1.00 League Information
The SunLit Games (SLDL) Day of Defeat: Source league the SunLit Games Day of Defeat League.
The SLDL is sponsored by SunLit Games. It showcases quality custom Source maps suitable for competition. The SLDL was formed as a place for newly formed teams and teams new to formal matches to get a taste of league play. There are two or three conferences based on skill level with a minimum of eight teams per conference.
The matches are scheduled on Sundays 9pm est. A season is composed of two preseason and eight regular season matches. Qualifying teams then compete in the playoffs. Questions can be directed to
Rosie the Riveter SLDL Admin.
2.00 Player Rules Rules should be simple: "Play fair, play hard and have fun."
The reality is that "fair play" needs to be spelled out for some. The following is to be sure that we are all on the same page. Everyone needs to conform to the rules and it is the responsibility of the team leaders to make sure that their team understands and complies with the rules.
2.10 Sportsmanship
Common courtesy and good sportsmanship is to be extended to all clans involved, whether commenting during a game, in the forums, SourceTV, or in outside communication. Profanity, harassment, maligning one's religion, race, ethnicity, nationality, sexual orientation, or gender, defamation of SLDL or SunLit Games, public cheating accusations, sharing of private conversations,logs, emails or confidential information in public media, and/or other unsportsmanlike conduct, whether during or not during match play, will not be tolerated and may result in the suspension of offending player(s).
During a match, repeated voice "negative" or mm1 infractions are considered unsportsmanlike conduct and may result in suspension of player(s) or team removal from the league. Malicious or retaliatory behaviour may result in an unsportsmanlike penalty to the player(s) involved.
2.20 Customization
Players must use default models, weapons skins, heads-up display (HUD) (Except
forINsane's HUD in the SunLit Games Download section), point-of-view ("POV"), and
sounds. Any use of enhanced or modified models, textures, skins,
sounds, HUD, POV, during match play may result in a match overturn
and/or suspension of offending player(s).
Custom sprays, are allowed only if it meets the following guidelines:
It does not contain racism or prejudice and is otherwise not immediately offensive and could not be reasonably seen as such. It does not resemble a player or weapon model, explosion mark, or anything of a similar nature. It is not made and/or used with the specific intent of creating contrast (such as plain white on the other side of a dark area), and It is not of an otherwise obviously exploitative nature. Use of an illegal spray may result in the suspension of a player.
2.30 Client Variables
Client Variables (CVARs") that yield an unfair advantage are not allowed in
match play. These CVARs include, but are not limited to, any commands
that alters the weather, or the the effectiveness of smoke grenades,
grenade shocks effect, remove or lessen ambient sounds (including stopsound scripts), modify textures
to an extent that would yield an unfair advantage, modify lighting to
an extent that would yield an unfair advantage, make any solid object
or surface see-through or invisible, modify hitboxes and/or player
movement in an unfair way may result in a match overturn and/or suspension of offending player(s).
Disabling the victory music, achievement sounds and rivalry sounds is legal.(see section 3.60f )
2.3a Client Rates
Allplayers must at least use a minimum of "rate 20000," "cl_updaterate
67," and "cl_cmdrate 67." Any player found using rates below these
number may have their teams outcome of the match changed by way of
forfeit loss/overturn, loss of points and/or rounds, or suspension of
violating players
2.3b Net_graph
All players are REQUIRED to have "net_graph 1" displayed throughout the match.
2.40 Messaging
The acting Team leaders may converse with one another about the match in gobal chat (MM1 communication). No discussion by other members of either clan is allowed except for the customary good game and good luck before and after a match.
In game voice commands are allowed however, "Negativing" or "negging" the opposing team is considered an mm1 infraction. Under extreme cases, (racism, obscenity, antagonism) an infraction may result a match overturn and/or suspension of offending player(s).
Screenshots should be taken of any and each violation, and in the event of a match dispute, they will be
required.
2.50 Screenshots
All players are required to retain their match screenshots (and demos) for two weeks, including playoffs if applicable.
STATUS or RCON STATUS screenshots will be used to verify the players are actual rostered players and no ringers are used.
End round screenshots will be used to verify that scores are reported correctly.
The value of the ConVar "jpeg_quality" must be 100 when taking any of the required screenshots.
ALL demos MUST include you taking your screenshots.
