A. League Information updated: Wed, 6/10/15

A.1­ UGC's Team Fortress 2 Leagues were created to offer an organized competitive environment for Team Fortress 2 players of all experience levels.­

A.2­ UGC is committed to serving the community's wishes. Rules and League policies are set in consultation with the players, teams and the community we serve. All suggestions, opinions, questions and comments can be directed to league administrators.­
The current list of League Administrators can be found on our­ Staff Webpage.

Team leaders are encouraged to post league suggestions in the Team Leaders forum. We will continually strive to make the league a better place for everyone.

1. Match and Gameplay Setup updated: Sun, 7/12/15

1.1 Class Limits - Teams are limited to one of each class. Switching classes during the game is allowed, therefore class limits apply to players that leave the spawn room or engage in play in any way. Spawn room is defined as the actual room that the players spawn in. Some maps, such as cp_steel (blue side) have an additional area outside of the spawn room that is protected by gates. This area is defined as your team's base.­ Exiting the spawn room and entering into your team's base with more than 1 of any class is prohibited.

1.2 Player Count -­ Teams play with a maximum of 9 players each. A team may play shorthanded by choice, but a minimum of 7 players is required to play a match.

1.3 Map Types and Gameplay Settings - ­UGC plays league-worthy maps, which may include AD (Attack Defend), CTF (Capture The Flag), PL (Payload), KOTH (King Of The Hill) and Standard CP (Command Point Maps). Each map type has specific gameplay settings for timelimit and win conditions. Gameplay settings are controlled by server config files for each map type. Some map types will end when one team reaches a cumulative score, even if the config does not stop the match.­ See each map type below for details.

1.3.1 Attack/Defend and Payload Maps (AD and PL Maps)­­ - aka "Stopwatch maps"

Examples: cp_gravelpit, pl_badwater­
Use the server config ugc_HL_stopwatch.cfg

Stopwatch maps are played in 2 or 3 separate match-rounds, each team attacks once in each match-round.­
The Home team has choice whether to attack first or defend first in the first half.­ Alternate in the second half.

1st half: Team A attacks and Team B defends, Team B attacks and Team A defends
2nd half: Team B attacks and Team A defends, Team A attacks and Team B defends.­
Overtime (if needed as a tiebreaker): Team A attacks and Team B defends, Team B attacks and Team A defends.

Scoring:­When adding scores, each Half or round won by a team counts as 1 point. The first team to win two match-halves/rounds wins the match.­

Overtime:­If each team wins a match-halves/round and scores are tied at 1-1, the third full match-round is played as a tiebreaker, with all the same settings as the first two rounds.­
Possible match scores ­are (2-0 or 2-1).



1.3.2 5 CP Command Point maps ­

Examples: cp_badlands, cp_granary­
Use the server config ugc_HL_standard.cfg

Match play & Scoring:­The winning team is the first to score 5 TOTAL round wins, or the highest score after two halves. Halves can end when either the 30 min time limit is reached or when the cap limit of 4 is reached. 

Overtime:­A tied score of (1-1, 2-2, 3-3 or 4-4) after two rounds requires a tiebreaker Overtime (OT) round. The winner of the OT round is determined by whichever team can capture all the command points first.

If neither team manages to capture all points during the OT round, a special second OT round is to be played. In this round the first team to cap mid will win the match.



1.3.3 CTF - Capture the Flag maps ­

Examples: ctf_turbine, ctf_mach4­
Use the server config­­­­­ugc_HL_ctf.cfg

Scoring:­ The winning team is the first to reach 10 total intel caps over the course of two 20-minute rounds.­ If a team captures 10 times in the first round, the match is over.­­ Submit scores as 1 point per intel cap for each team (i.e. 10-6, 0-10, 8-7).

Overtime :­A tied score after two complete 20-minute rounds (with no team reaching 10 captures) will result in an Overtime round.­ The first intel cap wins the match.




1.3.4 KOTH - King of the Hill maps ­

Examples: koth_viaduct, koth_ashville­
Use the server config ugc_HL_koth.cfg

Scoring: The winning team is the first to reach 4 TOTAL capture points. The match is played in two match-rounds.­ The first round plays until a team reaches 3 capture points. The second round is played until a team reaches 4 TOTAL cap points(including caps from first match-round).

