Paradox
2008-09-05 03:44:36
I have made them so they can be used for both 2v2 and 4v4 so that they are pretty much the same with the exception of team ratios. This way there will be less confusion. The current sets of 2v2 and 4v4 rules differ in some areas.
Please Discuss
1.00 League Information
1.10 Introduction
The Cyberathlete Amateur League ("CAL") Half Life 2 Deathmatch league has been modeled after several highly popular sports organizations. Both the game rules themselves and the conduct all competitors will be required to maintain have been inspired by these professional sports, as online gaming soon will be considered one of them.
1.20 League Structure
This gaming league is comprised of four 12-week seasons annually. Player schedules will consist of 8 regular season weeks, and qualifying players will advance to the playoffs as determined by criteria to be released each season. If the number of teams allows, seasons will contain 3 conferences based on United States time zones – Pacific, Central, and Atlantic (Eastern) - and will be further divided into smaller divisions. Players will be able to choose their own conference based on the needs of their members.
1.30 Disclaimer
What follows are the official rules of the league. All participants must be aware of these rules, and at no time will ignorance of the rules be a defense against punishment for violations. Keep in mind that participation here is a privilege, NOT a right; as a result, all competitors are required to strictly adhere to the rules defined herein. Violation of any portion of this ruleset, whether written or implied, may result in suspension or permanent removal and barring from the league.
1.40 Definitions
Map – A virtual battlefield where teams compete.
Round - A battle on a single map instance consisting of 20 minutes with the winner consisting of the team with the most total points at the end.
Match – Two rounds on the same map with the winner being determined by the team with them highest sum of scores at the end of both rounds. If the scores are the same at the end of the two rounds then the match is called a tie.
Home Team - The team listed in the left column on the schedule page.
Away Team – The team listed in the right column on the schedule page.
Demo – A demo is an in game recording of your match created by the game by typing “record demoname” in the console once inside your match. A demo file will be created in your Half-Life 2 Deathmatch directory. A source TV recording may not be substituted for individually recorded demos.
1.50 Map Selections
The map cycle will be determined as we approach pre-season/season start date.
2.00 Team Rules
Teams are responsible for ensuring all members of their team understand and follow these rules set forth by the Cyberathlete Amateur League. Violation of any requirement listed here will result in the suspension of the offending team(s) as well as other match penalties as determined by league administrators. If you do not understand these rules clearly, it is YOUR responsibility to seek clarification from a league official.
2.10 Screenshots
The captain or designee of each team must take screenshots of 1) the initial console before each round played regardless of whether two servers are used or if the entire match is played on one server, to display the server’s sv_pure mode; and 2) the scoreboard and console status displaying the names and Steam IDs of all the participating players in the server.
All players must also take screenshots of the opposing players before each round starts and of each round’s final scoreboard. This can NOT be a screenshot of the scoreboard before the match has ended. In the event of a dispute, if the disputed party fails to provide screenshots, automatic forfeiture will result.
2.20 Client Variables
At no time shall any participant modify any commands that would alter or enhance their experience through the use of console commands. Specific cases are as such; cl_cmdrate must be set between 30 and 100; cl_updaterate must be set between 20 and 100; rate must be set between 5000 and 30000.
2.30 Team and Player Profiles
All individuals competing in any Half Life 2 Deathmatch division must have personal profiles completed honestly and in their entirety; this information is required in the event that you somehow lose access (such as in the case of a forgotten password) and require an administrator's aid to restore that access. SteamIDs and/or LAN center IDs must also be entered accurately. Under NO circumstances will either of these be changed by an administrator while rosters are locked; only in cases of mistaken or malicious usage of either will the relevant field be edited. It is your responsibility to see that you correctly enter this information when rosters are open, and the comments field of a personal profile may NOT be used for such matters.
2.30a Privacy Policy
At no time will anyone from CAL or the Cyberathlete Professional League ("CPL") sell or distribute your personal information for any purpose, and no officials from CAL or CPL will ever ask you for your personal information unless it pertains to password recovery and/or player identification for such purposes. Only a few high-ranking officials have access to your more sensitive information, such as street addresses and phone numbers, and unauthorized usage of ANY personal information is considered grounds for immediate termination of the offending individual.
2.40 LAN Centers
Any team or person wishing to compete with a LAN center must have a LAN center official e-mail their current division head administrator with the following information: Public IP address range, SteamIDs (all current ones), LAN center location and phone number, and LAN center website. All LAN centers must e-mail the proper CAL official from a LAN center e-mail address (example: [email protected]). At no time will CAL permit hotmail or other free access/free registration accounts from being a source of information regarding a LAN center. The list of valid LAN centers with applicable SteamIDs can be downloaded from the "files" section of your division.