2.50a Player Screenshots
Every player playing in the match MUST take each of the following screenshots and must be taken WHILE recording:
New August 19 2009
1. Round start screenshots with your team and opponents for both the allies and axis halves of the match.
2. End round screenshots of the scoreboard of both the allies and axis halves of the match.
3. Round start and end screenshots as above of any overtime sides that are played.
Round Start Screenshots:
Teams meet in an area of the map with grass for screenshots with opposing team in view, primary weapons drawn, minimaps on and net_graph 1. There is to be no taunting, wounding or killing of the opposing team during the screenshots. Minimaps may be turned off after screenshots.
EVERY player is required to take the following screenshots per round:
- one screenshot per round showing "net_graph 1" and minimap, jpeg_quality 100, showing at least one player from the opposing team. The net_graph should be left up for the entire match.
- one screenshot with grass and smoke and can be part of the previous screenshot
- one screenshot per round showing "net_graph 1", minimap, and the scoreboard, jpeg_quality 100 .
In addition to the above screenshots, the following classes must take one additional screenshot each round:
- snipers are required to take one screenshot while scoped-in for each round
- rifle classes are required to take one screenshot showing iron sights for each round
- MG and rockets are required to take one screenshot deployed for each round
If you change classes during a match or are disconnected, you must take an additional screenshot (+ scoped/iron sights/deployed as appropriate) in the spawn
Failure to provide said screenshots when requested may result in a match overturn, and/or suspension of offending player(s).
2.50b Leader Screenshots
Team leaders, or the individual acting as interim team leader in-game, are required to take the following:
1. The results of CONSOLE STATUS (this is done by opening the game
console, typing "status" and taking a screenshot of the resulting
dialog by typing "jpeg")
2. The results of console RCON STATUS per server as taken by the team
with RCON access to the server on which the match is held. All players
participating must be clearly listed in their entirety. (this is done
by opening the game console, typing "rcon status" and taking a
screenshot of the resulting dialog by typing "jpeg")
If a player drops and reconnects you must take an additional screenshot
of the CONSOLE STATUS if you do not have rcon access, If you do have
rcon access you must take the RCON STATUS screenshot again.
Failure to provide said screenshots when requested may result in a match overturn, and/or suspension of offending player(s).
2.60 Demos
Participants are required to record first-person point-of-view (POV) demos of all league matches and keep those demos for a period of no less than two weeks.
Players must stop demos between halves and start a new demo for the second half.
- In the case of all disputes, League administrators will review all demos.
- If a player fails to upload their demo, a match win may be nullified and result in a forfeit as well as suspension or expulsion of players.
- SourceTV demos are not an acceptable substitute.
Any participant not having demos will have the following penalties imposed:
- A minimum of a 1-match suspension per missing half from league play
- player is subject to random demo pulls for the rest of the season
SLDL may request any participant's demos/screenshots at any given time during the season.
Participants are expected to submit any demo/screenshot requested within 48 hours. Corrupt or missing demos will be considered an unsubmitted demo and the match may be overturned.
The penalties can include suspension, and up to expulsion from the SLDL, depending on the circumstances surrounding the demo.
The SLDL will not force any team to share their demos or screenshotswith any other team. The SourceTV Demo is exempt from this rule. If the opposing team request the SourceTV Demo it must be provided to them within a 48 hour period. Failure to provide the sourcetv demo will result in a suspension of the Team Leader.
3.00 Match Information
3.10 Scheduling
3.10a Season Scheduling
Teams in each conference are randomly assigned a letter and that letter plugged into matrix. The matrix allows for random matchups between teams and for every team to play every opponent at least once. The schedules are posted weekly on the SLDL Schedule page
3.10b Match Scheduling
The default match time is Sunday 9:00pm (EDT). If teams cannot agree on an alternate time and date, the
match is to be held at the default time and day.
The scheduler of each team is REQUIRED to contact their opponent by
Sunday 12 pm (EDT) to discuss match information, including but not
limited to scheduling, server connect info, SourceTV, and any other
arrangements. Failure to do so may result in a forfeit loss against
your team.
Contact methods available for the team leaders include:
- SLDL Team Leaders' Group
http://steamcommunity.com/groups/SLDLteamleaders
- SunLit Forum's pm system
- SunLit Matchcomm Forum (recommended)
3.10c Match Rescheduling
The default match time is Sunday 9pm est. Rescheduling is allowed under the following conditions:
If both clans agree to play a match at a different time/date of the week, this must:
(1) be approved by both clans
(2) occur anytime after the Sunday of the previous week's match but before Friday midnight of the following week's match.
(3) A record of the reschedule agreement ( email, mIRC, msn or server logs) should be kept.
(4) Once a reschedule has been agreed by both teams, all rules for showing up on time, forfeiture, etc. apply exactly as if the match were regularly scheduled.