Overtime: If ­teams are tied (for example, 3-0, 0-3) after 2 rounds, play a 3rd round where the first cap wins.


1.4 Weapon and Item Restrictions - ­Players may use any weapon or item in TF2, except for those excluded by the official Whitelist. This list may change during a season due to patches and new releases by Valve. Any new weapons or sets that are released by Valve during a regular season are banned until the next season.

1.4.1 Item Whitelist -­ All UGC matches must be played on servers running the official UGC item whitelist found in our files section. It is the responsibility of team leaders and server administrators to ensure this file as well as all other UGC config files stay up to date. If a team feels their opponent's server is running an old or incorrect version of the whitelist or configuration file, they must first contact the opponent team’s leader to resolve the issue. If a problem still persists, then an admin can be contacted. Make sure to properly document all conversations.­WARNING: Once both teams begin a match by setting their status to Ready, both teams accept current server settings even if they are incorrect. Make sure to resolve these issues BEFORE setting your team to Ready.

If during the game you notice a player using a banned weapon or an officially banned cosmetic item, pause the match (this will not count as a normal pause) and ask them to stop using the item. If they refuse, please contact an admin immediately. Likewise if you are unable to use a weapon that is supposed to be unbanned, pause the match (this will not count as a normal pause) and ask them to rectify the issue. If they refuse or are otherwise unable to do so please contact an admin immediately. Moving the match to a new server may be required if the host team is unable to update their whitelist in a timely manner. New cosmetic items (not yet listed in the official whitelist) are not subject to dispute in this manner.

1.4.2. Picking up weapons - With the Gun Mettle update in July 2015, weapon pickups were introduced to TF2. Players are not permitted to pickup dropped Medic secondary weapons under any circumstances. This includes; the Medi Gun, the Kritzkrieg, the Quick-Fix and the Vaccinator. Please note: If you have SourceMod installed on your server you can use the following command to prevent dropped weapons from being picked up sm_cvar tf_dropped_weapon_lifetime 0. This SourceMod command will prevent all weapon pickups.

2. League Schedule updated: Wed, 5/13/15

2.1­ Schedules for each week are posted no later than Thursday (local time).­

2.1.1­ Default Match Day - The Highlander default match day is ­­Monday.­ Teams should plan on playing on the default day each week. The default match time varies by division.­

All North American divisions = 9:30pm ET­
South American division =­­ 21:00 UTC-3
Asia­= 9:00pm (Seoul Time)
AUS/NZ =8:00pm (Sydney Time)­­

European divisions use a default time based on each team's division:­
Two Western Euro division teams: Default time is 21:00 CET­
Two Eastern Euro division Teams: Default time is 19:00 CET­
One Western Euro and one Eastern Euro team: Default time is 20:00 CET

Team Leaders may agree to change the match time and date. All agreements must be posted in the Match Comm panel. See below for more information about changing a match day or time.­

2.1.2 Moving a match - ­If two teams wish to move the match to an earlier time or day, it is acceptable as long as both teams agree. This agreement must ­be recorded in match comms. If one team wishes to reschedule and the other doesn't, or they cannot agree on an earlier date/time, then the match must be played on the default day and time.­

2.1.3 ­Late Matches - Teams­ must ­contact an Admin if they plan on playing a match late. Teams who choose to play their matches late must do so by the deadline, Tuesday­11:59PM (all time zones). If this is not done or the match is unreported by this time, both teams may receive a forfeit/default loss. See section 5.5.2 for more information about team leader reporting requirements and deadlines.


2.2 Match Comms - Team leaders are required to post in the Match Comm section every week. The Match Comms must be used to coordinate the date of the match, the time of the match, the server(s) to be used for the match and any possible ringers/mercs that need to be used in the match. Match Comms serve as the official record of communication for your match and will be the only evidence that admins use in reviewing a match dispute. Forfeit (default) wins ­will not be accepted if the Match Comms were not used.

2.2.1 In the interest of good sportsmanship team leaders should post at least 24 hours prior to the match, to give ample time for responses. If you cannot post in the Match Comms for any reason or do not receive a response from your opponent in Match Comms please try adding them on Steam prior to the match. Copy and paste your steam chat into the Match Comms.­Contact your Division Manager if need help contacting the other team.