2.50 Demos
All participants are required to record first-person demos of all league matches. You must have a separate demo for each round of play as well as for any overtime rounds if required; be sure to stop recording before joining a different server or starting a new round for the second half or subsequent overtimes. Source TV demos may not be recorded in lieu of individually recorded demos. Neither team can refuse the use of a Source TV set to record only. If a source TV demo is recorded, the hosted team may request a copy of the demo from the host team. The host team is obligated to provide a copy to the opposing team within 24 hours of the request.
If a formal complaint or dispute is made, an administrator will contact the team in question with instructions on how to send their demos. If a player fails to upload their demo, a match win may be nullified and result in a replay or forfeit as well as suspension or expulsion of players. In the event a player forgets to record his own first-person demo, and failure to record a demo (or failure to upload) will result in a two-month suspension and possible match overturn.
While we encourage the sharing of screenshots and individually recorded demos as a gesture of good sportsmanship and trust between teams, we will not force any team to participate in such sharing, nor will we contact any team on another's behalf for this reason without the presence of a formal cheating dispute.
2.60 Sportmanship
All participants in CAL will be required to uphold to the highest standards of conduct and observe common sportsmanship; the use of insults, racism, prejudice, or other inappropriate behavior will result in competition suspensions against the offending player(s) or team. If a player is caught cheating in a CAL match, his or her team will automatically forfeit each and every match in which said player participated. It is the player's responsibility to verify that the computer system from which he or she participates is cheat-free and otherwise in good standing.
Individuals caught posting private conversations, logs or emails in public sites/forums or sharing the confidential information will be subject to individual penalties, and teams who post private conversations or matters on their sites will face repercussions, as well. Logs and emails are not considered proof by themselves, as they can be easily altered or forged. Confidential and private matters should be respected, and logs from third parties should not be considered proof of any action or intention on their own.
3.00 Match Information
3.10 Team Agreements
No agreement can ever exist between two teams to play a CAL match in violation of official CAL rules.
Please note that this section is relevant only to situations regarding competing players, score reports, and other substantial issues and will not be applied to commonplace, "harmless" adjustments such as changing a server's hostname in the CAL server configuration, and so forth.
3.20 Season Scheduling
The first 2 weeks are preseason matches, which will be discarded before the regular season begins. The regular season lasts for 8 weeks, at which time the top 8 teams will move onto the playoffs. Playoffs last for 3 weeks of double elimination play. Schedules will generally be posted one week before match dates, with the exception of the first preseason schedule.
3.30 Default Match Scheduling
In the interest of simplicity, the following are the key points of scheduling:
-Default match days and rescheduling limits, if applicable, will be posted in the news section of your division prior to the beginning of each season.
-The default match time is 9:00 pm in your conference time zone. If teams cannot agree on an alternate time and date, the match is to be held at the default time and day specified in your division. In the case where teams are in different time zones, the default is 9:00 PM Central.
-Matches must be scheduled and played within that week's timeframe and cannot be scheduled to be played in a subsequent week. Matches not played and reported are subjected to being reported as a forfeit loss for each team (double forfeit).
-Pursuant to section 5.140, match results are to be reported within 24 hours of match completion.
3.30a Match Communications
The use of the Matchcomm system is REQUIRED for match scheduling. In the case of a dispute or unreported match, the matchcomm record is the ONLY accepted proof of scheduling attempts. Other means of communication (i.e. STEAM, Xfire) are not acceptable because they can not be verified as legitimate.
Each team is REQUIRED to contact their opponent at least one day prior to the default match night by 11:00pm in their conference time zone to discuss potential match rescheduling and server arrangements. Failure to do so may result in a forfeit loss against the offending team.
3.40 Team Play
For the team divisions 4v4 and 2v2 play is MANDATORY for each division respectively. The only time at which uneven play will be accepted is in the event of connection issues causing TEMPORARY mid-match problems with any given player. As suggested by several other portions of this ruleset, the use of non-rostered, suspended, or otherwise ineligible players in a CAL match is not allowed under any circumstances. Doing so will result in a suspension or extended suspension of the individual in question, and may result in match overturn.
The home team will use the combine skins during the first (home) round. The teams will switch sides/skins for the second round.
3.50 Subsitutions
As in all sports, substitutes are allowed. Furthermore, substitutions may only be made in between rounds. Substitutes must be on the roster and no exceptions will be permitted at any time.
