plant and/or defenders diffuse.
Score: The accumulated amount of points in game for each side.
Captain: The leader of a team or the team member acting as the leader of the team. The captain takes responsibility for all actions of the team as a whole and of its members.
Disclaimer
The following are official rules of the HTGN Call of Duty 4 division. These rules have been set forth by the HTGN staff, and are to apply to all members of the HTGN Call of Duty 4 Community at all times. Ignorance to these rules is not an excuse to avoid punishment for violations committed. It is each player's responsibility to be aware of these rules and hold him or herself up to the standards set forth here. Adherence to these rules is required of all players at all times. Transgressions may result in suspension or permanent removal and banning from the league at the discretion of HTGN administrators.
League Structure
The HTGN Call of Duty 4 division will consist of 5 seasons per year. Each season will last 8 weeks: 6 weeks for regular season play in which one match will be played per team per week, and 2 weeks of postseason play. Teams that qualify for the postseason will be determined by the administration based on criteria that will be posted during each season and can change based on the situation of the tournament each season. Postseason structure will also be posted by the administration during the regular season, and will be a bracket-style tournament in which qualifying teams will compete.
Tournament Format
* The tournament will be played with the Search & Destroy gametype.
Anti-Cheat PunkBuster
* PunkBuster will be activated on the servers.
All servers must be running Punkbuster anti-cheat for all HTGN matches. The current HTGN CoD 4 Punkbusterconfig file can be found in the Downloads section of the CoD 4 division of the HTGN web site, and is required for all HTGN matches. Any reports of cheating from Punkbuster (either by violation or by screen shot) will be reviewed by the the Anti-Cheat administration after the match. Servers must also have the UNALTERED most RECENT HTGN PB config available for download in the division. Check with an admin on what the latest version is. All players should read the Anti Cheat Manual located in the HTGN forums for information on AC regulations and how to make sure servers are set up. If you have any questions you may contact an AC Admin.
Players are encouraged to check GUID's and confirm that any potential AC admins that may connect during match time are actually AC admins. If an AC admin makes a call during the match on eligibility of a player(s) or any other matter, that ruling is final. Do not contact other officials to try to get contradicting calls. Doing so can result in suspension of the player(s) admin hopping.
* Game Guardian
All players are required to have the latest version of the GG client in every match. Any match in which a player fails to comply with this will be overturned in the favor of the opposing team. Game Guardian client can be on the HTGN website, and instructions for how to run it can be found in the readme that is enclosed with the client itself.
Before match play, team captains must check that the players on the server at authenticated with GG. To do this, hit the GG hotkey (Home key on your keyboard). An ingame overlay will appear listing players in the server that are authenticated with the Game Guardian master server. If their name is Green, then the player is eligible to play the match. If a player name is Red, then they are suspended from HTGN play and that player's team needs to find a replacement. Team captains should not allow a match to start without all players being authenticated by Game Guardian. If team captains have any issue, they should contact a CoD 4 admin via IRC or Xfire.
Cheating & Exploits
* Default Skins/Models/Files/Maps
Default files ONLY, as installed from the CoD4 DVD or via Steam, are to be used. If it is proven that a team has modified or customised any accepted mods, that team will be subject to dismissal from the competition. Other cheats include but are not limited to, use of any player skins, weapon skins, textures, custom maps, enhanced sound mods, blood mods, sniper scopes, modified game files, illegal binds and hardware macros that simulate timed button presses.
Illegal Binds are defined as;
Any binding of three or more keys.
Binds that alter the map model, i.e.: no fog, no foliage, etc.
Any binds pointed to any program or function that resides outside of the CoD4 directory, with the exception of voice comms software.
Permitted Bindings include;
Changes to assigned stock single key game play binds.
Binding of not more than two motion keys (Example: bind a +leanright;+moveright)
If you have a non-stock binding that you’re unsure is legal, or have a binding that you would like to have approved for use in match play, submit the information to an admin for clarification and/or consideration. Any player found using illegal binds will be subject to possible removal from the competition.
Cheating/Exploits/Use Of Either
Any player found found to be cheating will be removed from the league or tournament immediately. The player shall be considered suspended from HTGN, the length of said suspension to be determined at the time of violation.
