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Team Leaders have integrated Match Comms on our website. Login to post.
 
 Season 5 Aug 4th - Dec 1st
  Accepting new teams for Season 5
  
 
TEAM FORTRESS 2 6vs6 RULES


A. League Information 7. League Maps
1. Matchplay Setup 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

A. League Information [top]
    A.1. UGC's 6v6 Team Fortress 2 Seasonal League 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. This has been proven to be the most popular format of competitive game play for TF2.

    A.2. UGC is committed to serving the community's wishes. Rules are to be determined by the players, teams, and community which we serve. All suggestions (including maps), 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 Clan Leaders forum, and you can join our League Chat linked in the page header. We will continually strive to make the league a better place for its participants and the community.

1. Match and Gameplay Setup [top]
    1.1. Class Limits
      Clans are limited to ONE Medic, ONE Demo, and TWO of any other class in active play. Players switching classes during the game is allowed, therefore class limits only effect players that leave the spawn.

    1.2. Player Size
      Teams play with a maximum of 6 players each. A team may play shorthanded by choice, but a minimum of 5 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 6v6 TF2 ADMIN is notified.

    1.3. Map Types and Gameplay Settings
      UGC will play league worthy Map types, including CTF (capture the flag/intel), Short AD (Attack Defend), PL (payload), and standard CP (Commandpoint Maps). Each map type has specific Gameplay settings for timelimit, win limit, round limit and stopwatch mode. Gameplay settings are controlled by server config files for each map type.

      1.3.1. CTF - Capture the Flag Maps
        ie: ctf_mach4, ctf_turbine
        Use the server config "ugc6v6-CTF.cfg"
        Clans play two 20 mins Match Rounds, the most caps in 40 mins wins. A Matchround limit of 9 caps (winlimit) will end the Matchround before 20mins are up, enforced by our ctf server config file. This is a mercy rule, 9 caps is enough :).
        Overtime (OT): A tied score after two Match Rounds results in an OT Match Round, in which the first cap wins the Match.

      1.3.2. AD - Attack/Defend Maps
        ie: cp_gravelpit, cp_dustbowl, pl_badwater, pl_goldrush, cp_junction
        Use the server config "ugc6v6-AD.cfg"
        Note: In 6vs6 we will use only short AD maps in our regular seasons. Stopwatch rules are used in two separate MatchRounds, each team attacks once in each MatchRound.
        MatchRound1: Team A attacks and Team B defends, Team B attacks and Team A defends
        MatchRound2: Team B attacks and Team A defends, Team A attacks and Team B defends.
        Scoring: For our 6vs6 league, AD maps are scored by Matchround wins, each mapround is scored as (1-0) for the team that wins. Combine the scores from Matcrounds 1 and 2, possible scores are (2-0,1-1).

        Overtime Round(OT): A Tied combined score (1-1) results in an OT round, played as a full 3rd Match Round with stopwatch rules for AD maps.

      1.3.3. CP - Standard Commandpoint Maps
        ie: cp_granary, cp_well, cp_labor, cp_desertfortress, cp_fastlane, cp_follower
        Use the server config "ugc6v6-CP.cfg"
        Clans play 2 MatchRounds to a winlimit of 6 cumulative points for the match, each Matchround (half) has a timelimit of 20 minutes (changed for Season 5). If one team fails to score 6 points after two 20 min matchrounds, the team with the highest combined scores from the two MatchRounds wins the match. IF teams are tied after two 20 min matchrouinds, a sudden death OT round is played.
        Overtime (OT): A Tied combined score results in an OT round (a 3rd 20 min Match round), in which the first All-Cap score wins the match. If teams are scoreless in an OT round, see admins for help.

    1.4. Weapon Restriction
      The Scout update created an unfair playing field. Therefore the use SANDMAN is NOT ALLOWED in game play in any UGC 6v6 TF2 Match. Any use of this Weapon is disputable. If there are any disputes on this issue you must contact a UGC 6v6 TF2 Admin within 48 hours. This weapon restriction may change, pending further Valve TF2 patches.

    1.5. Roster Lock
      Team/Clan Rosters will be locked for Playoffs. See our rule section 4 for more details on roster eligibility.