If the two clans are unable to agree on an alternate date and time, the scheduled match will be maintained.
If a match is scheduled but a team is unable to have at least 5 players in
the server 15-minutes from the schedule time, a forfeit win can be
reported. Note: Teams are under no obligation to reschedule, and maintain the
right to forfeit/claim a forfeit so long as all other rules on
scheduling and forfeiting have been observed
3.10d Valve Updates
If a new version of DODS or OrangeBox Engine is released during the tournament the following will be observed:
If released Monday - Friday: No change in weekly schedule.
If released Saturday - Sunday: The matches for the week will be postponed one week.
If a buggy/recall version of Steam/Source is released during the tournament, the following will be observed:
If released Monday - Friday: No change in weekly schedule.
If released Saturday - Sunday: The matches following the update will be rescheduled.
Any changes will be posted in the SunLit Games News, in the SLDL Announcement Forums and Emails sent to the Team leaders.
3.10e Match Time
Teams should have six (6) members in the server by the agreed upon time.
However, a team must be given 15 minutes after the agreed upon (or
default) time to join the server. Should a team fail to have five (5)
members (of which all 5 are on the team's SLDL roster) within 15 minutes
of the agreed upon (or default) time, the opposing team may report a
forfeit.
3.20 Players
Matches are optimally to be played 6 vs 6. Participating clans may both agree to play 6v5 or 5v5.
If a team can not field 5 players a FF win is declared.
The format must be agreed upon prior to the beginning of the match and the number maintained over both rounds.
If a format cannot be agreed upon then the default will be used. If players drop
mid match the opposing team is under no obligation to match the number of
players, they may play a man or more up.
In the event that a team can't field 6 (or the agreed on 5) players in the second half, they may reschedule to play the
second half IF both teams agree. If the teams can't agree on a reschedule the team with 6 (or the agreed on 5) players reports the win.
The use of a suspended players in a SLDL match is not allowed under any circumstances. A suspension or extended suspension of that player will be imposed.
The use of a non-rostered player is never allowed during the playoffs.
The use of a non-rostered player during regular season is only allowed with the express recorded permission of the opposing team.
3.30 Voice Communication
The use of the in-match voice communication software is the preferred form
of voice communication. Third party communication programs such as Team Speak and Ventrillo are acceptable .
3.30a Voice Commands
The use of your voice commands to "taunt" your opponent is considered
illegal. Using ANY voice command to "taunt" your dead opponents just to be unsportsmanlike could result in a
suspension of the violating player(s).
3.40 Substitutions
A player(s) may be replaced in an instance of connection failure or problems, rather than have a team playing a man short.The player to be replaced must leave before the substitute enters the server. The replacement player will stay until the end of the round. A screenshot of the status screen should be taken and the sub's STEAMID validated at the end of the round. Use of an unrostered substitute player may rsult in the match being overturned or a player being suspended.
3.50 Calling the Match
No match should end prior to the completion of both halves of the match. If
a team leaves the server prior to the completion of both halves,
the team that remains in the server will be awarded the win. The
team that left the server before the completion of the match will receive 0 points for the rounds and a loss in the standings. The team that stayed will retain any points scored in the first half and be awarded the win in the standings.
If there is a tie at the end of the regulation match and a team
leaves prior to the completion of overtime, the team that remains in
the server will be awarded 50 points to break the tie.
During Playoffs, matches will be played until a winner is decided using the sldl_ot.cfg.
No ties will be permitted during playoff competition.
3.60 Match Format
3.60a Config Class Limits
The following class limits will be imposed on every map, regardless of the settings made by the mapper.
1 mg, 1 sniper, 3 rifles, 2 heavies, 1 bazooka/panzerschrek
and 2 assaults.
Allies
garand 3
thompsons 2
bar 2
sniper 1
mg30cal 1
bazooka 1
Axis
kar98 3
mp40 2
stg 44 2
sniper 1
mg42 1
panzerschrek 1
The rules do allow for picking up a loose weapon from a "fallen" player.
A player is "rewarded" with an opponent's weapon.
A player can also pick up a fallen team mate's weapon to hold a critical position.
This does NOT mean that players are permitted to deliberately generate weapons for their team mates,
circumventing the class limits. Actions such as "sniper backing" , swapping weapons in spawn,
dropping a weapon with a console suicide to respawn with another or any such tricks to stack the teams
is prohibited and will have the same consequences as a class limit violation.
3.60b Keyboard/Mouse Binds Players are prohibited from binding any action in conjunction with +attack.
