NATO - Desert Combat Ladder Rules |
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| 1 | Challenging / Scheduling Matches |
| 1.1 | When challenging matches, you MUST specify the map you will be playing in the war when challenging. If the other clan does not tell you their map and you don't have time to practice it when their clan had time to practice your map, you have the ability to cancel at any time before the match. |
| 1.2 | Only players listed on your roster at the time the challenge is accepted are allowed to play in matches (unless the other team agrees otherwise, which must be shown with screenshots or demos). If a player that is not listed on your roster (or a fake) is found to have played in a given war you automatically lose the match. Also keep in mind that if we are able to find out who the imposter was and if they are found to be in another clan on the same ladder, they could face other disciplinary action for dual-clanning. In game IP’s MUST match your account IP. Those who have IP’s that do not match will be considered aliasing players. If you plan on playing in a match from any other ISP location, you should verify this with an Admin or Dispute Council Member to avoid any possible complications. |
| 1.3 | Only maps included in the Battlefield 1942 Desert Combat modification can be used. Third party maps may not be used. |
| 1.4 | These are ONLY options you can alter from NATO standard rules when you fill in the War Rules for the challenge: Which map is played first, what kind of tie-breaker you want, whether tie-breakers are acceptable or not to your clan, the number of maps you wish to play, whether substitutions are allowed or not, and everything in the Servers & Server Configuration section. When you accept the challenge, you accept all the rules that were proposed that MEET THESE GUIDELINES. Rules that do not meet these guidelines will be ignored in a dispute. Don't accept matches if you do not agree with the rules stated in the challenge. |
| 1.5 | Once a war has started the war can't be cancelled or postponed unless agreed to by BOTH clans. This means even if the war starts early one team cannot just decide to cancel it mid match for any reason. If this happens the team that does so will forfeit the war automatically. Screen Shots will normally be required in a dispute if this happens. |
| 1.6 | Time from when the match was scheduled to be played and time between maps should normally never exceed 15 minutes. Please be prepared when you start the match so you don't have to waste the other team’s time. After this time limit either team can request that the match start. If there aren’t any good reasons for not starting the match it MUST start even if either team has to play short for a few minutes. (If the admin of the server does not cooperate he must have a very good reason why he/she does not) |
| 1.7 | NATO also suggests that you have your clan members check their pings on the server the match is scheduled to be played on BEFORE ACCEPTING a match. |
| 1.8 | You may play any Map or Map-Mod that you like, but you forfeit the right to dispute the match over Map Bugs, Map Exploits and Game Play Issues. Only maps in the Approved Map List are covered by all the rules concerning Map Bugs, Exploits and Game Play Issues. |
| 1.8.1 | Approved Map List (Subject to change pending community input): Aberdeen Battle of the Bulge Berlin Bocage Bocage Day2 Bocage Day3 DC Al Khafji Docks DC Al Nas DC Al Nas Day2 DC Basrah Nights DC Basrahs Edge DC Battle of 73 Easting DC Bridge DC Coastal Hammer DC Cornered DC DesertShield DC DustBowl DC First Light DC LostVillage DC LostVillage nopara DC Oil Fields DC Sea Rigs DC Twin Rivers El Alamein El Alamein Day2 El Alamein Day3 Gazala GuadaCanal Invasion of the Phillipines Iwo Jima Kharkov Kharkov Day2 Kursk Liberation of Caen Market Garden Midway Omaha Beach Stalingrad Tobruk Wake
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| 2 | Match Scoring |
| 2.1 | The scoring method in use in NATO is based on MAP SIDE WINS. Match final scores MUST be entered in MAP SIDE WINS. TICKET POINTS (Round Wins) are entered in the system for historical purposes only. Points will be distributed to both teams based on the outcome of the match (win/loss/draw). The difference in MAP/TICKET (Map/Round) wins between the two clans does NOT play a role in how many points are awarded for a match win. |
| 2.2 | Match result MUST be entered as soon as the match is over. Both clans have 24 hours to dispute a match result. If a war remains unconfirmed or undisputed after 24 hours then a NATO Admin can force the entered score into the NATO ladder. Any disputed matches will be dealt with by the NATO Disputes Council in a timely fashion. |
| 2.3 | 3 The DEFAULT war format for NATO is the following... Only Two maps will be played. Each team will play both sides of each map if necessary. The following map side scores would consist of a win. 3-0-0, 2-0-2, 2-1-1, 1-0-3 this being a win-loss-tie format. If all map sides have been played and if the score is tied, then a 5th map side can be played ONLY if agreed upon prior to the beginning of the match. If no tie-breaker map is agreed upon then the score must be entered as a draw. If a tie-breaker map is agreed upon by both clans then the loser of the last side prior to Tie-Breaker picks the Tie-Breaker MAP SIDE. If this tie-breaker MAP SIDE still doesn't name a winner then the war must be entered as a draw. Again, clans MUST specify in war challenges if they DO NOT accept tie scores. Any other format besides this must be put in the challenge Rules.
