Rules

eu insurgency Insurgency 5on5 League Season III

Last change: 09.08.2010 17:42

These are the rules for the Insurgency 5on5 League Season III. 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. Insurgency rules

1.1. General match rules

Team A is the team with its logo on the left in the match details. Team B has its logo on the right. The first map is the map listed in the match details. The second one is listed below.

1.1.1. Gametype

Maps in a cup and the league are preset.

1.1.1.1. Gametype 5on5

In a 5on5 ladder match, each team is allowed to choose one map from the map pool. In every match, each team plays the USMC and the Insurgent side once on the specific map. Team A chooses the side to begin with at the first map. Team B chooses the side at the second map.

1.1.1.2. Gametype 3on3

In a 3on3 ladder match, both teams have to agree on one map. In every match, each team plays the USMC and the Insurgent side twice on the specific map. Team A chooses the side to begin with at the first map, the teams swap sides after each round.

1.1.2. Gameserver

If both teams have a war server, then the first map is played on team B's server and the second one on team A's server. Except one team doesn’t have a war server or both teams agree to play on one server only.

1.1.2.1. Config

A warserver needs to run with the ESL Server config.

1.1.2.2. Wrong Server configuration

Running a warserver with a wrong configuration will result in losing the rounds played on that server for the team providing the warserver. Additionally 3 PPs for the server providing team.

1.1.2.3. Server modifications

Insurgency warservers are not allowed to run any kind of servermodifications.

1.1.3. Score calculation

Each round the winning team gets one scorepoint (the winning team is declared by the "Iraqi Insurgent wins / The US Marines win" messages). If the roundtime exceeds without a winning team, nobody gets a scorepoint.

1.1.3.1. Scoring on pushmaps

When the Insurgents defend at least one point of being captured they win the round. If the Marines capture all points, they win the round.

1.1.3.2. SteamIDs of the players

Every player has to add his STEAMID (CSS/HL2) in his gameaccount.

1.1.4. Match procedure

1.1.4.1. Roundstart, server.cfg & teamswap

The serveradmin has to register with rcon on the server 'rcon_password XXXXXX'.

He then has to execute the warsettings that can be downloaded 'here. Upload either the server file to the server into the insurgency cfg folder or copy the client file into your insurgency cfg folder on your harddisk. In case of using the server file, use this command to execute it: 'rcon exec esl5on5league.cfg'. If you decide to use the client file, the executing command is: 'exec 5on5league.cfg'

When both teams are ready the match will be started by the serveradmin with the roundstart.cfg by the following command: 'exec roundstart.cfg'. After the round is played, he switches both teams by using the teamswap.cfg. The command is: 'exec teamswap.cfg'. Both files have to be placed in the insurgency cfg folder on your harddisk.

1.1.4.2. Pause

The game may be paused by each team once per round for max. 60 seconds by pressing the pause button on the keyboard.

1.1.4.3. Upload

The following files have to be uploaded as soon as possible after the match. At least 24 hours after the match is over:

- rcon status screenshot [from the server admin] - AEQUITAS log file (matchID.ZIP) [by each player]

1.1.5. Playercounts

3on3 match: 3on3 and 4on4 are allowed
5on5 match: 5on5 and 6on6 are allowed

If a team has not enough players, their opponent can play with one player less. The necessary minimum playercount must be obeyed by both teams. The minimum playercount of for each Insurgency match is three.

1.1.6. Client settings

The following client settings aren't obligatory, but allowed: cl_detaildist 0

1.1.7. Pushing / Boosting players

Pushing/Boosting players is part of the game and is not forbidden. The position the player is being pushed/boosted to is not allowed if he/she can see through walls one way and/or into opponents spawn.

1.1.7.1. Bug abuse

It is forbidden to use one of the following bugs: - Grenadespamming with m203

1.1.7.2. Mapbug & capturing objectives

If the capture zone of an objective is defined clearly (e.g. a room), it is forbidden to capture or block the objective from outside that area, even if it’s possible through a mapbug.

1.2. Cup rules

1.2.1. Draw

A draw results in an elimination phase. The teamleaders start eliminating maps from the following map pool via ingame chat:

ins_haditha
ins_abdallah
ins_samawah_day
ins_hillah
ins_ramadi

"Team A" starts eliminating the first map, followed by "Team B" eliminating the second map. Then "Team A" eliminates the third map, followed by "Team B" eliminating the fourth map. The fifth map is the map that has to be played on. After the elimination phase "Team A" decides the side and "Team B" decides the server to play on.


1.3. Ladder rules

1.3.1. Ladder - Map pool

In an Insurgency ladder match each team can choose one map from the following pool:

ins_abdallah
ins_almaden
ins_baghdad
ins_buhriz
ins_haditha
ins_haditha_night
ins_hillah
ins_karam
ins_karkar
ins_samawah
ins_samawah_night
ins_sinjar
ins_ramadi

1.3.2. Challengerestrictions

1.3.2.1. Sending Challenge

A challenge must be sent at least 48 hours before the set match date. Challenges not fitting this restriction can be protested via the "protest match" function. If both teams agree, spontaneous matches can be played too.

1.3.2.2. Answering Challenge

A challenged team is forced to answer the challenge until at least 24 hours before the match. If a challenge is ignored, please write a protest via "protest match" function. The match will be deleted then and the inactive team will receive 2 penalty points.