Players may not bind "+attack" to "mwheelup" or "mwheeldown" to accelerate shooting weapons faster than they are intended to be.
Players may not use any kind of macro to allow the shooting of weapons
faster. This applies to any keyboard/mouse or even programs that allows
you to setup a macro to do so.
A team that has been found to have used any of the illegal binds can
have their teams outcome of the match changed by way of forfeit
loss/overturn, loss of points and/or rounds, or suspension of violating
players.
3.60c Grenades
Respawn Grenading/Killing: Don't grenade the players in areas where the players actually respawn. Grenades at the foot of and outside of spawn barriers are legal.
It is illegal to exploit grenades in a means to grenade or smoke areas other
than where said grenades are thrown or land. Exploitative grenade
usage, whether through known or unknown means, can have their teams
outcome of the match changed by way of forfeit loss/overturn, loss of
points and/or rounds, or suspension of violating players.
3.60d Map Exploits
Any form of exploiting the map or the use of map bugs to kill or harm
opponents is illegal. This includes Rocket exploits, grenade exploits,
and any other form of exploitation.
A position is NOT a map exploit as long as:
- the player can be seen
- is not behind an invisible "bullet proof" wall and can still be killed
- didn't walk "through" a fence or wall
- did not "slide up" an incline
- did not walk in sky, tree lines, or along invisible ledges etc to reach the position
- did not walk under the map
- is "in" the map on the path to the final position and at the final position
(If a player is "outside" the map. they will notice that the map textures disappear or start flashing,
an indication that the map designer didn't intend for the player to be there. )
- is not on the outside wall/perimeter of the map
The use of any INVISIBLE ledge to stand on or gain access to another
area is illegal. An example of this would be on the anzio map using
that invisible ledge under the allies sniper loft to the left of the
bridge by walking across it to the crack above the sewer pipe and
jumping up into the allies sniper loft this would be illegal. It is
however legal to use any VISIBLE ledge no matter how small to stand on
or gain access to another area as long as that area or the area you are
standing is legal and does not allow any illegal clipping as mentioned
If you are in doubt a possible map bug/exploit, please ask a league organizer at least 24 hours before the match date.
3.60e CVAR Exploits
Client or server variables that allow for or force an object to be
translucent or invisible is illegal. This rule applies to grass,
crates, walls, windows, etc... If a violation of this rule is
discovered, a cheating penalty of up to one SLDL season will be imposed on any
players caught. A violation of this rule will also yield a single match
overturn for the match it took place in - no overturns will be issued
for past matches unless this violation is detected in them as well.
This rule also applies to your Direct-X Level. As Setting your Direct-X
level to anything lower then 8.0 is considered Illegal and will result
in the same cheating suspension as mentioned above.
3.60f Sound Exploits
The toggling/changing of any sound cvar during a match is illegal. Whatever
that cvar is set to once you start recording it MUST be set to for the
rest of the match. This does NOT apply to the volume cvar.
The use of the "play" command to get rid of the end round music or any certain sound is Illegal.
Disabling of the default VIctory music and achievement and rivalry sounds is legal using the following cvars:
dod_playwinmusic 0
dod_playrivalrysounds 0
dod_playachievementsound 0
The Use of sound exploits can have their teams outcome of the match
changed by way of forfeit loss/overturn, loss of points and/or rounds,
or suspension of violating players.
3.60g Movement/Other Exploits
Super Jumping is illegal. This is using a map object/area to gain extra height in your jump due to a map issue/exploit.
Pistol Rolling (Quick Switching) is legal. This is quickly switching
from your Primary weapon to your secondary weapon then back again to
the primary weapon to skip the reload animation. This can be done
through your 'Last used weapon' key, Mousewheel or Slot 1/2/3 binds.
3.70 Screenshot Round
Teams should verify player SteamIDs during this period. Once a match has
begun, both teams effectively consent to the use of all players in the
server at that moment, and disputes on SteamIDs may still be filed but
will not result in an overturn of the match but the offending player(s)
may face a suspension.
1. Both teams enter server and server changes to the map of the week. Home team executes the sldl.cfg.
2. Team ping is verified
3. Team rosters are verified and the home team leader takes the rcon status screen. All teams must verify and ok rosters BEFORE the match starts. Starting the match with the players in game shows an implicit agreement between the teams that the rosters are acceptable. No dispute over rosters will be entertained by the Dispute Commitee over a played round EXCEPT in the case of an ineligible player being used in a Substitution.
