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FortessForever Offense vs Defense 4vs4  - Weekly Title League
[   League Chat:  IRC #UGC-FF  :  :  Links: UGC Steamgroup  :  : Join Us  ]
FORTRESS FOREVER Pro OvsD 4vs4 RULES




1. League Information 8. Sportsmanship
2. Scheduling Information 9. Cheating
3. Server Issues 10. Disputes
4. Team Rosters 11. Joining UGC
5. Match Play 12. Rule Updates
6. Rankings 13. Agreement Policy
7. League Maps

1. League Information [top]

  • 1.1. UGC's Fortress Forever OvsD 4v Ladder was created to offer an organized competitive environment for rookie and veteran fortress players alike to battle for the purpose of having fun while improving their skills and teamwork.
  • 1.2. In the spirit of honoring all Fortress players, the FF ladder has a SEPARATE and DISTINCT banlist. While we at UGC do not condone hacking either competitively or publicly, we do recognize that FF is a separate game and UGC offers a clean start to the entire Fortress Community by opening the league with a fresh banlist.
  •  1.3. UGC is committed to serving the community's wishes. All suggestions, opinions, questions & comments can be directed to league administrators. The league administrators can be found here: Staff. Clan leaders can and should make suggestions in the team leader s forum. We will continually strive to make the league a better place for its participants and the community.

2. Scheduling Information [top]

  • 2.1.  Schedule
    • 2.1.1. All UGC FF 4vs4 matches are to be played on or before Monday nights 17:30 EST / 21:30 GMT.
    • 2.1.2. If two clans that are scheduled against each other wish to move the match to a different time/day, it is acceptable as long as both clans agree (see agreement policy). If one clan wishes to and one doesn't, or they cannot agree on another date/time, then the match will be played on the scheduled division time. However, matches must be played by the scheduled time of the division as to not hold up schedules for the following week.
    • 2.1.3. If there is a case where a match must be moved, both clans must contact the head admin of their division/ladder and let them know what day/time match will be played. This must be done at least 24 hours ahead of time.
    • 2.1.4. All matches can be played any time before required match date/time, as long as both clans agree to play before match time. Please keep a file of agreement. We have provided each leader with access to the Match Communications system, when your team is scheduled to play a match, this will show up once you log into our site. You can, and should use this system when scheduling a match. However, if you do not wish to use this system, we recommend and must insist on either an IRC log (preferably time stamped), an MSN Messenger log, or an ICQ log.
    • 2.1.5. All matches that are rescheduled must be played within 48 hours past the original match date/time, or by the default date/time for the division. Due to the need for prompt reporting and ranking purposes, teams that cannot fulfill this requirement will suffer a forfeit. In the event that both teams refuse to play, both teams will suffer a forfeit.
    • 2.1.6. Winning clans have until 11:59:59pm EST of the following day to report scores after their match. Failure to do so will result in a nullified match for both clans. If you have made an error in reporting the scores, please send an e-mail to the appropriate ladder administrator. If there is a dispute over the reporting, logs and demos will be required.
  • 2.2. Title Shot and Title Matches
    • 2.2.1. The two teams with the highest win streak will be scheduled in a Title Shot Match. The higher ranked Team must have at least a 2W win streak. Once this is attained, the Title Shot Match will be scheduled and announced on the ladder home page. If there are more than two teams with a 2 week win streak, the 2 highest ranked teams will face each other.
    • 2.2.2. Once there is a Title Shot winner they will be scheduled against the current Title holder. If the Title holder successfully defends their Title, they will advance to the next division.
    • 2.2.3. If there is no current Title holder (the title holder has moved up in divisions or has left the league) the team will be scheduled against the next Title Shot winner. Once a team has won a Title Shot match, they are guaranteed a Title match, even if they lose subsequent matches in the interim. The winner of the two Title Shot teams will then become the Title holder.
    • 2.2.4. Teams may also be placed in a higher or lower division at any time. If your ladder administrator deems that having you in your current division is unfair to the other clans in that division, he/she reserves the right to move you up or down at any time. Any teams may request this by sending an e-mail or PM to the appropriate ladder administrator.
    • 2.2.5. Periodically UGC may reset the ladder or move individual teams. This will not affect teams permanent records