2.2.2 The match comms are built into your team leader 'My Match' web page. Simply ­log in as team leader to post. Match Comms are also available to all players, by using the steam login on UGC website.

2.3 The TF2 ­Highlander League is a season-based competition. The season length varies, and will follow the general setup of regular season matches and an elimination playoff.

2.3.1 Regular Season - ­Scheduling during the regular season is based on team rank each week.­ Teams will not play the same opponent twice during the regular season.

2.3.2 Playoffs -­The standard Playoffs will be 16-team single-elimination bracket for the top 16 teams in each division. Platinum divisions may have a custom double elimination bracket. In all bracket types the seeding is strictly based on team ranks after the Week 8 matches are finalized.

2.3.3 Playoff Finals - Final Matches are played Best of 3 Maps (Maps are played as 1 half only)

  • Map 1: Home Team picks Map 1, Visiting Team picks starting color on Map 1, Map is played on Home team's server.
  • Map 2: Visiting Team picks Map 2, Home Team picks starting color on Map 2, Map is played on Visiting team's server.
  • Map 3: If a Tiebreaker is needed, Teams will play Koth_viaduct_pro5 and Home Team picks starting color, Map is played on Home team's server.


2.3.4 Playoffs & Forfeits -­­Forfeits during playoffs are strongly discouraged.­ Teams may be asked to work with admins to prevent them. Should a forfeit be unavoidable, the forfeiting team is eliminated from the playoff bracket.

2.4 Roster Lock - ­Each team's roster will lock prior to the start of playoffs, at Week 7 default match day. Teams may not add any new players until the end of playoffs.

2.5 Requesting a BYE -­­Teams can request a bye from a week's scheduling with certain restrictions. No BYEs will be allowed for teams in the top 16 ranks after a season's mid-point. This is done to prevent problems in playoff seeding placement for top-ranked teams.­

3. Servers updated: Wed, 5/13/15

3.1­ Only dedicated TF2 servers from professional hosting companies may be used in an official UGC match.

3.1.1 Home-based servers - Home-based servers of any kind and quality are strictly prohibited from being used in official UGC matches. If you are caught using a home-based server, matches played on your server will be overturned and you will lose the right to be home team for the duration of the season.­

3.1.2 Location -­Servers must be located in the geographical region of your division; North American division matches must be played on servers located in the United States, European division matches must be played on servers located in Europe, Asian matches must be played on servers located within the Asian region. Aus/NZ matches must be played on Australian­ servers. South American division matches must be played on South American servers, unless a better server is available in Central or North America. At all times, it is suggested teams should play on the best available server. (A Canadian server may be allowed for N.American division matches, if approved in advance by admins).

3.2­ Servers must have a MINIMUM of 19 available slots. This is to accommodate both teams and SourceTV.­

3.3 ­Any server used in an official match must be running the appropriate UGC server config for the map type(servers must be running sv_pure 2). The configs can be found on the files page.­

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

3.5 ­Mods - Manimod, Sourcemod, AMX Mod and AMXX Mod and the like are allowed 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. 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, including Donator plugins. If any player from the opposing team (the Visiting team) is kicked, banned or moved to Spectator during a match for any reason due to any installed mod, the hosting 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 mods or to disable the plugins.­

3.6­ Spectators in the server are not allowed at anytime (admins may spectate in the server at any time).­ Please set a join password on the server and request those not in the game to refrain from joining.­ Spectators in SourceTV are encouraged. The STV-delay must be 90 seconds and cannot be altered.­

3.7 Server connection issues and crashes -­ Should a server have connection issues (including but not limited to: both teams experiencing extreme packet loss ­or lag)­or if the server crashes outright, and the team captains verbally agree that the server has become unplayable, the round will be stopped and restarted on another server. When a server crashes, any rounds scored­ must be retained. Please see below for examples.


5CP Map:­Your server crashes after 15 minutes of gameplay. The home team has ­capped all 5 points 3 times (score is 3-0). The home team is in the process of capturing the middle command ­point in ­the fourth round when the server crashes. The score at the time of the crash was 3-0. Partially captured rounds are not counted.

PL maps: The game is in the first half and the home team has just finished their attack round setting a time of 7 minutes and 30 seconds. Teams switch sides and the visiting team is now attacking. The server crashes 3 minutes into the visiting team's attack round. The visiting team's attack round must be started over. They will still have a goal of 7 minutes and 30 seconds set by the Home team.

