
Tournament sponsored by The Games Machine (http://old.tgmonline.it )
Admins:
Senior-Admin
Snipershady - MSN: snipershady1979@hotmail.com
EU Admin
Snipershady - MSN: snipershady1979@hotmail.com
Jackal - MSN: thejackal2711@hotmail.com
Lin - MSN: alco-pimp@hotmail.com
ITA Admin
Blackfox - MSN: black_f0x@libero.it
Chaos - MSN: chaospeyo@hotmail.it
Side@ttak - MSN: r17side@hotmail.com
Rule Index
* General Tournament Information
* General Tournament Rules
* Player Guidelines
* Team Management
* Server Requirements
* Server Settings
* Match Details
* Match Results Reporting
* Match Dispute Filing
* Substitutes/Dropped Players
* Game Demo Recording
* Cheating
* Smurfing
* Penalties for Rules Infractions
* Admin Structure
* Version Releases
* Rules Statement
* Important Links
General Tournament Information
Current America's Army Game Release used for TGMCUP EU 2008 Matches
Version 2.8.3.1
How to partecipate and subscribe a clan
TGMCUP EU 2008 is an Invite Cup just for fair play and skilled team.
Only players that never got banned and that never cheated will be admitted.
(Punkbuster and Anticheat community ban list will be checked after subscription of a clan)
Fair play means to be polite in game, to be polite in "match communication", to be polite always.
Tgm forum is the one point of discussion for subscription and any other comunication. (Msn deal will be not considered )
To subscribe a team you will need to:
-Be invited
-Post on the forum your:
- Team Name
- Team Tag
- Team Tracker ID (or complete link)
- Team Leader nickname
- Team Captain and or Co-Leader Nickame
- Team Leader contact (msn or email or both)
- Team Co-Leader contact (msn or email or both)
- Nickname and Guid of ALL player of your team
- Check that your team player are "clean" (no ban, no sharing account with banned guid)
- IP address of your GameServer
- Clan WebSite and Forum
Tournament Concept
Direct-Elimination Tournament on Double Match. In Home and Visitors
matches, the "Home team" will be able to chose the Map for the match.
Each clan is able to play once time on a map.
If we will have more then 16 clan
the maps played during 1st and 2nd match will be playable again.
Only if we will invite more then 16clan (then headseries + non headseries clan )
(non Headseries will play 2 pre-season matches)
Example:
If during the quarter of final played on "BridgeCrossing" against TeamA and TeamB
During Semi-finals or Finals TeamA or TeamB will not able to play Bridge Crossing again.
Team Objective will be the format used to determine the winner of each match.
Matches will consist of 12 rounds of play on the specified map (chosen
by the "Home Team" ). Teams will play 6 rounds on each side. "Overtime"
information can be found in the General Tournament Rules.
The match must be played every Thursday of the week. Clans can organize
each other to play on a different day, but both challengers must agree
totally.
Team Objective Format
Assault and Defence defined maps:
Includes All Maps not listed in the categories below. The Assaulting
team wins the round if they secure the map objective(s) or eliminate
the entire defensive team. The Defensive team wins the round if they
successfully defend the objective while keeping at least 1 team member
alive for the entire round or eliminate the entire assault team.
Assault vs Assault with 3 Objectives:
Includes SF Sandstorm and Mout McKenna. Round wins are achieved by
either team if they take and hold all 3 objectives before round end,
eliminate all members of the opposing team before round end, hold
secure 2 of the 3 objectives at round end. The round is considered a
tie if neither team is successful in completing any of the 3 scenarios
above.
Assault vs Assault with 1/2 Objectives:
Includes Urban Assault, SF Extraction, and SF Dockside. Round wins are
achieved by either team if they secure all of the objectives before
round end or eliminate all members of the opposing team before round
end. The round is considered a tie if neither team is successful in
completing either of the scenarios above.
Other Round Win/Tie/Loss Scenarios:
If the final players alive on the two teams engage and kill each other
the round will be considered a tie. The final player is considered dead
if he dies before the server reports the round ending.
If a player completes the final objective and then is killed before the server ends the round, his team wins the round.
If last player on an Assault team is killed but the final objective is
cleared before server reports the round end, his team gets the round
win. Two current examples of this would be Woodland Assault and CSAR. A
player can throw the incendiary device at the objective before being
killed. If the device detonates and destroys the objective before
server round end, then his team gets the round win. The same scenario
would be true in CSAR if the Pilot Objective were already cleared and
the final assault player throws the incendiary at the chopper and it
detonates before server round end.
Killing the prisoner on HQ Raid results in a round loss for the team responsible.
Flashing or Killing the Pilot on SF CSAR results in a round loss for the team responsible.
The same for the Medics on Radio Tower.
General Tournament Rules
Roster Changes
Tournament rosters will be locked one day prior to the Round 1 matches
- this is to prevent players of eliminated teams to join other teams.
Team Roster Management
Each team is to have the minimum amount of 8 players.
Team founders and Captains are responsible for maintaining a clean and smurf-free roster. Failure to do so can and will lead to disciplinary Action.
Failure to Show up
For each tournament there is a minimum number of players needed to
proceed with a match. Teams should have the minimum number of players
on the appropriate server no later than 10 minutes after the scheduled
match time. Failure to meet this requirement will result in an
immediate forfeit against the non-compliant party. Both teams should be
ready to play no later than 10 minutes from the scheduled or agreed
upon match time. Failure to agree to start the match at this time will
result in forfeiture by the non-compliant party. A TGM admin should be
contacted immediately (snipershady@spinfo.it or msn: snipershady1979@hotmail.com - SEE ADMIN LIST IN TOP ) for a ruling to be made.
Match Communications
All Communications concerning Match Logistics must take place within the TGM Forum (http://forumtgmonline.futuregamer.it/fo ... .php?f=109) .
Home Team have to create a New Topic on the Forum and start match comm.
Communications in Match Comms are to be limited to specific match information.
Communications in Match Comms are to be written in English.
Players found abusing match comms could be subject to unsportsmanlike conduct penalties.
Sportsmanship
Un-sportsmanlike conduct during matches and/or match comms will not be
tolerated by the TGM. If an administrator is called in to resolve an
issue regarding unsportsmanlike conduct the judgement/punishment will
be swift, efficient and final. We here at the TGM suggest you conduct
yourselves accordingly. Racist or sexist remarks will not be tolerated.