3. Server Issues [top]

  • 3.1. Servers must have at MINIMUM of 10 available slots. This is so the server may accommodate both teams, Source TV and the rare occasion where an admin will spectate.
  • 3.2. Any server on which a round is played must be running the UGC_ff4v.cfg. This can be found on the files page. This is mandatory. No exceptions. Period.
  • 3.3. VAC (Valve Anti Cheat) is required to be enabled for all matches.
  • 3.4. Manimod, Sourcemod, AMX Mod and AMXX Mod and the like are allowed to be run as long as they do not interfere with the match. A csay command here and there will be tolerated, as long as it was in the admin mod config and is not insulting to anybody. Adminmod may only be used for setting the config, checking the amount of time left, and changing maps. Please disable all plugins that could affect any aspect of the match. This includes any anti-spamming plug-in. If any player from the opposing team (the visiting team) is kicked for any reason due to admin mod, the home team will forfeit all points earned during the round, unless the visiting team agrees otherwise. Let this be an incentive to either not run admin mod or to disable the plugins.
  • 3.5. Spectators in the server are not allowed unless agreed by both teams. Please password the server and admonish those not in the game to refrain from joining in. However, you must reserve one slot for an admin spectator as stated in 3.2 above.
  • 3.6. Server Connection Issues and Crashes
    • 3.6.a. Should a server start to have connection issues (it starts giving both teams extreme packet loss, lag, and makes the match generally unplayable), or if the server crashes outright, and the teams captains verbally agree that the server has become unplayable, then the round will be stopped and restarted elsewhere. If 10 minutes have passed since the FIRST connection issues occurred, then whatever score that has been accumulated counts as the round, if it has been LESS than 10 minutes since the connection issues started, then the round will be replayed and the score reset.
    • 3.6.b. If it is found that a team intentionally crashed a server, they will automatically lose the match and further action will be taken, including temporary or permanent suspension. This kind of bad sportsmanship will not be tolerated.
  • 3.7. Using Source TV
    • 3.7.1. UGC requires the use of Source TV and all matches must be recorded.
    • 3.7.1.a. Source TV Crashes - Source TV must be recording throughout the entire round. That means ALL THIRTY MINUTES. If Source TV drops during prematch and is restarted before prematch ends, then the round need not be restarted. However, if Source TV is not in the server anytime between prematch ending and the round ending, and it is pointed out in mm1 that Source TV has dropped, the round must be restarted with Source TV running and the round will continue with the CURRENT time left and scores (give or take a minute).
    • 3.7.1.b. Source TV Spectators - Source TV SPECTATORS ARE ALLOWED if agreed on by both clans. If one clan wants spectators and the other does not, then spectators will not be permitted. If a Source TV is pass worded, and players from one team are in it, an equal number of players from the opposing team must be allowed to watch from the Source TV proxy. Remote reporting will not be permitted. NOTE: YOUR CHAT IS RECORDED ON Source TV-DO NOT INSULT THE OTHER TEAM IF YOU DO NOT WANT THEM SEEING IT LATER. If Source TV proxy is unable to handle spectators during match, then this should be respected and no one is to join proxy. But in this case, leaders are allowed to ask for Source TV proxy IP's for viewing server info to insure configs are set right.
    • 3.7.2. All teams are required, if requested by the opponent, to submit Source TV demos to each other within 24 hours after the last round of the match is played. Personal demos are not required to be submitted to the opponent.
    • 3.7.3. If an administrator has requested Source TV demos and it is not supplied, the team responsible for recording the demo that round may face disciplinary action including, but not limited to, loss of points for that round and/or a 1 week team suspension unless proof that the other team agreed to run the proxy or that no proxy would be run, e.g. an IRC log, can be provided.

4. Team Rosters [top]

  • 4.1. All players on a team must be listed on their teams roster on the UGC web site by 11:59:59pm EST the night before the match is played, regardless of the day agreed on by teams. Roster additions after this time must be approved by your scheduled opponent and an FF ladder admin or higher.
  • 4.3. Changing Teams - The preferred method to change rosters is through team leaders first. If your former leader will not remove you, contact your division admin; however admins will still notify your former leader that you have been removed. Excessive roster rotation will be reviewed and may be grounds for a suspension.

