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TFC 7ON7 RULES

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


1. League Information [top]
1.1. UGC's Team Fortress Classic 7vs7 Ladder gives rookie and veteran clans a place to battle for the purpose of having fun while improving their skills and teamwork.

1.2. All suggestions, opinions, questions & comments can be directed to league administrators. The league administrators can be found here:Staff We will continually strive to make the league a better place for its participants and the community.


2. Scheduling Information [top]
2.1. Ladder Schedule
2.1.1. All UGC TFC 7vs7 matches are to be played on Sunday nights at 8:30 PM ET.

2.1.2. If two clans that are scheduled against each other wish to move the match to a different time/day, it is acceptable as long as both clans agree (see agreement policy). If one clan wishes to and one doesn't, or they cannot agree on another date/time, then the match will be played on the scheduled division time. However, matches must be played at latest 24 hours after the scheduled time of the division as to not hold up schedules for the following week.

2.1.3. If there is a case where a match must be moved, both clans must contact the head admin of their division/ladder and let them know what day/time match will be played. This must be done at least 24 hours ahead of time.

2.1.4. All matches can be played anytime before required match date/time, as long as both clans agree to play before match time. Please keep a file of agreement. We recommend and must insist on either an IRC log (preferably time stamped), an MSN Messenger log, or an ICQ log.

2.1.5. All matches that are rescheduled must be played within 48 hours past the original match date/time. Due to the need for prompt reporting and ranking purposes, teams that cannot fulfill this requirement will suffer a forfeit. In the event that both teams refuse to play, both teams will suffer a forfeit.

2.1.6. Winning clans have until 11:59:59pm EST of the following day to report scores after their match. Failure to do so will result in a nullified match for both clans. If you have made an error in reporting the scores, please send an e-mail to the appropriate ladder administrator. If there is a dispute over the reporting, logs and demos will be required.

2.2. Title Shot and Title Matches
2.2.1. The two teams with the highest win streak will be scheduled in a Title Shot Match. The higher ranked Team must have at least a 2W win streak. Once this is attained, the Title Shot Match will be scheduled and announced on the ladder home page. If there are more then two teams with a 2 week win streak, the 2 highest ranked teams will face each other.

2.2.2. Once there is a Title Shot winner they will be scheduled against the current Title holder. If the Title holder successfully defends their Title, they will advanced to the next division.

2.2.3. If there is no current Title holder (the title holder has moved up in divisions or has left the league) the team will be scheduled against the next Title Shot winner. Once a team has won a Title Shot match, they are guaranteed a Title match, even if they lose subsequent matches in the interim. The winner of the two Title Shot teams will then become the Title holder.

2.2.4. Teams may also be placed in a higher or lower division at any time. If your ladder administrator deems that having you in your current division is unfair to the other clans in that division, he/she reserves the right to move you up or down at any time. Any teams may request this by sending an e-mail or PM to the appropriate ladder administrator.

2.2.5. Periodically UGC may reset the ladder or move individual teams. This will not affect teams permanent records.


3. Server Issues [top]
3.1. 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 16 available slots, to accomodate HLTV and at least one admin spectator. Because of the occasional 8v8 match, UGC recommends an 18 slot server. If your server cannot accomodate the occasional 8v8 match INCLUDING HLTV, then both rounds must be played on the server of the opposing team if it is an 8v8 match.

3.3. Any server in which a round is played on must be running the UGC_TFC7.cfg. This can be found on the files page. This is mandatory. No exceptions. Period.

3.4. Spectators in the server are not allowed. Please password the server and admonish those not in the game to refrain from joining in. However, you must reserve one slot for an admin spectator as stated in 3.2 above. Furthermore, ANY number of admins may spectate ANY match in the server itself so long as the admin does not play for one of the teams and the server has slots permitting.

3.5. Should a server start to have connection issues (it starts giving both teams extreme packet loss, lag, and makes the match generally unplayable) and the teams captains verbally agree that the server has become unplayable, then the round will be stopped and restarted elsewhere. If 15 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 15 minutes since the connection issues started, then the round will be replayed and the score reset.

3.6. Should there be an unintentional crash of a server during the first 15 minutes of a round (without prematch included), the entire round is to be restarted. However, any points accumulated in that time will be added to the total score of the restarted round. If the match has already passed 15 minutes and the server crashes, you either play the remaining time out (if known), or another full 15 minutes will be played.

3.7. 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. Sparky serverside is legal, but both teams must agree ahead of time in a logged form. Any team running sparky serverside without express agreement by the visiting team may be suspended and/or forfeit points earned that round." This is the legal configuration for sparky serverside:
sparky_options 1535
sparky_triggers 255
sparky_forceconsistency sprites/explode01.spr
sparky_forceconsistency sprites/playerflame.spr
sparky_forceconsistency sound/weapons/ax1.wav
sparky_addcvarlock ex_interp 0.1
sparky_addcvarlock fullupdate
sparky_addcvarlock _special
sparky_foxbotareas "foxbot\tfc\areas\"

3.9. Admin Mod is allowed to be run as long as it 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 mod 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.

3.10. VAC2 (Valve Anti Cheat'2') is required to be enabled for all matches. It is enabled via the following command in your TFC/Liblist.gam: secure "1". If your server downloads a security module your server is still running VAC1. Please update your server or have your server company update it. Teams may refuse to play on a server not running VAC2.

3.11. The ETANA v2 metamod plug is required to be run in all matches as of July 20, 2005. If the team hosting the round is not running the etana plugin, you may REFUSE to play on their server. If you are the team hosting the round, and you do not run etana, you may forfeit all points from all rounds played on your server.

