1.0 Eligibility and Team Formation
-1.1 Eligibility
-1.2 Team Formation
-1.3 Team Rosters
-1.4 Team Composition
-1.5 Insufficient Players
-1.6 Identification of Players
-1.7 Player Name and Userid
-1.8 Gameplay
2.0 Conduct and Behavior
-2.1 Alignment of Rules
-2.2 Team Communications
-2.3 Use of Sprays
3.0 Client and Server Configuration
-3.1 Use of Models
-3.2 Use of Sprites
-3.3 Configuration Files
-3.4 Scripts
-3.5 Right To Examine
-3.6 Server Configuration
-3.7 Game Recording
4.0 Scheduling
-4.1 Teams Responsible for Scheduling
-4.2 Weekly Schedule
-4.3 Exceptional Circumstances
-4.4 League official availability
-4.5 Spectators/ SourceTV
5.0 Match Play
-5.1 Event Coordination
-5.2 Location of Matches
-5.3 Pre-Match
-5.4 Server Connection
-5.5 Match Start
-5.6 Substitution
6.0 Game Play
-6.1 Setup Round
-6.2 Spawn Camping
-6.3 Unlockable Weapons
-6.4 Map Exploits
-6.5 Class Restrictions
7.0 Scoring
-7.1 Push Maps
-7.2 Points awarded for each Match
8.0 Cheating, Exploits, and Player Conduct
-8.1 Screenshots
-8.2 Exploits
-8.3 Sportsmanship
-8.4 Penalties
1.1 Eligibility
Teams shall be comprised of players who are in good standing with eGO and:
- A valid eGO website userid
- Maul verified
- Have not received a ban within 2 weeks prior to official team registration
- Any player banned from eGO servers during the course of the season will be removed from their team for the duration of the season pending review
- Team and Player names MUST fit and abide by eGO rules and standards
It is the team's responsibility to ensure ALL of its members meet ALL eligibility requirements.
This requirement is subject to audit and review by Events Coordination Advisors, at any time, for any reason.
1.2 Team Formation
Captains are responsible for forming their own teams. Team rosters shall be composed according to the following rules:
- Each team must have an official captain and co-captain who are active throughout the season.
- If the captain is unreachable or indisposed, the co-captain will be granted full responsibility of the team.
1.3 Team Rosters
A team may roster six players who are "active" and up to three "reserve" players. A maximum of nine players shall comprise a team.
When not in a match, an "active" and "reserve" player may alternate their status, at anytime, without notification required to Events Coordination team members.
During a match, reserve players may substitute for active players subject to the guidelines referenced in the section "Substitution."
Reserve players are not permitted to be rostered on more than one team during a season.
Rosters shall be frozen one week (7 days) after the first match of any league season. Exceptions to this may be waived by the Events Coordination team in exceptional circumstances (specifically, if a member becomes inactive as shown by Steam ID login inactivity).
- Any team captain can remove any player from their team at any time, while still keeping the minimum number of six players. To add a player to a roster the captain must request permission from an Event Coordination advisor or league administrator.
A team's official roster shall be as listed within the eGO website competition area, which will be linked later.
(1): Exceptions may be made as authorized by an Events Team Advisor, especially for teams with eGO Leaders.
1.4 Team Composition
A team playing a match will not have more than 6 players connected to the match server at a time.
Four players per team are required to start a match and to continue play.
1.5 Insufficient Players
If a team is unable to start a match due to an insufficient number of authorized players, a ten minute grace period shall be granted. The timing of the grace period shall be established by the team captains.
A sufficient number of players shall be present in order to start play by the end of the grace period or the match shall be suspended pending declaration of a forfeit loss.*
Once started, this grace period may not be stopped, for any reason (unless a sufficient number of players has become present).
*Neither teams have the power to formally declare a forfeit. Both team captains must submit proof of forfeit (Screenshot with time stamp, or confirmation with both captains) to an Event Coordination Advisors.
1.6 Identification of Players
All players participating within a match shall have been identified and rostered prior to the match.
A participant becomes an official member of their team once their name has been entered into the website competition module. *
*Members who have unusual characters or other marks in their name causing problems to be entered into the competition module may be used if they are explicitly identified and approved by an Events Team Advisor.