5. Match Play [top]

  • 5.1. Prematch
    • 5.1.1. Schedules go up within 48 hours of match play. Please attempt to contact your next opponents right away. We recommend you try their IRC channel or website. Alternatively, if they are registered with our forums, you can contact them through a private e-mail. Contacts over the public forums should be a last result.
    • 5.1.2. All Leaders should be in contact with their opponent 30 minutes before the agreed-on match time to confirm server information. This may be affected through UGC MatchComms, IRC, ICQ, MSN, Xfire, or Email.
    • 5.1.3. On Capture the Flag maps each match will be two 30min. Match Rounds consisting of two map rounds of 15 mins each (or 4 rounds at 15 minutes each). This means that both teams will play Defense x2 and Offense x2, playing O and D on both servers. (Example: Team A plays O on their server the first round, Team B would be playing D on Team A's server. Then the second round Team A would play D on their server, and Team B would play O on Team A's server. This would then be done in the same manner on Team B's server the third and fourth rounds.)
    • 5.1.5. All Teams should have at least one leader/team captain join channel #ugc-ff (gamesurge.east) at least forty (40) min before match time (This rule is flexible). This makes the contact between teams much easier. Any such team leader/team captain must be wearing team tags when entering IRC channel. This rule is flexible as the intent and spirit of the rule is to insure that the teams can exchange server ips and passwords as well as provide the required Source TV information.
    •  5.1.6. We urge all of our teams not to wait until match day. Contact the opposing team no later than 24 hours before match time.
  • 5.2. Starting A Match
    • 5.2.1. Every team is allowed fifteen (15) minutes after the scheduled match time to have server ready, Source TV ready, and a full squad into the server for round 1. Please avoid excessive squatters in the prematch. You should be organized enough to determine what your roster is in advance. There is no penalty for this, but as the prematch counter dwindles, it becomes increasingly frustrating for the opposite team.
    • 5.2.2. A team that assembles the league required minimum but states that they are waiting on remaining players, and likewise a team with a FULL (as opposed to a league minimum) roster is STILL entitled to additional resets provided that the current prematch ends prior to (15) minutes mark after the scheduled match time. Though more MAY be granted at the discretion and agreement of the hosting team.
    • 5.2.3. A team must have 4 members ready to play by fifteen (15) minutes after the scheduled match time. Otherwise, they will receive a forfeit loss. If a team does not have the required minimum by the time the first prematch counter expires, they are entitled to an additional two (2) resets, or a total of fifteen (15) minutes as described above.
    • 5.2.4. Forced Forfeits - If a clan cannot produce enough players or refuses to join the server within 15 minutes of the official match time, and the server is properly configured with VAC, league config, and all necessary league plugins:   ---They can and will be forced to forfeit if the opposing team chooses that option. If there are extenuating circumstances (steam crashing, some can't join a particular server, etc) then team leaders are to find an admin. If an admin is unavailable, team leaders are instructed to join #ugc-ff and discuss the matter in public, whether or not an admin is present. The public record will stand in case of a dispute. If there is no public record, the clan that could not produce enough players or refused to start the match within 15 minute of the official match time, will forfeit the match upon the request of the opposing clan.
    • 5.2.5. Please avoid telling your opponents that your team will not be able to play the match if you are uncertain of this fact. If your team leader (listed as a contact on the contacts page) tells your opponent (anyone on their roster) that your team will be unable to play the match for whatever reason, then your opponents will receive a forfeit win. THIS AGREEMENT IS BINDING!  -- For Example, if it is Saturday afternoon and your team leader PM's a member of the other team and states that your team will not be able to play the following night, then they can immediately report a forfeit win. You may NOT change your mind the next night, even if you have a full roster ready to play. It is not fair to the other team to expect to not play and find out that the match is going to be played. Please note that the agreement must be logged and proof must be given to an admin upon request.
  • 5.3. Starting Subsequent Rounds
    • 5.3.1. 10 minute breaks are allowed in between each Match Round. This time can be ignored if both teams agree to it before-hand. Team leaders are encouraged to remain in communication between rounds in the event there are problems making the transfer of teams between servers. There will be no league sanctioned break between map rounds, only the 10 min. break to allow for the server change.
    • 5.3.2. If a team is not ready for round2 (and any successive rounds) after the agreed on break and by the end of that round's prematch (total of 10 minute break plus 3 minute prematch), that team is entitled to a maximum of TWO additional restarts (though more MAY be granted at the discretion and agreement of the hosting team.) Please be courteous to the visiting team in the event there are problems arising from the transfer of servers.
  • 5.4. Completing the Match and Overtime Rules
    • 5.4.1. Match winner is determined by totaling the Match Round 1 (Map Round 1 + Map Round 2) and Match Round 2 (Map Round 3 + Map Round 4) scores for each team. The highest total score wins the overall match. By way of illustration:

    • Match Round 1: TEAM [AAA] 50 - TEAM [BBB] 100
      Match Round 2: TEAM [AAA] 150 - TEAM [BBB] 50
      Winner: TEAM [AAA] 200 points total
      Loser: TEAM [BBB] 150 points total