Map Selection
These are the Regular and Overtime Match maps. Teams "must" play the tournament designated maps each week.
Border 8 Min
Bridge Crossing 7 Min
Bridge SE 10 Min
Collapsed Tunnel 5 Min
Dusk 7 Min
HQ Raid 6 Min
Insurgent Camp 6 Min
JRTC Farm 7 Min
Mountain Ambush 7 Min Escort = Defense for Side Choice
Mountain Pass 10 Min
Mountain Pass SE 10 Min
Pipeline 7 Min
Radio Tower 10 Min
SF Arctic 7 Min
SF Courtyard 7 Min
SF CSAR 7 Min
SF Hospital 7 Min Escort = Defense for Side Choice
SF Oasis 7 Min
SF Pipeline 7 Min All Players must be SF Qualified
SF Recon 10 Min
SF Taiga 7 Min
SF Village 10 Min
SF Water Treatment 8 Min
Swamp Raid 6 Min
Weapons Cache 7 Min
Weapons Cache SE 8 Min
Woodland Outpost 6 Min
Supremacy Maps ( Player can complete 2 obj on 3 an win the round by keeping this 2 obj for all the time )
(during the Cup, clan cannot choose to play on the above mentioned maps)
SF Sandstorm 5 Min East = Defense for Side Choice
MOUT McKenna 5Min Loyalty = Defense for Side Choice
Urban Assault 5 Min East = Defense for Side Choice
Side Choice
The side choices are as follows:
* The "Home Team" decides first.
Who will be "Home Team" ?
* Series heads
* Teams that after the 1st challenge (home plus vistiros match) will have better rounds difference.
Example.
Home: TeamA vs TeamB result: 7-5; Visitors TeamB vs TeamA result: 5-7; The Rounds difference is 4
Home: TeamC vs TeamD result: 10-2; Visitors TeamD vs TeamC result: 0-12; The Rounds difference is 20
TeamC vs TeamA will be next match. Where TeamC will be ""Home Team""
Server Choice
Same Region Clans
will chose server as "best server possible" (if necessary, will be
needed to test both servers before the match. A few days before should
be the best way)
If the two clans do not find an agreement, one day before an Admin will categorically decide
Different region Clans
will play home match on "home team" server. (but this server must be compliant with server rules and configuration)
Match must be played on "the best server possible".
The best server possible = Best ping for each clan. No Lag, no Warp. Best difference ping between teams.
If both teams have the same server, the "Home Team" will select one.
If teams cannot agree to use these server for the whole match, Admin will decide where the match will be played.
Server choice must be communicated through the “Match Communications”
section in your teams control panel 48 hours prior to match time.
Failure to keep these deadlines may result in your forfeit of these
options at the opposing team’s (and admins) discretion. It is each
team’s responsibility to provide a server for the rounds that they are
responsible for. If a team cannot supply a server, they are to use the
server that the opponent has supplied. If neither team can supply a
usable server on a match night then a replacement MUST be found -
contact admins on MSN if this happens.
Any server used MUST be running TGM AA CVARS and they must use TGM
SERVER SETTINGS to be considered eligible servers, unless agreed upon
by both teams and approved by an admin.
Complaints about the server (and server configuration)
If the dispute is builded on server issues, this must be called in the
first round!!! You can't put in a complaint about a server when the
match is done. This will prevent people from putting in a dispute
because they lost.
Ping Difference - "The Ping Rule"
In the case of a dispute over pings, the following rule will be used: A
ping difference (on the ‘F1 Screen’) cannot be more than 15. The player
with the highest ping, however, will be ignored.
Example:
Team A’s players: 5, 5, 5, 7
The player with “7” will be ignored. 5 + 5 + 5 = 15. 15/3 = 5. Average Ping = 5.
Team B’s players: 10, 10, 10, 15
The player with “15” will be ignored. 10 + 10 + 10 = 30. 30/3 = 10. Average Ping = 10.
Conclusion:
The average ping difference is 5 (10-15) therefore the server is
eligible for match play and disputes for ping differences will be
thrown out.
Packet Loss
Packet losses are bad, it doesn't matter if its 1 or 10, the server is
NO GOOD if it has packet losses. Screenshots of the ‘stat net’ page
must be provided as evidence from all players in the case of disputes.
(if only 1 player suffer of packet loss... change him or ask him to turnoff emule Anyway the server in this case is GOOD ! )
Regular Season Rounds Played
During the regular season teams must play all 12 rounds even if there
is a clear match winner after less rounds have been completed. If
either team leaves the server before all 12 rounds have been played,
that team forfeits the remaining rounds. If both teams decide not to
finish out the rounds then the match results will be thrown out.
Rescheduling
No Rescheduling is possible.
1 Week 1 match.
If all clans need to reschedule matches due to "Account Maintenance"
problems or "Server Authorization" failed, Admins will post on the
Forum the next date for the match for all clans.
Punctuality
Teams are expected to be on the server and ready to play with the
minimum number of players at the scheduled or agreed upon time. Any
team that fails to be present with the minimum amount of players and
ready to play on a server 10 minutes after the match start time, match
will be forfeited.
Minimum Number of Player is 5
Failure of Game Authorization/PB
If there is an issue with Auth, PB on the default tournament date and
time that affects a large number of the teams, the following steps will
take place.
1. Each team will send 1 representative to Admins to notify the TGM Staff member on duty.
2. The teams will then wait up to 30 minutes to see if the issue is corrected.
3. If after 30 minutes the problem is not solved, the Admin will make a
post in the Forums notifying teams that matches will be postponed until
the next night at the normal default time.
If on the next night a similar problem exists at the default time teams
will follow the same steps as above. If 30 minutes go by on this night
without correction of the problem, the Admin will make a notification
that the matches will be postponed until the next default tournament
night. Teams then may discuss options of playing the match earlier as
per the rescheduling instructions in the section above.
No-Show Forfeits
Teams no-showing during the tournament will lose the match and, if
necessary, by admin decision, be 'knocked out' of the tournament.
VideoCasts/Shoutcasts
TGM strongly encourages teams to agree to having matches Vid/Shout
casted when approched by a TGM approved organization. These events are
for the benefit of community and help to enhance the TGM tournament
experience. However, teams are "not" required to agree. If either team
in a match refuses to allow the cast then their wishes will be followed.
