Quake LIVE - TDM 4v4
Rules - Quake LIVE TDM 4v4
House of Quake Leagues - Quake LIVE TDM 4v4 Rules
Revision 3a 19/09/2015
1. General
1.1 This House of Quake League is an online Quake LIVE Team Deathmatch League (4v4), consisting of up to X teams and 2 divisions, each division containing around X teams. One match will be played each week, for a consecutive 9-10 weeks depending on the size of your division. The team placed at the top of their division at the end of the season will be crowned king of their division and will move up or down in the next season.
1.2 The league is supervised and run by the HoQ admins and all important decisions are taken among this team. Abusive and/or disrespectful behavior towards any member of the admin team can and will be punished.
1.3 All cases and eventualities may not be covered by the rules. In the case of such a situation the admin team will discuss it and make a decision. Rules may be subject to revision without warning!
1.4 Any behavior taken by a player to intentionally disrupt the league or one of its matches will be punished.
2.0 General Layout
- Admins will assign your team to one division out of a possible
- Games are played bo3
- Many things will be taken in to consideration when placing your team, but if you think we have made a mistake in the draft seeds contact admins A.S.A.P. (doz3r/Drayan)
- Each team gets '1' wildcard to use in this season. Using more than this will result in a possible drop from the league.
(*wild card is for use when you are not able to play on the set or agreed date, using this card will move your match to a date at the end of the season called the catch up period*)
2.1 Rounds and Dates
schedule
SIGNUPS OPEN.. Sunday 27th/September/2015
SIGNUPS END.. Sunday 11th/October/2015
LEAGUE STARTS.. Sunday 18th/October/2015
*HoQ-Play-Days:
* Division 1 Sundays 21:00 CET
* Division 2 Mondays 21:00 CET
Be prepared to play your matches on that day.
2.2 All games can be played early when both teams agree and get it approved by admin.
2.3 Games that are arranged early that fail to take place, will result in default loss to the no-showing team (as if the official date), be warned only agree to play early if you really can play on the newly agreed date, admins will not feel sorry for you if you agree, then can not make it.
2.4 Server Settings
When creating a server your settings must be as follows:
* Match Location - must be agreed by both teams, or by an admin in the case of disagreement
* Match Size - slots must be available for admins and permitted streamers (no random specs allowed)
* Match Password - a password must be set and given to the admins when requested
* Standard Server
* Team Size 4 vs 4
* Game Type - TDM
* Ruleset - Classic
* Time Limit - 20 minutes
* Frag Limit - 0
* Mercy Limit - 50 frags
* Ready percentage - 1
* Friendly Fire - on
* Damage Through Floors - off
* Drop Powerups - off
* Quad Damage - 3x
* Damage MG - 4
* Damage LG - 6
* Startingammo LG/MG - 100
* Timeouts/Timeout Length - 3x/90s
* use a non standard password (not tdm/password or clantag/name)
* Gravity - 800
* Weapon Switch Speed - default
* All other settings - DEFAULTS
3. CLANS AND PLAYERS
Clan Leaders
3.1a By signing up to the HoQ Leagues, a clan leader commits to us that he/she shall ensure their clan will play all of its matches on time and abide by the rules of the cup and the instructions of admins.
3.1b If a clan doesn’t respect the time limits to play its matches they may be removed from the league at any time.
3.1c it is the clan leader's responsiblity to make sure it has enough players and subs and that those players also abide by the rules.
3.1d By signing up as a clan leader you agree to find new players if some of your members go inactive. You will try to replace them and continue the league, and failure to do so will result in you being banned from managing a team @ hoqleagues for up to 3 seasons.
Players
3.2 A player can only play in the HoQ Leagues if he is on the squad list of a clan.
3.3 A player can only play if he is marked as active in the HoQ Leagues. To obtain this status, a clan leader or team captain must use the "in league" checkbox in the Squad edit page.
3.4 A player can be only in one squad at a time.
3.5 Adding players who haven't already played with another clan in the league is permitted with admin approval.
3.6 The players must play all matches with the Quake Live account name they have on the squad list (ID).
3.7 All squads are required to have at least one Pro Quake LIVE account.
3.8 A player may not be added to the squad for a game that is due to take place on the same day without admin approval.
3.9 Clans should have a sub available for all games to avoid forfeiting per section 4.5.
4. MATCH PROCEEDINGS
Before the match
4.1 At least 15 minutes before a match the leaders or representatives of the 2 clans involved should meet on the IRC channel #HoQLeagues. If your match is to be streamed/adminned then a HoQ admin may spawn a server for you, otherwise you should spawn a server for yourselves as per section 2.2, ensuring admins are given the server password.
