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UGC Left 4 Dead 4vs4 Seasonal League
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LEFT 4 DEAD RULES
Open for NEW Clans/Teams. The match day will be Tuesdays. We currently have three time zone divisions, EAST North America(830pm CT), WEST North America (930pm CT) and Euro (9:30pm GMT) Post on our forums for direct input into our League formation. We are also looking for experienced players with an interest in adminning for UGC. |
A. League Information [top]
A.1. UGC's LEFT 4 DEAD League was created to offer an organized competitive environment for our communities players.
A.2. Rules are to be determined cooperatively by the Admins, team leaders, players and the community which we serve. All suggestions, opinions, questions & comments can be directed to league administrators. The league administrators can be found here: Staff. Team leaders can and should make suggestions in the Clan Leaders forum.
1. League Setup [top]
1.1. Player Size
Teams play with a maximum of 4 players each. A team may play shorthanded by choice, but a minimum of 3 players is required to play a match. By agreement only, clans can adjust team size for a match, provided that agreement is made in advance and a UGC Admin is notified.
1.2. Map Types and Gameplay Settings
UGC will play league worthy Maps, including all default maps plus custom maps as they become available.
Gameplay settings are controlled by server config files for each map type. Clans/Teams can agree to change the map for a given week, unless it is a title match. Please notify an Admin when you agree to play a different map.
1.3. Ranking
1.3.a All UGC Teams are ranked first by your +/- record, then by your winning percentage, then by your winning streak.
1.3.b A current record reset may occur at intervals, or when leagues divisions are re=ordered. Our divisions are currently timezone based, but we reserve the right to split time zones into skill divisions at any time. If re-ordering divisions, or record resets occur, the team's current rank info will be reset to 0-0, however the team's overall and previous records, including any titles earned, will be preserved.
2. Scheduling Information [top]
2.1. League Schedule
2.1.1.By default, all UGC L4D matches are to be played on Tuesday nights at their divisions default time (EAST is 9:30 pm EST, WEST is 10:30pm ET, Euro is 9:30pm GMT by default).
Clans may agree on a different date or time, under certian conditions. Both clans must agree to a time or day change,
and they must make a record of the agreed upon date and time in Match Communications.
2.1.2. Moving a Match Time or Day
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 default time.
Also, all matches must be played and results reported by 24 hours after the default day and time. (by Monday 12 midnight)
2.2. Title Shot and Title Matches, Champions
2.2.1. Teams in the UGC LEFT 4 DEAD LEAGUE will compete on an ongoing basis for the ladder title in each division.
2.2.2. Title shots will typically be awarded to the two clans with the longest winning streak, regardless of their relative ranking within the division. Note that the ladder admin may choose to schedule a Title Shot match at their own discretion based on teams' records and overall division balance.
2.2.3. Once there is a Title Shot winner they will be scheduled against the current Title holder.
2.2.4. If there is no current Title holder 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.
2.3.6. Record Reset Every 16-24 weeks our current league records will reset and clans will get a fresh rank start. Permanent match records will remain under the League history cloumns in the rankings for each team. At reset time, an overall Title Champion will be selected, and that Clan will be permanently noted in our Title colum as overall Champions for that 16-24 week season. Play will continue after easch reset, there is no break in scheduling.
3. Servers [top]
3.1. Server Requirements
3.1.1 Type: Only dedicated servers in the continental United States running on a T1 or better connection can be used for matches unless both teams agree ahead and in a logged form. You can not host a match on the computer you play on.
3.1.2. Slot Size: Servers must have 8 available slots for players.
3.1.3. Server Config: Any server on which a round is played must be running the league server config for the map type scheduled. That can be found on the files page.
3.1.4. Secure Mode: VAC (Valve Anti Cheat - Secure Mode) is required to be enabled for all matches.
3.1.5. Server Plugins: Manimod, Sourcemod, AMX Mod and AMXX Mod and the like are not allowed to be used in matches, please configure your server so that those mods are silent and that they do not interfere with match play.
3.1.6. Spectators: Spectators in the server are not allowed, unless during prematch team switching. Please password the server to prevent unauthorised player joins. Spectators in Source TV are encouraged.
3.2. Server Connection Issues and Crashes
3.2.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 then 10 minutes since the connection issues started, then the round will be replayed and the score reset. Clans should at all times select a fair resolution when problems occur.
3.2.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.
3.3. Team Ping Differences
If the team providing the server has an average TEAM ping advantage of greater than 100ms, the round must be moved to the other team's server or a neutral server if the nonhosting team requests. If the hosting team refuses to move the round, and the other team provides screenshots/dems evidencing the ping advantage, the round may be awarded to the nonhosting team regardless of who won the round played. Note this does not apply to INDIVIDUAL players that are at a ping disadvantage, it only applies to the team average.
