TWL: Rules

http://www.teamwarfare.com/rules.asp?set=America%27s+Army...

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America's Army NA Ladder Rules
America's Army NA Ladder Rules Rule Index General Ladder Information Ladder Specific Rules Player Guidelines Team Management Server Requirements Server Settings Match Details Match Results Reporting Match Dispute Filing Substitute, Dropped or Additional Players Game Demo Recording Cheat Deterrent Client (CDC)

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Match Observers Cheating Smurfing Penalties for Rules Infractions Admin Structure Version Releases Rules Statement Important Links

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General Ladder Information Current America's Army Game Release used for TWL Matches Version 2.8

Ladder Play Definition TWL Ladder Play is based upon an attacking/defending ladder rung system. Teams may join ladders at their discretion and attempt to work their way to the top by attacking teams on "ladder rungs" above them. A successful result by the attacking team results in them taking the spot or rung from the defending team. In turn the defending team falls to the next spot down. If the attacking team loses the match then both teams stay at the rung they were on prior to the match. Teams who are in an active challenge and teams that are on official "rest" are the only teams that cannot be challenged. All other teams can be challenged and "must" accept any challenge made. Failure to do so could result in loss of rungs on the ladder or in removal from the ladder. TWL America's Army Ladder matches are played using a best of 12 round system on a single randomly generated map. Winning the most rounds results in a match win. Certain scenarios can exist where individual rounds can be tied. Specific information about Type of Gameplay, Round Wins/Ties, Maps, Round Times, and Squad Size can be found in the Ladder Specific Rules. In the event of a tie after all 12 rounds have been completed, the teams will play a Sudden Death Overtime round on a different site generated map. A list of the prospective Overtime maps and their round win/tie scenarios are found in the Ladder Specific Rules Additional Overtime logistics can be found in the Match Details section. How to Join a Ladder Please click here for a tutorial on how to create an account, create a team, join a ladder with your team, and add other players to your team's roster. Please note that in the GUID section of that tutorial you would use your "exact" Americas Army player account name. Additionally, please familiarize yourself with our Player Guidelines and Team Management rules before registering. Ladder Play Logistics Issuing a Challenge Teams that have reached the required roster minimum, and do not have a pending challenge from another team or have not lost a match within the last 24 hours, are eligible to challenge up at any time. Challenges are issued through the teams Admin Console by the Team Founder or Captain(s). NOTE - You must be logged in to the TWL site in order to administer your team. Please see the next section for details on how high up the ladder you can challenge. You will not be able to challenge teams that have another pending challenge, are on rest, or have won a match within the last hour.

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Ladder Movement You can challenge anyone above you 10 slots or 50% of the remaining ladder from your current rank whichever is higher. (Ex: Rung 100 can challenge rung 50. Rung 48 can challenge to rung 24. Rung 15 can challenge to rung 5). Challenge and Match Date Acceptance There is a time limitation for match responses. This includes Acceptance of a Challenge and/or Date Acceptance. The present time frame is 48 hours. At the 48 hour mark a "Forfeit Flag" is created to notify the Ladder Admin that their is an overdue acceptance. The Admin will then look into the issue and either give more time or award a forfiet loss and ladder rung drop to the team failing to meet the 48 hour requirement. The admin would choose to give the other team more time if they feel the team is making an effort in scheduling the match. Map Selection The Team Warfare server randomly chooses both the normal map and overtime map once the challenging team has selected the match date. The maps are selected on a weighted scale that tries to ensure that all maps are picked an even amount of times for each ladder. For a complete list of the maps played in each ladder please see the Ladder Specific Rules section. Match Communications All Communications concerning Match Logistics must take place within the TWL site provided "Match Comms" section. The "Match Comms" button becomes available once the match is confirmed. Communications in Match Comms are to be limited to specific match information. Players found abusing match comms could be subject to unsportsmanlike conduct punishment. Server Choice The server must comply with the Server Requirements section of the rules. When the Attacking team chooses the date and confirms the match they must immediately post their server information in match comms. The Defending team then must choose and post which server they want to use 24 hours prior to the match. Failure to do so will result in them losing server choice and the match will be played on the Attacking teams Server. If neither team can provide a server for the match, the appropriate Ladder Admin should immediately be contacted. Side Choice The Defending team has the right to pick their starting side for the match. It must be confirmed in the drop down box 24 hours prior to the start of the match. If the Defending team does not select a starting side, it reverts to the Default (Defender = Defend, Challenger = Assault). Inactivity Teams are expected to remain active at all times while on ladder. The only exceptions are when teams take a "Rest" period or during official TWL Holiday periods. Further information concerning "Rest" can be found 2 sections down. To combat inactivity TWL has instituted the following 2 rules. 1. Teams receiving 3 no-show forfeit losses in any 45 day period will be removed from the applicable ladder. 2. Teams must play, or at least attempt to play, a minimum of 1 match every 3 weeks. Teams failing to follow this guideline will be removed from the applicable ladder. Rescheduling Both teams must agree in Match Comms to the rescheduling of a match. Once the new match date/time is agreed a notification email should be sent to the Ladder Admin. Rescheduled match dates must be within 10 days of the original match date. Teams can only agree to reschedule a match 1 time without Admin approval. If a 2nd reschedule is needed, please contact the Admin for the ladder to request the reschedule. If both dates selected by the Defending team conflict with other confirmed matches for the Attacking team, then the Defending team "must" agree to reschedule the match. Resting Teams may rest for a total of 7 days per 3-month period (13 weeks). Teams start and stop rest via the