3.11.1. Players and teams will NOT be penalized directly if they are kicked by etana. However match play must continue uninterrupted should a player be kicked from the server during the match, and if the kick occurs during prematch, the team whose player was kicked is NOT entitled to a restart unless both teams agree. It would be best not to be surprised when one of your players is unable to join a server at match time because of lack of default explosion sprites with not enough time to track down and reinstall defaults at match time. Players and teams will NOT be entitled to unusual delays in starting a match because they are trying to reinstall default sprites. Consider this your fair warning.

3.11.2. Following is a list of what ETANA locks and blocks:
Locked CVARs:
tracerlength 0.8
traceroffset 30
tracerspeed 6000
cl_lw (locks player's starting value)

Locked Files:
sprites/explode01.spr (players will not be able to join servers if they use custom explosion sprites)
sound/weapons/ax1.wav (players will not be able to join servers if they have a custom ax1.wav)

Locked 'Exploits':
fullupdate (If a player uses this command, he will be kicked from the server and it will announce why he was kicked)
_special (if a player uses a script with _special the server will kick that player and that player will need to restart tfc if he does not want to be kicked again after rejoining server. It will also announce why that player was kicked)

3.11.3. Full instructions and information for installing metamod and etana, and ensuring that you as an individual player would be plugin compliant are in the Technical Support section of the ugc forums.

3.12. No other plugin is allowed to be enabled during matches (etab v3.0, statsme, etc.) Visiting teams may refuse to play on a server ACTIVELY running additional plugins.

3.13. 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.


4. Match Play [top]
4.1. Prematch
4.1.1. All players on a team must be listed on roster on the UGC web site 24 hours before a match is played. Roster additions after this time must be approved by your scheduled opponent and an admin.

4.1.2. No player will be removed from an active roster by an admin without the player's consent. The preferred method to change rosters is through team leaders first. If your former leader will not remove you, contact your division admin; however admins will still notify your former leader that you have been removed. Excessive roster rotation will be reviewed and may be grounds for a suspension.

4.1.3. All Leaders should be in contact with their opponent 30 minutes before the scheduled match time to confirm server information. This may be affected through IRC, ICQ, MSN, or Email. We recommend and encourage all teams to register a channel with IRC.

4.1.4. All Teams should have at least one leader/team captain join channel #ugc-tfc (gamesurge.east) at least forty (40) min before match time (This rule is flexible). This makes contact between teams much easier. Any such team leader/team captain must be wearing team tags when entering IRC channel. This rule is flexible as the intent and spirit of the rule is to insure that the teams can exchange server ips and passwords as well as provide the required HLTV information.

4.1.5. We urge all of our teams not to wait until match day. Contact the opposing team no later than 24 hours before match time.

4.1.6. Schedules go up within 48 hours of match play. Please attempt to contact your next opponents right away. We recommend you try their IRC channel or website. Alternatively, if they are registered with our forums, you can contact them through a private e-mail. Contacts over the public forums should be a last result.

4.2. Playing A Match
4.2.1. Every team is allowed fifteen (15) minutes after the scheduled match time to have server ready, HLTV ready, and a full squad into the server for round 1. Please avoid excessive squatters in the prematch. You should be organized enough to determine what your roster is in advance. There is no penalty for this, but as the prematch counter dwindles, it becomes increasingly frustrating for the opposite team.

4.2.2. A team must have 5 members ready to play by fifteen (15) minutes after the scheduled match time. Otherwise, they will receive a forfeit loss. If a team does not have the required minimum by the time the first prematch counter expires, they are entitled to 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.

4.2.3. If a clan can not produce enough players or refuses to join the server within 15 minutes of the official match time, they can and will be forced to forfeit if the opposing team chooses that option. If there are extenuating circumstances (steam crashing, some can't join a particular server, etc) then team leaders are to find an admin. If an admin is unavailable, team leaders are instructed to join #ugc-tfc 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.

4.2.4. Please avoid telling your opponents that your team will not be able to play the match if you are uncertain of this fact. If your team leader (listed as a contact on the contacts page) tells your opponent (anyone on their roster) that your team will be unable to play the match for whatever reason, then your opponents will receive a forfeit win. THIS AGREEMENT IS BINDING! For example, if it is Saturday afternoon and your team leader PM's a member of the other team and states that your team will not be able to play the following night, then they can immediately report a forfeit win. You may NOT change your mind the next night, even if you have a full roster ready to play. It is not fair to the other team to expect to not play and find out that the match is going to be played. Please note that the agreement must be logged and proof must be given to an admin upon request.

4.2.5. 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.

4.2.6. 10 minute breaks are allowed in between each round of play. This time can be ignored if both teams agree to it before-hand. Team leaders/captains are encouraged to remain in communication between rounds in the event there are problems making the transfer of teams between servers.

4.2.7. 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.

4.2.8. When the records are tied, the Home team hosts the first and third rounds, and every odd numbered round thereafter. The status of Home or Visitor can be determined by referring to the posted schedule. Otherwise, the higher ranked team hosts the 1st and 3rd rounds of a match, and every odd numbered round thereafter, while the lower ranked team hosts the 2nd round, and every even numbered round thereafter.

4.2.9. 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] 50 - TEAM [BBB] 100
Round 2: TEAM [AAA] 150 - TEAM [BBB] 50
Winner: TEAM [AAA] 200 points total
Loser: TEAM [BBB] 150 points total

4.2.10. If the total score is tied after 2 rounds of play, then teams will go into a sudden death round on the same map. The first team to score wins the match. Points obtained from successfully setting a detpack on maps that award points for this action WILL end sudden death overtime, unless otherwise specified ahead of time by the ladder admin.