Tournament Mode Requirement
TGM Americas Army uses the game feature Tournament Mode in all matches.
Tournament Mode settings and known bugs
Server Settings
Server Admin Panel Settings
Configuration Tab:
* Make Server Private: On
* Game Password: Your Choice (must be posted in match comms)
* Minimum Player Honor Level: 1
* Maximum Player Honor Level: 100
* Maximum Players: 14
* Maximum Admins: 2
* Auto-Balance Options: Never Auto Balance Teams
* Game Play Mode: Force Live Fire Weapons
Rules Tab:
* Enable Multiplayer cheats: Off
* Show Death Messages: On
* Rounds Per Match: 12
* Round Time Limit: Map Dependent
* Spectator Rules: Players only first person view
* Scoreboard Display Rules: Scoreboard always available
* Friendly Fire Roe Limit: 1000
* Kick Player for Early Roe: Off
* Roe Violations Options: Ignore
* Idle Player Kick Minutes: Disabled
* Idle Player Kick Rounds: Disabled
* HUD Options for Enhanced Difficulty: All Unchecked
* Delayed Start Options: Disabled
Tournament Tab:
* Match Name: TGMCUP Match
* League Name: TGMCUP
* Tournament Name: TGMCUP
* Home “Team”: Defending team
* Visitors “Team”: Attacking team
* Require Team Passwords: Decide it in Match Comm
* “Home” Team Password: Team Choice (post in Match Comms if this is for opposing team)
* “Away” Team Password: Team Choice (post in Match Comms if this is for opposing team)
* Requested Pause length: 90 seconds
* Swap Sides Every: 6 rounds
* Swap Delay: 180
* Mission Planning time: 5 Minutes
* Captain Request Delay: 3 Minutes
* Delay Between Rounds: 15 seconds
* Tie Breaking Rules: Allow Ties
* Use Endex Rule: Off
* Open All Weapons Slots: Off
* Allow Team Captains: On
* Random Side Starts: Off
Additional Server Setup Information
No scripts are to be running that spam the console with messages other than TGM-sanctioned scripts.
No programs like ServerGuard or ExploitEnder are allowed to be running during a match.
No game play modifications are to be active on the server during a match.
Server side Shadows are to be turned "Off".
Known Tournament Mode Bugs
* Players sometimes will not spawn at the beginning of a round
* More instances of Game Crashing happen while servers are in TM.
* On SF Arctic, TM will erroneously report round ties when the defensive team has won the round as per the Objective rules.
* Tournament Mode does not support Overtime. Tournament Mode will have to be reset via a server admin.
* Tournment Mode does not support "Supremacy Rules" for maps as
Sandstorm or Mkenna where you can win by keeping 2 obj on 3 for all the
round. (Will be necessary to post in console the score, manually )
Procedures to deal with several of the bugs listed above are found in the Match Details section.
Game Demo Recording
2 or more player for team have to record game demos. 1 demo per half.
Tournament Information
Default Tournament Date/Time
Thursday, from 9:00pm to 10.30pm Central European Time.
If both teams cannot agree on time deal, Thursday 9.30pm Cet Time will be the "match time and date"
Tournament Roster Requirements
At sign up, teams must build their roster to a minimum of 8 players in
order to be eligible to be assigned to a conference or division for
active play.
Teams must have 5 players on the server and ready to play prior to the
end of the match Mission Planning round. They also must play with 5
players on the server during the entire match. Failure to meet either
of the requirements above will result in a no-show forfeit loss.
Season Scheduling
The Tournament will consist in Direct-Elimination Tournment on Double
Match. Home and Visitors matches where "Home Team" will be able to
choose the Map for the match.
Overtime
In the event of a tie, overtime will be played. The overtime map will
be designated among Urban, Sandstorm and Mkenna match by match. Admin
will post the map every weak on the forum. (supremacy map can be played
more than one time) Each team will play one round on ASSAULT EAST and
one round on ASSAULT WEST. To win overtime, you must either:
1. Win BOTH rounds
2. Win ONE round, TIE the other
If the score is 1-1 (or 0-0-2) after these two rounds, they will be
restarted. The first team to meet the above criteria will be deemed the
overall winner.
Player Guidelines
All players wishing to participate in TGMTournaments must maintain a single active game identifier.
No 2nd account are permitted in TGMCUP.
1 Person, 1 Guid, 1 Player.
Evident Linked account, are not permitted. (for Example =Goi=Shady and =Goi=Gatsu79 cannot be subscribed both in the roster)
Eligibility
A player may only play on one team. A player found to be playing for more than 1 Tournament team will be considered smurfing.
It is the responsibility of the opposing team to check the eligibility
of the players from the other team. Its a good idea to have a copy of
the other teams roster available to review this at match time. If a
team feels a player is ineligible player it is the responsibility of
the opponent to refuse this player and notify an admin. If this is
discovered AFTER the match has been played then neither team has
grounds for a dispute*.
*However if within the range of 12 hr Dispute posting time a team
discovers a player on the opposing team is a Smurf, ringer or suspended
player, the team is allowed to dispute the match results.
Player Conduct
Players are expected to conduct themselves in a courteous manner at all
times in the Match Comms and during Match Play. TGM has zero tolerance
for unsportsmanlike behaviour such as use of profanity, inappropriate
racial or sexual comments, taunting, showing disrespect, and spamming
of game chat or match comms with non-match related comments. The list
in the previous sentence is an example and not a complete list. Players
found exhibiting unsportsmanlike behaviour could be subject to
punishment under the sportsmanship section found in Penalties for Rules
Infractions. Determination as to whether punishment is warranted is at
the discretion of the applicable Admin or Senior Staff Member.
Team Management
Team Management on the TGM Cup AA Tournaments is handled by the Team
Founder and players on each roster that he/she designates as Captains.
Captains have the same authority level as the Founder when
administering the team on the Tournament with the exception of joining
a new Tournament, and editi the team profile information, and chang the
founder. The Founder is encouraged to exercise caution when choosing
captains as they can do things such as forfeit matches and kick players
from the roster. However, TGM does encourage the founder to appoint
enough Captains to ensure a frequent team presence in match comms and
that match scores are reported in a timely manner.