4. Server plugins must be disabled.
5. All players should enable "net_graph 1" and start their demos.
New August 19 2009
6. Round Start Screenshots:
Teams meet in an area of the map with grass for screenshots with opposing team in view, primary weapons drawn, minimaps on and net_graph 1. There is to be no taunting, wounding or killing of the opposing team during the screenshots. Minimaps may be turned off after screenshots.
EVERY player is required to take the following screenshots per round:
- one screenshot per round showing "net_graph 1" and minimap, jpeg_quality 100, showing at least one player from the opposing team. The net_graph should be left up for the entire match.
- one screenshot with grass and smoke and can be part of the previous screenshot
- one screenshot per round showing "net_graph 1", minimap, and the scoreboard, jpeg_quality 100 .
In addition to the above screenshots, the following classes must take one additional screenshot each round:
- snipers are required to take one screenshot while scoped-in for each round
- rifle classes are required to take one screenshot showing iron sights for each round
- MG and rockets are required to take one screenshot deployed for each round
If you change classes during a match or are disconnected, you must take an additional screenshot (+ scoped/iron sights/deployed as appropriate) in the spawn
All screenshots and demos must be kept for a minimum of two weeks.
7. Match starts when leader from each team types in global chat "ready".
8. Match round is played.
9. End Round Screenshot of final score taken. Players stop demos.
Steps 1 to 9 are repeated for the second round of play.
3.80 Half-Time
Teams are allowed a 5-minute break at half time. Should a new server be used for the second
half, teams will have 10 minutes to have all players in the server.
If a team fails to field all players within this time, the opposing team
may report the win setting all points the other team received for the
first half to 0. If both teams
agree a reschedule can be done to play the second half.
If a player dropped in the first half and has not come back to the
game, that team may not start the second half until he rejoins or a roster substitute joins.
3.90 Post Match
At the completion of match play, the winning team must post the scores and screenshots
in the Report Scores forums within 24 hours. Ideally, the score should be reported immediately after the conclusion of the match.
If it is found you reported a false score for any half you may possibly face a suspension and/or match overturn. new for SLDL 18
If your team chooses to use aliases other than those listed on the team roster, the team leader must send an rcon status or status screenshot of each round to Rosie the Riveter after the match.
3.90a Scoring
The points awarded in matchplay are based only on flag/objective points, any additional points awarded by capping all the flags, as well as from "ticks" for holding flags over time. The scoring is not based on kill:death ratios.
Matches will be scored as follows:
Each cap is worth 50 points in addition to the points accumulated for holding strategic flags.
Example:
At the end of the first half the scoreboard shows
Allies: 2 +26, Axis: 3 +14, the score would be
Allies: 126, Axis: 164 for the first half.
At the end of the second round the scoreboard shows
Allies: 1 +17, Axis: 0 +39, the score would be
Allies: 67, Axis: 39 for the second half.
The total for the match would then be both halves combined:
Team 1: 231 ( Axis 1st half plus Allies 2nd half )
Team 2: 165 ( Allies 1st half plus Axis 2nd half )
A team get 0 points for an FF loss but the match counts against the team in that division, where with a FF win, the winning team receives no points but the match doesn't count against you in the division.
If the forfeit results from a team being unable to complete or play the second round, the team accepting the forfeit (winning team ) will retain the points scored for the first round and receive 0 points for the unplayed round and 1 point in the Standings. The forfeit team receives 0 game points and 0 points in the Standings.
Two forfeit losses will result in the forfeiting team being made inactive.
3.10 Ties / Overtime
In the regular season the event of a tie, the tie stands and both teams are awarded 1 point in the standings for the win. In the Playoffs, a tie is not allowed and teams will play an overtime round using the sldl_ot.cfg .
3.110 Makeup Matches
Teams with forfeit wins are allowed to make up said matches at their
discretion. It is a teams responsibility to find and play makeup
matches. Makeup matches must be played against teams in the same division that received a
forfeit win or BYE for the same week you are trying to make up.
Makeup matches should be run within 2 weeks of the originally scheduled match.
Please notify an SLDL Admin of the makeup match.
A forfeit loss cannot be made up against a different team. All forfeit
wins, regardless of cause, can be made up.
3.120 Playoffs
To be eligible for playoffs you must have "played" 5 matches. Forfeit Wins
and Losses do not count towards 'played' matches. Overturned matches
however count towards "played" matches.
In the playoffs, the higher seeded team is the HOME team, and they have
choice of which server to play in and which side to be first.
Standings are based on total points, followed by the calculated weighted (wPD) Point Difference.
Forfeits are not viable in the Playoffs.