Koth maps: The home team has won 2 rounds and is currently controlling the point in the third round. The server crashes while the home team has control of the point (with 30 seconds left on the clock). The score is considered to still be 2-0 and the third round must be replayed.

If your server crashes and both teams are not able to come to a resolution, please contact your Division Manager immediately or another admin. Server crash disputes are handled on a case by case basis.

3.7.1 Server Pauses - ­­Each team is allowed one server pause per half to deal with unexpected player drops from technical issues or to deal with a server-wide connection issue. Each team is allowed 1 pause in an Overtime round. Pausing should not be used for minor issues such as 1 player experiencing a ping spike.­Anyone may pause the match, but that person must announce the reason for the pause immediately after it is initiated or, if possible, before the pause is initiated.­ Additionally, a match may only be unpaused by the team that initiated the pause.­ The other team may not unpause the match unless otherwise specifically instructed by an admin.­ All unpauses should be preceded by a 15 second warning through in-game chat.­ A pause may last up to a maximum of 15 minutes. *NOTE* 15 minutes is a guideline, not a strict limit.­ If teams cannot come to a resolution after this 15 minute period has passed, then an admin must be contacted.

3.7.2 ­If it is found that a team intentionally crashed or restarted 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 100ms, the round must be moved to the other team's server or a neutral server, such as a UGC server, if the non-hosting team requests. If the hosting team refuses to move the round, and the other team provides screenshots/demos evidencing the ping advantage, the round may be awarded to the non-hosting team regardless of who won the round played. This rule does not apply to teams nor players that are playing outside of their home region. (such as a Euro player in an NA division).

3.8.1 Ping manipulation (also known as ping masking) - Ping manipulation of any kind is prohibited. This includes but is not limited to using console commands to alter the value of your ping.

3.9 SourceTV is required to be active and recording for all official UGC matches.­The UGC server configs will auto-record a SourceTV demo, be sure to stop recording by resetting your default config at the end of each match.

3.9.1 SourceTV Crashes - ­If SourceTV drops during pre-match and is restarted before pre-match ends, then the round need not be restarted. However, if SourceTV is not in the server anytime between pre-match ending and the round ending, and it is pointed out in chat that SourceTV has dropped, the round must be restarted with SourceTV running and the round will continue with the CURRENT time left and scores (give or take a minute).

3.9.2 SourceTV Spectators - The team running SourceTV is required to give the IP (and password) of the SourceTV proxy to their opponents. The hoster of the proxy is also required to have at least 3 spots open, two for the other team. The proxy may be password protected to deny anyone else access except two people from the opposing team. This rule does not mean that other spectators are prohibited of course.­ Please realize that if the connection becomes overloaded, you may not use it as an excuse not to run SourceTV, or to prevent your opponent's representatives from spectating. NOTE: YOUR CHAT IS RECORDED ON SourceTV- Please keep your chat on SourceTV respectful of your opponent. If SourceTV proxy is unable to handle spectators on a team server, all that is required is a recorded demo (1 slot). In this case, you must make a copy of the STV demo available to your opponent with 24 hours. You may change the amount of slots allowed in the SourceTV in the UGC cfg's.

3.10 STV demos must be saved for the entire active season.

3.10.1 ­All teams are required, if requested by ­an admin, to submit SourceTV (and or POV) ­demos to each other or to an admin within 24 hours after the last round of the match is played.­­

3.10.2 ­Failure to provide a SourceTV demo (and/or POV) demo to an admin (when requested) can result in a match being overturned or a player/team suspension.

4. Team Rosters updated: Mon, 6/22/15

4.1­ Team Roster Size Limit:­­ Teams are allowed a maximum of 21 players.

4.1.1 ­Players may ­only be listed on ONE roster per league (HL, 6s, 4s) at a time.

4.2 Division Placement:­ Teams may request a specific division but ultimate placement will be decided by the admin staff. Admins also reserve the right to move your team up or down a division at any point during the season.­­ Placement is based on your team's prior roster history with most emphasis given to the past 4 completed seasons. Scrim logs, class assignments and backups are not taken into account for placement. ­Note: 6v6­ and 4v4 ­experience is not considered 1:1 with Highlander when deciding team placement.