4.2.11. If the result of the sudden-death round ends up in another tie, the map will be played again in the same format except each team will drop 1 player.

4.2.12. If after this round the score is still tied, then both teams are awarded a win. In the event that this is a playoff match or a match which will determine which clan will advance to the playoffs (tiebreaker match), clans may agree to reschedule the tiebreaker map. Each new round will be played 6v6 until one clan is declared the winner. As these are elimination matches, we cannot declare them to be draws. All rounds must be 30 minutes plus a 3 minute prematch.

4.2.13. If a flag is captured after the score screen appears at the end of the match, it does not count towards the round score for that team. If it was too close to call in the game, logs will be used to ascertain the correct scores. The scores that are shown in the logs will be used. Lag is not a handicap, logs will determine the order of what occured first. The lines to look for would be the line that states that the match has ended and the line that mentions "Dropoff." If "Dropoff" occurred before the round ended, the cap counts. Otherwise, it does not.

4.2.14. Class restriction is (1) for HWGUY.
4.2.15. Class restriction is (2) for ENGINEER.

4.3. Reporting Matches
4.3.1. After match play is over, THE WINNING TEAM is to report the scores. This can and should be done via the UGC website. We have gone to great lengths to automate this process and allow for almost instantaneous reporting. Please allow for 30 minutes before inquiring as to the status of your report. The team captain will be able to log in and enter not only the scores, but a match summary for others to read. THIS IS NOT THE PLACE TO FILE A COMPLAINT. Address all complaints via e-mail or PM through the forum to the respective administrator ladder. Please remember that these comments will be available for all to view, so watch what you write. Match summaries may be edited at any time by an admin, should he or she feel that something needed to be added, removed, or changed. Inappropriate match comments may be grounds for suspension or expulsion from the league.

4.3.2. If match results are not submitted by 11:59:59pm EST the following day, the match will be considered null and void. If your team leader is not around, please contact your division admin via e-mail or pm.

4.4. Forfeits
4.4.1. UGC defines a Forfeit as the following:
Any clan that fails to field at least the minimum required members (as noted above) for an officially scheduled UGC match after contact has been made by both clans, and 15 minutes have elapsed from the scheduled starting time. This applies to each individual round (Does not include break time agreed on by both clans). Of course, once a clan forfeits round 1, they are forfeiting the entire match. It should be obvious enough, but now it's on the rules page.

4.4.2. We will not tolerate forfeiting. If a clan forfeits their first UGC match after joining or rejoining the league, they will be suspended for one (1) week. A clan who has played at least one match since joining or rejoining and forfeits one match will not be penalized. If a clan forfeits two consecutive matches, they will be removed from the league IMMEDIATELY and without contact. Note that if a clan has a scheduled BYE week inbetween two forfeits, it is STILL two consecutive forfeits. If a clan forfeits two non-consecutive matches (there is at least one week inbetween the forfeits where the clan has played a match), then they will be suspended for one (1) week. Should a clan forfeit three matches, they will be removed from the league IMMEDIATELY. If a clan is removed from the league for forfeiting, they will not be permitted to rejoin until the following season. The number of forfeits accumulated by a clan does NOT carry over into new seasons. Every clan will start with a clean slate.

4.4.3. Forfeits = Loss. Rankings include forfeit wins and losses.

4.5. The HLSW scorebot that reports game info to mIRC is LEGAL so long as both teams agree, the information is sent to an irc channel that both teams have access to, and the sending of mm2 information is DISABLED.

4.6. Using HLTV

4.6.1. UGC requires HLTV recording of all matches. The HLTV proxy must run the configuration file UGC_HLTV.cfg, which can be found on the files page.

4.6.2. A static IP address must be used, and you must provide the opponent with the IP as well as the proxy password on request, even if no spectators are allowed, for purposes of viewing server info and to ensure configs are set right.

4.6.3. HLTV Spectators are only allowed if agreed on by both clans. If teams agree on spectators, then the configuration may be adjusted accordingly. Any such agreements should be logged, and both teams must be allowed an equal number of spectator slots for that round. If there is no proof, and a complaint is filed, the infringing team shall receive a one (1) week suspension.

4.6.4. Each team is responsible for running their own HLTV proxy during the round(s) hosted on their server. If a team is unable to run HLTV for the night, we at UGC ask for the other team to please be courteous and run proxy for that round. In either case, the information must be provided to the respective teams, as described above.

4.6.5. You are not permitted to run HLTV on your opponent's server without their consent, however you may refuse to play on a server that does not have HLTV connected and recording.

4.6.6. All teams are required, if requested by the opponent, to submit HLTV demos and server logs to each other within 24 hours after the last round of the match is played. Rcon passwords may be edited out of server logs. Personal demos are not required to be submitted to the opponent.

4.6.7. An HLTV proxy can be provided by anyone. A friend from another team, a member not playing the current round, a member playing current round, your mom, dad, sister, brother... you get the point. IT MUST BE DONE. Furthermore, HLTV must be recording throughout the entire round. That means ALL THIRTY MINUTES. If HLTV drops during prematch and is restarted before prematch ends, then the round need not be restarted. However, if HLTV is not in the server anytime between prematch ending and the round ending, then the proper action must be taken, as described below. Note that if no one points out in mm1 that HLTV has dropped before the round ends, then the round will stand as played.