First Round of Playoffs:
If a team receives a FFW, The team they were scheduled to play against
(The team that received the FFL) will be removed from playoffs and the
next eligible team that did not make playoffs will be moved into
playoffs to take there spot. So this means that the FFW you received
originally will be deleted and you will be scheduled against this new
team for Round 1. If the conference number are such that there is no team to step up, you will move to the next round.
Rest of Playoff Rounds:
If a team receives a FFW during any of these rounds, The team they were
scheduled to play against (The team that received the FFL) will be
removed from that round and the team they beat in the round before will
move up and take their place. So this means that the FFW you received
originally will be deleted and you will be scheduled against the moved
up team from the previous round.
Within a single conference, matches will be between the eight teams with the best overall regular season record.
If more than one team has a tied overall win/loss record in the top spots, then the team's Point Difference (PD) for all
regular season matches will be the deciding factor to who will play in the final matches.
Quarter finals: 1st vs 8th, 2nd vs 7th, 3rd vs 6th, 4th vs 5th
Semi Finals:W1v8 v W4v5, W2v7 v W3v6
Finals:Winners from semifinals vie for 1st and 2nd place, Losers from semifinals vie for 3rd place
In the case of a different number of teams entering the playoffs, the following will be observed:
Ten teams ladder
Nine teams ladder
Seven teams ladder
Six teams ladder
Five teams ladder
Four teams ladder
Three teams ladder
In all cases, the teams with the lower standing will decide which side they will play first.
Same rules apply as a regular season match excepting that if a tie occurs in which another two 10 minute rounds will be run.
Ringers are never allowed in any playoff games.
4.00 Teams
4.10 Rosters Any
competing team must, at minimum, have six (6) players listed on its
roster in order for the team to be considered active and be scheduled
for matches. In situations where a sixth player is removed from the
team, a replacement should be found as soon as possible.
4.10a Roster Changes
Teams may only make roster changes on the set day(s), Monday through Thursday.
4.10b Roster Lock/Team Lock
After the second week of play no New teams will be
allowed to join any division for the rest of the season.
After the completion of the 5th week of season play, team rosters and
SteamID changes will be locked. This will prevent players on losing
teams from jumping to teams that are sure to make the playoffs.
Checking IPs and SteamIDs will be used to enforce this rule.
4.10c Ringers
Under no circumstances may a player not on a competing team's SLDL roster play
for said team in a match.
It is each team's responsibility to check the opposing team's SteamIDs
during the screenshot round. Once a match has begun, both teams
effectively consent to the use of all players in the server at that
moment, and disputes on SteamIDs may still be filed but will NOT result
in an overturn of the match but the offending player(s) may face a
suspension.
No teams may agree to allow the use of a ringer: allowing an
individual to appear as you.
4.10d Team Jumpers; Multiclanners
Team hopping is not allowed. Team hopping refers to players who join
a team specifically to play in matches, usually for one or two days,
and then leave afterwards to join another team.
No player may be on more than one Day of Defeat: Source team within one conference or across conferences.
4.20 Team Names
Unsportsmanlike team names will be not allowed. Team names that are offensive in any
way, including but not limited to, names with profanity, that condone
the use of drugs or violence, which provokes hate towards any race,
religion or gender or are generally vulgar, will not be permitted.
4.30 Forfeits
Forfeits are a disappointment for all involved. If you know that it will be impossible for your team to play the match, please have the courtesy to inform your opponent asap.
No team leader should report a forfeit win prior to default
match time, plus the 15-minute grace period unless they have been notified that their opponent can't makethe match.
A team get 0 points for an FF loss but the match counts against the team in that division, where with a FF win, the winning team receives no points but the match doesn't count against you in the division.
If the forfeit results from a team being unable to complete or play the second round, the team accepting the forfeit (winning team ) will retain the points scored for the first round and receive 0 points for the unplayed round and 1 point in the Standings. The forfeit team receives 0 game points and 0 points in the Standings.
5.00 Servers
5.10Anti-Cheat
5.10a Valve Anti-Cheat
Valve-Anti-Cheat (VAC) is required on all servers used in SLDL matches.
No other plug-in and/or 3rd-party software should be installed on servers
used in SLDL match play. If a team is uning their pub server as the match server on Sunday it is required that any plugins be disabled for the duration of the match. Should a match be compromised due to the presence
of 3rd-party software (SourceMod, Beetlemod, HLxStats) the hosting team will be held responsible and the match may be overturned.
5.10b Pure Mode - sv_pure
All servers MUST be running in Pure mode 2. That is, all servers must have
sv_pure 2 set in their server.cfg. Any server not running in Pure Mode
2 will be not be eligible to host matches.