4.2.1 General placement guidelines

Platinum - Is considered the top division in the league. Entry to this division is very limited and teams must earn their right to play and stay in this division. Players should have multiple seasons of higher level competitive TF2 experience. Rosters are expected to be a mix of players with experience on established Platinum teams and players from high Gold teams.

Gold - Is the seeding division for Platinum. Rosters are expected to be a mix of players with experience on mid to low Platinum teams, established Gold teams and high Silver teams.

Silver - Is the seeding division for Gold. Rosters are expected to be a mix of players with experience on mid to low Gold teams, established Silver teams and high Steel teams. Teams are permitted to have no more than 4 Gold players (or 1 Platinum/Invite player + 3 Gold players) from teams with established records (3+ legitimate wins) in the past 4 completed seasons.

Steel - Is the lowest “skill division.” Rosters are expected to be a mix of players with experience on low Silver teams, established Steel teams and high Iron teams. Teams are permitted to have no more than 3 Silver players from teams with established records (3+ legitimate wins) in the past 4 completed seasons. Teams are not permitted to have any players with established experience in Platinum or Gold.

Iron - Is a “special case division” for teams with no competitive experience or teams that could not secure 3+ wins in Steel in a prior season. Teams are not permitted to have any players with any experience in Platinum, Gold or Silver from any season. Rosters in Iron are strictly monitored to ensure that these standards are being met throughout the season.

4.2.2 ­Invite/Premier Player Limit:­­ Each division is assigned a limit to the number of invite/premier players allowed on a team's roster.­ For Platinum there is no limit, Gold is limited to 3, Silver teams may have 1 Invite (or 1 Platinum) per team player and Steel/Iron may not have any rostered Invite/Premier players. We define Invite/Premier as any player in ESEA-I or ETF2L­ Premier participating in the current season and prior 4 seasons of these respective leagues.

4.3 Player eligibility: ­All players on a team must be listed on their team's roster at least 24 hours prior to the ­agreed upon match day/time.­

4.4­ Alias accounts:­­ Additional steam accounts (also known as alias accounts) owned by the same player may not be rostered without explicit admin permission.

4.4.1 Players who are found to be using an alias account (without admin approval) will be subject to suspension and/or banishment from the league. Suspension may also apply to the­player's affiliated main account.­ Teams who roster such players may be subject to suspension as well.

4.5 Roster Confirmations: Teams must check rosters prior to match start, and work out roster issues before the match begins. Be honest with your opponent about your player's roster status. Once both teams are set to Ready, we ­consider this an agreement to move forward all connected players (including ringers/mercs). If a team refuses to remove a ringer/merc ­by 15 minutes past the agreed match time, please contact an admin immediately.

4.6 Ringers (mercs)­ and Unrostered­ Players:­­­ Players that are not on the team's UGC roster are not allowed to play in the match, unless the other team's leader gives written permission. When requesting ringer approval, Team Leaders should share links to Steam profiles (and UGC player profiles if available) for each ringer request. It is the Team Leader's responsibility to research the ringer­ requests, and to decide if the player should be allowed to play. All agreements on ringers must be documented, in server chat logs and/or in the match comms prior to match start.

  • Teams do not have to allow any ringers if they do not want to.
  • Once a specific ringer has been approved in writing, that ringer can not later be declined.
  • Admins ­cannot provide approval or disapproval for ringers.
  • By readying up your team in the server, you are giving approval for all connected players to participate in the match.

4.7 Late Joining Players: ­Once a match is live, only legally rostered players may join the server (and only when a substitute is needed or your team has less than 9 players).­ NOTE: We do not expect team leaders to check eligibility of late joining players during a live match. If a late joining player is determined to be a ringer/merc or otherwise ineligible to play, any scores accumulated while that player is in the server will be nullified.­

4.8 ­Team Roster LOCK for Playoffs:­­A roster lock will ­be instituted during Week 7­ of the regular season. Players cannot be added after this lock for any reason.­

5. Match Play updated: Wed, 5/13/15


5.1 ­­Server responsibility:­­ It is both teams' responsibility to ensure a server is available to play the match.­ If the Home team does not have a server, the Visiting team may host.­ If neither team owns a server, it is BOTH teams' responsibility to secure a suitable server for the match.­ UGC has a limited number of servers for matches and any team may request their use.­ Servers are loaned on a first-come-first-serve­basis.­ Notify a TF2 league admin to reserve a server. If neither team has a server and no UGC servers are available, the match must be rescheduled to a date when a server will be available.