3.4. Using Source TV
3.4.1. For L4D, the requirement to use SourceTV is on hold and optional until the game is patched. This requirement will return in approx 8 weeks
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. Roster additions after this time must be approved by your scheduled opponent and a league admin or higher.
Clans can agree to allow their opponent the use of a new un-rostered player at their descretion, but that player must be a clan member, not a ringer. clans are encouraged to make agreements on roster issues in a cooperative and fair manner, but it remains the right of the opposing clan whether to suspend the roster listing requirement or not.
4.2. Players Changing Teams
The preferred method for players to switch from one team to another is to contact Clan/Team Leaders first, all Leaders control
their own rosters. . If a Clan/Team Leader will not remove a player on request, contact your division admin by email and cc your team leader.
4.3. Ringers, Unrostered Clan/Team Members and Multi-Clan/Team players .
4.3.a. Multiclanners
The definition of a Multi-Team player: Any player who plays on 2 different teams within UGC-L4D. Palyers are only allowed to compete with one team in UGC -L4D.
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4.3.b. Ringers and/or Unrostered Clan Members
The definition of a Ringer is as follows: A player who is not on the Official UGC roster AND that player is not a current member of the clan/team.
The definition of an Unrostered Clan Member is as follows: A player who is a member of a clan/team, but whose steam_id is missing from the Clan's Official UGC website roster, or whose steam_id is incorrectly listed.
1) Ringers are not allowed.
2) Unrostered Clan Members are permitted only by opponent permission. Clans may agree to allow unrostered players provided they are not ringers but are in fact clan members. A clan must have their opponents permission to use an unrostered clan member prior to match start.
Note: Clans should check rosters prior to match start, and work out roster issues before the match is played -
be honest with your opponent about your players roster status. If you need help resolving a roster issue, contact an Admin.
5. Match Play [top]
5.1. Schedule, Match Communications & Prematch
5.1.1. Schedules go up before 48 hours prior to match day. Please post in Match communications as early as possible to confirm your match with your opponent. We urge all of our teams not to wait until match day. Contact the opposing team 48 hours before match time so that problems are avoided..
5.1.3. The Home team (listed first in schedule) hosts the first and third (if needed) match rounds. The Home team has choice of server for the first round, and for the third (OT) round. The Visiting Clan is listed second on the schedule, and chooses which server to use in the second match round.
5.1.4. The Home team chooses whether to play Survivors or Infected first. Team selection is then alternated for each subsequent match round.
5.2. Match Process
Matches are setup on an individual map, aka campaign segment. We play one map per match, and we repeat it twice to provide a balance for AI randomness.
Teams play survivors/infected in an ABBA format, where the home team chooses survivor/infected first (The Home Team decides if they want to start as ClanA or ClanB).
5.2.1 Repeat play on one Map as follows:
Matchround 1 is the 1st half of the match played on the map of the week.
- mapround 1: Team A survivor, Team B infected
- mapround 2: Team B survivor, Team A infected
Matchround 2 is the second half of the match, a repeat of the same map, in reverse team order.
- mapround 1: Team B survivor, Team A infected
- mapround 2: Team A survivor, Team B infected
5.3. Starting A Match
5.3.1. Every team is allowed fifteen (15) minutes after the scheduled match time to have the server ready, and a full squad present on the server.
5.3.2. 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.
5.3.3. A team must have a minimum 3 members ready to play by fifteen (15) minutes after the scheduled match time. Otherwise, they will receive a forfeit loss at their opponents descretion.
5.2.4. Forced Forfeits
If a clan can not 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;
the opposing team can force a forfeit. If there are extenuating circumstances
(steam crashing, some players 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-l4d 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.
Please try to be reasonable and fair with your opponents, playing a match is always prefered over a dispute.
5.4. Starting Subsequent Rounds
5.4.1. 5 minute breaks are allowed in between each match round of play. 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.
5.4.2. 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.
5.5. Completing the Match and Overtime Rules
5.5.1. Match winner is determined by totaling the round 1 and round 2 scores for each team. The highest total score wins the overall match. If the cumulative score is tied, then a 3rd round is played.
5.5.3. If the match is tied after two rounds of regular play, the match will continue as regular 3rd round.
6. Match Reports, Scores and Forfieting [top]
6.1. Reporting Match Scores
5.5.1. WINNING Team Reports Scores
After match play is over, THE WINNING TEAM is to report the scores. This is done via the UGC website.
