Counter-Strike: Source 5on5 Ladder
Last change: 23.11.2012 19:38
These are the rules for the Counter-Strike: Source 5on5 Ladder. We make every effort to ensure the rules are complete and up to date but this may not always be the case. You should also check the Rules & Information and News for additions, exceptions and modifications that may apply. All players must meet the requirements listed in the Rules & Information at the time the match is scheduled to begin. The rules are a guideline and the decisions by admins may differ from them depending on the circumstances. If you have any questions about the rules, please write a support ticket.
- 1. Ladder Rules
- 1.1. Challenging
- 1.2. No show
- 1.3. Agreements
- 1.4. Several squads (sub-teams) per team in one ladder
- 2. Match Media
- 2.1. Screenshots
- 2.2. Demos
- 2.2.1. Requesting Demos
- 2.2.2. Uploading Demos
- 2.2.3. Editing Demos
- 2.2.4. Accusation of cheating by timetable
- 2.3. Linesman
- 3. Settings
- 3.1. Player settings
- 3.1.1. Wire Anti-Cheat
- 3.1.2. CVARs
- 3.1.3. Illegal scripts
- 3.1.4. Custom files
- 3.1.5. Color depth
- 3.1.6. Cheating
- 3.1.7. Illegal programmes
- 3.1.8. Content of the Configfolder
- 3.1.9. In-Game Overlays
- 3.2. Server settings
- 4. Match rules
- 4.1. Before the match
- 4.1.1. Server choice
- 184.108.40.206. Usage of Protected Game-Servers
- 4.1.2. Nickname and clan tag
- 4.1.3. Warmup
- 4.1.4. Map check
- 4.1.5. Match Broadcasting
- 4.2. During the match
- 4.2.1. Choice of Side
- 4.2.2. Number of players
- 4.2.3. Server crash
- 4.2.4. Player drop
- 4.2.5. Change of players
- 4.2.6. Game intermissions
- 4.2.7. Usage of Pause function
- 4.2.8. Overtime
- 4.2.9. Abortion of a map after 16 victorious rounds
- 4.3. Bugs and forbidden actions
- 4.4. After the match
- 5. Ladder specific rules
- 6. Penalty points
1. Ladder Rules
In a ladder any participant may challenge any other. The challenge may be refused by the challenged if they choose. In ladders with more than 20 participants compulsory challenges are activated. If a participant is within 20 places above the challenging participants the refusal will be punished with one penalty point. If both participants are in the top 10 then the refusal will be punished with 2 penalty points.
A challenging participant from the newcomer pool (unranked) is considered as being at the bottom of the ladder, therefore the 20 participants ranked last in the ladder would be punished for rejecting a challenge.
Participants that have more than 5 outstanding challenges in a ladder, no matter if the matches are confirmed or not, may not take on any further challenges. This is scripted into the ESL system and cannot be changed.
1.2. No show
If your opponent does not show after 20 minutes, you must enter the result as your opponent did not appear in time. Do not enter a default win for yourself.
In Instant Challenger matches the no show time is 10 minutes.
Certain agreements between participants are allowed to slightly differ from the ESL rules. Agreements that differ greatly from ESL rules are however not allowed. Please note that the ESL rules were made to ensure a fair match for all participants. You are not allowed to file a protest after the match if you think that the agreements made before the match in the end resulted in a disadvantage for your or your team.
Rules that can be changed with agreements are explicitly stated. Rules that do not explicitly state they can be changed by agreement, cannot have agreements made.
All arrangements between participants, made in addition to the ESL rules have to be written down in the match comments. The other participant has to confirm the arrangements also in the comments. To avoid abuse of the edit function, a third comment must be written.
Please also keep screenshots and/or logfiles of your arrangements. If you do not fulfil these requirements, any protests or supports concerning arrangements will be rejected.
The following rules may never be changed by arrangement: - Entering results for matches that have not been played - Allowing players to play that are barred because of penalty points, or are barred in the league due to a ban - Allowing players to play that in leagues with premium requirement that are barred for not having Premium - Allowing players to play without Wire Anti Cheat
1.4. Several squads (sub-teams) per team in one ladder
Any team may enter as many squads into any one ladder. However, only one squad can qualify for a premiership. A team is not allowed any more than one squad in a premiership.
During ladder play, no two squads from the same team are allowed to play each other.