The use of any modified files, or any tool that modifies files is prohibited. These types of infractions include, but are not limited to:
*
Increasing in-game sounds beyond what the developer's or HTGN intended or allow.
*
Aimbots
*
Reticule locks
*
Speed hacks
*
Wall hacks
No files other than official, unmodified CoD4 files may be called or injected by the game or 3rd party tool for either the client or the server. PAM4 and NoGunSway Mod are the only mods allowed on the server and are NOT to be modified in any way or form.
Cheater caught in a official HTGN Match:
1.
Forfeiture of the existing game
2.
Offending Player banned for a period no less then 2yrs.
3.
The offending team will forfeit any match (for that current season) that the offending player was proved* to have played in.
4.
2nd Offense, Offending player is Permanently Banned from HTGN.
Cheater caught in a Match outside of HTGN ( such as another competition site):
1.
Offending player banned for no less then 1 yr if valid proof is provided to HTGN Administration for confirmation.
2.
The offending team may then forfeit any match (for that current season) that the offending player was *proved* to have played in if HTGN administration so chooses.
3.
2nd Offense, Offending player is Permanently Banned from HTGN.
Cheater caught in a Pub/Scrim :
1.
Offending Player banned from HTGN for no less then 1 Year if valid proof is provided to HTGN dministration for confirmation.
2.
2nd Offense, Offending player is Permanently Banned from HTGN.
*** Opposing teams will have to provide the proof to HTGN Administration in the form of (but not limited to) Demos, Screen shots or Server logs showing that the offending team did have this player on their roster at HTGN at the time of the infraction. Proof must be provided within a 48 hr period from the time of the complaint.
Important: HTGN will continue to encourage and support teams who police themselves and bring forward any cheaters within their team. In the case where a team removes a cheater from their ranks and brings it to the attention of HTGN administration. HTGN may waive the forfeiture of past league matches in some cases.
An exploit or glitch is an action taken by a player, which takes advantage of a circumstance not intended by the developers, to provide an advantage over other players. These types of actions are, but are not limited to:
*
Nade or RPG jumping - using nades or RPGs to achieve higher jumps than what
*
Bounce Jump Glitch - strafe jumping onto map objects which normally would cause a player to slide off to jump higher than the developer intended to reach certain places on the map
*
Boosting - using fellow teammates to reach places that normally cannot be reached with a player's normal jumping ability.
*
Devmap during a match
*
Key binds that causes any variation in the normal speed of an action. An example of an illegal key bind would be one that allowed you to crawl at the pace of a run, or any bind that cuts the time it takes to perform a normal action.
*
Jumping/climbing to map areas where invisible textures are present.
*
Using map glitches to see through or under areas not intended by the developers.
*
Laying prone on stairs or ramps.
HTGN admins trust that players use their own common sense when determining what an exploit/glitch in the game is. When in doubt, do not do it. The above list is not a complete list and any questions about exploits or cheats should be directed to the HTGN.CoD4 Game Staff either via the Support Desk or #htgn on irc.gamesuge.net.
Every team competing in HTGN is expected to demonstrate honesty and good sportsmanship in regards to game play at all times.
Not all bugs/exploits are considered cheats. The HTGN Administrative Staff acknowledges some unintended effects of bugs are an acceptable part of the game. We will take this into consideration when determining if a bug is so extreme that it warrants banning/suspensions (disciplinary action will be taken against teams that use a banned bug\exploit).
Map exploits defined: Map exploits are errors or oversights in map design made by the map developer that provide an unfair advantage to a player or a team.
Such exploits include but are not limited to: the ability to lean through, pass through, and see through walls, doors, and windows, and use of clipped or defective map passages to access areas outside the normal playing area.
Proof of exploits: Any dispute made for use of exploits must be supported with evidence. Any player, group of players, or team proven to be using illegal map exploits or boosting will be subject to loss of match points and possible expulsion from the Cup. Anyone found cheating will face a match forfeit and/or removal of team from the competition.