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Admin Console. Please note that you cannot go on rest when you are in an active challenge or for 24 hours after you report a match loss. Rest is counted in whole day amounts. Teams in the top 5 spots on the ladder are not eligible for rest, but may contact the appropriate Ladder Admin if a situation exists that they feel warrants a short rest period. The final decision to grant top 5 teams rest will be at the sole discretion of the Ladder Admin. Deviation from the Defined Rules Teams may choose to play their Ladder match pretty much any way they want, provided the change is agreed to in "Match Comms" by BOTH teams. They can change maps, change times, change weapons assignments, number of players, etc, etc, etc. It has been said by Senior Staffers in the past that teams can choose to play Yahoo Chess, if that is what they want to do. TWL only requires that the results be reported consistent with ladder match results on the date the match is scheduled to play. ↑Top of Section Tournament Mode Requirement TWL Americas Army uses the game feature Tournament Mode in all matches. A tutorial for how to setup TM on a server is available here. Tournament Mode settings and known bugs can be found here. Game Demo Recording Recording of Demos during Ladder Matches is optional. Players, at their own discetion, may record them and provide them as evidence towards a match dispute. Further explanation of how to record demos can be found here. Also see the Match Dispute Filing section for information on how/when to submit a Demo for a dispute. Screenshots Players are strongly encouraged to take screenshots at various times throughout matches. Screenshots often can be instrumental in resolving match disputes quickly and efficiently. Examples of when players should take a screenshot include. F1 screen and CDC playerlist during Mission Planning or when a team has determined their opponent is not showing up for the match. F1 screen showing the score at the end of each live round. When TM is reporting erroneous round scores both teams are required to post the actual round score at the end of each live round and take a screenshot of the global chat. Global Chat of any team discussions over any kind of issue. Global Chat where any opponent is exhibiting unsportsmanlike conduct. Any other situation where a player feels that a screenshot might show a potential match issue. Cheat Deterrent Client TWL requires all players to run AA CDC in all official TWL matches. Information on downloading, installing, and running CDC can be found here. Additional CDC rules and procedures are found here ↑Rule Index Ladder Specific Rules Below is a list of each Ladder type for the Americas Army North American Division. Click the relevant link below to view the specific details for each ladder. Rules in the ladder dropdown section take precedence over conflicting General Ladder Rules.

[CLICK TO EXPAND] [O] 2v2 Combat Ladder [O] 2v2 Objective Ladder [O] 4v4 Objective Ladder [O] 4v4 Speed Objective Ladder [O] 6v6 Objective Ladder

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[O] 4v4 Special Forces Ladder [O] 6v6 Special Forces Ladder [O] 8v8 Objective Ladder ↑Rule Index Player Guidelines TWL Player Account(s) All players wishing to participate in TWL Ladders must maintain a single active TWL Site Account and use that account to join any TWL League or Ladder site wide. Players found using multiple accounts could be subject to disciplinary action including site ban. TWL In-Game Identifier (Anti-Smurf ID) Players wishing to join a TWL Americas Army Ladder or League are required to list any Americas Army player names they plan on using in their TWL profile. Players must do this before they attempt to join a team in a League or Ladder as the TWL Site will block them from joining. Adding an AA Player Name is accomplished by the following steps: 1. 2. 3. 4. 5. 6. 7. Click on your TWL Player name at the top left of the TWL Page to open the dropdown menu. From this menu highlight "Account Maintenance" To the right of "Account Maintenance" click on "Profile". On the profile screen find the section "Anti-Smurf in Game Identifiers". At the bottom of the "Anti-Smurf section click on "Add another id". Enter your "EXACT" Americas Army Login name and then click on "Add Identifier". If you have more than one Login name repeat the steps to add all of them.