5.20 Server Usage
Servers must be in North America. League matches will be hosted by the Home team for that week. Servers may be run at 66 or 100 tick rate. If there are doors on the map of the week, the server must be run at 66 tick.
It is strongly recommended to test/ping your opponents server ahead of time to see if any possible server issues may arise
If there is an imbalance of average ping greater than 50, a screenshot is taken to verify pings. One round will be played on the home team's server and one round on the away team's server if the tream with the average higher ping so chooses.
Note: Players on dialup and their pings are not to be incorporated into a team's ping average.
Servers must have 3rd party plugins' adverts, sounds map votes, disabled for the matches.
If it is found that a server add-on was turned on during the match that
the other team did not agree with the hosting team will be held
accountable and may have their teams outcome of the match changed by
way of forfeit loss/overturn, loss of points and/or rounds, or
suspension of the leader/acting leader
No spectators will be allowed on the server except for SLDL Admin.
5.30 SLDL Config
Servers must use the most current version of SLDL match configuration (sldl.cfg).
These files can be downloaded as a rar file from the bottom of the SLDL Maps page .
The cfg may not be modified in any fashion excepting altering the host name to reflect your team name. For example:
// SLDL MATCH CONFIG 03/19/09
hostname "SLDL Match In Progress" may be changed to
// SLDL MATCH CONFIG 03/19/09
hostname "[XXX] SLDL Match"
The sldl.cfg must be installed and executed prior to the commencement of match
play. Both teams should verify that the server configuration
is SLDL-compliant before agreeing to start. If no objections are made
prior to play commencing, no team may challenge the settings during or
after play.
5.40 Crashes / Map Changing
In the event of a server crash or map change before the 5 minute mark, the
match must be restarted and the rounds replayed. In the event of a
server crash or map change during or after the 5 minute mark, the match
must be restarted with the existing score and proceed until the
remaining time has been played. (mp_timelimit can be adjusted to
compensate for the time played before the server crash / map change.)
In the event of a second server crash or map change, the match must
stop and teams move to the opponent's server
If the server crashes between rounds, the first round does not need to be replayed.
Note: If it is suspected that the hosting team intentionally crashed
the server or changed the map, a dispute must be filed. Should it be
proven the server crash / map change was intentional, the hosting team
will forfeit the match and the leader may face a suspension.
5.50 Drops / Connectivity Issues
Teams should have backup players ready to join if a player gets
disconnected or lags out.
If a player drops from play during the process of a match starting, the
match is to be stalled until such player (or a substitute) returns at
which point the match is restarted. Likewise, if a player lags out
within the first minute of play, the match is to be restarted.
If the match is stalled because players have dropped so that there are only 4 players in game,
the player or a sub has 5 minutes to enter the server, after the 5 minute period the opposing
team can report a forfeit win. However if they agree, they can wait
longer or reschedule the match (which we encourage).
If proof of malicious activity against a server or individual is
provided post-match and is deemed conclusive or otherwise acceptable by
league officials, the replay of a match or portions of a match may be
requested. Such evidence needs to be made available as soon as possible.
Players that drop from the server but return must be sure to record a new demo as soon as they re-enter the server.
6.00 SourceTV
SourceTV is permitted under the following format: It must run on a 120 sec delay. The sourcetv demo must be made available to the opposing team at their request. If spectators in SourceTV are allowed, the visiting team must be supplied with the sourcetv ip and any password and allowed an equal number of spectator slots.
If SourceTV is used without the consent of the opposing team, the match
may be overturned at the discretion of an admin.
Improper usage of a SRCTV proxy by any team
will result in that team's suspension for one week of play.
Failure to disagree to the use of SRCTV during the scheduling process
will constitute Implied Consent to the use of SRCTV.
No team may refuse SourceTV if it is set to record only.
7.00 Violations
7.10 Disputes
The SLDL has traditionally been about respect and having fun. The reality is that competition gets the hormones flowing
and doubts are raised.
There are two types of disputes: General and Cheating. Teams are
allowed to file General disputes for up to four of their matches. Teams
are allotted 2 Cheating disputes per season, and 2 post-season
(playoffs). Once a team has used its allotted number of disputes,
further disputes received will be closed without action.
If a team uses a cheating dispute and the opposing team is found to have cheated,
that dispute will be given back to the disputing team.
Disputes are not a public matter and should only be handled by an
admin. Posting disputes on public media may result in the suspension of
offending player(s).