2. Match Media
All match media (screenshots, demos, etc) must be kept for at least 14 days. In general, you should upload the match media from a match to the match page as soon as possible. Faking or manipulating match media is of course forbidden and will result in severe penalties. Match media should be named clearly based on what it is. It is not possible to file a protest or write a support ticket to complain about bad match media naming. However, if an admin is hindered in their work because of bad match media names then it can be punished for.
An admin may extend the upload period of the following matchmedia in special cases.
It is the responsibility of both sides to ensure all screenshots are uploaded to the match page within 24 hours of the match ending.
2.1.1. Score screenshot
A screenshot of the scoreboard at the end of each half must be taken and uploaded to the match page within 24 hours.
220.127.116.11. Rcon Status screenshot
A Rcon status screenshot must be taken:
- at the beginning of the match
- in case of a server/player change
- if a player reconnects
Rcon status screenshots made with the help of programs like HLSW etc. are not sufficient.
In order to take a rcon status you have to use the console command "rcon status" (don’t forget to enter your rcon password) followed by "jpeg".
It is mandatory for all players to record point of view (POV) demos for the full duration of all matches without exception. A possible knife round is part of the first halve and has to be recorded. As long as one of the players/teams is able to upload the knife round on admin request there will be no consequences for a missing knife round. In case no player/team can upload the demo on request the player/team will receive one penalty point. Protests regarding missing knife rounds are not valid.
In general incomplete, defective or manipulated demos will be treated as missing demos.
If a protested is opened for a match, all matchmedia need to be kept for at least 14 days until after the protest is closed.
2.2.1. Requesting Demos
Demos can only be demanded up to a maximum of 30 minutes after a match via the 'Request match media (demos/replays)' function on the match details page.
A demo request must state the side (CT or T) and the map, if more maps have been played.
If it turns out that your demo request was not made according to the rules, you can correct it within the 30 minutes by posting it as match comment or reports. This is possible as long as the other side did not yet fulfil the previous request. If a demo request is corrected, the upload time limit will be extended by 30 minutes from the time of correction.
If a player or a team illegally aborts the match, they lose their right to demand demos.
Maximum amount of demos that can be requested: - 5on5, 3on3, 2on2: 4 demos per team, a maximum of 2 demos per player - 1on1: a maximum of 2 demos per player
Both sides should check the demo requests of a match after the 30 minutes has passed. The requested demos must be uploaded to the match page within 24 hours (packed in separate *.zip files). If you use a program other than Winzip to zip your files, make sure that you choose "Compression method – normal". If you do not then you will get an error message like "file corrupted" and the upload will be aborted.
If any demo is missing after 24 hours then you must open a protest ticket within the 72 hour protest period to complain. The player will get an additional 24 hours from the opening of the protest to upload their demos.
If after this deadline the player(s) still have not uploaded their replay(s), then the match may be deleted and the player(s) and team punished with 3 penalty points. If the player(s) do upload their replay(s) by this deadline, then the player(s) and team will receive 1 penalty point.
2.2.2. Uploading Demos
Demos have to be packed into .zip archive. While being uploaded the server will check whether the file is corrupted or not. If you use WinRar to zip your files make sure that you choose "Compression method - normal", if you don't you will get an error message like "file corrupted" and the upload will be aborted. Apart from that all match media has to be uploaded to the ESL-Website. You are not allowed to upload your match media to your personal web space etc.
2.2.3. Editing Demos
It is strictly forbidden to edit demos.
2.2.4. Accusation of cheating by timetable
Within 72 hours of a requested replay being uploaded, it is possible to file an accusation of cheating by timetable.
The protest has to be opened directly with the complete Timetable. Protests being opened with the intention to write one will be rejected.
Linesman is an integrated ESL Wire module that sends information like your game-configs, colour-depth, SteamID and used starting parameters directly to the ESL. There is no need to manually upload any files after your match. Though there are some constraints regarding the size and number of used config files:
- The total size of all configs may not be larger than 200kb
- One file may not larger than 50kb
If the Linesman Log is incomplete because of a violation of above rules, a penalty will be given and the match may be deleted.
3.1. Player settings
3.1.1. Wire Anti-Cheat
ESL Wire Anti-Cheat is mandatory for all players to use for the full duration of all matches without exception. If a player cannot use Wire Anti-Cheat then they are not allowed to take part in a match.
For a missing or an incomplete Wire Anti-Cheat file the player/team will be punished. Apart from this rule are all players which have an evidence (screenshot with the bug and time from the ESL Website) that ESL Wire Anti-Cheat stopped/crashed due to an error.