Only team Captains are able to use matchcomm. Other players (non
Captain) cannot post on the match comm. Then, in this case, post will
be deleted by Admin or Mod.
TGM requires that the Founder or a Captain is present for all matches.
They are not required to "play" in all matches but must be available to
report the match score or file a match dispute within 1 hour of match
completion.
Team founders are responsible to ensure that his/her players do not
cheat, are not banned from Aci, AON or other AC community, under other
accounts, and do not Smurf for other teams. Under certain circumstances
the Founder can be suspended or banned from TGM for failing to keep
his/her team cheater/smurf free.
TGM will support teams who police themselves of hackers, cheaters and
smurfs. In cases where a team purges a hacker from their ranks and
brings it to the attention of TGM staff, team punishments will be
waived.
Once a team joins a Tournament, they will not be assigned to play until
they reach a Tournament designated minimum roster requirements. Teams
are not required to maintain a roster minimum during the season.
However, they must maintain enough eligible players on the roster to
meet the minimum match player requirements.
Server Requirements
Server Capabilities
* The Server must be running the TGM Prescribed game version. (AA V 2.8.3.1)
* The latest version of PunkBuster must be running.
* Player slots equal to the number of prescribed match players for the map plus 2 extra slots for Admins/Match Observers
* Must be capable of being run in Tournament Mode
* Should have a minimum of 512kbps upload connection speed. Teams can
agree to a slower connection speed via match comms but in doing so they
wave their right to dispute on grounds of high pings or lag.
* Admin control of the server must be available before and during the match in case of setting issues or crash.
* TGM Anti-Cheat scripts must be running at all times. They can be found in the on the FORUM DOWNLOADS section.
Server Rules
The server must be located in Europe. There are no exceptions to this
rule unless BOTH teams agree. Teams found attempting to violate this
rule will be given a forfeit loss.
If the server is being hosted by a match player, that player cannot be
connected to the server via the same connection. (i.e. from behind a
router or firewall)
Punkbuster must be running on the server during a match with "No"
optional PB features other than PB Screenshots activated and TGM AA
CVARS. Any server used MUST be running TGM AA CVARS and TGM SERVER
SETTINGS to be considered eligible servers, unless agreed upon by both
teams and approved by an admin. If a player from the team visiting the
server is kicked due to any PB optional feature, the team hosting the
server will automatically forfeit a round and the player must be
allowed to rejoin.
Teams that lease servers with log keeping capabilities must set them up
to do so and keep all logs for a minimum of 72 hours. Servers that
allow FTP access can create and store logs. To setup logging you should
only need to create a folder named "Logs" in the AA System directory.
Preparation for the Match
In the days/hours leading up to a match both teams are required to
familiarize themselves with the General Tournament Information and
General Tournament Rules. The team providing the server is to also
ensure that it complies with the Server Requirements and that it is
setup properly as per the Server Settings rule. Players are to make
sure that they have the latest PB client installed and that functioning
properly. The team member designated to be the Team Captain in the
match must be familiar with the Tournament tab functions found on the
"F1" screen. Failure to be prepared will only lead to unnecessary match
delays and disputes.
Server must be configured with password of the match and all match configuration 15min before the clan war.
This is necessary to let the server by tested before the match.
Unaccessible server have to be spotted to the admin on the match comm as soon as possible.
TGMAdmin will provide to contact the "admin of the server" to have him verify configuration.
Admin that fortget to set the server 15min before the match will get warned.
2 Warning will be not tolerated. By admin decision team captain or the
entire team will be suspended or banned from competition.
When the teams enter the server they will join their side using the
team password. One player from each team will choose the Team Captain
spot.
Setup (Mission Planning) Round
The Mission Planning round must begin no later than 15 minutes after
the scheduled match time. As long as there is at least 1 player present
from both teams this can happen. The short handed team(s) then has the
length of the planning round to get the rest of their players on the
server. If one team has no members on the server at the 10 minute mark
then the team that is on the server will take a screenshot of the F1
screen showing their presence then leave the server and file a no-show
dispute. If both teams have all members on the server and assigned to
the proper team before the 10 minute mark, then the team captains
should select ready to begin the planning round early.
During the Mission Planning round the teams are to verify the following:
* All opposing players are on the opponent's roster and are eligible for the match.
* The server is set to the proper map, the proper number of rounds is
set, and HUD settings comply with the rules for the ladder.
* Captains, via the Tournament Panel, need check to ensure the Rounds
Before Swap is set to 6 rounds and that Shadows have been disabled.
* All players should move around the server to check for lag or warping
issues. If the server is extremely laggy for multiple players on a team
then each should open their console, type stat net, and take a
screenshot. Discuss multiple player lag issues with your opponent. If
the opponent is also experiencing the problem, quickly move to a
different server. If no other server is available or both teams are
still having issues on the second server, then reschedule the match to
be played on a later date. PLEASE NOTE: Admins must be informed of this
IMMEDIATELY!
If one team discuss about multiple player lag just to play on "another
server" admin could set match forfaited for "no show". Admin are always
available, but not available for undernourishment complains.
Teams failing to perform the checks above forfeit their right to dispute over them once the match goes live
Additional Mission Planning Round Information/Instructions
During the Mission Planning Round God-Mode is automatically activated.
Teams are allowed to discharge their weapons and test their Grenades in
their general spawn area only. The opposing team is encouraged to stay
out of this area while their opponent is discharging weapons.
Discharging weapons and Grenades at an opponent outside your own spawn
area or blocking opponent access to areas of the map with the clear
intent to harass are considered unsportsmanlike conduct and eligible
for punishment.
Teams can ready-up at their discretion during the Planning round. They
may use the entire round and ready-up at the end of it if they choose.
However, they must do so no later than 5 seconds after the end of the
Planning Round. To ready-up the Captain needs to select "ready" in the
Tournament Panel.
Once the Mission Planning round ends the match must go "Live", even if
all players from a team are not yet present. Teams beginning the match
with less than the max number of players may subsequently bring them in
by following the procedures listed in the Substitutes/Dropped Players
section. The exception to this rule is if a team does not have the
required minimum amount of players present. In this scenario the match
ends and the team in question will report a forfeit loss. The minimum
number players allowed is found in the Tournament Specific Rules.