1.4. Data and records

1.4.1. Demos and replays

Each player must record a demo. HLTV demos are not valid.

The demos are to be kept for at least 14 days and must be presented to the admin at request. If it should come to a protest, the demos must be kept until 14 days after conclusion of the protest.

If a player or team suspects that another player or team is violating a regulation during a game, the demo can be demanded of the opposing team straight away. The admins are only to be called in, when suspicions continue to exist even after the demos have been viewed. In this case, the clan or player may proceed and send the admin the game demos. The admin will then take the appropriate action.

It is recommended to voluntarily make all demos available to the public in order to keep the ladders transparent and interesting. For specific rules, please read the respective game rules.

1.4.1.1. Recording demo

EVERY SINGLE PLAYER is obliged to record a demo of the match. A demo is recorded at the beginning of the first map via the console command ´record [demoname]´ and is completed at the end of the last map via the command ´stop´.

1.4.1.2. Demanding demos

Demos can only be demanded up to a maximum of 120 minutes after a match via the 'Request match media (demos/replays)' function on the match details page. Each team is obligated to check the match details after the match and if necessary load up the demanded demos within 24 hours.

Not Uploading demos will result in 2 penalty points for the player/team.

1.4.1.3. 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.

1.4.1.4. Editing Demos

It is strictly forbidden to edit demos.

1.4.2. Aequitas Files

Each player has to use the latest Aequitas version during the entire match 'latest Aequitas Version. Uploading the Aequitas files to the ESL FTP within 24 hours after the match is mandatory. You do not have to demand them via the 'Request match media (demos/replays)' function on the match details page!

Should this be not done or if the file has been manipulated, the match can be deleted and penalized by filing a protest.

The players and teams will get 3 penalty points per missing or incomplete Aequitas file. The files are to be kept for at least 14 days. If a player intentionally manipulate his Aequitas file, he and his team will get 6 penalty points. Players who repeatedly manipulate their Aequitas files will be barred from all ladders. The usage of third-party programs to bypass Aequitas will be punished with 12 penalty points (Cheating).

1.4.3. Rcon status screenshot

When all players of both teams have connected to the match server the server admin has to make a rcon status screenshot before the match is 'live'. It can be taken via the console command ´rcon status´ (after he has typed in his rcon password) and then pressing the ´screenshot´ hotkey. If someone has left the game accidentally because of a crash and then connected again, another rcon status screenshot has to be taken.


2. Insurgency 5on5 League

2.1. Map pool

The maps are preset in all leagues.

Firefight:

Abdallah
Haditha
Hillah
Ramadi
Samawah_day

Push:
Almaden
Buhriz
Sinjar

Battle:
Baghdad

2.2. Match specifications

2.2.1. Scoring

If there's a winner after the match, he gets 3 score points. The loser doesn't get any points. If the match is a draw, each team gets 1 score point.

2.2.1.1. Scoring on pushmaps

When the Insurgents defend at least one point of being captured they win the round. If the Marines capture all points, they win the round.

2.3. Wildcard

A wildcard is a possibility to change a matchdate without the need of confirming by the oppenent, but has to be taken at least 24 hours before the default match date. Each team can use one wildcard within a season. Using a wildcard does not force the opponent to play on a date that don't suit them, both teams still have to find a date together that works.

2.4. Match time regulation

All matches have to be played within at least 7 days after the default matchdate (until Sundays 24:00).

2.4.1. Change the matchdate

The default matchdate is set and you can see it on the match details page. To move the matchdate you have to write a matchprotest' and request a change of the matchdate. Your opponent needs to accept your request. The matchprotest needs to be submitted at least '48 hours before the matchdate. Your opponent can answer your request until 24 hours before the match. If there is no reply on time, the match will be moved to the date you requested.


3. Spawnrules

3.1. General Spawncamping

Spawncamping edit A behaviour is to be considered spawncamping when a player attacks an enemy player without leaving him the possibility to move. To move means in this case: The spawning player must have at least 4 seconds to load his weapon and start moving before he gets attacked. These 4 seconds are void and to be ignored if the spawning player either:

a) has already moved out of the certain area which he had spawned in, or
b) has already attacked his enemy

Spawncamping is a violation of the match rules and has to be clarified by an admin by the review of demo files and screenshots of the involved and/or accused individuals.

3.1.1. Reporting a spawncamp case

In order to initialize a punishment for spawncamping you need to write a match protest. Please specify the instance of spawncamping as precise as possible and request the demos of your opponent.

After the demos have been uploaded each team has to search the demos for the specific tick in which the case happened. Then tell the admins the tick and the demoname so he can check that case.

3.1.2. Punishment for Spawncamping

If a spawncamping case has been observed by an admin, the team with the violation will loose the specific round where the spawncamping case took place.

Aditionally to the lost round the Spawnattacking team/player receives 3 penalty points.

3.2. Map specific rules

3.2.1. ins_sinjar

This spawnrule covers the situation when Insurgents defend bravo and climb up the ladder out of their spawn.

CLICK HERE FOR AN EXAMPLE


This spawnrule covers the situation when Insurgents defend charlie and climb up the ladder out of their spawn.

CLICK HERE FOR AN ECAMPLE

 
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