If the website is down, making WAC unusable, then the match must be postponed.
The following CVAR values must be used:
- mat_dxlevel 80/81/90/95 (using a mat_dxlevel between 80 and 95 is mandatory)
- mat_bumpmap 1/0 (if you use "mat_bumpmap 0", you also have to use "mat_specular 0"; if you use "mat_bumpmap 1", you can either use "mat_specular 0" or "1")
- net_graph 0/1 (0 and 1 are allowed values)
The above settings are forced by Zblock, i.e. joining the server with wrong client settings is not possible. Therefore you are not allowed to file a protest if your opponent uses different settings.
- mat_fastspecular 1
- r_rootlod 0/1/2 ( 0, 1, 2 is allowed)
- cl_pitchspeed 225
- cl_yawspeed 210
3.1.3. Illegal scripts
In general, all scripts are illegal except for buy, toggle & demo scripts. Some examples of illegal scripts:
- Stop Shoot scripts [Use or Awp scripts]
- Center view scripts
- Turn scripts [180° or similar]
- No Recoil scripts
- Burst fire scripts
- Rate changers (Lag scripts)
- FPS scripts
- Anti flash scripts or binding (snd_* bindings)
- Bunnyhop scripts
- Stop sound scripts
3.1.4. Custom files
The HUD can be changed as long as no information are deleted or falsified which are available in the standard HUD. If the HUD is changed it has to be readable. If an admin is hindered in his work penalty points due to an unreadable HUD, Penalty Points may be assigned. Protests or supports which advert to this rule will not be admitted and are rejected directly. Apart from the HUD and the GUI no custom files are allowed. This also includes custom models, changed textures or sounds (volume, soundscapes) are forbidden.
3.1.5. Color depth
The usage of a color depth of 16bit is not allowed. Evidence of usage can only be given by ESL Wire, protests because of Screenshots are not allowed and will be rejected.
All forms of cheating in ESL matches are forbidden , and will be penalized with 12 penalty points for the player and 6 penalty points for the team. The player will also be barred for two years. Possibilities for cheating in Counter-Strike:Source are for example all kinds of multihacks, wallhack, aimbot, colored modesl, No-Recoil, No Smoke, No Flash and soundchanges..
3.1.7. Illegal programmes
18.104.22.168. Config changes - Videocard drivers or similar tools
Changing the game graphics or textures with the help of videocard drivers or similar tools is illegal. Furthermore any kind of overlay that displays the system performance while playing (e.g. Nvidia SLI Display, Rivatuner Overlays) is illegal. Failure to comply with this rule will result in 6 penalty points for the player and the team. Tools that only display the FPS are legal. Regardless of being actively used, if these scripts are found in part or in full in your config files, you will be penalized.
If you play with ambient occlusion, it will be punished as Cheating!!
Punishment will be given regardless of whether the script/binding is executed via external hardware or software.
Also binding any snd_ command is forbidden.
3.1.8. Content of the Configfolder
In the config folder you are only allowed to have config files. Pictures, Demos, Screenshots and zipped Files are forbidden. If an Admin is hindered in his work because of too many unclear/chaotic config files, penalty points ( 1-3 ) will be distributed. Protest and Support tickets opened because of this rule are illegal and will be ignored.
3.1.9. In-Game Overlays
All In-Game overlays - provided by the game itself - except the following are forbidden:
- net_graph 0
- net_graph 1
- cl_showpos 1
- cl_showfps 1
- cl_showdemooverlay 1 / -1
3.2. Server settings
Only the following server settings and mods may be used.
3.2.1. Server plugins
No server plugins except those listed below are allowed to be used.
VAC2 must be enabled on the game server.
Using the latest version of zBlock approved by the ESL is mandatory.
The latest version of the ESL-Plugin has to be used in all ESL-Matches.
You have to use the ESL-Plugin in order to load the correct Server-Configs. These settings must be checked before the start of the game and may only be contested if they were changed during the match.
4. Match rules
4.1. Before the match
4.1.1. Server choice
The ESL does not supply servers for matches, players and teams must provide their own and come to an agreement with their opponent as to which to use. If you cannot come to an agreement with your opponent then the match is split over two servers by half or by map.
The internet is changing continuously and the connection to a server is not always perfect. Players and teams have to agree on a server that offers both sides an equal ping. Nevertheless every player should know, that they will sometimes have to play with a bigger ping difference. In this case we have to appeal to the sportsmanship and fairness of the players and teams. The right to change server or fake lag does not exist.