4.2 The match should be played on a neutral server where the average ping difference between the 2 clans cannot be higher than 25 ms. Only visible and proved packetloss can be taken into account as a disadvantage.
4.3 If no neutral server can be found, the match may be played with the home/away procedure described as follows:
*The match is played on 2 different servers, each clan will be attributed a “home” server where its players will have a ping advantage over the players of the other clan. This ping advantage must be the least possible and the most equivalent possible between the two clans. The maps picked by the clans are always played on their “away” server.
*Non-EU clans are welcome to participate but the home/away rule cannot be used by them (eg. an American clan must play all their matches on EU servers unless they are playing another American team!).
*The server location for a deciding map may be forced by an admin, or chosen by /callvote cointoss.
*A wildcard can be used up to the scheduled match time, not afterwards.
4.4 If no neutral server can be found and the home/away servers are clearly not equivalents then an admin may force what he deems to be the fairest server.
4.5 If a clan was not able to field enough players 15 minutes after the scheduled time of the match, they will lose by forfeit.
4.6 Map Pool
The cup will be played using a 7 map pool:
*Deep Inside
*Dreadful Place
*Grim Dungeons
*Limbus
*Purgatory
*Ragnarok
*Tornado
4.7 Map Picking
* If an admin is present then the map picking procedure should go through him. If not then the clan leaders should go through the procedure. The same map may not be picked twice in one match.
Procedure will be as follows:
* Cointoss winner decides which team picks first. The team that picks second will drop first in the event of a deciding map.
* Each clan picks one map from the pool (4.6).
* If a deciding map is needed then each team will drop a map and whichever map remains will be played.
4.8 Teams may change players after maps are picked. Map picks may not be changed after maps are picked.
During the match
4.9 Cup games don't have to have an admin present unless told otherwise (but always ask in #HoQLeagues to check). Matchlinks and demos will be required from both clans - make sure all your players have a suitable cg_autoaction setting!
4.10 Each map of the match can only be played 4 versus 4. If a player of a clan drops during the last 5 minutes of the match, the match will still be considered as a 4 versus 4.
4.11 Non-participating players are not allowed to spectate!
4.12 If you believe there is a lagger contact an admin and refer to section 6.
After the match
4.13 The winning team should report match results to one of the admins (doz3r/Drayan).
5. DEMOS & SCREENSHOTS
5.1 All players must record a demo of every match they play and keep it until at least 1 month after the end of the cup!
5.2 Matchlinks and demos are required from both clans, Scoreboard screenshots may be required in some cercumstances (4.8).
5.3 Members of the admin crew may ask any player to submit demos at any time during the cup.
5.4 Members of other clans may request demos from other clans (of the match between them) if they suspect foul-play but this should be done via the admin team with a valid suspicion.
5.5 If a player fails to provide his demo the first time he was asked to, he will receive a warning and the admin team may force the match to be replayed. If he repeats this mistake he will be suspended for the rest of the cup.
6. WARPERS
6.1 Anyone reported to warp repeatedly will be spectated by an admin.
6.2 Admins will decide if the warping is unfair enough to warrant removal from the cup and the admin decision is final.
6.3 Opposing teams can NOT claim a w/o if they don't wish to play against a warper that the admin believes can play.
6.4 If your team has a warper its down to your team to make sure you have a 5th player the match will be forfeitted.
7. CHEATING AND ANTI-CHEATING
7.1 Do not cheat.
7.2 DO NOT CHEAT.
7.3 Any form of cheating, be it maphacks or anything else that enables some form of advantage is strictly forbidden and will result in an immediate disqualification of the player from all current House of Quake events and probably future ones too. Further sanctions against the whole clan may also be taken at the admin team's discretion (w/o losses, docked points, disqualification).
7.4 It is forbidden to listen to shoutcasts of your own games during the match.
7.5 Participating players who are barred in other leagues or tournaments may also become barred in any House of Quake event.
8. VIOLATIONS
8.1 Any violation of these rules by a player or a clan will be officially warned.
8.2 The possible sanctions for a violation by a player are:
* a warning
* temporarily disallowed to play (1 match or more)
* kicked out of the league
* banned from future events
8.3 The possible sanctions for a violation by a clan are:
* a warning
* a w/o (forfeit loss)
* kicked out of the league
* banned from future events