Please note that you must spell the AA Game Name exactly as it is in-game. You must accurately add all punctuation and letter case. Failure to do so will result in you being blocked by CDC from joining a server for a match. Ladder Eligibility A player may only play on 1 team per ladder. A player found to be playing for more than 1 team on a given ladder will be considered Smurfing. Upon joining a ladder, a player is not eligible to play in a match that was already "accepted" by the defending team before the day he joined. Player Conduct Players are expected to conduct themselves in a courteous manner at all times in the Match Comms and during Match Play. TWL has a zero tolerance for Unsportsmanlike Behavior 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 Behavior could be subject to punishment under the Sportsmanship section found in Penaltiess for Rules Infractions. Determination as to whether punishment is warranted is at the discretion of the applicable Ladder Admin or Senior Staff Member. ↑Rule Index Team Management Team Management on the TWL AA Ladders is handled by the Team Founder and players on each ladder roster that he/she designates as Captains. Captains have the same authority level as the Founder when administering the team on the ladder with the exception of joining new ladders, editing the team profile information, and changing the founder. The Founder is encouraged to exercise caution when choosing captains as they can do things such as forfeit challenges, kick players from the roster, and remove the team from ladders. However, TWL does encourage the founder to appoint enough Captains to ensure challenges are accepted and match scores reported in a timely manner. TWL requires that the Founder or a Captain is present for all matches. They are not required to "play" in all

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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 TWL under other accounts, and do not Smurf for other teams. Under certain circumstances the Founder can be suspended or banned from TWL for failing to keep his/her team cheater/smurf free. See the Penalties for Rules Infractions section for details. TWL will continue to 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 TWL staff, team punishments will be waived. Once a team joins a ladder, that team has 2 weeks to bring its roster to the minimum roster requirement for the ladder. Teams are also required to maintain the roster minimum at all times while on the ladder. Roster minimum requirements vary by ladder and can be found in the Ladder Specific Rules. Failure to reach or maintain the roster minimum will result in team removal from the particular ladder. ↑Rule Index Server Requirements Server Capabilities The Server must be running the TWL Prescribed game version. The latest version of Punkbuster must be running. Directions for setting up Punkbuster to run on a server can be found here. 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.

Server Rules Match servers must be located as follows: North American ladders: The server must be located in North America. European Ladders: The server must be located in Europe Oceanic Ladders: The server must be located in the Oceanic Region. ***Teams may request in match comms to use a server located outside of the designated region. However, the opponent is under no obligation to agree to the request. If they DO NOT agree then a server located within the designated region must be used. If they DO agree then they waive their right to protest game play issues due to high ping and lag. Teams found using a server for a match that is located outside the region without notifying and receiving approval from their opponent; will receive a forfeit loss for the match. Subsequent attempts by the same team will be met with stiffer penalties. 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) 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. ↑Rule Index Server Settings

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http://www.teamwarfare.com/rules.asp?set=America%27s+Army...
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: As high as your server allows 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: Ladder Dependent Spectator Rules: Players only first person view Scoreboard Display Rules: Scoreboard always available**** Disable Player Shadows=Checked Friendly Fire Roe Limit: 150 Kick Player for Early Roe: Off Roe Violations Options: Ignore Violations**** Idle Player Kick Minutes: Disabled Idle Player Kick Rounds: 20 HUD Options for Enhanced Difficulty: All Unchecked**** ****Special settings exist for the SF Ladders. Tournament Tab: Match Name: TeamWarfare Match League Name: TWL Tournament Name: Ladder Name Home “Team”: Defending team Away “Team”: Attacking team Require Team Passwords: On “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: 180 seconds Swap Sides Every: 6 rounds Swap Delay: 180 Mission Planning time: Same as Live round time Captain Request Delay: 30 Seconds 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

Punkbuster must be running on the server during a match with "No" optional PB features. CVAR checks/3rd Party Anti-Cheat Organization ban lists are not to be running during a match. 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. No scripts are to be running that spam the console with messages. No 3rd party 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.