    • 4.4.2. Flag captures after the score screen appears -  If a flag is captured after the score screen appears at the end of the match, it does not count towards the round score for that team. If it was too close to call in the game, logs will be used to ascertain the correct scores. The scores that are shown in the logs will be used. Lag is not a handicap; logs will determine the order of what occurred first. The lines to look for would be the line that states that the match has ended and the line that mentions capturing the flag. 
    • 5.4.3. Overtime - If the total score is tied after 2 Match Rounds of play, then teams will go into a sudden death Overtime by Stopwatch on the same map. The Home team will play Offense first, recording the time to their first score. The Visiting Team must BEAT that score in a following round on Offense. Points obtained from successfully setting a detpack on maps that award points for this action WILL end sudden death overtime, unless otherwise specified ahead of time by the ladder admin.
    • 5.4.3a. If the result of the sudden-death round ends up in another tie (unlikely), the map will be played again in the same format.
    • 5.4.4. Ties that Remain after Overtime - If after this second OT round the score is still tied, contact an Admin. A tiebreaker match may be selected in a different format or map by the Admin, in an effort to bring the match to a quicker conclusion. Teams may also delay playing subsequent (3rd or higher) OT rounds due to lateness.
  • 5.5. Reporting Matches
    • 5.5.1. WINNING Team Reports Scores - After match play is over, THE WINNING TEAM is to report the scores. This can and should be done via the UGC website. We have gone to great lengths to automate this process and allow for almost instantaneous reporting. Please allow for 30 minutes before inquiring as to the status of your report. The team captain will be able to log in and enter not only the scores, but a match summary for others to read. THIS IS NOT THE PLACE TO FILE A COMPLAINT. Address all complaints via e-mail or private messaging (forum, IRC, etc) to your division admin, which can be found by viewing the Staff page. Please remember that these comments will be available for all to view, so watch what you write. Match summaries may be edited at any time by an admin, should he or she feel that something needed to be added, removed, or changed. Inappropriate match comments may be grounds for suspension or expulsion from the league.
    • 5.5.2. Winning clans have until 11:59:59pm EST of the following day to report scores after their match. Failure to do so will result in a nullified match for both clans. If you have made an error in reporting the scores, please send an e-mail to the appropriate ladder administrator. If there is a dispute over the reporting, logs and demos will be required.
  • 5.6. Forfeits
    • 5.6.1. UGC defines a forfeit as the following: - Any clan that fails to field at least the minimum required members (as noted above) after 15 minutes have elapsed from the scheduled starting time in the absence of an agreement otherwise. This applies to each individual round (Does not include break time agreed on by both clans). Once a clan forfeits any round, that team forfeits the match as a whole.
    • 5.6.2. Penalties for Forfeits - We will not tolerate forfeiting. If a clan forfeits their first UGC match after joining or rejoining the league, they may be suspended for one (1) week. A clan who has played at least one match since joining or rejoining and forfeits one match will not be penalized. If a clan forfeits two consecutive matches, they may be removed from the league IMMEDIATELY and without contact. Note that if a clan has a scheduled BYE week in-between two forfeits, it is STILL two consecutive forfeits. If a clan forfeits two non-consecutive matches (there is at least one week in-between the forfeits where the clan has played a match), then they may be suspended for one (1) week. Should a clan forfeit three matches, they may be removed from the league IMMEDIATELY.
    • 5.6.3. Forfeits = Loss. Rankings include forfeit wins and losses.

6. Rankings [top]

  • 6.1. All FF Pro OvsD Teams are ranked first by your +/- record, then by your winning percentage, then by your winning streak.
  • 6.2. When a team moves up or down a division, the team's rank info will be reset to 0-0; however the team's overall and previous records, including any titles earned, will be preserved.
  • 6.3. Teams may also be placed in a higher or lower division at any time. If your ladder administrator deems that having you in your current division is unfair to the other clans in that division, he/she reserves the right to move you up or down at any time. Any teams may request this by sending an e-mail or PM to the appropriate ladder administrator.

7. League Maps [top]

  • 7.1. All maps to be played in matches are chosen by the UGC admins, and are displayed on the schedule page each week. Clans may however substitute any maps if both clans agree unless it is a title match. Map substitutions on a title match require approval of the ladder admin even if both clans agree.