Be careful when reporting scores, and do not report false forfiets or other results. All match reports are held for admin approval,
so there will be a small delay for your after match rankings to be updated. When reporting scores, the team captain will be
able to enter a match summary for others to read. This a durable record of your match, and can be fun. Please remember that these
comments will be available for all to view, therfore please post sportsmanlike match summarys - THIS IS NOT THE PLACE TO FILE A MATCH 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.
6.1.1. Winning clans have until 11:00pmEST of the following day (24 hours after match) to report scores after their match. Failure to do so may 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, see the dispute section below.
6.2. Forfeits
6.2.1. 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 or agreed starting time. 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 repeated forfeiting. If a clan forfeits two consecutive matches, they may be placed on inactive list immediately and without contact. Any such team wanting to return to play needs to contact an admin.
6.2.3. Forfeit = Loss. Rankings include forfeit wins and losses. There are no forfiet makeup matches,
neither for the winner nor loser.
7. Player's Gameplay - Exploit and Glitch Abuse [top]
7.1.Map and Game Engine glitches, bugs and exploits have no place in organised leagues, and all are illegal unless specifically allowed.
7.2.Specific Player Tactics - not limited to the expamples below, any questionable glitch or exploit abuse not listed is considered illegal until specifically allowed.
7.2.1 Melee Bashing
* Allowed: Manually spamming the melee attack key or using mouse wheel is allowed.
* NOT allowed: No weapon scripts or quickweapon switching can be used to increased the rate of melee attacks
7.2.2 Door Bashing to access non-usable paths
* Allowed: Tactical removal of normally operable doors is allowed
* NOT Allowed: Removing a non-operable door to access a non-intended pathway, or to bypass a portion of a map is not allowed.
7.2.3 Object use as Tank for blocking paths, doorways or tunnels
* Allowed: Tanks can make significant use of prop objects such as cars and logs to maintain control, or as weapons to cause damage.
* NOT Allowed: Tanks are not allowed to position objects such as cars or logs in any location that is intended to permanently block the advance of survivors.
7.2.4 Hiding in closets or other tight spaces on a map
* Allowed: Hiding in any closet or similar tight space around props or normal map constructs is allowed.
* NOT allowed: Map texture and clipping glitches that allow players to avoid damage by going "off map" are illegal.
7.3. Penalties
Use of illegal exploits, gitches or bugs to gain advantage during a match may lead to loss of all team points in rounds played, especially abusive use may lead to additional player suspensions. Penalties are decided on a case by case basis, with a large consideration given to teh actual effect on teh match of any illegal tactic used.
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 in all league areas.
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 [ "" ].
8.2.2. All demos must be saved for 2 weeks and must be given to an Admin on request. If a player can not provide the personal demos when an Admin requests it, they will cause their team to forfeit the recent rounds played with that player.
8.3. Teamswitching during a match is disruptive to the match and to the opposing team. Players teamswitching during prematch of the live round or during live match play may be suspended, and points earned that round possibly removed, if that team switching effected the match.
8.4. 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. Any actions will be determined on a case by case basis.
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.
NOTE: External voice communication programs are specifically ALLOWED and are not considered cheating.
9.2. Cheating: The use of ANY other 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 gameplay 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, speed cheats and etc.
9.3. Use of cheats will be considered cause for removal from the league, if proven guilty.
9.4. Penalies for Cheat Use
Any player who detected or otherwise is proven to have used a cheat in a match (FF, TFC, TF2 and L4D) will be banned from match play at UGC in all Divisions, mods and ladders.
9.5. The ban policy for the L4D ladder will be an incremental timed ban "three strikes you're out" policy.
First offense: 6 month ban
Second offense: 1 year ban
Third offense: Permanent UGC ban
9.6.Aliasing and/or Login-sharing
"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.
"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. You are not allowed to permit another person to play UGC matches using your Steam account (Family sharing is allowed, notify an admin in advance to avoid problems).
ALL players caught sharing accounts in matches or avoiding a ban by aliasing are subject to further actions including player bans.
10. Disputing a Match [top]
10.1. Submitting A Dispute
10.1.1. If you have a dispute to submit, you are to email UGC at fornaught@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.
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 any 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. While a dispute is pending, try to avoid public discussion of the match. Forum disputes about matches do not help is reaching a fair resolution.
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.
10.5. 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 should have an active IRC channel [preferably on irc.gamesurge.net] 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 intepret 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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UGC-L4D 4vs4
| Quick Match Facts |
| Player Size |
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| Match Setup |
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| Platinum Division |
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| Servers & Matchrounds |
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Title Winner: ?w* Minimum Wage
Runner Up: -[oS]- outSpokeN
3rd: Team [»?«]
4th: SKC|Smokettes Killing Crew
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| Season 1 Title Winners List |
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