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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. Tournament Mode does not support Overtime. Tournament Mode will have to be reset via a server admin. Tournament Mode will not score Combat matches correctly. Teams must keep score manually. Procedures to deal with several of the bugs listed above are found in the Match Details section. ↑Rule Index Match Details Preparation for the Match In the days/hours leading up to a match both teams are required to familiarize themselves with the Ladder Specific Rules and match applicable sections of the General Ladder Information. 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 CDC is 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. 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 10 minutes after the scheduled match time. As long as their is at least 1 player present from both teams this can happen. The short handed team(s) then have 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 or on CDC at the 10 minute mark then the team that is on the server will take a screenshot of the F1 screen and the CDC playerlist 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. All opposing players are on CDC. To check select alt+PageUp and all players logged in to CDC will pop on the upper left hand side of the screen. Once done checking select alt+PageDown to clear the screen. 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. 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.

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The opposing team is encouraged to stay out of this area while their opponent is discharging weapons. 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 Ladder 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. Live Rounds Additional Server Setting Checks During the first live round of the match there are two server settings that need to be checked. Round Time Spectator View is set to 1st Person Death Messages off on the SF Ladders only. 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. Up to 6 more rounds are played in the 2nd half to determine the best of 12 round match winner. If the match ends after 12 rounds in a tie, sudden death overtime will be played. Sudden Death Overtime Overtime will be played on the TWL randomly generated map unless both teams agree to a map change. The Defending Team has side choice on the Overtime Map. TM doesn't recognize the need for Overtime to complete a match so someone will need to join the server and manually change maps and adjust the server settings if necessary. 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. Teams will play 1 round on the OT map and if there is a round winner, that team is the match winner. If the teams tie in the first round of OT then the match continues 1 round at a time until someone wins a round. That round winner is the match winner. ↑Top of Section Match Play Potential Issues Tournament Mode Issues Tournament Mode does not properly score rounds on the Combat Ladder when players on both teams are alive at the end of the round. Teams must manually keep score and report the end of each round in global

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comms on those maps. Each team should take a screenshot of this exchange of score information. CDC Server Issues If both CDC servers are inoperable at match time, teams may choose from three options on how to proceed. 1. Play the match without CDC (Both teams must agree) 2. Kill the match (Both teams must agree) If both teams don't agree to the first 2 options then the 3rd option will automatically be envoked. 3. Reschedule the match to a different night.

Game Authorization or PB Issues If Game Authorization is down or PB is having major issues with kicking large numbers of players on match night the teams will reschedule the match to be played at a later date. They also have the option of killing the match but only if both teams agree. Server Crashes In the event of a server crash, the last round will be replayed with the number of players that were alive in the round when the crash took place. The replay round will begin and immediately all players that were dead before the server crash will suicide. The remaining players will have the full time limit to complete the round. 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 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. If this problem occurs, the team that requested a discard round should immediately screenshot their request and evidence that the opponent refused to grant the stoppage. They then are to notify their opponent that they are leaving to file a dispute. 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. 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. ↑Rule Index Match Results Reporting Match results are reported by the Founder or Captain from the "losing" team in via their teams Admin Panel for the particular ladder. At the conclusion of the match the "winning" team is required to post the final score in Match Comms. The "losing" team has 1 hour to report the loss via their Admin Panel or file a Match Dispute. Failure to do so will result in team penalties.

↑Rule Index

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http://www.teamwarfare.com/rules.asp?set=America%27s+Army...

Match Dispute Filing Dispute Type Choices Bug Exploit Before filing a dispute in this category its strongly recommended that teams read the Cheating rules section to determine if TWL 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. Be aware that without a Demo recording most disputes of this type cannot be proven. Cheating TWL has a zero tolerance for cheating and gives all disputes for cheating its full attention. TWL 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. If any of your players took screenshots or recorded a Demo, have them review them. 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 double check the date/time in the Admin panel and check match comms. 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. Screenshots of this type of behavior during a match are required evidence. Dispute Filing Procedures 1. The team founder or captain must go to the Admin Panel for the match they want disputed and click on the "Dispute Results" button. 2. On the next screen they will choose the appropriate dispute type. Explanation of all the dispute types is provided above. Also on this screen they will provide an explanation for the dispute. 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. TWL

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http://www.teamwarfare.com/rules.asp?set=America%27s+Army...
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. Failure to follow this part of the dispute procedure can result in ladder rung drop penalties or ladder removal for repeat offenses. 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.