22.214.171.124. Usage of Protected Game-Servers
If both teams come from the same country (meaning the majority of players is from a specific country) and one of the teams can provide a certified Gameserver (see ESL Gameserver Certificate), this server has to be used for the entire match. If both teams can provide a certified server, the match may be played on both servers in equal parts if teams cannot agree on playing on one.
4.1.2. Nickname and clan tag
Each player has to use a nickname that is at similar to the nickname he/she entered in his ESL player sheet. You are not allowed to change your nickname in-game. In team matches the players are allowed to use a clan tag, but it has to be the same for all players of this team. However you cannot file a protest or write a support ticket to complain if your opponent breaks this rule.
If an admin's job is hindered because of wrong or difficult nicknames or clan tags, the players and team concerned will get penalty points.
Before a match starts, both teams must state that they are ready to start the match. Should a player or a team have temporary problems, the opponent must be informed and the start must be repeated.
4.1.4. Map check
Bugs due to map loading (e.g. missing boxes, ladders or similar) must be checked before the match starts and if they appear the map must be reloaded. You cannot protest after the match to complain about this type of bug.
4.1.5. Match Broadcasting
All forms of game broadcasting are allowed if both sides agree. If one side wants to broadcast a match, the details of the broadcast should be discussed before the match takes place. Further details can be found in rule 1.4 Game Coverage.
126.96.36.199. SourceTV delay
If SourceTV broadcasts a game, the delay has to be 90 seconds or more.
It is legal to broadcast a match via SourceTV as longs as one team wants to do so and is able to provide the necessary server. Any other kind of broadcast is legal if both teams agree on it. If you want to broadcast a match please discuss it with your opponent in advance. For further information please check 1.4 Game Coverage . However you are obliged to upload an rcon status (and tv_status) screen that shows the necessary delay of at least 90 seconds.
188.8.131.52. LAN matches
It is possible to play a match on LAN when the following requirements are fulfilled:
- both sides agree (either via support (both sides) or protest)
- the ticket must be filed at least 72 hours before the match
- Wire Anti-Cheat is still mandatory
- Protests, which are not comprehensible by an admin will be rejected (e.g. ringer, fake match, deceptions, etc.)
4.2. During the match
4.2.1. Choice of Side
In all CS:S matches you have to play a knife round first. The winner will then choose the side. Only knives and kevlar vests are allowed to be used.
4.2.2. Number of players
Following terms of minimum number of players are:
2on2: 1on2 is forbidden, only 2on2 is allowed.
3on3: Only 3on3 is allowed.
5on5: 4on4, 4on5 and 5on5 is allowed. If one player in a team is missing the team can nevertheless play the match. The opposing team can decide freely whether they want to play with all players or with one player less as well.
4.2.3. Server crash
If the server crashes before three rounds have been completed (in a half), the server must be restarted and the half's score will be reset to 0-0.
If the server crashes after the third round has been completed, the half must be restarted with startmoney 5000 and the score will be counted from the last completed round. The start money is set to 2000 and the team that lost the last round kills itself using "kill" in the console. This round does not count. The half continues with the following round. The start money has to be set to 800 again.
4.2.4. Player drop
If a player drops before the first kill has been made in the first round, the match will be restarted. If a player drops after the first kill has been made, the server will be paused at the end of the current round (see rule Usage of Pause function).
The waiting time for a dropped player is 10 minutes. If the player or a substitute rejoins the server and both teams are ready, the game can be resumed.
When the match is continued, the start money is set to 2000 and the team that lost the last round kills itself using "kill" in the console. This round does not count. The match begins with the following round. The start money has to be set to 800 again.
If the player, or a substitute player does not connect within that time then the match is continued 4on5, or 4on4 if the opposing team agrees.
4.2.5. Change of players
Players can be changed at any time but the opposing team has to be informed in advance. If necassary the game can be paused (see rule Usage of Pause function). This change may not take more than 5 minutes. After the waiting time the game can be also continued without the full team and the player can join in the running game. Changed players must be registered in the team with their SteamID HL2/CSS and it's recommended to do a status screenshot when a new player arrives on the server.
4.2.6. Game intermissions
If a game is interrupted, the match is valuated up until that point. The game is continued according to the following procedure: - The start money is set to 2000 for the remaining game time. - The team that lost the last round kills itself using the function “kill” in the console. This round does not count. - The game begins with the next round. - Should further maps have to be played after this map, the start money must be set back to the normal value (800).