Teams are not to take objectives during the Mission Planning round. If
a team takes an objective that ends the round, they will be subject to
a 1 round forfeit.
In Between Live Rounds
If a team asks for a setup round before the next round starts. Both teams need to discard that round.
Live Rounds
Additional Server Setting Checks
During the first live round of the match there are some server settings that need to be checked.
* Round Time
* Spectator View is set to 1st Person
The settings above cannot be checked during the Mission Planning round
under TM. Teams noticing any of these settings to be wrong should
immediately notify their opponent. The round will then stop, the
setting will be fixed, and the match will start over. These settings
can only get brought up for repair during the 1st Live Round of the
match. If they are noticed later, they cannot be changed and neither
team can dispute over them.
Round Play
The match will go 6 live rounds and then the server will automatically
swap sides. At this point the teams have the option of taking a 3
minute intermission or they may immediately select ready to begin the
2nd half Mission Planning round. Teams have the option of using the
entire Mission Planning round or ready-up in order to begin the 2nd
half Live Rounds.
The 2nd half will consist of 6 more rounds, all of which must be played
during the regular season. If the match ends after 12 rounds in a tie,
see the OVERTIME RULES.
The teams may take a 5 minute break while the server is being
reconfigured. They are then expected to quickly join the server and
ready-up so the Mission Planning Round can begin. From the end of the
12th round to the beginning of the OT Mission Planning round no more
than 10 minutes should pass. The same Missing Planning round rules
apply from the beginning of the match.
Match Play Potential Issues
Tournament Mode Issues
Tournament Mode does not properly score rounds played on SF Sandstorm
and MOUT McKenna due to TGM's 2 of 3 objective rule. It also does not
score Combat Ladder round scores properly. Teams must manually keep
score and report the end of each round in global comms on those maps.
Server Crashes
In the event of a server crash, the last round will be fully replayed.
Stopping Live Play
Live Round play is not to be stopped unless agreed to by both teams. There are 3 known exceptions to this rule.
The first two exceptions are situations where a player fails to spawn or has a Critical Error causing
game crash at the beginning of the round. If the team with the member
having one of these problems reports the condition to the opponent via
captain's chat or global chat within the first 20 seconds of the round,
the opponent is required to discard the round. Failure to abide by this
rule will result in a match forfeit on the part of the team refusing to
honor the discard request. In the case that this problem occurs, the
team that requested a discard round should immediately stop the match
and notify their opponent that they are leaving to file a dispute for
refusing to honor their discard request. If they choose to stay and
finish the match then they cannot file a dispute for the infraction.
The opponent can, at their discretion, attempt to verify the validity
of the discard request "after" granting it by checking to see if the
player didn't spawn or has crashed. Having a player a few feet above
the ground usually indicates that he did not spawn. Signs that someone
has crashed would be the character idle at spawn or walking into walls.
Obviously, if the crashed player has left the server no signs can be
found. If the opponent feels that the request was invalid, they may
leave the match and dispute. However, if the dispute is overturned they
will forfeit the remaining match rounds. Accept for a Discard Round
after 20sec is not a rule. Clan should avoid to ask forfait after
20sec, but if during round no player was been spotted or killed, accept
discard just for "fair play" will be fair.
The final exception applies to no objective spawning on maps with a
moveable objective. When a team discovers the objective is not in its
location, they are to notify the opponent via captain's chat or global
chat and the round must be discarded. The same procedures from the
paragraph above apply for teams refusing to discard or for teams
improperly making the discard request.
Match Results Reporting
Match results are reported by a Founder or Captain from "either" team on the forum on the topic where match was organized. This is to be done within 1 hour of match completion "unless" one of the teams wishes to dispute the match.
Since either team is able to report a tournament match score it is
strongly encouraged that teams considering disputing let their opponent
know before leaving the server. If you are notified by your opponent
that they are disputing, do not report the match score. If you have
been notified that the opposing team are disputing and continue to
report the loss, you will lose the match (at the admin's discretion).
Tournament teams are "not" to report No-Show wins for themselves.
Instead they must either contact an Admin on MSN or file a match
dispute.
Once a match has started, it is understood that both teams agree to the
terms of the match (number of players, time limit, rosters, etc). If
there is a disagreement of match terms AFTER match completion, the
disagreement will be thrown out.
By reporting the results, teams waive their rights to protest (ultimately decided by TGMCUP Staff).
Match Dispute Filing
Dispute Type Choices
Teams are only able to dispute 2 matches per season excluding no-shows.
Bug Exploit
Before filing a dispute in this category its strongly recommended that
teams read the Cheating rules section to determine if TGM considers
what your reporting an exploit. When a Bug Exploit Dispute is filed the
specific exploit must be listed along with the player using the exploit
and an approximate time that it happened. Example: Player Snake used
the Run/Shoot Exploit in the 3rd round to kill Player Mongoose.
Cheating
TGM has a zero tolerance for cheating and gives all disputes for
cheating its full attention. TGM also takes false cheating accusations
very seriously. Therefore it is recommended that a team which is
considering filing a cheating dispute take a few moments and do the
following:
* Have a little cooling off period with your team while you discuss what transpired in the match.
* Read the rule section on cheating to see if it can help you determine what the opposing player(s) were doing.
* Have the players who felt they observed someone cheating load up
their demo and review it. They should make notes of the specific times
they feel the opposing player(s) cheated.
Once this is done if your team feels that they have specific instances
of cheating to report, please go ahead and file a dispute. The dispute
needs to have specific information about what your team feels
transpired. "They were head shooting us all over the place" is NOT
specific information. "Player X shot and killed 2 team members through
smoke during the 3rd round. In round 6, Player X killed our whole team
with single burst shots" is the kind of information the Ladder Admin
would need in order to properly research the claim.
Invalid Server
Disputes would be filed under this category for server requirements or setting problems.
Teams cannot file disputes under this category after the match has
ended. By playing the match teams agree to any server inconsistencies
versus the posted rules.
No Show
This category covers teams not showing up for the match at the agreed upon date/time.
Before filing a dispute under this category please post on the forum a "check time" and watch the time of the post.
No show disputes are processed much quicker if the disputing team can
produce, for the Admin, a screenshot of their team on the server.
Rules Violation
This category would be used for the rare problem not covered by the other more specific categories.