↑Top of Section 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. TWL 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 Ladder. Additionally, a thread is automatically generated in a staff area of the site. All communications with the Ladder 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 protested against may issue a counter-protest. TWL 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 Ladder Admin. TeamWarfare 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 the Lead Ladder Admin within 48 hours of the dispute being closed.

↑Rule Index Substitute, Dropped or Additional 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. Upon notification each team captain will immediately select "Pause". There then will be a 3 minute pause of the match before the beginning of the next live round. As soon as this Pause begins the player being substituted must leave and the replacement player must immediately begin joining the server via CDC. Once the player has joined the server and his team, both captains will select “ready”. At this point

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http://www.teamwarfare.com/rules.asp?set=America%27s+Army...
an additional "Mission Planning" round will begin. Both Team Captains must immediately select "Ready" again in order to procede to the Live round. This "must" be done within the first 20 seconds of this "Planning Round", with no exceptions.

If the player is unable to load CDC and join the server/team within the 3 minute Pause time then the match will procede without him/her. His team may request a second "Pause" round after the current Live round in order to give the player a 2nd oppurtunity to get 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. Additional Players Teams may use the procedure above to bring in additional players if they begin the half with less than the prescribed roster size. 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. ↑Rule Index Game Demo Recording Demo Instructions How to Record? 1. While in game open your console prompt 2. Type demorec" (Do not include a file name with the "demorec" command as this renders the Demo unplayable) 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

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 When recording your Demo for potential submission to the TWL Staff, you must record a separate one for each half of the match. TWL will not accept a full match demo as evidence for a dispute. When submitting Demo's to a TWL Staff member you must first compress them into a single file using Zip or WinRar. You also must name the compressed file in a way that identifies your player name.

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http://www.teamwarfare.com/rules.asp?set=America%27s+Army...

↑Rule Index Cheat Deterrent Client (CDC) Help for CDC installation or operation issues can be found in the CDC Support Forums. When using the forum please check the FAQ before posting a question. If you issue is not included in the FAQ, please make sure that you provide specific details of your problem when posting a request for help. You may use CDC for TWL matches, TWL supported events, and for scrimmages involving 2 TWL teams. If it is found that you are using CDC for any competitive matches outside of TWL your right to use CDC will be revoked. CDC is a product created by a 3rd party and this is part of the usage agreement for the product. There will be no exceptions to this rule. You are also allowed to test CDC at any time to make sure it is working perfectly when match time comes. TWL recommends that all players connect to their own server via CDC approximately 15 minutes before match time. This should give plenty of time to solve most issues that might be encountered. Players caught testing a cheat on CDC at any time will be subject to the same punishments rendered for using the cheat in a match. CDC File Execution Block By default, CDC blocks possible file execution via the game console or by keystroke/mouseclick. This is in response to the number of players accidently executing various weapons load out type text files during a match. The Anti Cheat team must examine these files whenever they are executed in order to ensure they are not part of some kind of game cheat or hack. The shear volume of these kinds of files being executed has far exceeded the Anti Cheat teams capability to review them. This has resulted in the CDC block being put into place. Players may turn off this feature, but need to understand that accidental execution of these types of files will result in automatic suspension. Please see the Cheating rule section for details. How CDC Blocks File Execution This feature works by automatically changing one of the players aliases in thier User.ini file to a new alias. By Default CDC uses the following normally unused Alias: Aliases[32]=(Command="Axis aBaseX SpeedBase=100.0 DeadZone=0.1",Alias="SpaceFighter_JoyX") CDC changes it to: Aliases[32]=(Command="say Exec not allowed.",Alias=exec). This effectively blocks any file from being executed in game. When the user shuts down CDC the CDC Alias is removed and the original Alias is returned. Changing the Alias From the CDC GUI a player can choose to customize which Alias they would like to use for the blocking command. Players are encouraged to make sure they understand what they are doing before using this option. Removing the Block Players may remove the block by unchecking the "Use EXEC Protection" block. CDC Not Removing the Block Upon Exit There could be occasions where CDC does not properly remove the blocking alias upon closing. If this is encountered, the player would: 1. 2. 3. 4. 5. Re-open CDC and look at what the "Current Alias" is set to. ie.. Aliases[XX] Open your user ini file and scroll down to Aliases[100]. Copy what is in Alias 100 from the "(Command" on to the end. Scroll to the Alias number you found in the CDC GUI. Paste what you copied into this Alias. (Make sure you paste after the "Aliases[XX]=".