2. Scheduling Information [top]
    2.1. League Schedule
      2.1.1. All UGC Team Fortress 2 matches are to be played on Wednesday nights at 9:30 pm EST for the Easten division and 10:30 pm EST for the Western division, by default. Clans may agree on an earlier date or time in the match comments (see Section 5.1.1), however UGC strongly encourages clans to play at the default day and time.



    2.2. Preseason, Season, and Playoffs
      2.2.1. Teams in the UGC Team Fortress 2 League will compete in a Preseason warmup week(s), an 8-12 week Regular Season, and 3 week elimination Playoff.

      2.2.2. All teams/clans must have 6 people on their UGC official roster to be considered ready for Matchplay.

      2.2.3. Preseason scores will show on your teams overall match history, but will not count toward Season records. Regular Season rankings will determine seeding for the playoffs. Teams that forfeit or no-show twice in preseason, or once in regular season may be dropped from the current season.

      2.2.4. The Final Match in the Playoffs will be played on the nuetral UGC Server, or an approved substitute neutral server with STV capability.

      2.2.6. After the Final Match of the season 1 Playoff, the following Season 2 Preseason will start one week later. Season 2 and all subsequent seasons willonly have 1 week of preseason matches. Permanent match records will remain after the conclusion of each season. At season reset time, all division and league winners will be permanently noted in our website's Title section.


3. Server Issues [top]
    3.1. 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.

    3.2. Servers must have at MINIMUM of 13 available slots. This is so the server may accomodate both teams and Source TV.

    3.3. Any server on which a round is played must be running the server config for the map type scheduled. These can be found on the files page.

    3.4. VAC (Valve Anti Cheat - Secure Mode) is required to be enabled for all matches.

    3.5. Manimod, Sourcemod, AMX Mod and AMXX Mod and the like are allowed to be run as long as they does 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. Admin mods 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 plugin. 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.

    3.6. 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. Spectators in Source TV are encouraged..

    3.7. Server Connection Issues and Crashes
      3.7.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.

      3.7.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.

    3.8. Team Ping Differences
      If the team providing the server has an average TEAM ping advantage of greater than 100, 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. If any ping issues, be aware UGC has a Server that can be used if needed to solve this issue.

    3.9. Using Source TV

      3.9.1. UGC requires the use of Source TV and all matches must be recorded. The UGC server configs will autorecord a SourceTV demo, be sure to stop recording by resetting your default config at the end of each match.

        3.9.1.a. Source TV Crashes
          Source TV must be recording throughout the entire round. 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).

        3.9.1.b. Source TV Spectators
          Source TV SPECTATORS ARE ALLOWED if agreed on by both clans. If one clans wants spectators and the other does not, then spectators will not be permitted. If a Source TV is passworded, 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- Please keep your chat on Source TV respectful of your oponent. If Source TV proxy is unable to handle spectators on a clan server, all that is required is a recorded demo.

      3.9.2. All teams are required, if requested by the opponent or an admin, to submit Source TV demos to each other within 24 hours after the last round of the match is played.

      3.9.3. 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. Clans can agree to allow their opponent the use of a new un-rostered player up until the week of seasonal roster lock, but that player must be a true clan member, not a random ringer.

    4.2. Teams must confirm rosters prior to starting the Match. Team Leaders should check all players on the server for roster eligibility prior to play. If unrostered players are found, team leaders should discuss the eligibilty issues prior to match start so that they conform to the preceding roster rule. All decisions made prior to play are final. Teams who use an un-rostered player who is declined as part of this Team Leader process risk a match reversal.

    4.3. Players 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.

5. Match Play [top]
    5.1. Prematch
      5.1.1. Website Match Comms
      Team Leaders MUST post in our website Match Comms as soon as possible, to communicate with their opponents. Each team leader should begin communication at least 24 hours before the match, a team who has not posted to match comms 1 hour before default match time may be considered a no-show.
      Alternate: Please join our UGC steamcommunity group so that leaders can easily communicate in Steam. Our website Match Comms are required for match related contact, if you use other communication such as steam messaging, copy paste the converstaion into match comms as an offical record of match related communication. Alternatively, you can use UGC's IRC channel as a useful meeting point, that will be considered official match related communication.
      We urge all of our teams not to wait until match day, contact the opposing team atleast 24 hours before match time so that problems are avoided.