8. Sportsmanship [top]

  • 8.1. Good sportsmanship is an important part of this league and all teams are to be treated with respect. Any foul language is offensive. If you are not sure if it's offensive, don't use it. This goes for before, during and after any match. We expect mutual respect.
  • 8.2. Recording Personal Demos
    • 8.2.1. All players in a UGC match are required by UGC to record personal demos. This can be done by pulling down console ["~" Key by default] and typing "record demoname" without the quotes [ "" ]. To prevent the demo from being corrupted type "stop" in the console upon completion of the demo. If you drop during a round, begin recording a new demo with a new name IMMEDIATELY after you join the server.
    • 8.2.2. All demos must be saved for 2 weeks. If a player cannot provide the personal demos, they will cause the team to forfeit all rounds played with that player. UGC does not require passing out personal demos to anyone but UGC official admins upon request.
    • 8.2.3. Cheap Disputes - This rule is not to be used for "Cheap dispute wins". Source TV will always be viewed first to determine which players demos must be looked at. However, suspensions may still be given out to individual players should we find out that they are neglecting to record demos every week.
  • 8.3. Team switching during a match is disruptive to the match and to the opposing team. Players team switching during prematch of the live round or during live match play may be suspended, and points earned that round possibly removed. This includes switching teams to change classes.
  • 8.4 GAMEPLAY AND STRATEGY
    • 8.4.1 Class Limits/Restrictions:
      • Class restriction is (1) for HWGUY.
      • Class restriction is (1) for DEMOMAN.
      • Class restriction is (2) for ENGINEER.
      • Class restriction is (1) for PYRO.
  • 8.5. NO chasing:  Defense is to not chase anyone out of the base except the flag carrier. Flag carriers can be chased to the neutral point of the map, but not past it. Please refer to rules 8.8 thru 8.11 for a better explanation about yard D.
  • 8.6. NO Taunting. Def. of taunting: When a Defensive configuration is set up at an entrance of a base [or line of NO yard D zone] and the enemy Offense primes grenades, throws grenades or shoots at D configuration. This allows D to pursue its enemy who is trying to harm him/her. If O shoots at the D, don't expect them not to start yard D.
  • 8.7. Yard Defense: GENERAL RULE-
    • You cannot set up a defensive configuration in a yard. A defensive configuration is defined as any entity evidenced to be playing defense for its team. This includes, but is not limited to, a single player, multiple players, dispenser, pipetrap, sentry gun, and pyro class or spy class grenades. A yard or the yard is defined as that area immediately outside your last, exterior battlement from which you can typically see the enemy's battlements. Enclosed yards are your yard. Examples include, but are not limited to; well the bunker between the forts and the immediate water exit on either side is a yard or the yard and may not be defended unless otherwise provided below. Once the water exit extends laterally alongside the respective and mirrored yards, defense is allowed, 2fort the bridge area between the battlements is a yard or the yard and may not be defended unless otherwise provided below. On maps where there are distinct yards for each team connected by a single common area, defensive configurations are allowed at ALL TIMES in your yard. The common yard is considered the yard and no defensive configurations are allowed.]
  • 8.8. Yard Defense EXCEPTION:
    • Yard D is permitted when the flag has been moved into the yard.
    • If the flag has been moved into a position visible from the yard you may defend the flag as if it were in the yard. Rule applies to exits with doors as if they were open. The flag is considered visible if any part of the flag can be seen.
    • Dettable entities located in the yard may be defended until entity has been destroyed.