You then should be able to execute files as normal.

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http://www.teamwarfare.com/rules.asp?set=America%27s+Army...

↑Rule Index Match Observers Match Observer Function TWL AA employs a group of staffers to observe Ladder matches. In the matches they login as a Server Admin in spectate mode and watch how the match progresses. While they are not Administrators and have no decision making authority, there are many things that they can do to help ensure smooth matches. This includes: Check out the server setup during the planning round and let the teams know if there needs to be some adjustments. This solves common server setup dispute issues. Match Observers are authorized to answer rules related questions as long they are asked in global chat and not in the middle of a live round. Private communications with MO's during a match is prohibited. They do take extra screenshots and create notes when they notice something out of the ordinary. This can be a big help in faster dispute resolution. They can quickly get an Admin in the server to help deal with an issue or to help watch someone suspected of cheating or exploiting. This can allow the match to continue without a player having to drop to find assistance. MO's can keep score manually in case of TM scoring issues. Plus they file a report which includes the score right after the match. This report can help Ladder Admin quickly resolve a failure to report score dispute. They can politely remind everyone to "start your Demos" at the beginning of the match.. Not a bad thing to have happen considering how many often players forget and then get a vacation.

Match Observer Setup Requesting an Observer Teams interested in the services of a Match Observer need to follow these procedures. Post in match comms that you request a match observer be present for the match. Teams are not to request Match Observers without first notifying their opponent. 1. If your team is hosting the server for the match you would then open the Match Observer Request Form. 2. Completely fill out this form and submit it. Failure to provide all the information requested could result in your request not being processed. 3. A Match Observer will then sign up for you match and the MO Admin will post in your match comms verifying that your request has been filled. If the MO Admin does not post prior to 24 hours before match time then you may email them at aamoteam@teamwarfare.com for verification that they received your request. Do NOT submit a 2nd request via the form.

If your opponent is hosting the server then they "must" follow the procedure above for requesting an observer. Your team may verify this by visiting the site to see if your match has been put in for request. Again, the opponent "must" agree to your request. Observer requests must be made more than 48 hours prior to the match date/time. Other Methods for Setting up Matches The Match Observer group is sometimes available via IRC to request for a same night match. However, they are under instruction to always handle Observer Site requested matches as a priority over IRC requests. The MO's can be found on gamesurge in the #twl_mo or #twl_aa channel. For more information on how to use IRC please see the tutorial located in the Q&A forums. Before you request a Match Observer

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via IRC, you must notify your opponent via match comms.

http://www.teamwarfare.com/rules.asp?set=America%27s+Army...

It is prohibited for teams to contact Match Observers to request their services by any means other than the Observer Site or open IRC. Do not use email, IRC pm, MSN, ICQ, Xfire or any other private chat method. The MO's are instructed to ignore all requests coming from such sources. Server Setup for Match Observing Teams must provide the Server Admin password for the Match Observer(s) to join the server. It is recommended that the team standard password be changed prior to the match. The server must have 2 Admin slots available because there will be times when more than 1 Observer join to spectate a match. This is normally the case when new MO's are being trained. During the Match Teams are to refrain from asking the Observer if he/she saw a potential rule infraction. The MO will "not" answer the question. If he/she noticed something it will get filed with the match report and is available to the Admin staff should a dispute arise from the issue. Do not attempt to communicate with the Match Observer via Team Chat. He/she will not respond to you. All communications with the MO must take place in global chat and full view of your opponent. Match Observers are members of the TWL Staff and should be treated as such. Harrasment or abuse of an MO would be considered unsportsmanlike conduct and penalties could result. Teams that having issues with the performance of a Match Observer should contact the Match Observer Admin. If he is not able to resolve the issue then the Competition Manager may be contacted. Additional Match Observer Information There will be times when the request for an MO is not filled. There will also be occasions where the MO cannot make it due to a last minute unforseen issue. Matches are to be played unless both teams agree to reschedule and wait until another MO is available. However, they are only to do so 1 time. If no MO is available a second time then the match must proceed. TWL Admins reserver the right to require teams to request a Match Observer due to issues between the teams. When an Admin wants this done he/she will be clear that it is a mandatory requirement. After discussions with the Team Founders in the Leadership Forum, the Match Observers are also going to be assigned to observe random matches and specific teams with a history of match issues, on occasion. The random matches will lean toward matches between newer teams as an attempt to help them become more familiar with the TWL match play rules. This procedure will be accomplished by the Match Observer Admin or Lead Ladder Admin joining match comms and requesting that the teams sign up for a Match Observer. Teams are "not" required to follow these instructions but are strongly encouraged to do so. ↑Rule Index Cheating TWL Cheating Definition Cheating in TWL is defined as any action by a player performed with the purpose of gaining an unfair advantage over other teams and players. TWL 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. Penalties for all cheating infractions can be found in the Penalties for Rules Infractions section. The specific actions listed in this section do not cover every possible situation that could be considered cheating. TWL 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