4.6.8. If HLTV crashes during a round, the round must be restarted with HLTV running and the round will continue with the CURRENT time left and scores (give or take a minute). If there are technical problems with getting HLTV back up and recording, we again ask the other team to be courteous and run HLTV for them or all players record personal demos.

4.6.9. If you have problems/questions with HLTV please refer to our forums, and also read over your HLTV readme.txt file in your Half-Life directory.

4.7. Recording Demos

4.7.1. All players in a UGC match are required by UGC to record personal demos. This can be done by pulling down console ["~" Key by default] and typing "record demoname" without the quotes [ "" ]. To prevent the demo from being corrupted, type "stop" in the console upon completion of the demo. If you drop during a round, begin recording a new demo with a new name IMMEDIATELY after you join the server.

4.7.2. All demos must be saved for 2 weeks. If a player can not provide the personal demos, they will cause the team to forfeit all rounds played with that player. UGC does not require passing out personal demos to anyone but UGC official admins upon request.

4.7.3. This rule is not to be used for "Cheap dispute wins". HLTV will always be viewed first to determine which players demos must be looked at. However, suspensions may still be given out to individual players should we find out that they are neglecting to record demos every week.


5. Rankings [top]
5.1. All UGC Teams are ranked based on several facts. You are ranked first by your +/- record, then by your winning percentage, then by your winning streak.

5.2. When a team moves up or down a division, the team's rank info will be reset to 0-0, however the team's overall and previous records, including any titles earned, will be preserved.

5.3. Teams may also be placed in a higher or lower division at any time. If your ladder administrator deems that having you in your current division is unfair to the other clans in that division, he/she reserves the right to move you up or down at any time. Any teams may request this by sending an e-mail or PM to the appropriate ladder administrator.


6. League Maps [top]
6.1. All maps to be played in matches are chosen by the UGC admins, and are displayed on the schedule page each week. Clans may not substitute any maps, even if both clans agree. The only time you will be allowed to substitute a map if both clans agree, is if the Head Administrator of your division has deemed that week's map substitutable. The map schedule can be found by clicking on "TFC 7vs7" from the main page and then clicking "Schedule".


7. Sportsmanship [top]
7.1. The most important aspect of any competition is to insure that the competitors treat each other with the respect they deserve. This includes insuring that no competitor has an unfair advantage. At UGC, we do not condone any form of bad sportsmanship and will act swiftly and fairly to address any complaints regarding the same. While there are various forms of bad sportsmanship (in game taunting, cheating, etc.) we will try to address the most common ones below. Be advised that we cannot possibly list all of the subtle forms of bad sportsmanship and so therefore even if it is not listed below, forms outside this section may be considered and addressed by the administrators. The administrators reserve the right to fairly and swiftly administer the punishment they deem fit.

7.2. 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, via any means of communication. We expect mutual respect.

7.3. Excessive respawn spamming: [1 grenade is not excessive spamming. This includes, but is not limited to, spy grenades tossed at defensive configurations set up near or around respawns. Moreover, this does not include separate rooms that share common walls with respawns where a defensive configuration or player to player battle is taking place. By way of illustration, a spy is entitled to throw a spy grenade at a defensive player set up in the flagroom of crossover2. Understandably, some of the gas will penetrate the upper respawn. Moreover, if the spy is battling a player who is in that locale and the demo indicates the grenade is aimed at the defensive player, no foul. A clear example would be tossing grenades at the respawn while running by].

7.4. NO Taunting. Def. of taunting: When a Defensive configuration is set up at an entrance of a base[or line of NO yard D zone] and the enemy Offense primes grenades, throws grenades or shoots at D configuration. This allows D to pursue its enemy who is trying to harm him/her. If O shoots at the D, don't expect them not to start yard D.

7.5. NO chasing: [Red team's offensive players continually chase incoming blue offensive players back into their own base, or turning from their directed path to potshot, or vice versa.]

7.6. NO potshots: [Offense shooting offense as they move past each other. This includes successive potshots killing a single player. It does not include occasional knee jerk reactions to the enemy on a few occasions throughout a match. Do not return fire. If you believe potshots are excessive, then take it up with an administrator. Once potshots are returned, and it appears to the reviewing admin that potshooting has been adopted by both teams, neither team may complain.] This includes successive potshots killing a single player. This also includes anything that would damage an offensive runner of the other team including med kits, crowbars, spy pills, caltrops, demo class pipes, rockets, and grenades of any type. It does not include occasional knee jerk.

7.7. NO Respawn Camping: [Offense running by respawn on way down to flag is not camping. Setting up a defensive configuration (offense or not) with one or more players is camping. Examples include, but are not limited to, setting up a sentry gun, dispenser, demo class detonation bomb, demo class pipetraps, and multiple gas grenades, pyro class or spy class]

7.8. Turtling: At no time should there be more than 4 Defensive players. There is NO limit to the amount of offensive units a team may run at any given time. You may run three (3) offense, four (4) offense, even seven (7) offense. As long as there are no more than four (4) players defending your base. If a player on the offense shoots and kills the enemy flag carrier, they will be considered a defender. If a player on the offense attempts to secure areas of the enemy base (i.e. pipetrapping the entrance, guarding the door, etc), then they will STILL be considered a member of the offensive squad, as long as the setup doesn't interfere with the enemy offense's normal direct route(s) out of the base and to their cap point.

7.9. If you have the max number of D allowed and it consists of an engineer, at any time during the match he may leave his sg up to help guard the flag and make O runs to the enemy base. This is not a problem as if there would be 3 D left behind with a SG and 4 O running to the enemy base.