3.60 Calling the Match
Regulation matches consist of a total of 2 rounds, with the winner being the team with highest total score at the end of the two rounds. If there is a tie after the end of the rounds the match will be counted as a tie. Points are awarded as follows: W=4 pts, Tie=3 pts, L=2pts, FW=1pt, FL=0 pts. Under no circumstances should a player voluntarily leave the server before all rounds have been completed (with the exception of a between rounds substitution). If a player or team does leave before match completion, the leaving player or team will be deemed to forfeit. Likewise if a player is kicked from the server by the opposing team, the opposing team will be deemed to forfeit.
3.70 In-Game Techniques
Physics Lock - Players are not allowed to intentionally induce physics lock. Physics lock is when a large number of physics objects are touching each other and the engine treats them as a single object often to reduce server load. This is often used to block passages permanently.
Weapon Erase - The use of this exploit is strictly forbidden. Should a player accidentally erase a weapon during a match (something that should not occur during regular play), they can avoid further penalty by admitting the error and forfeiting the current round.
Out Of Bounds - A player who accidentally ends up in an out of bounds area on a map (via a physics glitch or from enemy fire) must immediately return to the legal area. If this is not possible due to clipping issues, or should a player end up trapped outside of the playable area of a map, they are required to immediately suicide and continue the round. Failing to suicide promptly in this situation, or remaining outside of the map or in an illegal area in order to wait out the clock, will result in a match overturn. Purposefully attaining an illegal area or escaping the map will also result in a match overturn.
Spectate Mode - A player who enters spectate mode at any time during a match forfeits the round. It is up to players to make sure that any binds or aliases pertaining to spectate mode are not accidentally activated during play.
Scripting - Players are not permitted to use scripts to perform ingame techniques of any sort, nor are they allowed to assign more than one gameplay function to a given key or button via the ; command. The server cvar sv_allow_wait_command must be set to "0" at all times during match play (as set in the cal.cfgs), and can be tested by typing "wait" in console; if set correctly to 0, the wait will generate an error message. Evidence of macro use, either from an external application or from programmable peripherals, counts as scripting and will result in similar penalties.
Modified Files - Match servers must be running in sv_pure 2 mode, which forces all model, sound, texture, skin and associated files to be loaded from the steam gcfs. The only modified files that will be allowed are those involving the resource folder (crosshairs / clientscheme) and the cfg folder (configs). Servers unable to run in sv_pure 2 mode, for whatever reason, are not acceptable for match play. Furthermore, if a match is proven to have been held in non sv_pure 2 mode, the team hosting the match will be subject to a match overturn.
3.80 Makeup Matches
Teams receiving a forfeit win are required to make up their match with another team receiving a forfeit win on the same match in question. For match overturns in which a match was played, no makeup match is required, and their presence does not count towards any forfeit win limit as announced for your specific division. Teams receiving a forfeit loss due to no show can only make up a match against the team they lost to if that team agrees to play.
3.80a Makeup Matches Organization
For weeks 1 through 8 of the regular season, makeup match results must be reported as according to your division manager's request in your specific division by the end of week 8. Forfeit scores will be converted to reflect the results of the makeup match and points will be awarded in the same manner as for regular matches.
Teams should utilize the official CAL forums to find makeup matches; week-specific threads will appear in their respective divisions as the season progresses. It is your responsibility to find and organize these matches.
Makeup matches may not be scheduled and played until the week AFTER the forfeit is reported in order to allow for time to handle any disputes filed. The deadline for reporting makeup matches is 24 hours after the division default date in week 8 of the regular season.
3.90 Playoffs
Standings are based on accumulated points. If 2 teams have the same accumulated points, RPI will be used to determine which team is ranked higher. The top 8 ranked teams will advance to the playoffs. Division-specific playoffs eligibility requirements will be posted in their respective division when they become available; this will often include a forfeit win limit and certain overall record. In most cases, teams caught abusing any sort of illegal ingame techniques, or configuration exploits, will not be eligible for playoffs. Any teams overturn LOSS will not be eligible for playoffs.
4.00 Teams and Players
4.10 CAL ACS
All players are required to run the CAL ACS (Anti-cheat system) during matches. Players should log into the CAL ACS system prior to starting their game software to make sure it is running properly. CAL ACS is required to remain running until the match is completed.
4.20 Ringers
Match ringers will not be tolerated. If a match ringer is suspected, notify CAL officials in the relevant division immediately.
Ringing or allowing an individual to appear as you in an official CAL match will result in suspension from the league.
4.30 Team and Player Names
4.30a Unacceptable Names
Team and player names are NOT to contain words or phrases that pertain to profanity, racism, religious prejudice, sexism, or the acceptance of drug use. Failure to request a change to a more agreeable name will result in the removal of the player from the league or a forced name change at the discretion of a league official.
4.30b Name Changes
Threads for name change requests can be found in the CAL forum for your division. Changes will be allowed only once per season, so be sure to choose a name you like. Further, rosters will be monitored for extensive changes following a name change.