    • Any defensive configuration in the yard may extend to the threshold of their battlements. In other words, just before their battlements begin. Your defensive configuration, including but not limited to, player fired projectiles, sentry fired projectiles, emps, pipes, nail grenades, spy class or pyro class grenades or the like, may not strike enemy flesh beyond the threshold of their battlements, except for splash damage. If offensive players return to retrieve the flag, you may continue to defend the yard until the flag resets to the original cap position, is taken out of the yard by the opposing team or reenters your teams base (see exception listed above concerning the if flag is visible from yard rule). Once the flag resets, or is moved inside your battlements, you must abandon all yard defensive configurations, e.g. detonate your pipes, detonate or disassemble any standing dispensers, and dismantle any sentry guns) and return to inside your battlements. Look outs are okay, but they may not fire until fired upon, as per the taunting rule. The opposing offensive may fire on any defensive configuration, look out or otherwise, in any yard. Note that it does not matter whether or not the flag is being carried-if it is located outside the defending team's battlements (and in accordance with the terms above) it is fair game for the defense.
  • 8.9. Defense from the battlements (aimed at the yard) is not allowed if the flag has not been moved outside those battlements or the flag is not visible from the yard. Obviously this rule cannot be applied uniformly due to the fact that maps are so varied in their layout. Some common maps and their respective yards that may not be defended except as set forth above include
    • 8.9.1. 2fort - Thee area between the battlements, including the bridge
    • 8.9.2. Crossover2- The bridge area(s) between the two yard exits of the respective teams. Note that this does not include the side tunnels or the water tunnels. Those can be defended to their exits, or entrances into the common area but defensive configurations may not intrude into the bridge area (nor can their intended effects) nor into the common body of water below. Once the enemy offense walks past the bridge and into the tunnel (side tunnel or main T), they are no longer in neutral territory and may be fired upon. When your flag is moved to this area, the entire bridge may be defended. The flag may be defended until the threshold of the enemy base, as described above. This means that once the enemy walks into their yard, falls into their pit, or passes through the grate into the pit, they are free from harm. You are allowed to chase them through the water. 
    • 8.9.3. Well- The bunker between the 2 forts, as well as their immediate water paths. Defensive configurations can be set up inside once the flag has entered that area, and may extend until the threshold of the enemy base. That means the flag is defendable until the enemy's front door and the water grate.
  • 8.10. Thus if your yard is separated from their yard by a neutral area, that neutral area becomes common yard when the enemy offense has moved the flag to that point. The respective "yards" on either side of that neutral area or common yard are fair game for defense and defense may set up a configuration at any time.
  • 8.11. Note that maps like dustbowl or cornfield are not subject to the yard defense rule, nor are any offense v. defense maps, or territory capture based maps, such as canalzone2. Reverse CTF maps such as torch2, however, are subject to the yard defense rule. As the flag is constantly being brought through the yard, theoretically yard defense is always allowed. However, on reverse CTF maps, yard defense is NEVER allowed. The defense must wait until the enemy offense enters their base before opening fire. Of course, taunting rules still apply. In O vs D maps or CP maps, the following rules will NOT be enforced: O vs O, chasing, and yard defense.
  • 8.12. Any team found to be guilty of the above items will be reviewed for removal from the league and will have to wait a minimum of 30 days before they can apply to join UGC again. Careful consideration will be given before a team can be reinstated. All win/loss activity will be cleared. UGC reserves the right to determine what is and what is not offensive, excessive, or unsportsmanshiplike.
  • 8.13. Proof of bad sportsmanship should be brought to an administrator's attention privately. We will look over the accusation and make a decision. Server logs, Source TV demos or HL demos from every player with brief description of dispute in .TXT format are required to be sent via e-mail to the head admin.
  • 8.14. Penalties
    • 1st offense = 1 week suspension
    • 2nd offense = 2 week suspension
    • 3rd offense = Removal from the league
  • 8.15. PLEASE NOTE: The disciplinary actions outlined above are GUIDELINES. They are NOT written in stone. Actual punishments will be determined on a case by case basis, and are most often chosen after considering the severity of the infraction, the infraction itself, and any previous infractions made by the player(s) in question.
  • 8.16. Administrators have the last word in all disputes.