5.1.1­ The Home team (listed first in the schedule) has choice of server for the first round, and for the third (OT) round. The Visiting team is listed second on the schedule and chooses which server to use in the second match round.

5.1.2 ­The team providing the server must provide the ­address and password in Match Comms or an alternate messaging source at least 15 minutes before match time.

5.1.3 ­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.


5.2. Starting A Match:­Teams are allowed up to 15 minutes passed the agreed upon match time to ready up.

5.2.1­ Each team is required to have at least ­7 players in the server in order to ready up. Teams must be allowed the full 15 minutes to gather 7+ players. We encourage teams to be flexible and wait longer in the interest of fair play and sportsmanship. We also ask teams to consider rescheduling should an issue arise at the last minute and one team is unable to field at least 7 players.

5.3 Mid-match­ break: Teams are encouraged to take a break after the first half of the match is completed. In the interest of courtesy, this break should not last more than 10 minutes. Team leaders are encouraged to remain in communication during the break, especially in the event that 10 minutes becomes insufficient. If a team is refusing to ready up after 10 minutes please contact an admin to resolve the issue.­


5.4 Reporting Matches: Upon the conclusion of a match,­ the­ WINNING team must ­report the scores via the UGC website. Only team leaders with a dedicated team leader login can report match scores. To ensure that accurate scores are reported, please pay close attention to the submission form. Also, please read the rules to understand how scoring works on this week's map type.­

5.4.1 Winning teams must report Match Scores by Tuesday at 11:59pm (your local time zone). Contact Admins immediately if you can not meet that deadline, you may be granted a 24 hour extension by admin approval only. If the winning team leader has not reported a match result by 24 hours after a match is played, it is acceptable for the losing team to submit the Match Results. If a match is unplayed/unreported by Wednesday 11:59pm (your local time) and neither team has contacted UGC admins, both teams may receive forfeit losses in lue of a result. 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, see Section 10.

5.4.2 ­When reporting scores, the team leader ­will be able to enter a Match­ Writeup for others to read. Please remember that these comments will be publicly available for all to view, therefore please be polite. ­The Match­ Writeup­ field is not to be used for submitting disputes against the other team. If an issue occurred ­in your match that requires admin intervention, please contact your division manager once the match has concluded.­


5.5 Forfeits (default wins): If a team can not supply a minimum of 7 players at 15 minutes passed the default time (or agreed upon­ time) ­the opposing team can force a forfeit.­However, if there are extenuating circumstances (steam crashing, someone can't join a particular server, etc) then team leaders should contact an­admin immediately. If your specific division manager is unavailable please join ­IRC #UGC-TF2­ and discuss the matter with another admin.

5.5.1 Documented proof of the situation that lead to the forfeit situations MUST be given to the­ admins ­before we will consider awarding the default win. This includes (but is not limited to) in-game screenshots (with a time stamp)­showing the other team­ did not have enough players by the appropriate time as well as any relevant chat logs between the 2 teams. This evidence MUST be posted in the Match Comms. ­Please try to be reasonable and fair with your opponents, playing a match is always preferred over a dispute or a forfeit win. Admins ­have the final say in whether a default win will be awarded or not.

5.5.2 Penalties for Forfeits:­Teams will be removed from scheduling for repeated forfeiting. Teams removed may be temporarily set to not ready or permanently suspended at admin discretion. Teams should post details to match comms when your team has difficulty meeting a match arrangement, we will take match communication efforts into consideration when reviewing team suspensions.

5.6 Match Abandonment: ­Teams should play the match to completion. If a team abandons a match prematurely, that team forfeits the match as a whole. If a partial match has been played, the winning (non-forfeiting) team will be awarded full match points for the match only when the partial score is in their favor.

6. Team Rankings and Titles updated: Wed, 5/13/15

6.1 Ranking.­All UGC Teams are ranked on our current season's rankings web page. Rankings are reset after pre-season, so that only regular season matches are included in final rank calculations. Rank calculation is done using the values shown at the top of the rankings web page. The rankings page will automatically be updated as match results are accepted by admins each week of regular season matchplay.­

6.2 Title Playoffs.­Elimination playoffs are used after the end of regular season to determine the season's title winners or champions. The setup of these playoffs may vary slightly from season to season. Generally speaking, playoffs will be a 4 or 5-week single or double elimination bracket using rank seeding. Playoffs will be played on popular, mainstream maps.