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| 2.4 | Each clan will choose 1 map. The lower ranked clan's map is played first, and the higher ranked clan selects the side. After the map is played the clans will switch sides and continue on the same map. The 2nd map is then played with the lower ranked clan selecting side. If necessary the clans will once again switch sides on the 2nd map. |
| 2.4.2 | Please Take Note: some maps start off with one side having X amount more tickets than the other side. In order to win the mapside, (this rule only applies when the time runs out, if the tickets reach zero on either side, the side that has tickets will win) the team that starts off with X more tickets, needs to be ahead of the other side by the same X amount of tickets. For example, if the map starts off with with the coalition side having 113 tickets and the opposition side having 100 tickets, then at the end of the map (if the time runs out) the coalition needs to have 13 or more in order to win. Clan may choose to not play with this and play by using overall tickets, which would mean that if coalition only won by 11 tickets and opp had 1, then coalition would still win the map even though the game would decalre opposition as the winner.These are the maps the have the feature listed above: Battles of the bulge Berlin Coral sea DC Al Khafji Docks DC Basrahs Edge DC Battle of 73 Easting DC First Light DC LostVillage DC LostVillage No Para DC Medina Ridge DC Oil Fields DC Weapon Bunkers Invasion of the philippines Liberation of Caen Market Garden
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| 3 | Players |
| 3.1 | NATO Players cannot play for two clans on the same ladder. Any players accused of Dual Clanning will be subject to an investigation by the NATO Administrators. If the member is found guilty of Dual Clanning, the offending member’s clan will forfeit the match in question. The member may also be removed from the ladder. |
| 3.2 | A player must verify their account via email verification before playing in a war or they will be considered an aliasing player and therefore forfeit the side(s) they participate on. They must also log into their account after they have verified their email. Accounts cannot be validated by anyone other than the player who owns the account. Accounts that are not validated correctly would constitute going against the aliasing rule. |
| 3.3 | A player must edit their email address and re-verify if they change it or delete their former email address. If this is not done, they are considered an aliasing player and thus forfeit the side(s) they participate on. |
| 3.4 | North American Desert Combat Ladder matches should consist of at least 5v5 challenges. Matches cannot be played with less than 5v5. |
| 3.5 | MAP SIDE WINS is the only option to win a clan war. Ticket Points will only be used in Cup Wars. |
| 3.6 | Substituting a player is allowed at any point during the match. But if the substitution is made during a match no pause should be made. |
| 3.7 | If a clan plays a player NOT on their NATO roster in an official ladder match, then they will forfeit the maps that the accused player played on if he is found to be aliasing by the DC. |
| 3.8 | It is suggested that Leaders should be the only ones talking to the other team once a war has started. Incessant Spamming/flaming from any of the teams during the war could result in forfeiting the war or cancellation of the war. Of course this would all need to be on a Screen-Shot and given to the DC as proof. This rule is based on basic sportsmanship. Please play nice. If they want to flame let them. It may cost them the war for unsportsmanlike behavior. |
| 3.9 | Certain degrees of Clan Hopping are NOT allowed. Each player must be a member of their clan for 2 days before they can participate in any of their matches. The only way around this is to have the other clan agree to let said player participate in the match (screenshots must be provided to prove so). |