Smurfing
Smurfing disputes must be accompanied by the player profile of the
suspected smurf "and" specific evidence of the violation. Teams are not
to smurf dispute because they "think" an opponent "might" be someone
else.
Unsportsmanlike Conduct
Harassment in match comms or during the match in the form of name
calling, profanity, racial slurs, or taunting are valid reasons for
filing Unsportsmanlike Conduct disputes. Additionally there are several
places throughout the rules that discuss and define Unsportsmanlike
Conduct.
Dispute Filing Procedures
1. A designated captain will compose an email to snipershady@spinfo.it An explanation of all the dispute types is provided above.
2. In the email, specific information must be given when filing
cheating, bug exploit, or sportsmanship type disputes. "The other team
cheated" or "They head shot us the whole match" are NOT acceptable
explanations. TGM needs specific information such as what kind of
exploit was used and in what rounds.
3. Right after the dispute is filed the disputing team "must" post in
match comms that they have disputed and provide a brief explanation of
why.
4. The disputing team must collect all necessary evidence such as
screenshots and demos and be prepared to provide these things to the
Admin upon request.
5. The team founder or designated captain(s) must frequently check the match comms for updates until the dispute is closed.
Additional Dispute Processing Information
There are a few conditions listed in the Match Details section that
require teams to immediately leave the server and dispute. Beyond those
conditions, teams are encouraged to try to finish matches before filing
a dispute. TGM does not have a rule that automatically allows teams to
go back and finish matches should their dispute be overturned. So it is
very important for teams to ensure they have sound evidence of a match
overturning violation before they choose to quit in the middle of a
match and dispute. Failing to do so could result in the presiding Admin
ruling that they forfeit the remaining rounds that they chose not to
play.
Once disputes are "filed" an email is automatically sent to the
Founder/Captains from both teams and the Admin for the League.
Additionally, a thread is automatically generated in a staff area of
the site.
All communications with the League Admin concerning the dispute need to
take place in Match Comms. The only exception to this would be when
emailing screenshot or demo evidence to the Admin.
Teams filing "cheating/sportsmanship" type disputes need to understand
that the opponent is going to be very upset. Because of this they need
to stay out of the match comms other than to notify the opponent of the
dispute and to answer questions directed by the presiding Admin. They
MUST NOT engage in arguing with the opponent no matter what might be
said. If the comments by the opponent get out of hand, the Admin will
handle it.
After a protest has been initiated, both teams have 24 hours to gather
evidence. In this time the team being disputed against may issue a
counter-protest.
TGM strives to complete all match disputes within 48 hours of them
being filed. However, occasional unforeseen circumstances do force them
to run a bit longer. If you feel that a dispute is taking too long you
may email the Lead League Admin.
TgmCup allows Game Administrators full discretion regarding decisions
and punishment. Rule infractions are handled on a case-by-case basis.
Appeals to the presiding Admins decision must be made to an Admin within 11.59 of the day after the clan war.
After every clan war, clan MUST turn off demorec, then turn off America'sArmy and:
-send to admin armyops.log via e-mail (snipershady@spinfo.it)
-save demorec of the war for 24h after the match.
Substitutes/Dropped Players
Player Substitutions
Substitutions are allowed at any point during the match. The proper
procedure for getting a substitute into the match is as follows:
* Teams requiring a substitute during live round play must notify the opposing team via Global or Team Captains chat.
* At the beginning of the next round after notification, both team
captains will select to discard the round. Once this is done then the
player being substituted must leave and the new player may join.
* Once the player has joined the server and his team, both captains will select “ready” and the next live round will proceed.
* No setup round after substitutions . Ready must be pressed as soon as
possible. Lost time will be considerated as unsportishment behavior.
(and punished by admin decision)
* Players are NOT to join the server during a live round under any
circumstances. Doing so will result in an automatic round forfeit for
their team.
If the substitute player is unable to join the server/team within 5
minutes from the beginning of the discard round then the match should
proceed without him. His team may request a second discard round after
playing at least 1 full live round in order to get him in. However, if
he fails a second time then the match will continue with that team
playing short handed until half time or the end of the second half (a
different player can be brought in for OT).
Dropped Players
Players dropped from the server due to connection issues or game
crashes are to return to the match using the same procedures listed in
the paragraph above. The exception to this is if the player crashes at
the beginning of a round and his team reports this fact to the opponent
within the first 20 seconds of the round. Details on this kind of
situation are found in the Match Details section.
Players are NOT to join the server during a live round under any
circumstances. Doing so will result in an automatic round forfeit for
their team.
Game Demo Recording
Demo Instructions
How to Record?
1. While in game open your console prompt
2. Type demorec filename (It is recommended that the "filename" include a reference to the current match)
3. Hit "Return Key"
4. A comment will appear in the console window stating that the recording has started.
How to Stop?
1. While ingame open your console prompt
2. Type stopdemo
3. Hit "Enter" Key
REMINDER:
Type "stopdemo" after the tournmament or demo will result not playable.
Where to Find a Recorded Demo?
* In the Program Files\America's Army\Demos directory
How to Play?
1. Start Game
2. Open Console Prompt
3. Type demoplay "filename"
Demo Requirements
* All players in a match must record a separate demo for the 2 halves of the match.
* Demos must be kept and made available by Admin request for a period of 15 days.
Cheating
TGM Cheating Definition
Cheating in TGM is defined as any action by a player performed with the
purpose of gaining an unfair advantage over other teams and players.
TGM AA breaks “Cheating” into several categories for ease of
explanation and to set penalty levels for players caught performing the
action. The categories are Game Hacking, Exploits, and Illegal Game
Settings/Commands/Binds.
The specific actions listed in this section do not cover every possible
situation that could be considered cheating. TGM Administrators
maintain the right to make spot decisions concerning what constitutes
cheating if it benefits the teams involved or the community as a whole.
This section may be updated frequently as new cheats are found and old
ones made obsolete by version updates. Teams are strongly encouraged to
check here on a regular basis.
Game Hacking
Game Hacking is categorized as the use of 3rd party programs such as:
* Aimbot and other programs that increase accuracy
* Radar and other programs that give locations of the enemy
* Speedhacks and other programs that manipulate weapon rates of fire or player character speed.
* Ushield and other programs that hide the running of 3rd party hacking type programs.