6.2.1 ­After the last match in the regular season, playoff seeding is determined by regular season ranking of all teams as shown on our current season rank page.­ ­UGC admins will determine the final regular season rankings after including all approved match results prior to playoffs. Seeding will then follow rank numbers.­

6.2.2 ­Playoff Brackets - The current schedule web page will display playoff brackets during Playoff weeks.

6.2.3­ Playoff Eligibility - Teams are allowed to miss no more than two (2) regular season matches to be eligible for playoffs. If teams miss more than two, they can continue to play out the season but will not be included in playoff brackets.

6.3 Final Ranking.­- At the end of playoffs, a final season rank page will be kept for each season.­ This is separate from any titles won by teams in playoffs.­

6.4 Title Winners.­Teams that are awarded season titles as part of our playoffs will be listed on our web page. We will keep a durable record of all season title winners and champions on our league web page.

7. League Maps updated: Wed, 5/13/15

7.1­ Prior to the start of a season, maps are chosen by the UGC admins, team captains or a combination of both.­ The full seasons schedule is displayed on the webpage, with each weeks matches appearing on the schedule page. Teams can not change the map for any match. Unauthorized map changes will result in a forfeit loss.

8. Player Responsibilities updated: Wed, 5/13/15

8.1 Sportsmanship - Good sportsmanship is an important part of this league and all teams are to be treated with respect. Foul language may be considered offensive. If you are not sure if it's offensive, don't use it.

8.1.1 Examples - Bad sportsmanship includes (but is not limited to) remarks that attack another player's ethnicity, sexual orientation, gender or religion. Another example of poor sportsmanship is spawn camping while ignoring the map goals, such as camping the enemy spawn while ignoring the cart on a Payload map. We expect mutual respect between teams.­

8.2 Recording Personal Demos - ­All players in a UGC match are required by UGC to record POV demos. This can be done by typing "record demoname" in console (without quotes). ­

8.2.1 ­All demos must be saved for the entire active season and must be given to an admin on request. Failure to provide requested demos will result in player suspension and possibly rounds being overturned.

8.3 ­Team switching and Spectating - Switching to your opponent's team or going to spectator during a live match is strictly forbidden and players who do so may be suspended.­ Points earned that round may be removed if it is ruled that team switching affected the match.­ If you need to go AFK during a match, do not switch to spectator.

9. Cheating and other bannable offenses updated: Sun, 5/31/15

9.1­ Cheating of any kind is strictly prohibited. Our scope of review for cheating is not limited to official UGC matches. 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 Map, weapons and­ game engine exploits - ­The intentional use of exploits of map flaws, weapons and game engine bugs are­ not allowed. ­Use of exploits in a match can result in either the round being replayed or the offending team may lose the round.­

  • Example #1: Engineer buildings may not be placed in areas in which the opposing team is unable to destroy them. This includes but is not limited to maps that allow­ you to build a teleporter inside the spawn room itself (such as on Ashville). Exception: Some maps, like cp_steel and cp_gravelpit, have a protected area outside of the spawn room which is still behind gates (this area is defined as your team's base). You are allowed ­to build engie buildings in your base (as long as it's not in your actual spawn room).­­
  • Example #2: Players may not shoot through solid surfaces or doors that are intended to be closed. This includes but is not limited to the A door on cp_steel.
  • Example #3: Engies are not permitted to build a teleporter in the small closed off room at Red's last CP on pl_upward.


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 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 VAC Ban policy (Effective Date - May 13th 2015)

9.5.1 Players with VAC bans - Players who receive a VAC ban of any type after May 13th 2015 will be automatically banned from rostering in any of UGC's TF2 leagues unless cleared by the Admin Staff.

9.5.2 Source Engine VAC Bans - A player with a Source Engine VAC ban (that prevents the player from joining a TF2 VAC secured server) will be banned from the league for a period of 6 months from the date the account is VAC banned. In all cases, the ban period applies to a person and not a single Steam account. Alias accounts created to evade this VAC policy will lengthen the duration of the player ban. After the ban period has expired, these players will be permitted to register a new alias account and continue participating in the league.