| 3.10 | Each clan member MUST have their PunkBuster ID listed in the custom field of their clan roster within 30 days of joining a clan. To enter your ID, go to Player Profile-Player Admin-Enter the ID# in the PBGUID field. Either enter the whole ID string or just the LAST 8 Characters. |
| 3.10.1 | If you do not know your PBGUID, you may retrieve it in-game by opening up your console then typing pb_myguid and take a screenshot of it so that you can remember your PBGUID when you fill out your PBGUID field in your personal PlayerAdmin field. |
| 3.10.2 | Any person that does not add their PB_GUID within 30 days of joining a clan for this ladder could result in their clan forfieting all sides in the match that the offending person participated in. |
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| 4 | Servers & Server Configuration |
| 4.1 | Servers must be able to provide sufficient bandwidth and cpu load for all the players that are participating in the match. |
| 4.2 | By DEFAULT, all matches will be played with the current NATO server con file. Anything different must be stated in the challenge that is issued to the opponent |
| 4.3 | Server Crashing: |
| 4.3.1 | If the server crashes within 15 minutes of the current map-side, the map must be restarted at the default ticket ratio. |
| 4.3.2 | If the server crashes after 15 minutes of the current map-side, the map must be restarted with 70% of the default ticket ratio. |
| 4.3.3 | If the server crashes for a third time during any part of the match, the defending clan (clan who the match challenge was issued to) may pick a new server with acceptable pings for both clans. |
| 4.3.4 | If after the third crash, both teams cannot agree on a server to continue the match on, you must contact a NATO DC or Admin and they will mediate the search for a new server. If one still cannot be agreed upon, NATO has the right pick a server for you. |
| 4.4 | If the average ping is more than 100ms difference between the two participating clans, a new server can be requested. |
| 4.5 | NATO DC_Final Conquest Ladder Server Configuration Settings:
rem *Edit these lines in your "serversettings.con" file as needed.* game.serverName "NATO DC Ladder Match Server" *optional game.serverPassword "natomatch" *edit as needed game.setServerWelcomeMessage 0 "Nato_Match_In_Progress" *optional
rem *This can be edited to the number or players scheduled for the match.* game.serverMaxPlayers 24
rem *This can be changed to a higher count to avoid an unneccessary map change.* game.serverNumberOfRounds 2
rem *These lines CAN NOT be changed, unless noted.* game.serverGameTime 25 game.serverScoreLimit 0 game.serverDedicated 1 game.serverInternet 1 game.ServerBandwidthChokeLimit 0 game.ServerMaxAllowedConnectionType CTLanT1 game.serverSpawnTime 15 game.serverSpawnDelay 5 game.serverGameStartDelay 60 game.serverTicketRatio 100 game.serverAlliedTeamRatio 1 game.serverAxisTeamRatio 1 game.serverSoldierFriendlyFire 100 game.serverVehicleFriendlyFire 100 game.serverSoldierFriendlyFireOnSplash 100 game.serverVehicleFriendlyFireOnSplash 100 game.serverKickBack 0 game.serverKickBackOnSplash 0 game.setServerTKPunishMode 1 game.ServerNameTagDistance 125 game.ServerNameTagDistanceScope 125 game.ServerCrosshairCenterpoint 1 game.ServerHitIndication 1 game.ServerAllowNoseCam 1 game.ServerExternalViews 1 game.ServerFreeCamera 0 game.ServerDeathCameraType 0 game.ServerAutoBalanceTeams 0 game.ServerContentCheck 0 game.ServerNumReservedSlots 0 game.serverPunkBuster 1 |
| 4.5.1 | Optional NATO Match Settings:
game.serverGameTime
game.serverTicketRatio
game.serverSoldierFriendlyFire game.serverSoldierFriendlyFireOnSplash game.serverVehicleFriendlyFire game.serverVehicleFriendlyFireOnSplash
game.serverNameTagDistance 125 game.serverNameTagDistanceScope 125
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| 4.5.2 | Sample Server.con File:
You may download and use this server.con file for a quick start using the default NATO settings, please do not forget to edit the appropriate information that pertains to your server (port numbers, ip address, etc).