7.10. If you have a 4 D set up and using 3 O running to the enemy base and one of the O decides to use engineer as a tactic, this is fine as long as he does not set up a sg to help guard the flag, as he would be considered a part of D and the D would equal up to 5 D, 1 D over the turtling limit.

7.11. If you are running offense, and ANYTHING you have done (i.e. build a SG, build a dispenser, set a pipetrap, drop caltrops, drop napalm, drop mirvs, drop spy pills, etc.) could potentially prevent the enemy offense from reaching or capping your flag, you will be considered a defender. However, this does not include setting up anything in the enemy base as described above in rule 7.8.

7.12. Teleporters: The placement of teleporters is not regulated. You may build a teleporter anywhere you wish (including spawns and in water tunnels behind pushbrushes), so long as the map brushes allow its physical construction. Offensive engineers who only build teleporters and run offense will NOT be considered a part of the defensive squad. However teleporters THEMSELVES are objects and are not protected. A teleporter may be destroyed by ANYONE. Even if you build it in the yard or enemy base, the enemy offense may attack it. If this happens, you may not attack them back. Likewise you may not attack an engineer who is constructing a teleporter to prevent its construction. Yard d rules and ovo rules still apply.

7.12.A. The Sutterkane rule. Under no circumstance are you allowed to carry the flag through an engineer-constructed teleporter. It is a known exploit. Any team using this exploit will have ALL points stripped in affected rounds.

7.13. Offensive engineers: These rules are implied above, but are explicitly restated for clarification. A dedicated offensive engineer MAY build a sentry gun in the enemy base, so long as it does not interfere with the enemy offense's path to the flag or to the cap point. A dedicated offensive engineer may also build a dispenser at any location on the map and this will not cause the engineer to be counted as a member of defense, so long as the dispenser is not used to damage the enemy offense. If an o runner has to go OUT OF HIS NORMAL WAY and break his objective of capturing the enemy flag in order to see, be shot by, or take out an enemy sg within his base, then the sg is still LEGAL. However, as dispensers and sentryguns are OBJECTS, the offensive engineer may not defend his constructions against enemy offense destroying them, as this would constitute ovo. Additionally, an sg used in the yard or within the home base of the o engi would constitute that engi as a member of the defensive squad.

7.14. Detpacks are also objects and are not protected against ovo. An enemy scout may approach and defuse a placed detpack and you may not defend the detpack against the scout as this constitutes ovo.

7.15. On maps that permit it, Offense runners may enter the respawn of the enemy team to destroy teleporters that are built there, but may not fire on any players spawning there unless fired on first. This also applies to dispensers and sentry guns that are built inside respawns. It is acceptable to use an emp through a wall to take out such objects.

7.16. Yard Defense: [GENERAL RULE- You cannot set up a defensive configuration in a yard. A defensive configuration is defined as any entity evidenced to be playing defense for its team. This includes, but is not limited to, a single player, multiple players, dispenser, pipetrap, sentry gun, and pyro class or spy class grenades. A yard or the yard is defined as that area immediately outside your last exterior battlement from which you can typically see the enemy's battlements. Enclosed yards are your yard. Examples include, but are not limited to, Well the bunker between the forts and the immediate water exit on either side is a yard or the yard and may not be defended unless otherwise provided below. Once the water exit extends laterally along side the respective and mirrored yards, defense is allowed, 2fort the bridge area between the battlements is a yard or the yard and may not be defended unless otherwise provided below. On maps where there are distinct yards for each team connected by a single common area, defensive configurations are allowed at ALL TIMES in your yard. The common yard is considered the yard and no defensive configurations are allowed.]

<7.17. EXCEPTION:

  • Yard D is permitted when the flag has been moved into the yard.
  • If the flag has been moved into a position visible from the yard you may defend the flag as if it were in the yard. Rule applies to exits with doors as if they were open. The flag is considered visible if any part of the flag can be seen.
  • Dettable entities located in the yard may be defended untill entity has been destroyed.

    Any defensive configuration in the yard may extend to the threshold of their battlements. In other words, just before their battlements begin. Your defensive configuration, including but not limited to, player fired projectiles, sentry fired projectiles, emps, pipes, nail grenades, spy class or pyro class grenades or the like, may not strike enemy flesh beyond the threshold of their battlements, except for splash damage. If offensive players return to retrieve the flag, you may continue to defend the yard until the flag resets to the original cap position, is taken out of the yard by the opposeing team or reenters your teams base (see exception listed above concerning the if flag is visible from yard rule). Once the flag resets, or is moved inside your battlements, you must abandon all yard defensive configurations, e.g. detonate your pipes, detonate or disassemble any standing dispensers, and dismantle any sentry guns) and return to inside your battlements. Look outs are okay, but they may not fire until fired upon, as per the taunting rule. The opposing offensive may fire on any defensive configuration, look out or otherwise, in any yard. Note that it does not matter whether or not the flag is being carried-if it is located outside the defending team's battlements (and in accordance with the terms above) it is fair game for the defense.

    7.18. Defense from the battlements (aimed at the yard) is not allowed if the flag has not been moved outside those battlements or the flag is not visible from the yard. Obviously this rule cannot be applied uniformly due to the fact that maps are so varied in their layout. Some common maps and there respective yards that may not be defended except as set forth above include:

    7.19. 2fort- The area between the battlements, including the bridge.