This rule serves the purpose of covering unexpected intermissions that are not wilfully brought about by the teams. So if a game is interrupted but cannot be continued on the same day, the remaining game time can be played at a later date but within seven days. If the teams/players fail to agree on a date, an admin will determine the date. If a team/player fails to appear an admin will decide whether the match is rated as 'did not show up' or 'match abort'.
Only players who were in the team at the initial play-date are allowed to continue the game. New players have no permission to play the match, except the opponent teams grants it.
4.2.7. Usage of Pause function
If you have a problem that prevents you from playing on, you are allowed to use the pause function. The pause function has to be used at the beginning of the next round (freezetime). You have to announce the reason before or immediatly after you used it. If no reason is given, you may unpause the game and continue playing. Unpausing or pausing the game without any reason will lead to penalty points (see 6.3. Unsportsmanlike behaviour). If the problem can't be solved (max. 10 minutes pausetime) see rule 4.2.6. Game intermissions.
It is not allowed to play an overtime. If both sides aggreed on playing an overtime the contestant who opened a protest regarding the not allowed overtime would get penalty point(s) for unsportsmanlike behaviour.
4.2.9. Abortion of a map after 16 victorious rounds
If a team achieves 16 won rounds at a map, the teams can abort this map. All missing rounds of this map will then be added to the team that stayed on the server.
184.108.40.206. Abortion of a map after 10 victorious rounds
In MR9 ladders (Handgun, Aimmap) the match can be aborted under the same conditions after achieving 10 won rounds. All missing rounds of this map will then be added to the team that stayed on the server.
4.3. Bugs and forbidden actions
The using of bugs is not allowed. Should a bug that is not listed be used, an admin will decide if a penalty is necessary.
Boosting, sky walking, sharking
To boost through walls, ceilings or the ground, sky walking, map swimming, floating and sharking are all forbidden.
Climbing with help of the team mates is allowed in general. Not allowed are positions where textures disappear in walls or grounds if a special movement (e.g. a jump) is required. For example the barbed wire fence in prodigy and nuke upper hall roof.
To throw grenades inside walls is not allowed. Above walls and roofs is allowed.
Self-kills by console or by other means (e.g. Abysses) in order to receive money quickly or in order to shorten the round time is strictly forbidden.
In Gun Game Ladder: It is not allowed to make a self-kill to lose a level and get another weapon.
Any bug-using is forbidden.
Planting the bomb
To plant the bomb in a way that it cannot be reached is forbidden. Places that can reached with help of a team mate are allowed. Violating this rule will result in the deduction of 3 rounds.
Hiding the bomb
You are allowed to move the bomb, but you must not move it to a place where your opponent cannot pick it up. Violating this rule will result in the deduction of 3 rounds.
4.3.2. Map specific bugs
The following map specific bugs/positions are forbidden to use:
Only one player at a time is allowed to stand on the following position: #1
Looking through this gap is not allowed: #1
Looking through this gap is not allowed: #1
Looking over this wall is not allowed: #1
The use of custom spraylogos is restricted. Spraylogos must not: - contain racist contents - show weapon/player models or bombspot logos etc. or any other things that might confuse the players - contain single-coloured textures that are used to achieve a higher contrast - spraylogos that look like parts of a cheat (e.g. esp-boxes) are forbidden. Usage may be punished according to Unsportsmanlike behaviour!
4.4. After the match
4.4.1. Right to write a support ticket/file a protest
Only teams/players involved in a match are allowed to write a support ticket or to file a protest.
4.4.2. Game Abort
If a team aborts a match before it is finished, a win may be granted to the remaining team if the match advanced to a point where the end-result can be determined. If your opponent should deliberately leave the game, you must definitely file a protest. You are not permitted to enter a result yourself. This would be penalized as a faking of results.
5. Ladder specific rules
- The current Map-Pools can be found in the Leagueinfos of the respective Ladder.
5.1. 5on5 Ladder
5.1.1. General rules for all 5on5 Ladders
Should a player drop during a game (e.g. disconnected due to technical problems), then the game is paused. If the dropped player is not rejoining the server in time for the next round, at the beginning of the next round the pause function must be used until the team is complete again.