1.7 Player Name and Userid
Players shall only use their eGO approved rank, tag, and in-game server name while playing. Use of any other tag, or designation is allowed at the end of the members name.
Any other tags must meet eGO standards.
1.8 Gameplay
During the course of a match, a team shall have no more than six players and at least four connected to the server.
Under no circumstances shall a team ever have more than six players connected to or logged into the match server.
A match may continue with one or both teams having at least four players.
If one or both team(s) falls below four connected players (three or less), at the request of a team - through its captain, the match shall be paused, for up to ten minutes, to permit each team to contact its reserve players.
After a ten minute pause, if one or both teams does/do not have sufficient players to continue, the match shall be suspended pending an EC Team Advisor's decision on whether to replay, accept the score as final, or declare a forfeit.
2.0 Conduct and Behavior
2.1 Alignment of Rules
All eGO rules and guidelines including, but not limited to, conduct, behavior, language, respect, and maturity are in effect before, during, and after all matches.
All players are expected to conduct themselves with the highest standard of sporting behavior and to respect their teammates and their competitors before, during, and after each and every match.
2.2 Team Communications
There is little need for teams to communicate with the other team during a match.
If there is a need to contact a referee or other league official during a match it is up to the team captain to send an official a steam message or track them down in vent.
There is no need for trash talking or derogatory remarks in regards to the other team.
2.2.1 In-Game Text
At all times: All players shall have permission to use text chat. The only time to use text chat to communicate with the other team is to either start the game or ask for a pause.
2.2.2 In-Game Voice
At all times: Team voice chat will be enabled.
2.2.3 All Talk
During gameplay: All talk shall be DISABLED.
During non-game times: Should be DISABLED but may be enabled by the referee to communicate.
2.2.3 Admin Chat
Where possible, players' admin rights to use administrative abilities such as admin chat, shall be disabled.
2.2.4 Match Admin Chat
Referees or other players who would normally have the ability to use privileged admin commands shall not use any private mode of communication (psay, pmenu, pgod, etc) when refereeing or participating in a match.
2.2.5 Ventrilo
Use of third party communication tools such as Ventrilo is permitted. Event Coordinators shall offer to place each team into their own respective eGO Vent Team Channel.
2.2.6 Questions/Communications to Referee
During gameplay: The designated match referee or official will be reachable if any problem arises. Contact can be made through steam or the eGO ventrilo server.
During non-gameplay: The match referee may answer any and all questions if they so choose.
2.3 Use of Sprays
sv_pure 2 will be enabled.
3.0 Client and Server Configuration
3.1 Use of Models
Only default skins/models may be used. Usage of non-standard skins or models will result in a team forfeit.
3.2 Use of Sprites
Only default sprites may be used. Usage of non-standard sprites will result in a team forfeit.
3.3 Configuration Files
Editing of existing standard configuration files is permitted. Addition of any non-standard configuration files is NOT permitted and will result in a team forfeit.
3.4 Scripts
In general, scripts and scripting is permitted. Modification of existing configuration files is permitted. Scripts such as those found here:
Use of scripts to take advantage of a game exploit or other hidden map feature is not permitted.
3.5 Right To Examine
All clients connecting to the eGO Server explicitly permit the use of anti-cheat detection applications.
Clients connected to the eGO Server grant eGO the right to use any application, at its discretion, to examine client TF2 configurations.
3.6 Server Configuration
3.6.1 Pure Server
The server shall be set to use the setting of sv_pure 2.
All non-standard client/user content shall be ignored.
3.6.2 eGO MAUL
All eGO members playing in a match shall have their admin rights temporarily removed for the purposes of the match.
If, for whatever reason, MAUL or its equivalent is not disabled, no player shall use administrative or other privileges to communicate or issue administrative commands.
3.6.3 Server Malfunction or Configuration Error
If an error causes the server to malfunction or otherwise cause the match to be unplayable,
In the first ten minutes of play: The match shall be restarted.
After the first ten minutes of play: The match shall be suspended and its disposition decided upon by an Events Coordination Team Advisor.