    7.20. Crossover2- The bridge area between the two yard exits of the respective teams. Note that this does not include the side tunnels or the water tunnels. Those can be defended to their exits, or entrances into the common area but defensive configurations may not intrude into the bridge area (nor can their intended effects) nor into the common body of water below. Once the enemy offense walks past the bridge and into the tunnel (side tunnel or main T), they are no longer in neutral territory and may be fired upon. When your flag is moved to this area, the entire bridge may be defended. The flag may be defended until the threshold of the enemy base, as described above. This means that once the enemy walks up one of the slopes into the base, falls into their pit, or passes through the grate into the pit, they are free from harm. You are allowed to chase them through the water.

    7.21. Well- The bunker between the 2 forts, as well as their immediate water paths. Defensive configurations can be set up inside once the flag has entered that area, and may extend until the threshold of the enemy base. That means the flag is defendable until the enemy's front door and the water grate.

    7.22. Thus if your yard is separated from their yard by a neutral area, that neutral area becomes common yard when the enemy offense has moved the flag to that point. The respective "yards" on either side of that neutral area or common yard are fair game for defense and defense may set up a configuration at any time.

    7.23. Note that maps like avanti, maya, or dustbowl are not subject to the yard defense rule, nor are any offense v. defense maps, or territory capture based maps, such as canalzone. Reverse CTF maps such as torch2, however, are subject to the yard defense rule. As the flag is constantly being brought through the yard, theoretically yard defense is always allowed. However, on reverse CTF maps, yard defense is NEVER allowed. The defense must wait until the enemy offense enters their base before opening fire. Of course, taunting rules still apply. In O vs D maps or CP maps, the following rules will NOT be enforced: O vs O, chasing, respawn spamming, and yard defense. Turtling will still apply for CP maps; however, the max defense limit may be increased if an admin chooses to do so.

    7.24. Blocking: Doing this in a normal hallway is not prohibited on any map. However, blocking a mover [Anything that moves that is a part of the map] or teleport device is not allowed. Movers and teleport devices must be allowed to operate properly. Blocking any mover with any object [including but not limited to sentry guns, pipes, detpacks, people and dispensers] is grounds for a forfeit loss. You may use a mover as much as you want, as long as you do not stop it or cause it to run improperly. In other words, you can step on a mover to deny the other team access, but you may not stand on the mover constantly (e.g. well flagroom, 2fort elevator, crossover2 balcony) to deny all access, nor stand underneath it constantly (e.g. well attic, crossover2 balcony, well flagroom).

    7.25. Leaving Early: Any team that leaves a match before it has completed will be given a 1 week suspension, and the opposing team will receive an automatic win. Even if match is disputable, it MUST be finished!

    7.26. Abusive Chat: The use of MM1 [public chat] is prohibited, only leaders designated on the team roster are allowed to use MM1 during match play. Occasional slip ups are tolerated as are remedial measures to address rule infractions.

    7.27. Because there are some maps that allow you to leave the respawn during prematch, some special rules are required. During prematch you are prohibited to enter the enemy base. Entering the enemy base may result in suspension of the violating individual, and the actions of that individual may result in forfeiture of points for that round. Any type of impediment to the opposing team left over from prematch, including specifically but not limited to: dropping demo class detonation bombs, constructing dispensers or sentry guns, spamming the enemy or your team's fort/base, dropping caltrops, building sentries/dispensers, or touching/tossing the enemy flag WILL result in at least a one week suspension of the player(s) involved. If the administrative team feels the team captain(s) encouraged this behavior or this was a team effort then the team may face at least a one-week suspension. Such actions MAY result in forfeiture of points of that round, whether or not the attempt was successful. It is the decision of the administrative team whether ANY action taken by a player that has entered the enemy base during prematch was sufficient enough violation to result in forfeiture of the round by that offending player's team. Let this be incentive to stay out of the enemy base during prematch.

    7.28. 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. This includes switching teams to change classes.

    7.29. Any team found to be guilty of the above items will be reviewed for removal from the league and will have to wait a minimum of 30 days before they can apply to join UGC again. Careful consideration will be given before a team can be reinstated. All win/loss activity will be cleared. UGC reserves the right to determine what is and what is not offensive, excessive, or unsportsmanshiplike.

    7.30. 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, HLTV 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.

    7.31.
    1st offense = 1 week suspension
    2nd offense = 2 week suspension
    3rd offense = Removal from the league

    7.32. Administrators have the last word in all disputes. Arguing with their decision will result in a 2 week suspension.

    7.33. 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. As an example, a player may be given a one (1) week suspension for defending the yard for two (2) minutes, whereas another player may be given a two (2) week suspension for defending the yard for five (5) minutes. In addition, we may also give out warnings to players if we feel that the infraction was not severe enough to warrant a suspension. An example of this could be chasing the enemy offense only a few times during the map. It is ALWAYS the admin's call as to how severe the infraction actually was.


    8. Cheating [top]
    8.1. There are so many methods of cheating in TFC now, it is impossible for us to list them all. However we will list some of the most common below.

    8.2. 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 steam 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, bhop assist, anticonc, speedhack, third person view, esp of any type, radar of any type, and trueaim ("sniper dot" for non-sniper classes.)

    8.3. Anyone who is proven to have used a cheat/hack publicly after August 6, 2003 will be banned from match play at UGC.This includes any unlocked server, as well as pickups, scrimmages, gathers, or competitive environment such as 1v1, 2v2, tryout, or practice, even if the server is passworded. The ONLY time the use of a hack would not be a bannable offense is if used to view a dem, used alone locally for "testing", or on a passworded LAN or server AND with the PRIOR notification of ALL other players present. It is suggested that if you choose to risk doing this, you record a dem and you give a mm1 notification within the dem.