Match Demo
We ask that each player records a demo of every match they play. Any suggestion of unfair play can then be resolved swiftly and fairly. The demo is to be started before the match begins, and turned off when the match is over. Demo’s must be kept on file for the duration of the competition.
To record a match demo take the following steps:
To begin demo drop your console and type in /record nameofdemo. Where nameofdemo could be anything you wish.
To end demo drop your console and type in /stoprecord.
To playback demo load the game, drop console, and type in /demo nameofdemo.
Search and Destroy - This Is Default HTGN Match Setup
1. You will win by completing 24 rounds on one map and adding up round victories. Search & Destroy mode will be two halves of 12 rounds. Each team will play each side once, bashing for sides to decide. After the first half has been completed, screenshots of the score must be taken and then teams will switch sides and finish the match.
2. Once the match has completed, the round scores from both half’s are tallied, with the team having the most rounds winning the match. NOTE: A draw is acceptable in the group stages. A tie-break only takes place in the elimination/final stages if needed.
3. The following must be setup also:
* Bomb Defusal Time: 7 Seconds.
* 45 Seconds To Defuse NOT 60.
* MultiBomb - OFF 1 Bomb Only.
* P90 - OFF.
Failure to Compete
Intentionally choosing to forfeit a match or otherwise not playing two matches in a row will result in the suspension and removal of the offending team.
General Information
Disputes are taken very seriously in HTGN. Teams are allotted a set number of disputes, based on type, during the season. Any team that extinguishes its disputes during regular season will not be given any additional disputes until the following season. In the event a team wishes to file a dispute against their opponent, they must do so through the HTGN web site and NOT through e-mail, the private message system, or IRC. Any member who is not a designated captain of a team is not allowed to report a dispute.
Teams MUST be ready to turn over evidence that would substantiate any accusations or otherwise back up the subject of the dispute. If specific information is not available or provided, the dispute will be thrown out. The administrator that takes ownership of your dispute ticket will contact you initially via the HTGN PM system to request further details and/or with information on uploading such materials.
Rule Violations
Teams who violate any rule(s) as previously listed will be subject to disciplinary action. Where not specified, the duration of league suspensions will be determined by senior league officials. Teams that consistently engage in immediately and repetitive abusive or un sportsmanlike conduct will be removed from the league in their entirety.
Maps
The following maps will be used throughout the competition. Each map played will be selected beforehand by our Tournament System. The map list is as follows:
* mp_Crossfire
* mp_Crash
* mp_Vacant
* mp_CityStreets
* mp_Strike
* mp_Pipeline
* mp_Overgrown
* mp_Backlot
Server Setup
1. The servers will be setup and ready prior to the competition, this is to allow players to practice before the tournament starts. Any problems with the servers should be reported immediately to an admin. The password and rcon for the servers at the event will be "HTGNmatch"
2. Matches will be played using the latest PAM4 version, with the latest Crossfire ruleset.
The Match Process
1. Starting the Match
1. Prior to starting a match all players should be on the server and each player matched against the teams list signed up for the Tournament. All players will join their respective starting sides. Team captains will verify that their players have begun demo recording. Team captains will communicate that they are ready to start. The server admin will restart the server in order for the knife round to begin. The knife round will be to decide sides. If anyone on the opposite team is injured by gunfire or grenade damage during the PB round the offending team forfeits the bash.
2. It is the responsibility of the team captain to insure that his/her team is on the match server at the time the match is set to be played, and with the minimum number of required eligible players, 5 (Five). If a team fails to appear with the minimum number of players required the team with 5 players and the other team does not the team with 5 players have the right to claim a forfeit.
3. There is a fifteen minute time limit set. For example, if the match is scheduled to begin at 2:00PM, and a team does not show up, they have until 2:15PM to comply with match requirements. If after 2:15PM they are not ready they must immediately report the forfeit loss.
2. Ending the Match
1. A match is considered officially completed when both sides of the map have been played and the time and/or rounds have expired.
3. Use of RCON
1. It is expressly forbidden to use RCON to scan, force screenshots, or any other action which may disrupt or lag an opponents connection.
Substitutions
Substitutions are allowed at any time during the match. There are two conditions to be met for substitutions to be valid:
5.