TGM works closely with other Competitive Gaming and Anti-Cheat
organizations through sharing of information on players caught cheating
via 3rd party programs. As a result penalties are handed out by TGM for
players caught game hacking in TGM, in organized matches hosted by
other gaming organizations, and in public servers.
TGM considers “Testing” of Game Hacks to be the same as using them in matches. Therefore the penalties are the same.
Illegal Game Settings/Commands/Binds
This category is defined as the changing of game settings through the
use of illegal settings, commands, or bound commands. This rule also
covers the execution of files that illegally change settings or issue
commands. The specific actions are broken in to 3 Sections based upon
their impact of fair match play. Different penalty levels exist for the
3 sections and are found in Penalties for Rules Infractions.
Level 1 Illegal Game Settings/Commands/Binds
* Built-in game cheats such as devmode or the mpcheat commands.
* Use of game mods or the modification of any game files, other than modifications to .ini files as required by the ladder.
* Invoking commands either directly from the console or by bind that:
o Turn off fog
o Change the player character speed, health, or CEM
o Change weapon dynamics such as ammunition count, rate of fire, or recoil/accuracy
o Combines centerview with any action
Level 2 Illegal Game Settings/Commands/Binds
* No single key may be bound to more than one “action”. Action key
examples are Sprint, Move Forward/Backward, Strafe, Lean, Crouch,
Prone, Jump, Take Objective, Open/Close Door, Fire, Change Rate of
Fire, Reload, Fix Jam, Zoom. Examples of commands not considered
“Action” are Commo Messages(all), Gamma, Brightness, Contrast, Mouse
Sensitivity(provided its not adjusted to a level that affects weapon
recoil). Commands not considered “Action” can be bound together and
with Action commands at the user’s discretion.
* Key binds that causes any variation in the normal speed of an action.
An example of an illegal key bind would be one that allowed you to
crawl at the pace of a run, or any bind that cuts the time it takes to
perform a normal action.
* Using STAT ANIM or STAT ALL at any point during the match.
* Use of 3rd person view.
* SoundVolume set to higher then 2.0
* AmbientVolume set lower than .5
* Netspeed set to lower then 8,500 will not be allowed
Level 3 Illegal Game Settings/Commands/Binds
* Dead players communicating with live players via the console during match play.
* Sound Rolloff set to anything other than 1
* Sound manipulation that lets you hear something you shouldn’t or subtracts sounds that should be played.
* Gamma set to anything outside of .5 to 1.5
* Contrast set to anything other than .0 to 1
* Brightness set to anything other than .0 to 1
Game Bug Exploits
Game bug exploits are actions that the game developer did not intend
for the player model or weapons to be capable of performing. TGM does
not consider all game bug exploits to be illegal. This is due to either
wide acceptance/knowledge of the bug(level playing field) or due to TGM
not having an effective method for policing the action.
TGM maintains the right to add and subtract from the illegal exploit
list as necessary. If you are concerned about something not listed here
then you should contact the Lead Ladder Admin, Competition Manager, or
Competition Director for clarification.
Current Illegal Bug Exploit List
* The use of any map exploits (This includes ‘map holes’ or the ability to leave the normal boundaries of the map).
Current list of known map exploits:
o Players going "under" maps
o Roof of buildings which gives unfair advantage such as on Urban Assault and Border
o Around the outside of the map, Examples: Woodland Outpost and SF Arctic
* Firing an automatic rifle while sprinting
* Sprinting and pulling the pin on a grenade
* Firing while in the action of going prone
* High rate of fire on AR/RPK
* Additional 203 shell load out above the map default
* Looking through objects exploit(includes rocks, hills, walls, and other structures)
* SF Artic, Assault team moving up next to Stryker and firing AT4/RPG
away from the Stryker so the backblast kills/injures the Defender
inside the Stryker.
Smurfing
Smurfing is defined as:
* the act of signing up/playing for more than one team on the same
ladder, either under the same account or a different account.
* The act of playing for a team you are not registered to play for
* Signing up for the same team under multiple accounts.
* The act of playing a match using a TGM registered game account belonging to someone else.
A player is allowed to play on only 1 team within the Game. There will
be no crossover from 1 league to the other within a GAME. Players
caught playing on more than 1 league team will be suspended and the
team will, at the discretion of the admin, receive forfeiture,
suspension or removal of the league.
Teams that recruit higher level players will be subject to removal from
a lower competitive League and placed in a League more suitable for the
level of the players within the team.
Playing for a team you are not registered to play for is prohibited.
Playing on more than one team per league is also prohibited, as is
registering multiple accounts for use on the same team or league.
Penalties for Rules Infractions
Statement on Rules Infraction Penalties
The penalties listed in this section are considered a standard
guideline for use by the TGM Administrators. TGMCUP Game Administrators
full discretion regarding decisions and punishment. There may be times
that the ruling Admin increases or decreases punishment based upon
specific factors at the time of ruling. Players who wish to appeal
their punishment may do so by going to next higher authority above the
ruling Admin. See the admin structure section for chain of command
information.
Game Hacking
Hacker caught in TGM Match:
* Player Permanently banned from "all" games at TGM.
* Forfeiture of the Match the player was caught hacking in.
* The Team the player was hacking with forfeits all completed league
matches in the present league season that the hacking player
participated in.
* Team will be removed from the league.
Hacker caught playing in a match for a TGM recognized competing Gaming Organization:
* Player Permanently banned from TGM Americas Army.
Hacker caught in a Pub/Scrim:
* Player Permanently banned from TGM Americas Army play.
Level 1 Illegal Game Settings/Commands/Binds
* 1st Offense: Player banned from TGM, match forfeit
Level 2 Illegal Game Settings/Commands/Binds
* 1st Offense: 90 day match play suspsension, match forfeit
* 2nd Offense: 180 day match play suspension, match forfeit
* 3rd Offense: Banned from TGM, match forfeit
Level 3 Illegal Game Settings/Commands/Binds
* 1st Offense: 15 day match suspension, match forfeit
* 2nd Offense: 30 day match suspension, match forfeit
* 3rd Offense: 90 day match suspension, match forfeit
* 4th Offense: Banned from TGM, match forfeit
Game Bug Exploiting
* 1st Offense
o Single instance of exploit use: Player Warning, Team Loss of Round
o Multiple instances by same player in the match: Player 15 Day Suspension, Team Loss of Round
o Multiple instances by multiple players from the same team during the
match: Player(s) 15 Day Suspension, Team Loss of Match by 12-0 score
* 2nd Offense:
o 30 Day Suspension, Team Loss of Round
* 3rd Offense:
o 90 Day Suspension, Team Loss of Round
* 4th Offense:
o 1 Year Ban from TWL Americas Army, Team Loss of Round
Smurfing
* The Smurfing player will be banned from TGM.