9. Cheating [top]

  • 9.1. There are so many methods of cheating it is impossible for us to list them all. However we will list some of the most common below.
  • 9.2. Ringers, Multi-Team or Multi-clan players are not permitted to play in UGC's Fortress Forever ladder (other than certain leader agreements).
    • Multi-Team Player -definition: Any player who plays on 2 different teams within the same ladder. For example, if player #1 is on team A and B in the ladder, this constitutes an infraction. However, if the 2 teams are on separate ladders within UGC then that is not a violation. Also, if you agree to allow a player, you have done so for the entire match.
    • Multi-Clan Player  - definition: Any player currently participating in match play with a FF 4v clan other than their current, single UGC-FF 4v Clan, will be considered to be multi-clanning if the other league also shares multi-clanning rules.
    •  Ringers - definition: Any player who is not on the Official UGC roster or a player who is not a part of the clan/guild.
    • Use of a player during a match that does not have a rostered steamid without explicit agreement, by the other team in a logged form, on the use of THAT player constitutes violation of the ringer rule. Once both teams agree on the use of a ringer, this agreement is for the entire match. Violation will result in forfeiture of points by the offending team in the round where the ringer was used. The violating team will serve a one-week suspension for the first offense, a two-week suspension for the second offense, and will be considered for removal from the league for further violations. The violating player may also be suspended from the league as well. Let this be incentive to all teams to ask an admin to add an unrostered player and to run Ringer Free and to ask that the hosting team is running Ringer Free before match play begins.
  • 9.3. Game Cheats - The use of ANY external program, wrapper, or hook, be it a modified .dll, an .exe injecting hook, or ANY file or program that hooks on to the source engine and gives a player additional HUD information, attributes, abilities, or significantly alters game play is ILLEGAL and BANNABLE. This includes specifically (but not limited to) the use of a wallhack, aimbot, autodet, anticonc, speedhack, third person view, esp of any type, radar of any type, and trueaim ("sniper dot" for non-sniper classes.)
  • 9.4. Other Cheats - Using the server or console commands to give any part of your team an unfair advantage is cheating. This does not include mm2 scripts regarding flag status, class status, health status, incoming calls, or the like. Any console command that aids in centering a players view is illegal.
    • 9.4.1. An example of this would be, the use of any bind designed to bypass the time taken to switch classes or change teams. e.g. "bind "class scout; class soldier""
  • 9.5. All of the above will be considered cause for removal from the league, if proven guilty.
  • 9.6. UGC reserves the right to enforce any other leagues' bans, or deny access to any player/clan that we feel would not be able to live up to UGC standards. It has always been this way, but now it's in the rules section.
  • 9.7. Anyone who is proven to have used a cheat/hack in a match, a non-match competitive environment or on a public server (FF, TFC and TF2) after September 1, 2007 will be banned from match play at UGC in all Divisions, mods and ladders.
    • This includes any unlocked server, as well as pickups, scrimmages, gathers, or competitive environment such as 1v1, 2v2, tryout, or practice, even if the server is pass worded. The ONLY time the use of a hack would not be a bannable offense is if it is used to view a dem, used alone locally for "testing", or on a pass worded LAN or server AND with the PRIOR notification of ALL other players present. It is suggested that if you choose to risk doing this, you record a dem and you give an mm1 notification within the dem.
  • 9.8. The ban policy for the FF ladder will be a timed ban "three strikes you're out" policy.
    • First offense: 1 year ban
    • Second offense: 1 year additional ban
    • Third offense: permanent ban
    • An offense is defined as active cheating in a match in ANY FF or tfc league, competitive environment, or public server as defined above, or aliasing while banned.
    • Aliasing is defined as altering your name, steamid and/or IP as a method to avoid the ban punishment and continue league play. Bans are issued to PERSONS not just to steamids.
  • 9.9. Login-sharing
    • "Login-Sharing" is defined as giving out the username/e-mail and password associated with your STEAM Account to a third-party to whom the STEAM account does not belong. This is a violation of Steam's subscriber agreement.
    • ALL parties caught sharing accounts on or after September 1, 2007 will be removed from UGC and added to our banlist as follows:
    • 1. Login-sharing with a banned player
    • Login-sharing with a currently banned player is a bannable offense for the PROVIDER regardless of the situation in which the login-sharing occurs, and ALL IDs of the provider will be banned. "I didn't know it was a banned player" is no excuse. Any logins that can be shown to have been used by a banned player prior to November 22, 2005 will be placed on the ban list as compromised, however the previous owner of that login will not be banned personally.
  • 2. Login-sharing with a non-banned player in an FF league with login-sharing rules
    • Login-sharing with a non-banned player in a league that has policies against login-sharing is illegal if the login sharing was used to allow a non-rostered player to participate in a match. This will result in a 6 month ban for BOTH the PROVIDER of the ID as well as the USER/receiver of the ID. However, ALL parties, both the provider and recipient, caught sharing accounts in this manner in UGC matches after July 11, 2005 will be removed from UGC and added to our banlist for six months.
  • 3. Login-sharing with a non-banned player in a league without login-sharing rules
    • Login-sharing with a non-banned player in order for the recipient to participate in a match in a league that does not regulate login-sharing will result in a 3 month ban for BOTH the PROVIDER of the ID as well as the USER/receiver of the ID.
    • The sale, transfer, or gift of steamids to a friend or family member is not a bannable offense, although it DOES violate Steam's subscriber agreement. If you still choose to hand your account information to a third party, it is in your best interest to notify the leagues in which you play that you have given away that STEAMID and no longer have access to it.
    • May these rules be incentive NEVER to share your login with ANYONE, and NEVER to accept or use the login information of another player. If you are unsure of the security of your account, we advise you to change your password.