3.6.4 Critical Hits
Rolls for critical hits will be disabled.
3.6.5 Server Pause
The server shall be configured to be pausable.
3.7 Game Recording
The captain of each team, or their designate, shall record all gameplay prior to the start of the match, through its entire duration, to the end of the match.
This demo shall be retained for two weeks after the match.
Events Coordination Advisors may request the demo, at any time, for any reason, during these two weeks. Requested demo's shall be made available to an Advisor within 48 hours of the request.
Failure to provide a requested demo recording shall result in a forfeit loss. This will NOT be reversed even if the demo is subsequently found and submitted at a later date and/or time.
More than one person may record a demo.
4.0 Scheduling
4.1 Teams Responsible for Scheduling
Teams shall schedule their own matches, subject to the availability of an Events Coordinator referee which shall be posted in a prominent location.
4.2 Weekly Schedule
Teams shall play their assigned league match no later than 11:59 PM Pacific time on the assigned "deadline" day.
4.3 Exceptional Circumstances
If two teams are unable to play each other, they shall send a PM to an Events Coordination Advisor PRIOR to the deadline day.
4.4 League official availability
All league matches shall have at least one Events Coordinator team member "available" but not necessarily in logged into the Fun Server. Availability shall be defined as being readily available via Steam and/or Ventrilo.
At any time, the Event Coordinator may, at their discretion, log into the Fun Server and observe the match via Spectator mode.
No more than three Event Coordinators will log into the Fun Server at any one time to monitor and observe a match.
4.5 Spectators/ SourceTV
No other spectators are permitted to login to the Fun Server. When enabled, spectators may use SourceTV to observe the match which will operate on a minimal 60 second delay.
5.0 Match Play
5.1 Event Coordination
Official eGO TF2 league matches will always have a TF2 Events Coordinator present, either in server or ventrilo.
5.2 Location of Matches
All league matches will be held on a designated eGO server. If a server is not available due to technical or other issues, the match shall be postponed and rescheduled until such time the server becomes available again.
5.3 Pre-Match
Teams scheduled for a match may enter into the eGO Ventrilo server and be assigned to a Scrim Team channel by an Events Coordinator.
5.4 Server Connection
Upon receiving the server password, teams shall connect and log onto the TF2 Events Server. They shall select the team assigned to them as labeled.
5.5 Match Start
Both teams will agree to start the match by indicating their "Ready" state.
5.6 Substitution
Substitutions shall be permitted per the following procedures:
5.6.1 In-Game Play
A team may, at any time, have one of its players disconnect from the match to permit a reserve player to become active.
At NO time shall a team ever have more than six players connected or logged into the server during active match play.
5.6.2 Latency or Lag Issue
A team which has a player "lag out" or become disconnected due to latency or other connectivity problems may ask for the match to be paused to permit the player to reconnect or for the team to locate a reserve player.
6.0 Game Play
6.1 Setup Round
Teams ARE permitted to damage or kill each other in round "Set-Up Time" where possible and permitted.
6.2 Spawn Camping
Spawn camping is permitted where possible.
6.3 Unlockable Weapons
Unlockable weapons permitted:
Scout Permitted: FaN and Bonk! Not Permitted: Sandman and CaC
Soldier Permitted: Direct Hit, Gunboats, The Equalizer, Buff Banner Not Permitted: The Pain Train
Pyro Permitted: Backburner, Flare Gun, Axtinguisher Not Permitted: The Homewrecker
Demoman Permitted: Eyelander, Targe 'n Charge, Scottish Resistence Not Permitted: The Scotsman's Skullcutter, The Pain Train
Heavy Permitted: Natasha, Sandvich, KGB Not Permitted: The Dalokoh's Bar
Engineer: In case of update mid-season all weapons are banned.
Medic Permitted: All
Sniper Permitted: Huntsman, Jarate, Razorback Not permitted: The Tribalman's Shiv
Spy Permitted: All
6.4 Map Exploits
Use of map exploits or glitches not intended by the game designers or map makers is prohibited.
6.5 Class Restrictions
The server shall be configured for the following:
7.1 Push Maps
For a 5 CP push map, the first team to reach a score of 5 at the end of a 30 minutes period is the winner.