9.5.3 Non-Source Engine VAC Bans - A player with a VAC ban that does not impact their ability to play TF2 may appeal the ban policy by filing a support ticket under the "VAC Appeal" category. Players will need to sufficiently demonstrate that their account is not VAC banned in the Source engine that runs TF2. Per admin discretion, players may be required to join a TF2 server to prove this. Once a player is cleared they may choose to roster their VAC Banned Steam account or they may choose to use a new alias account when approved by an admin.

Other offenses

9.6 Aliasing (Defined as altering your Steam ID and/or IP address)­­­ as a method to avoid a previous ban­, to hide your competitive experience from your opponent or to play in a lower division will result in a permanent ban. Bans are issued to PERSONS not ­Steam IDs.­If you are caught aliasing in a lower division or you are ­rostered on more than 1 team in the same league with an alias account the following actions will be applied; a.) Your alias(es) will be permanently banned from the league and b.) Your main account will suspended or possibly banned.­ In an alias dispute the burden of proof is on the accused player(s), not the admins. If a player cannot sufficiently prove the alias account is not theirs, they will be subject to a suspension or ban. Sometimes there are valid reasons to play under an alias account and players may do so only with explicit admin approval.

9.7 ­Account-sharing­ is defined as giving out the username/e-mail and password associated with your Steam account to a third-party to play as you in a match. Account sharing is strictly prohibited.

9.8 Match Betting/Gambling - Team Leaders and individual players who are found to have bet on their own matches, regardless of the match outcome, will be banned from the league and any matches bet on must be replayed. This rule also applies to placing bets through alias accounts or other third parties. Punishment for betting on your own team may also extend to the entire team if multiple players are found to have taken part in the bet. If this occurs, the match in question will be overturned (when applicable).

9.9 Admins reserve the right enforce suspensions/bans at anytime for any reason whether a clear rule was broken or not. Suspensions/bans can result from (but are not limited to): Cheating, aliasing, account sharing and abuse/harassment. The scope of consideration for such punishment is not limited to official UGC matches. Typical ban length for cheating in an official UGC match is 1 year.

10. Match Disputes updated: Wed, 5/13/15

10.1 Match Disputes - If you feel a rule was broken by your opponent during an official UGC match then you may submit a dispute for the Admin team to review. 

10.2 Submitting a dispute - ­Log in via Steam and send an email using ­our email contact page to submit your dispute.

10.2.1 Required documentation - The burden of proof in a dispute is on the team that submits the dispute. Please provide as much detail as you can in the dispute email. This must include a summary of the dispute, what rules you think were broken, screenshots, chat logs and STV (and/or POV demos).

10.2.2 ­Disputes submitted more than 48 hours after a match has taken place or disputes submitted with little to no detail may not be investigated.

10.3 ­While a dispute is pending, public discussion of the dispute is prohibited on the UGC forums.

10.4 Admins involved in a dispute - ­Any Admin 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 Resolution - ­Admins will try to handle all disputes as quickly as possible, however some disputes may require more time depending on the complexity.­ Once a dispute has been resolved both teams involved in the dispute will be notified via the email we have on file for each leader.

10.5.1 Dispute penalties - ­Actions that result from a dispute may include changes to the match result or punitive actions taken with a player or team. Prior disputes may be used as a precedent and some penalties are defined or delimited in the Rules. However, all penalties are at the discretion of current Head Admins.

11. New teams updated: Wed, 5/13/15

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 must supply an active roster with Steam IDs to the UGC website on the team's­contact page BEFORE the first scheduled match can be played.

12. Rule Updates updated: Wed, 5/13/15

12.1 ­The Rules set forth on this page may be altered or updated at any time. It is the sole responsibility of every team/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 interpret all of the Rules set forth on this page as we see fit in each situation, independent of each other.­­ Please contact an admin if you are unsure about a rule.

  • New Team Sign-Ups for HL Season 18 are OPEN
  • TF2 HL Season 18 begins Jan 11, 2016
  • Mon, Jan 11 - HL Season 18 Begins
  • Season: 18
  • Number Match Weeks: 12
  • Roster Lock:
  • Team Max Players: 21