10. Disputes [top]

10.1. Submitting A Dispute

  • 10.1.1. If you have a dispute to submit, you are to email UGC at ffdispute@ugcleague.com with details about your dispute. Be sure to include the following information: what clan you are from, who you faced in the match you are disputing, in what ladder the match was, what rules were broken, and what evidence you have of this. This must be done within 48 hours after match is played. The 48 hour rule does not include cheating disputes, those have no deadline.
    • 10.1.2. By not submitting a dispute within the 48 hour period immediately after your match, you are acknowledging the fact that you did not find any fault with the other team's style of play in any way, shape, or form, even if they found fault with yours. In other words, should you find out a couple of days later that you are being disputed against, we will NOT accept any counter-disputes from your clan. The only exception to this would be if a player is suspected of using a hack (i.e. aimbot, wallhack, anticonc, etc) during the match.
    • 10.1.3. We encourage all clans who feel that their opponents did not play a clean game to dispute the match, regardless of what the outcome was. This will help us to locate and possibly remove all players and/or clans who have no regard for the rules.
    • 10.1.4. Before disputing a match and handing the logs/demos over to an administrator, make sure there is sufficient evidence found within.
    • 10.1.5. All disputes must include timestamps of the listed violations. You don't need to detail every single violation but timestamps are now required for disputes to be accepted. Please take the time to review the demos prior to submitting a dispute. Please give us as much detail as possible so we can better process the dispute.
  • 10.2. Resolving A Dispute
    • 10.2.1. Administrators will try to handle all disputes as quickly as possible, however some disputes may require more time depending on the complexity.
    • 10.2.2. Please help us in resolving the dispute by giving us all proof available, including demos, screenshots, and server logs [in raw form, not parsed]. Please do not email demos unless instructed; please upload and include links to evidence in your dispute.
    • 10.2.3. Administrators are to be left alone while the dispute is being investigated. Things like, "when will the dispute be done" only prolongs matters for both teams.
  • 10.3. Admins Involved In a Dispute\
    • 10.3.1. Any administrator who happens to play for a team that is involved in a dispute is not allowed to participate in that dispute due to conflict of interests.
  • 10.4. Cheap Wins
    • 10.4.1. UGC will not tolerated teams using the rules for "Cheap Wins". UGC will determine if the rule broken effected the match played.
    • 10.4.2. UGC will not tolerate frivolous disputes. Please review your disputes before submitting them. If you need a time extension, talk to your ladder admin, they have the power to grant you an extension. If teams continue to file frivolous disputes, disciplinary action will be taken.
  • 10.5. Dispute appeals
    • 10.5.1. Teams involved in a dispute may submit an appeal ONCE and ONLY ONCE and must submit an appeal within 48 hours of receipt of dispute results. The appeal must be submitted to the dispute email address with the details of the appeal, and may include new evidence. If the dispute team accepts the request, the dispute will be reopened but only matters specifically written in the appeal will be re-addressed. The second ruling is the ruling that will be final and no further appeals will be accepted.

11. Joining UGC [top]

  • 11.1. All Teams joining the Ladder will be reviewed for team records, any past cheating allegations, and contact info given.
  • 11.2. All teams must have an active IRC channel [preferably on irc.gamesurge.net or quakenet.org] in order to join UGC.
  • 11.3. Required contacts must be filled out with the use of the Joining forms and info within your access to the UGC web site. The teams will be e-mail soon after being accepted into league.
  • 11.4. All Teams must supply an active roster with STEAM ID's to the UGC website on the teams contact page BEFORE first scheduled match can be played.

12. Rule Updates [top]

  • 12.1. The rules set forth on this page may be altered, or updated at anytime. It is the sole responsibility of every clan/individual to keep up to date with these rules.
  • 12.2. In addition, admins may enforce map specific or general rules at any time during the season. These rules will be posted by the administrators on the main news page of the ladder. As long as these rules are either on the news page or the rules page, they WILL be enforced. It is YOUR responsibility to review the news page. If the post is deleted and the rule is not transferred to the official rules page, it will no longer be enforced.
  • 12.3. We at UGC reserve the right to interpret all of the rules set forth on this page as we see fit in each situation, independent of each other. They should be clear enough, but in the event that there is some confusion about what a rule means or how it applies in a given situation, please ask an admin to clarify it BEFORE you break it. We will no longer accept any excuses that a rule was too unclear.

13. Agreement Policy [top]

  • 13.1. Agreement Policy: If two clans are playing each other during the season wish to change a rule for their match or to allow a unrostered player to play and both teams agree to the change, captains from BOTH teams must get in contact with their division admin PRIOR to the match and let them know what changes are being made for the match and that they agree to it. Banned players are excluded from this policy. Members have to be listed as team captains on their clans UGC website rosters to make the changes valid, someone who is not listed as clan captain will NOT be given permission to give their teams ok to changes. Once both captains have contacted one of their division admins and the change has been approved, it will be permitted in match play. Most changes to matches will be accepted as long as they keep the playing field even. If both captains do not get to the division admin PRIOR to the match with their changing agreements and the match is played with changes, the match may be declared void.


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