      5.1.1.a Rescheduling a Match
        If both teams/clans that are scheduled against each other wish to move the match to a different day/time, it is acceptable as long as both clans agree in Match Comms (see agreement policy). If one clan wishes to change and one doesn't, or they cannot agree on another acceptable day/time, then the match will be played on the scheduled default day and time (Wednesday at 9:30 pm ET). Rescheduled matches must be played and results submitted no later than Friday by 12:00 Midnight, of the same week. (Speak with an Admin if you need special case arrangement for a late played match).



      5.1.2. On Match day, Team Leaders should be in contact with their opponent atleast 60 minutes before the agreed-on match time to confirm server information. Be sure to check you website Match Comms for last minute postings. While we encourage leaders to find a way to play the match in any circumstance, leaders are not obligated to move a match away from default day and time. If there is no prior agreement on match comms, the default day and time is in effect.

      5.1.3. Server Choice 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. Side Choice The Home team chooses whether to play offense or defense first and which team color to play first. Team colors are to be alternated each subsequent match round.

      5.1.5. Roster Checking Opponent's Players eligibility should be confirmed prior to start of the match, team leaders must check opponents rosters prior to play, and immediatly raise any eligbility objections. (See Rule section 4 for more Roster rules)

    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.

      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 a minimum 6 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 or No-Shows
        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 can't join a particular server, etc) then team leaders are to find an admin. If an admin is unavailable, team leaders are instructed discuss the issue in match comms OR to join #ugc-tf2 and discuss the matter in public, whether or not an admin is present. The website comms or the IRC 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. A server log may be requested by Admins to confirm the attempt to begin a match by one team. Please try to be reasonable and fair with your opponents, playing a match is always prefered over a dispute. See 5.6. Forfeits for more details.


    5.3. Starting Subsequent Rounds
      5.3.1. 10 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.

      5.3.2. 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.a On standard CP Maps and CTF Maps, the Match winner is determined by totaling the round 1 and round 2 scores for each team. The highest total score wins the overall match. By way of illustration:
      Round 1: TEAM [AAA] 1 - TEAM [BBB] 3
      Round 2: TEAM [AAA] 3 - TEAM [BBB] 2
      Loser: TEAM [AAA] 4 points total
      Winner: TEAM [BBB] 5 points total

      5.4.1.b On AD Maps, e use the built-in stopwatch feature to determine a winner in each Matchround on AD maps. The Match Winner is determined by combining the Match Rounds scores for round 1 and round 1 and all possible total Match scores on AD maps are (1-1, 2-0 and 2-1)
      Round 1: TEAM [AAA] 1 - TEAM [BBB] 0
      Round 2: TEAM [AAA] 1 - TEAM [BBB] 0
      Winner: TEAM [AAA] 2 points total
      Loser: TEAM [BBB] 0 points total

      5.4.2. Intel captures and CP captures after the timelimit is reached.
        On CTF maps, if an intel carry is underway when the timelimit is reached, the map may automatically extend past that timelimit. The score will count if the map allows it. On certian CP maps, a commandpoint being capped may extend a map past a timelimit if the map allows it, any score will also count. Our ugc server config files have a command that will , in most cases, end the matchround on the timelimit, irregardless of progress made in a cap point or intel carry. IF that server cfg is in effect, yet the map allows scoring past the timelimit, teh score will be counted provided that the server was running the proper server cfg.

      5.4.3. If the match is tied after two rounds of regular play, the match will continue as an overtime round of the default teamsize. Each map type will have slightly different OT rules.

      5.4.4. Ties that Remain after Overtime See an Admin if this situation occurs. UGC will try to configure gameplay rules so that all matches have a final winner.

    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 is done via the UGC website. Be careful when reporting scores, and do not report false forfeits 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.