7.2 Points awarded for each Match
There shall be a certain number of points given to each team after winning/losing a match. At the end of the season, these points shall determine the top 8 teams that partake in the single elimination round that determines the Leagues winning team.
Win +3
Loss +1
Tie +2
Forfeit Win +2
Forfeit Loss -1
8.0 Cheating, Exploits, and Player Conduct
8.1 Screenshots
Before each round a screenshot round is required to help ensure fair play by both teams. Each player is responsible for taking a screen shot of their team-mates' player models in spawn before the half begins. Also, net_graph 1 (type "net_graph 1" in console) are both required to be enabled for each these screen shots. This command will show information about your connection, if that becomes an issue later on.
All screenshots must be taken with the in game "jpeg" command (default key is "F5") and are required to be kept by all players for a minimum of two weeks.
Captains are required to submit their screenshots of the SCOREBOARD after each match. Screenshots shall be sent to the TF2LeagueMgt. Other players are not required to submit their screenshots after each match, but they should be able to provide it within the two week period outlined if asked to do so. Failure to do provide it could lead to forfeiture of a round or the match.
8.2 Exploits
The intentional use of map and/or game exploits to give your team an advantage during a match is prohibited. Use of flaws in maps as exploits is illegal as determined by the Event Coordinator present. Any disputes regarding game play, exploits, cheating or tactics must be submitted via a dispute along with proof of the occurrence and a detailed description including the associated times. Any script that facilitates the use of a map or game exploit is not allowed. If a player is unsure if something would be considered an exploit, they should contact an Event Coordinator. Failure to comply with these rules may result in a forfeit loss for the team.
8.3 Sportsmanship
Unsportsmanlike conduct during matches will not be tolerated by Event Coordinators. All eGO members who participate in this league need to remember that eGO rules apply while partaking in this league. Name calling, taunting, complaining, swearing, cheating, and temper tantrums will not be tolerated. Only the appointed team captains should speak to the Event Coordinator present and no one should be talking to the opposing team during a match. The only time a team captain may talk to the other team is to confirm the beginning of a round or to pause or unpause the match.
8.4 Penalties
Penalties are broken into two categories, which are technical penalties and conduct penalties. Technical penalties would be not following the procedures of participating in a match outlined in “Match Rules”.
* First violation: A warning to the team that committed the technical penalty.
* Second violation: The team that committed the technical penalty forfeits a round won to the opposing team.
* Third violation: The team that committed the technical penalty forfeits a round won to the opposing team.
* All following violations: The team that committed the technical penalty forfeits two rounds won to the opposing team.
Event coordinators should use their judgment in giving technical penalties, as each situation is unique. Penalties do not carry over to the next match, so all teams have zero technical penalties going into a match.
Conduct penalties involve player conduct and topics mentioned in “8.3 Sportsmanship”. If a player is unsure of what falls under proper conduct, they should refer to GardenGrove's “Start Here” thread in the TF2 Recruiting Office” or ask a Team Fortress 2 Advisor or Division Leader.
* First violation: A warning to the player that committed the conduct penalty.
* Second violation: The player that committed the conduct penalty is suspended for the following match. The team the player in question is on forfeits a round won to the opposing team.
* Third violation: The player that committed the conduct penalty is expelled from the league and subject to review from eGO leadership. The team the player in question is on forfeits two rounds won to the opposing team.
Event coordinators should use their judgment in giving conduct penalties, as each situation is unique. Conduct penalties remain for the duration of the season.
Event Coordinators reserve the right to make a special ruling at anytime baring the circumstances. Situations may occur that allow an Event Coordinator to elevate the penalty past a first or second violation to a third violation. All penalties will be reviewed weekly to ensure fairness across the league.
1st Infraction: Warning
2nd Infraction: Minor Penalty
3rd Infraction: Major Penalty
4th Infraction: Match Loss
To call for a pause during the match or advise of any technical issues. Abuse of this exception is cause for an immediate minor penalty. Each team is granted the ability to pause in case of a technical issue, this should be done by the team captain, or assistant captain. The other team should be notified of the pause, and when the unpause is coming.