Additional reminders are placed throughout the con file and may remain in the con file without causing any problems.
Download URL: NATO Default Con File |
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| 5 | Cheating |
| 5.1 | A very general rule of this is that any programs that are separate from the Battlefield 1942 game or Desert Combat modification of that game that change the game play of the game, with the exception of voice communication programs, are not allowed and will be considered cheating. Examples of these kinds of programs are aim bots, no fog, minimap radar hack, wall hacks/glitching, clipping, name tag hacks, radar, and other programs that give you an advantage over other players. |
| 5.2 | NATO requires that all matches MUST be played with Punk Buster. Any matches not played with Punk Buster will not be sanctioned by NATO and will be canceled. |
| 5.3 | If a clan is caught cheating, then they will be subject to an investigation by the NATO Admins and or Dispute Council. If there is undeniable proof of the accused cheating, a fitting punishment will be determined. |
| 5.4 | Abusing map bugs are also not allowed in the NATO Desert Combat ladders. We basically depend on clans to use their own judgment on what is a bug and what is not. Usually it is fairly obvious. A general rule for map bugs is that they are anything that: |
| 5.4.1 | Make you impossible to see or hit |
| 5.4.2 | Involves getting to a point on a map that wasn't meant to be able to be reached by the map creator. |
| 5.4.3 | Involves getting through walls, ceilings, floors, etc. |
| 5.5 | A general bug list will be posted up here: Exploit List. It will be updated as new bugs arise, so view the exploit list often. |
| 5.6 | Clients and Servers must keep their Punk Buster up to date. |
| 5.7 | Anyone caught cheating outside of matches or in another league will be subject to suspension or expulsion from all NATO game ladders. This stands for ANY and ALL public gaming servers worldwide. |
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| 6 | Disputing Wars |
| 6.1 | If you enter a war into dispute that requires screenshots (SS of conversations, invalid player names, etc) they MUST be emailed at the time of the dispute to dc@nato-ladder.com, uploaded to your War Screenshots Section, or a link to the SS MUST be posted in the dispute notes. There will be no more than 24hrs given to follow through with a screenshot. If there are circumstances which prevent you from getting them in within the 24hr period you MUST email us dc@nato-ladder.com with an explanation. Failure to provide this information within 24hrs will result in the disputed war results being processed as is without any further review. |
| 6.2 | FRAPS (and other similar methods) is an acceptable source of demo proof if you can record someone cheating with it during a match. Please re-encode the captured video to DiVX or XViD and keep the file size as small as possible. |
| 6.3 | Demo's can be uploaded to ftp://www.nato-ladder.com/incoming. This is only to be used for uploading DISPUTE DEMOS or CHEATING DEMOS. Anything else uploaded there will be deleted and those who uploaded it will not be very happy. |
| 6.3.1 | demos uploaded to the ftp must be compressed using win-zip, or comparable compression program, and named in this format: [clantag]vs[clantag][yourname][server].zip. |
| 6.3.2 | Any cheat demo submitted must also be accompanied with a .txt file detailing what events happened that prompted you to submit the demo, any demos without this information will be ignored. |
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| 7 | Changes and Exceptions |
| 7.1 | These rules are subject to change at any time. Any changes made will be promptly announced on the main page of the Desert Combat Ladder main page. If you do not know the rules, then it is your own fault and cannot be used as an excuse. Clans are expected to know the rules. |
| 7.2 | Remember, not all scenarios can be anticipated and we cannot make rules for every possible scenario. If a unique situation comes up that cannot be solved by simple ladder rules, then the decision will fall upon the NATO Admins and or Dispute Council. |
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| 8 | Admin and Dispute Council Listings - Contact Information
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| 8.1 | Desert Combat Ladder Admins: Any admin can be reached with one of the following email address: dc-admin@nato-ladder.com or admin@nato-ladder.com
Here are the personal emails for your ladder admins: SexSea sexsea@nato-ladder.com IVfluids ivfluids@nato-ladder.com GreywolfSanders GreywolfSanders@nato-ladder.com |
| 8.2 | Desert Combat Dispute Council Members: Any Dispute Council member can be reached with the following email: dc-dc@nato-ladder.com
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