The player being subbed in must be a rostered player on the HTGN web site for the team onto which he is subbing.
6.
The player being subbed out must leave the server BEFORE the player being subbed in connects.
7.
There are NO exceptions to these rules.
Tie-Breaker & Overtime
In the event of a 12-12 score at the completion of 24 rounds, an overtime will take place to decide a winner. The overtime will consist of two (2) three (3)-round halves, with the team that attacked first during regulation attacking first during overtime. If, at the end of the overtime period, the score is 3-3, overtime rounds will be repeated until one team finishes an overtime having won more rounds than the other team. That team is the winner. There will be no ties in HTGN play.
Post-Match
At the completion of a match, the winners are to immediately report the match results on the HTGN web site, regardless of whether a dispute is to be filed or not. If a dispute is filed, the match results can be changed accordingly.
Players
Teams must field five (5) rostered players for a match. Teams unable to field five (5) rostered players for a match at the conclusion of the fifteen (15)-minutes grace period are subject to forfeit of the match at the discretion of the opponent. A half or round of Overtime may not begin until both teams have five (5) rostered players. No 4v5 play is allowed. If a team beings a match with 5 players but loses one during the match, they may continue to play the half with the players they have.
For example:
If teams A and B both have 5 players at the beginning of a match, but team B loses one player after the 4th round, team B may continue to play 4v5 until halftime. The second half, though, may not begin until team B has fielded a fifth rostered player. If team B cannot field a 5th rostered player, they forfeit the remaining rounds.
Under absolutely NO circumstances may a player not on a team's HTGN roster play for the team during an HTGN match.
Playoffs
Standings will be based on Win Percentage, with tiebreakers being decided by the number of cumulative rounds won by a team over the course of the season. The number of teams that are eligible for the playoffs will be determined by the administrators based on the number of teams that actively participated in the league for the duration of the season. Playoff eligibility requirements will be posted by administrators when they become available.
Scheduling
Each team will be matched up against a different team for each week of the six (6) week regular season (if possible). Match-ups for a given week will be posted no later than 72 hours prior to league match day at 11:59 PM EST.
Match Scheduling Process
Matches must be scheduled using the Match Comms client provided on the HTGN web site. Any teams that do not contact the captain of their opponent via Match comms are subject to a forfeit loss. Any teams that do not play their match at the time that was decided upon in Match Comms will forfeit the match. All Match comms are recorded.
Default Match Scheduling
All matches are to be scheduled, by default, for 9 PM (in the time-zone of the conference the game is being played in) on the League Match Day. Although match dates and times may be rescheduled as long as both team captains agree to the new date/time. All matches for a week must be completed and have results reported by 72 hours after League Match Day at 11:59 PM in your team's time zone. If a game is scheduled prior to the default game time then results MUST be turned in within 12 hours of game completion. Each team must contact their opponent at least 24 hours before the default scheduled match time. Teams that do not contact their opponent 24 hours before the scheduled match time are subject to a forfeit loss.
Agreement
By registering on this web site, the registrant agrees not to maliciously disparage, discredit, slander, libel, or defame the HTGN, HTGN staff, divisions, or sponsors in any public forum or format including but not limited to web sites, IRC, Usenet/Web discussion systems, chat programs, magazines, newsletters, newspapers, radio, videos, documentaries, or television. Failure to abide by this requirement may result in disqualification from barring from all competitions within HTGN, and subjection to appropriate civil penalties.
Changes
At the discretion of HTGN administration, this document and all guidelines contained within it are subject to change.
Copyright
No portion of this document may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording or any information storage and retrieval system now known or to be invented, without permission in writing from the HTGN CEO or managing director of the league.
Image Copyright
All images or artwork pertaining to the Hostile Tactics Gaming League including the official league logo are the property of the Hostile Tactics Gaming League. No artwork or images featured on the HTGN web site may be reproduced, modified, retransmitted in any form or manner without permission from the managing director of the league or HTGN CEO.
AS I SAID PAY NOT ATTENTION TO THIS I ONLY POSTED IT HERE AS EVERY OTHER FORUM WONT LET ME POST AS ITS TO LONG !!! _________________
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