      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 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 League 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 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, unless team leaders have agreed otherwise.
      A Team that fails to post to match comms prior to 60 minutes before default match Time and Day is at risk of being considered a no-show and liable for a forfet, team leaders should speak with an ADmin before filing a forfeit in this circumstance.


      5.6.2. Penalties for Forfeits
        We will not tolerate repeated forfeiting. If a clan forfeits two matches in the season, they may be removed from the league IMMEDIATELY and without contact. This will be specifically enforced on teams that fail to communicate in our match comms prior to a no-show forfeit.

      5.6.3. Forfeit = Loss. Rankings include forfeit wins and losses. There are no forfeit makeup matches, neither for the winner nor loser.

6. Rankings [top]
    6.1. All UGC Teams are ranked first by your +/- record, then by your winning percentage, then by Points For and then by Points against. Rank position is used to determine Playoff round seeding. Playoff matchups are done stricly by seed psoition, the #1 seed will face the lowest seed in week one.

    6.2. When a Season record is reset, 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 in a historical record.

7. League Maps [top]
    7.1. All maps to be played in matches are chosen by the UGC admins and Clan Captains, 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. Please notify an Admin when you agree to play a different map.

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 [ "" ].

      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.

    8.5. Actions
      1st offense = 1 week suspension
      2nd offense = 2 week suspension
      3rd offense = Removal from the league

    8.6. Administrators have the last word in all disputes.

    8.7. 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.

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 and Multi-team players are not permitted to play in UGC's Team Fortress 2 League.
      9.2.1. Multiclanners
        The definition of a Multi-Team player: Any player who plays on 2 different teams within the same League. For example, if player #1 is on team A and B in the same League, this constitutes an infraction. However, if the 2 teams are on separate Leagues within UGC then that is not a violation. Also, If you agree to allow a player, you have done so for the entire match.

      9.2.2. Ringers and Unrostered Clan Members
        The definition of a ringer is as follows: Any player who is not on the Official UGC roster AND that player is not a part of the clan he is playing for. Ringers are not allowed.

        However, Clans may agree to allow unrostered players provided they are not ringers but are in fact new clan members. A clan must have their opponents permission to use an unrostered clan member prior to match start. 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. (see Rule section 4 for more specific roster rules)

    9.3. 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 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, and trueaim ("sniper dot" for non-sniper classes.)

    9.4. 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. If you are in doubt about a particular script, post it on our Forum for advance approval by an Admin.

    9.5. All of the above will be considered cause for removal from the league, if proven guilty.

    9.7. Anyone who is proven to have used a cheat in a match (FF, TFC and TF2) will be banned from match play at UGC in all Divisions, mods and Leagues.

    9.8. The ban policy for the TF2 League will be a timed ban "three strikes you're out" policy.

    First offense: 6 month ban
    Second offense: 1 year ban
    Third offense: permanent UGC ban


    An offense is defined as active cheating in a match in ANY TF2, FF, or tfc league, or playing aliased 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. 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 parties caught sharing accounts for the purposes of ringing or ban evasion are subject to a ban.


10. Disputes [top]
    10.1. Submitting A Dispute
      10.1.1. If you have a dispute to submit, you are to email UGC - "tf2@ugcleague.com" with a notification about your dispute. Be sure to include the following information: 1)What clan you are from, 2)What Match you are disputing, 3)What rules were allegedly broken, 4) What specific players (if any) are involved and 5)What evidence you have. You must also include a link to your STV demo, and any relevant personal demos or copys of the server logfile. This must be done within 48 hours after match is played. Upon recieving this notification, a UGC Admin will determine if the dispute is accepted. If accepted, UGC will inform you of any additional dispute information needed, and of any further steps in the dispute process. The opposing team will also be notified of a pending dispute.

      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 League 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 League. 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: All agreements should be made in a logged format, and leaders should protect agreements by informing admins prior to matchplay. You can log agreements in our Match Comms or in our IRC channels. If two clans wish to change a rule for their match or to allow a unrostered player to play and both teams agree to the change, Use of Banned players are excluded from this policy, under no circumstance can a leader allow a banned player to play. Most other changes to matches will be accepted as long as they keep the playing field even. (Note, map changes in seasonal leagues are not allowed).
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