Because of the reason that in 5on5 leagues pausable "0" is obligated, the team that owns the server needs to have 2 players who are able to set pausable 1 and pause the game at the beginning of the next round. The waiting time for one dropped player is 5 minutes. Should more players drop the waiting time is 10 minutes. If after the waiting time, there are not enough players on the server the match must be stopped and if necessary continued according to 4.2.6. Game intermissions. To file a protest is obligated in this case.
6. Penalty points
In general, a player and the team can receive up to 6 penalty points per match, unless a single violation has a higher punishment. A team is only punished once per violation, regardless of how many players. Where a player or team receives penalty points for multiple violations, the penalty points are added together.
|Rule violation||Number of penalty points|
|No show||Team: 3; Player: 2|
|Reject compulsory challenge||Normal: 1 |
Intense (top 10): 2
|Abort match||Player / Team: 4|
|Use of ineligible player|
|Inactive barrage||Player / Team: 3|
|Barraged||Player / Team: 6|
|Unregistered player||Player / Team: 3|
|Missing Premium (where required)||Player / Team: 3|
|Missing Trusted (where required)||Player / Team: 3|
|Ringer/Faker||Player / Team: 6|
|Playing with wrong gameaccount||Player / Team: 3|
|Playing without a registered gameaccount||Player / Team: 3|
|Multiple/Fake accounts||Warning / 1-3 penalty points|
|Faking country/nationality||Warning / 1 / 2 / 3 penalty points|
|Deception||Player / Team: 1 - 4|
|Fake result||Player / Team: 4|
|Fake match media||Player / Team: 6|
|Fake match||Player / Team: 6|
|Cheating||Player: 12 / Team: 6|
6.1. Illegal graphic settings
Changing graphic settings to irregular values can be punished with up to 6 Penalty Points. The amount of Penalty Points given will be decided by the responsible Admin for each single case.
6.2. Illegal scripts
Using illegal scripts will be penalized with 2, 4, 6 or 12 Penalty Points if the script could lead to a game advantage. This depends on the script concerned and it is up to the responsible admin to decide about this. It does not matter whether the script has been used or not. If the config files of a user contain illegal scripts or parts of illegal scripts, he will be penalized.
The use of No-Flash and No-Recoil bindings/scipts in any and all forms will be punished with 6 Penalty Points after the first violation without active usage and 12 Penalty Points after repeated violation or after active use of them.
Regardless of active use, if these Scripts are found in parts or in full in your configfile, this will be penalized.
6.3. Weapon choice in special ladders
Using a restricted weapon will result in the deduction of three rounds for each violation.
6.4. Idling in Ladders
If a player/team is idling in the ladder without playing any match, it can be penalized.
6.5. Recreation of Teams
The recreation of teamaccounts is forbidden if active penalty points and/or barrages are bypassed, the ranking of the ladder gets faulty or if the participants aim for an advantage. If needed, active penalty points will be assigned to the new account and the barrages thereof will be kept. Teams which were created by bypassing this rule can be deleted. In case of recurrence the players may directly be punished.
- If a new team is created to bypass good or bad statistics the new team could be deleted and if the circumstances require penalties will be given to the players. Played matches keep rated.
- If penalty points were bypassed, the new team will be deleted and corresponding penalties will be given to the old team. The played matches keep rated.
- If a barrage is bypassed, the new team will be deleted and the barrage is reset on the old team account. The played matches are deleted.
The bypassing of this rule is no reason for a protest. Protests because of this will be rejected. All hints have to be submitted via a supportticket. Afterwards the appropriate arrangements will be initiate against the team and / or players.
6.6. Game specific penalties
|Illegal config setting||Player / Team: 2 per setting|
|Illegal script||Player / Team: 2, 4 or 6|
|Custom files||Player / Team: 2|
|Wrong models||Player: 3 - 6 / Team: 3|
|Wrong server settings||Team: 2 - 4|
|Missing/incomplete demos||Player / Team: 3|
|Missing Rcon-Status||Player / Team: 1|
|Missing/incomplete Wire Anti-Cheat||Player / Team: 3|
|Missing/incomplete Linesman Logfile||Player / Team: 2|
|Missing, incomplete screenshots||Player / Team: 1 |
|Missing matchmedia with cheat suspicion||Player / Team: 6 |
|Bug use||Player / Team: 2 per use|
|Self-Kills||Player / Team: 2 per match|
|Country-Faking||Player / Team: 2 Penalty Points / 1 week barrage|
|Other||Player / Team: Up to 4|
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