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http://www.teamwarfare.com/rules.asp?set=America%27s+Army...

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. TWL 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 TWL for players caught game hacking in TWL, in organized matches hosted by other gaming organizations, and in public servers. TWL 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: Turn off fog Change the player character speed, health, or CEM Change weapon dynamics such as ammunition count, rate of fire, or recoil/accuracy 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 4,000 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

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http://www.teamwarfare.com/rules.asp?set=America%27s+Army...
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. TWL 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 TWL not having an effective method for policing the action. TWL 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: 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.

Executing Files In Game CDC, by default, blocks file execution from either the console or via keystroke. Please see the Cheat Deterrent Client Section for details. As a result, any player found by CDC to have executed a file via their console or keystroke during a match will receive an automatic 30 day suspension. Additionally, the player will receive an email from the Anti-Cheat team with instructions on how to send in the file for review. Failure to send in the proper file will result in the suspension increasing to 90 days. Other Executed Files CDC also monitors other files/programs running on a participants machine while logged in. The AC team reserves the right to examine any files that are not readily recognizable. When the AC requires a file for examination, an email will be sent to the player with specific instructions on how to send the file to them. The player has 72 hours, from the time the email is sent, to respond by providing the file. If the player fails to send the proper file within 72 hours he/she will be suspended from match play. The suspension will be in effect for 90 days or until the file is sent and verfied to be legal by the AC Team. If the player sends in the proper file within 72 hours and the AC Team determines that it is clean, no further action will be taken. ↑Rule Index 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 TWL registered game account belonging to someone else.

Penalties for players/teams found to be Smurfing are found here. ↑Rule Index

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http://www.teamwarfare.com/rules.asp?set=America%27s+Army...

Penalties for Rules Infractions Statement on Rules Infraction Penalties The penalties listed in this section are considered a standard guideline for use by the TWL Administrators. Teamwarfare allows 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 TWL Match: Player Permanently banned from "all" games at TWL. Forfeiture of the Match the player was caught hacking in. The Team the player was hacking with drops 20% down the ladder.

Hacker caught playing in a match for a TWL recognized competing Gaming Organization: Player Permanently banned from TWL Americas Army. Player banned from all other TWL games for 1 year.

Hacker caught in a Pub/Scrim: Player Permanently banned from TWL Americas Army play. Player banned from all other TWL games for 1 year. Level 1 Illegal Game Settings/Commands/Binds 1st Offense: Player banned from TWL, 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 TWL, 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 TWL, match forfeit Game Bug Exploiting 1st Offense Single instance of exploit use: Player Warning, Team Loss of Round Multiple instances by same player in the match: Player 15 Day Suspension, Team Loss of Round 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: 30 Day Suspension, Team Loss of Round 3rd Offense:

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90 Day Suspension, Team Loss of Round

http://www.teamwarfare.com/rules.asp?set=America%27s+Army...

4th Offense: 1 Year Ban from TWL Americas Army, Team Loss of Round Smurfing The Smurfing player will be banned from TWL. If the smurfing took place through use of another players account, that account will be banned from TWL. The team that the smurfing player was caught playing for will be removed from all TWL Americas Army competitions. Players in the match and on the team where the smurfing took place will be subject to 90 day match play suspensions or more depending on the severity of the smurfing offense. The team founder, if he/she played in the match, will receive a minimum 180 day match play suspension. If applicable, the smurfing players original team will be dropped 33% down the ladder where the smurfing took place.