    8.4. The use of "global timers" of any kind (that is, modified ax1.wav) is illegal. Other "timers" including round timers, flagtimers, laser timers, as well as speedometers is illegal. The utilities programs with altered .dlls such as darkies, sparkies, and anigl are specifically also illegal for use in UGC matchplay. If there is any question in your mind if what you intend to use might be illegal ask an admin.

    8.5.Map hacks and map-related exploits including but not limited to nail grenades, flags, and players going through any object/entity which they are not intended to [and we don't mean your intent :) ] is ILLEGAL. Examples would be nail grenades penetrating ceilings/floors, the use of two players simultaneously passing through lasers to bypass their effect, feigning into a wall in such a way that other players are unable to damage you, using pipes in such a way as to lag a server, and the like.

    8.6. EMPS, pyro class and spy class grenades, and concussion grenades are excluded from this rule because of their intentional spread radius.

    8.7. Bunnyhopping is legal in every division of UGC 7v7. The UGC definition of 'bunny hopping' is as follows: continuous leaping into the air, often by means of linking one's movement keys to jump keys (or through other scripted means) or to manually execute any key combination on a keyboard and or the use of a mouse, that allows you to gain a speed advantage above what was intended for any specific class. Bunnyhopping may not be used during a match IF and ONLY IF both leaders agree to this before the match.

    8.8. Scripted chop-hopping is illegal. However ramp-sliding and sharking ARE legal.

    8.9. Strafe jumping and Duck[crouch] jumping is legal.

    8.10. The use of explosions (gren type 1 and 2 and rockets) and gliding/skipping (only 3 skips after landing) off of explosions is also legal.

    8.11. Global Timers of any kind are illegal.

    8.14. 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. Some cvar/console commands that are illegal are:
    -cl_lw 1 [shall not be changed]
    -ex_interp 0.1 [shall not be changed]
    -fullupdate
    -Force_centerview (Command is legal for pipedown, rocketjump, and concjump scripts)
    - _special
    -Timerefresh
    -Axis locking
    -Clear explosion sprites, SGs, Dispensers, and Player Classes (however clear and custom WEAPONS models ARE legal as well as OPAQUE custom player classes)

    Any other console command that aids in centering a players view is illegal.
    Any other console command that is used for scripting continuously jumping by holding one key is illegal.

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

    8.13. UGC reserves the right to enforce any other leagues' bans, or deny access to any player/clan that we feel would not be able to live up to UGC standards. It has always been this way, but now it's in the rules section.

    8.14. Ringers or Multi-Team Players are not allowed in UGC matches. The definition of a ringer is as follows: Any player who is not on the Official UGC roster or a player who is not a part of the clan/guild, who uses a name of a person on the Official UGC is considered a ringer. The definition of a Multi-Team player: Any player who plays on 2 different teams within the same ladder. For example, if player #1 is on team A and B in the 7vs7 ladder, this constitutes an infraction. However, if the 2 teams are on separate ladders within UGC then that is not a violation. Also, If you agree to allow a player, you have done so for the entire match.

    8.15. UGC TFC 7vs7 Pro Division will not allow Multi-Clan players from other league rosters. In other words, to be eligible for the Pro Division, your team members must not play for any other teams in leagues which specify that you may not multiclan. (Examples: STA 9v, TFL 9v) Any multiclanners found are considered ringers and punishment follows the same rules as do ringers, if they are used in a match. Any members discovered to be added to your roster whom are determined to be multiclanning can be deleted from your roster at any time. Repeated additions of the same multiclanner can be a cause for clan suspension. If a person has been deleted off your roster and you are in the pro division, chances are that player is multiclanning! We encourage that you make sure anyone whom you are going to add to your team is off the applicable rosters before you add them. Note that these rules only apply to the Pro division, should we have one during the season.

    8.16. Ringer free is required to be run by the hosting team for the round played on their server. As long as there was no technical reason why ringer free could not be run (problems with the website, player running ringer free crashes mid-round, etc.) the hosting team has the sole responsibility to make sure it is running.

    Failure to run Ringer free will result in removal of all points by hosting team on any and all rounds played on their server if there was an incorrect cvar or plugin, or the hosting team played a ringer in the match. If the visiting team played a ringer, and the hosting team failed to run ringerfree, the hosting team may not submit a ringer dispute.

    Teams may refuse to play on servers not running Ringer free. While UGC no longer requires the visiting teams to ensure its use, we encourage they do so to ensure fair play and good sportsmanship.

    Ringer free must be running prior to match start of the live round, that is, PRIOR TO prematch.

    If both teams agree to the use of a ringer, have an admin add that player to the UGC roster and restart ringer free. If no admin is available, both team captains must post in #ugc-tfc that they agree to the use of the ringer. This post must include player name and steam id. Once a ringer is allowed to play, that is for the entire match. Please make sure you do a status and screen shot or ringer disputes will not be accepted.

    Clan leaders can not agree to the use of a banned or suspended player under any circumstance.

    8.17. Use of a player during a match that does not have a rostered steamid without explicit agreement by the other team in a logged form on the use of THAT player constitutes violation of the ringer rule. Once both teams agree on the use of a ringer, this agreement is for the entire match. Violation will result in forfeiture of points by the offending team in the round where the ringer was used. The violating team will serve a one-week suspension for the first offense, a two-week suspension for the second offense, and will be considered for removal from the league for further violations. The violating player may also be suspended from the league as well. Let this be incentive to all teams to ask an admin to add an unrostered player and to run ringer free and to ask that the hosting team is running ringer free before match play begins.