7.10a Filing a Dispute
Do not argue in the server.
If your team has concerns, contact the SLDL Admin within 24 hours of the match having been reported. .
Disputes must be descriptive. If you
suspect a player of cheating, be prepared to list exactly where you
think this occurred in the match and have reasons to back that up. A
description simply consisting of "walling" or "blatant" is
not helpful to an investigation, and the dispute may be thrown out. Any evidence (such as
screenshots, logs, etc.) that would support your dispute should be
provided when filing the dispute.
7.10b Cheating Disputes
All cheating disputes are handled by the SLDL Anti-Cheat Team.
7.10c Dispute Conduct
Unreasonable disputes or false accusations may result in the suspension of the disputing team and/or offending
player(s).
7.20 Evidence Requests
7.20a General Disputes
Teams will have a maximum of 48-hours to provide
convincing evidence to support their case. A disputed player will also
have 48-hours to provide evidence supporting his case. Failure to
provide evidence on the part of the disputing team will result in the
closing of the complaint. Failure to provide requested evidence on
the part of the disputed player may result in suspension.
7.20b Anti-Cheat Disputes
A disputed player will receive a SLDL Private Message from the AC Team
requesting his demos and screenshots. Said player will have 48-hours to
upload his evidence in a .ZIP or .RAR format and provide an URL [it is
recommended to include a text file regarding any special circumstances
that occured during the match (ie: time outs, or playing for less then
the entire match)]. Should a disputed player fail to upload said
evidence according to instruction within this timeframe, or the
evidence be found to be incomplete or corrupt, the match will be
overturned and the offending player will receive a suspension.
7.30 Rule Violations
Teams or players who violate any rules willl receive a penalty.
This includes the specific penalties listed, such as suspensions,
forfeits, replays, removal from the league, and loss of points. Repeated offenses by teams or players may result in their removal form the SLDL.
7.40 Cheating
If a player is proven to have been cheating in a SLDL match, their team
shall forfeit that match. If a team has been caught with 2 players
having been found to be cheating at any time during a season, that team
will be removed from SLDL for the remainder of that season and all
matches that team has played will be overturned.
Any player proven to have been cheating by a SLDL admin will be
suspended from the league. If the offense occurred in a SLDL match, the
win will be nullified and awarded to the opposing team. SLDL will go
back in the schedule and forfeit ALL wins which the team used that
player. If caught in a playoff match, the disputing team will move on
and the team with the cheater will be removed from playoffs.
SLDL reserves the right to reinstate player participation. The player
caught in the act of cheating will be suspended from SLDL for no less
than one season. Any team with a player caught cheating will not be
eligible for the playoffs. A second offense will result in expulsion
from all SLDL events.
If a member is proven to have been cheating outside of a SLDL match, the
suspension shall be enforced on the player with no matches overturned.
7.50 Consequences (suspensions)
Unsportsmanlike conduct / mm1 violations
1st infraction: 1 week
Racism
1st infraction: permanent
Respawn Grenading or Shooting
1st Infraction: 1 week. Match may be overturned or round points lost or opposing team awarded 100 points.
Map Exploit
1st Infraction: 1 week. Match may be overturned or round points lost or opposing team awarded 100 points.
Illegal Rates
1st Infraction:1 week. Match may be overturned or round points lost.
Reporting Fake Match Scores
1st infraction: 1 week
Multi-Clanning
1st infraction: 1 week
Ringer
1st infraction: 1 week
No Rcon Status/Status Screenshot
1st Infraction: 1 week acting team leader
No End Round Screen Shot(s)
1st infraction: 1 week (Per SS)
Incomplete Demos
1st infraction: 1 week
Missing or Corrupt Demos
1st infraction: 1 week per demo
Illegal Models
1st infraction: season
Illegal Configuration
1st infraction: season
Cheating
1st infraction: season
Any suspension may be issued with increased length when the offense is
repeated. Suspension lengths rest on the discretion of SLDL and its
administrators and are subject to change at any time.
If both teams in a given match are determined to have violated rules during a match (i.e. "off setting penalties"), SLDL reserves the right to permit the final score to stand or give forfeit losses out to each team involved.
Rule violations do not have to be "equal" for this option to be enforced at the discretion of the SLDL admin.
7.6 Contact Admins
General Inquiries and Disputes
Rosie the Riveter SLDL Admin
SLDL Dispute and Anticheat Panels.
Dispute Panel:
Maynard
BobLoblaw
Cshorey
AC| Admin:
Jonnylaw
Steamer
Disturbed
Many thanks to these gents for taking on this work.
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