↑Top of Section 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 TWL 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 reduction in ladder rank of 33% 3rd Offense: Match forfeit and removal from the ladder where the offense occured. 4th Offense: Match forfeit, removal from all TWL competitions, and Founder 15 day suspension Failure to Report Match Results 1st Offense: Team warning via email 2nd Offense: 20% drop in ladder ranking 3rd Offense: Team removal from Ladder Suspension or Ban Circumvention Players caught circumventing any type of match suspension or ban will automatically be permanently site banned from TWL. 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 dropped to the bottom rung of all ladders they participate on 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: TWL 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.

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http://www.teamwarfare.com/rules.asp?set=America%27s+Army...
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. ↑Rule Index 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. Staff Assignments/Chain of Command The AA Competition Staff is broken up by 3 regions: North America (NA), Europe (EU), and Oceania (OC). NA Ladder Admin Each Ladder is assigned a primary Ladder Admin to oversee the operations of the ladder. Ladder Admins report to the Lead Ladder Admin. NA Lead Ladder Admin Each competition region is assigned a Lead Ladder Admin to oversee the daily operations of the competition Ladders. When players/teams have issues with ladder admin decisions or concerns about their performance, the Lead Admin should be their first contact. The Lead Ladder Admin reports to the NA Competition Manager. NA Competition Manager (CM) The NA CM is responsible for the daily operations of all TWL competitions North America and the NA MO staff. Players/teams not satisfied with ruling reviews performed by the lead admin would be brought to the CM. the CM reports to the Competition Director. NA Competition Director (CD) The NA CD acts as the CEO for the NA TWL community. The Competition Director oversees the Competition Manager and Community Manager. He/she works closely with the game AC team by participating in the setting punishment policy and the review of appeals. The CD acts as the "end of the line" for dispute resolution. 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 TWL. The AA Anti-Cheat team consists of an Anti-Cheat manager and 2-3 Anti-Cheat Admins. The AA Anti-Cheat Team reports to the TWL Anti-Cheat Director. Players wishing to appeal suspensions/bans handed out by the AC team need to appeal to the applicable AA Regional Competition Director. If the CD does not overturn the AC ruling then the player may request further review by the Quality Control team. How to Contact an Admin

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http://www.teamwarfare.com/rules.asp?set=America%27s+Army...

The TWL Ladder Admin staff idle every evening on IRC to assist with match issues and to answer questions. The official TWL Americas Army IRC channel is on gamesurge.net under the channel name #twl_aa. For a brief tutorial on how to download, install, and navigate to our TWL channel using a free IRC client, please click here. Link to the TWL AA Staff Listings Link to the TWL Senior Staff Listings ↑Rule Index Version Releases TWL reserves the right to set the Version used for Match Play. Should the version come in conflict with the latest released version, TWL 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: All matches will be postponed on that day plus an additional 3 days (minimum). All matches scheduled for that day and the next 3 may be killed or rescheduled by the request of one team. Any matches that are already scheduled 4 days after the release through 7 days after the release may be rescheduled by agreement of both teams. Matches that have met the criteria for being killed or rescheduled must be forwarded to the appropriate Ladder Admin via email. A link to the Match Comms must accompany the message. The TWL Staff reserves the right to extend the dates above if the release warrants more down time while significant game play changes are explored. TWL STRONGLY recommends that its players always choose to download the new "Full Version" release versus a "Patch". Significant conflicts can develop between patched game versions and our Cheat Deterrent Client.

↑Rule Index Rules Statement All rules are to be viewed as 'General Guidelines'. Certain situations may require an admin override a posted rule if it is felt to be in the best interest of the community or teams involved. The rule set can be modified at the discretion of the Game Competition Director. Notification of rule changes will always be made via a post in the TWL AA Ladder Forum. Also on some occasions rule changes will be included in an email to team founders/captains. The change will be considered active the moment it is 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 gauge community reaction based upon the forum post before adding the change here.

↑Rule Index Important Links Match Observer Request Form TWL America's Army Ladder Forum TWL CDC/CDS Support Forum

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TWL: Rules
TWL America's Army Q&A Forum TWL Support Forum for Account/Team and Site Issue America's Army Official Game Site

http://www.teamwarfare.com/rules.asp?set=America%27s+Army...

↑Rule Index Rule Change revisions will be listed here..

Ruleset created 07/27/06 by r@ttl3r and Caliber Updated "Cheating and CDC" sections to cover the new CDC Exec blocking feature and penalties for executing files. 09/11/06 by r@ttl3r Updated 2v2 combat rules to address plane camping. 09/29/06

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