    8.18. Login-sharing

    "Login-Sharing" is defined as giving out the username/e-mail and password associated with your STEAM Account to a third-party to whom the STEAM account does not belong. This is a violation of Steam's subscriber agreement.

    ALL parties caught sharing accounts on or after November 22, 2005 will be removed from UGC and added to our banlist as follows:

    1. Login-sharing with a currently banned player is a permanently bannable offense for the PROVIDER regardless of the situation in which the login-sharing occurs, and ALL IDs of the provider will be banned. "I didn't know it was a banned player" is no excuse. Any logins that can be shown to have been used by a banned player prior to November 22, 2005 will be placed on the ban list as compromised, however the previous owner of that login will not be banned personally.

    2. Login-sharing with a non-banned player in a league that has policies against login-sharing is illegal if the login sharing was used to allow a non-rostered player to participate in a match. This will result in a 6 month ban for BOTH the PROVIDER of the ID as well as the USER/receiver of the ID. However, ALL parties, both the provider and recipient, caught sharing accounts in this manner in UGC matches after July 11, 2005 will be removed from UGC and added to our banlist for six months.

    3. Login-sharing with a non-banned player in order for the recipient to participate in a match in a league that does not regulate login-sharing will result in a 3 month ban for BOTH the PROVIDER of the ID as well as the USER/receiver of the ID.

    The sale, transfer, or gift of steamids to a friend or family member is not a bannable offense, although it DOES violate Steam's subscriber agreement. If you still choose to hand your account information to a third party, it is in your best interest to notify the leagues in which you play that you have given away that STEAMID and no longer have access to it.

    May these rules be incentive NEVER to share your login with ANYONE, and NEVER to accept or use the login information of another player. If you are unsure of the security of your account, we advise you to change your password.


    9. Disputes [top]

    9.1. Submitting A Dispute

    9.1.1. If you have a dispute to submit, you are to email UGC at tfcdispute@ugcleague.com with details about your dispute. Be sure to include the following information: what clan you are from, who you faced in the match you are disputing, in what ladder the match was, what rules were broken, and what evidence you have of this. This must be done within 48 hours after match is played. The 48 hour rule does not include cheating disputes, those have no deadline.

    9.1.2. By not submitting a dispute within the 48 hour period immediately after your match, you are acknowledging the fact that you did not find any fault with the other team's style of play in any way, shape, or form, even if they found fault with yours. In other words, should you find out a couple of days later that you are being disputed against, we will NOT accept any counter-disputes from your clan. The only exception to this would be if a player is suspected of using a hack (i.e. aimbot, wallhack, anticonc, etc) during the match.

    9.1.3. 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.

    9.1.4. Before disputing a match and handing the logs/demos over to an administrator, make sure there is sufficient evidence found within.

    9.1.5. 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.

    9.2. Resolving A Dispute
    9.2.1. Administrators will try to handle all disputes as quickly as possible, however some disputes may require more time depending on the complexity.

    9.2.2. Please help us in resolving the dispute by giving us all proof available, including demos, screenshots, and server logs [in raw form, not Logalyzed]. Please do not email demos unless instructed; please upload and include links to evidence in your dispute.

    9.2.3. Administrators are to be left alone while the dispute is being investigated. Things like, "when will the dispute be done" only prolongs matters for both teams.

    9.3. Admins Involved In A Dispute
    9.3.1. 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.

    9.4. Cheap Wins

    9.4.1. UGC will not tolerated teams using the rules for "Cheap Wins". UGC will determine if the rule broken effected the match played.

    9.4.2. UGC will not tolerate frivolous disputes. Please review your disputes before submitting them. If you need a time extension, talk to your ladder admin, they have the power to grant you an extension of 24 hours. If teams continue to file frivolous disputes, disciplinary action will be taken.

    9.5. Dispute appeals

    9.5.1. 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.


    10. Joining UGC [top]
    10.1. All Teams joining the 7vs7 Ladder will be reviewed for team records, any past cheating allegations, and contact info given.

    10.2. All teams must have an active IRC channel [preferably on irc.gamesurge.net] in order to join UGC.

    10.3. 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.

    10.4. All clans must have an active website to participate.

    10.5. 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.

    10.6. Teams may request division placement, however all new teams in 7vs7 will be automatically placed in the 'screening' division. Teams in the screening division will be scheduled against established teams in the other divisions in order to help determine appropriate final placement. Teams will be given a final placement no later than after the completion of three PLAYED matches. These screening matches will count on the records of both the screening and established team (unless it is preseason). Established teams will take turns serving in the screening process.

    10.7. Matches that involve screening division teams will appear in the schedule under the division of the established team. For technical reasons, screening teams will be temporarily moved to the division of the team they are scheduled with on match day so that ringerfree can be run. This however does not imply final division placement, and your team will be returned to screening following the match.


    11. Rule Updates [top]
    11.1. 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.

    11.2. 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.

    11.3. Rules that are in "BOLD TEXT" is either a latest updated rule or it may just emphasize that rule.

    11.4. 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.


    12. Agreement Policy [top]
    12.1. Agreement Policy: If two clans are playing each other during the season wish to change a rule (such as but not only no bunnyhopping, yard d), and a server setting for their match 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. 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. Generally the map of the week will not be permitted to change. 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 will be declared void and both teams will forfeit.
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