* If the smurfing took place through use of another players account, that account will be banned from TGM.
* The team that the smurfing player was caught playing for will be removed from all TGM Americas Army competitions.
* Players who knowingly played in a match will receive a 90 day match
play suspension for each match they played in with him/her. The team
founder, if he/she played in the match, will receive a minimum 180 day
match play suspension.
Unsportsmanlike Conduct, Player
* 1st Offense: 15 day match play suspension or warning email determined by the severity of the conduct
* 2nd Offense: 30 day match play suspension
* 3rd Offense: 90 day match play suspension
* 4th Offense: ban from TGM match play and forums.
Unsportsmanlike Conduct, Team
* 1st Offense: Match forfeit or team warning email determined by the severity of the conduct
* 2nd Offense: Match forfeit and ineligible to "move up" to next league level the next season.
* 3rd Offense: Match forfeit and removal from the league where the offense occured.
* 4th Offense: Match forfeit, removal from all TGM competitions, and Founder 15 day suspension
Failure to provide Demos
* 1st Offense: 1 match suspension
* 2nd Offense: Player removal from current league
Suspension or Ban Circumvention
Players caught circumventing any type of match suspension or ban will
automatically be permanently site banned from TGM. The teams the
circumventor played for may also be subject to penalties as listed
below.
Player circumventing on the same team he/she was suspended or banned from:
* Team will be removed from the league.
* The team founder will be suspended from match play for 30 days.
Player circumenting on a different team than the one he/she was suspended or banned from:
* TGM may impose similar penalties as listed above if it determines
that players on the new team had a previous relationship with the
circumventing player or if its clear that no research was done by the
team into his/her background.
Decision Appeals
Each player and team has a right to have the decison rendered against
them reviewed by higher authority. Before filing an appeal the
offending party must check to see who issued the penalty. That is the
first step to knowing where to appeal.
Competition Manager Issued Suspensions/Bans
1. Competition Director
2. Quality Control
Anti-Cheat Team Issued Suspensions/Bans
1. AA Anti-Cheat Manager
2. Competition Director
3. Quality Control
Link to the AA Staff contact information.
Quality Control email address.
All appeals must be filed in writing via email and submitted within 72 hours of the suspension/ban start.
Admin Structure
Staff Makeup
The admin staff for each game is made up of responsible players from
the TWL community. Most often they come from the gaming community that
they administer. Each one volunteers his/her time to help make TWL the
succesful competition and community site that it is.
Anti-Cheat Team (AC)
The Anti-Cheat Team exists to catch players attempting to cheat during
game competition and research players banned by other Anti-Cheat
organizations for possible banning by TGM. Players wishing to appeal
suspensions/bans handed out by the AC team need to appeal to the
Snipershady on msn or by PM.
How to Contact an Admin
Admins:
Senior-Admin
Snipershady - MSN: snipershady1979@hotmail.com
Snipershady - E-mail: snipershady@spinfo.it
EU Admin
Snipershady - MSN: snipershady1979@hotmail.com
Jackal - MSN: thejackal2711@hotmail.com
Lin - MSN: alco-pimp@hotmail.com
ITA Admin
Blackfox - MSN: black_f0x@libero.it
Chaos - MSN: chaospeyo@hotmail.it
Version Releases
TGM reserves the right to set the Version used for Match Play. Should
the version come in conflict with the latest released version, TGM will
provide the community with ample notification.
When a new game version is officially released for public download from
the Army, the following guidelines will be put in place for Leagues:
* If the version is released 5 days or less prior to the default league
night then league matches for that week will be postponed to the
following week. For example: A version release on Thursday the League
Matches scheduled for the following Sunday would be postponed.
The TGM Staff reserves the right to extend the dates above if the
release warrants more down time while significant game play changes are
explored.
TGM STRONGLY recommends that its players always choose to download the new "Full Version" release versus a "Patch".
Rules Statement
The Staff is available to listen to everybody's ideas. The rules can be
adapted in order to satisfy an objective will by all approved.
The rule set can be modified at the discretion of the Game Competition
Director. Notification of rule changes affecting Leagues and Ladders
will be posted in the TGM AA EU CUP 2008 Forum. Specific League rule
changes will be posted in the AA EU League Forum. Also on some
occasions rule changes will be included in an email to team
founders/captains. Rule changes will be considered active the moment
they are posted in the forums. Be aware that rule changes are not
automatically added here. In some cases the change may be temporary to
deal with a short term game issue and not necessary to add here. At
other times the staff reserves the right to regulate community reaction
based upon the forum post before adding the change here.
Reminder for Match Organization
TeamA vs TeamB
TeamA is "home team"
The "Home team" has complete power of decision in the challenge:
- starting side
- the map
- if the "Home team" wants to leave the organization of the first match
to the opponent, it can and in that case the "Home team" automatically
becomes the opponent.
Example:
TeamA vs TeamB
The TeamA leave the organization of the first match to the TeamB.
Then the TeamB MUST agree and choose map and starting side.
Time must be respected.
If TeamA wants to change his "position" (swap to be opponent) MUST post on the forum as "match communication" immediately . (same days of first post in match comm. Anyway before Friday 23.59 )
The "Home team" , must choose the map for the match before the end of the week. Sunday 23.59 will be the deadline.
Do you want to be always "Home team" or "Series heads"
Win this tournament or arrive in TopTen of EU!!
Do not whine if you are not "Home team" as 1st choice. Next year you
should be the 1st head series.... just play and win!! (if you are able
to !! )
-IMPORTANT REMINDER-
Rules are written to be read
While subscribing every clan (All teamleader and teamCaptain) have to
have Heard, Understood and Acknowledged all the rules, hooah ?
Rules Forgetfulness
in the case of any situation not covered from this rules, Admins will
provide to take any decision about it in order to respect the soul of
fair play.
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