4.40 Forfeits
While we understand forfeits are a fact of life, CAL expects you to play your matches. Therefore, teams reporting a forfeit without having attempted contact via the CAL PM system will be deactivated and removed from the league. Two consecutive forfeits will result in a teams permanent removal from the current league.
Forfeit wins should appear as a 1-0 win for the team reporting the win; as aforementioned, Anti-Cheat overturns and match overturns will appear as scored wins.
No team should report a forfeit win prior to default match time, and failure to utilize the "forfeit win" function on the report match form or otherwise correctly report a 1-0 win will result in the match being overturned against the reporting team.
4.50 Internet Relay Chat
Teams are required to register and maintain an IRC channel on the GameSurge network; please see http://gamesurge.net for more information. When necessary, league officials may join your channel to request information or discuss other issues pertinent with you, your team (if applicable) or your participation in the league. Teams not wishing to or unable to maintain their own channel may instead use #hl2dm on the GameSurge network.
5.00 Servers
5.10 Anti-Cheat
Valve Anti-Cheat (VAC, currently in its second version), Valve's proprietary anti-cheat software, is required in all league play.
Match servers must be running in sv_pure 2 mode during all league matches. Pure status can be checked in the console upon joining the server or after a map change.
Third-party anti-cheat software such as HLGuard or Cheating-Death and third-party admin software such as MetaMod or Mani, etc. is not allowed. No plugins are allowed to be present on a CAL match server whatsoever and must be removed prior to a CAL match being played.
Players must verify that the server is not running a mod by typing "meta list" in console, as this will list all active mods running on the server.
5.20 Server Usage
CAL does not provide servers for league matches. Teams are required to provide servers for their matches.
If only one team has a playable server, the team with the playable server will host the entire match. Should neither team be able to provide a playable server during the schedule match day, the match must rescheduled until one is borrowed, If one can't be found before the reschedule deadline then the match will reported as a double forfeit loss. All servers must run the appropriate CAL match configuration during league matches.
Teams may utilize their own dedicated (non-listen) server as long as it falls within the ping rules. Please note that ANY and ALL issues arising from server problems will be the sole responsibility of the hosting team. This includes, but is not limited to, issues such as incorrect passwords, server reboots, and non-players joining the server. If neither team can obtain a server, the match may either be played on a listenserver if both teams agree, or postponed until a server can be obtained or borrowed.
In the event of a non-player joining the server, an rcon screenshot will be required so that the offending player can be traced.
Teams MUST play on a server that is geographically equal to the opposing player. That is, if a Pacific based player is playing an Atlantic based player a server from the Central U.S. must be used to alleviate any ping issues that may arise. This clause does not override the ping rule or the necessity for agreement on match servers between teams.
5.20a Ping Imbalance
Although both teams agreeing on any server can bypass this rule, the ping rule can and should be used if it is desired by at least one of the competing teams.
The difference between each team's average pings to the agreed server can be no greater than 50 ms. Pings must be confirmed in the server in question and not solely through pinging tools such as HLSW or from a command line. Loss and choke will in no way be an acceptable reason not to play in a server.
This clause does not overrule the requirement for matches to be played on a server located in the U.S.
5.30 Server Assignments
Because CAL is a predominantly US league, players from outside of the United States and southern Canada must play on US servers and cannot use a server outside of the US or southern Canada.
Note that any existing server arrangements as determined by both teams override all of the below information. Such arrangements are to be considered final once firmly decided by both teams and cannot be changed on the whim of one team or another; in the event of a discrepancy or lack of agreement, the following is to be considered default:
The HOME team will play on their server the first round. If the HOME team does not have a server, the match is to be played on the AWAY team's server. The second round will be played on the AWAY team's server if that team chooses as such.
5.40 Server Configuration
The server configuration is subject to change as new information is provided to the league. The current server configuration will always be posted on the files page. Teams are responsible for checking these on a regular basis and ensuring that the server settings comply. Both teams should check the server's settings to verify that they are correct. If no objections are made prior to play commencing, no team may challenge the settings during or after play. If an objection is made prior to the match commencing and the server settings do not match those required by the league, the settings must be fixed prior to the match. Failure to match the league server settings will result in the server team's forfeit.
An initial objection prior to the match going live will suffice as notice that settings are incorrect and may be given as evidence post-match that corrections were not made. A screenshot showing the objection and the opposing player's response will be required for disputes.
No changes are to be made to the official CAL server configuration.
There are outside programs available to check server settings and are allowed as long as said programs do not alter game settings.
See section 3.70 for an additional note about potential server variables.
5.50 Crashes; Map Changes
If a server crashes before 5 minutes have been completed, the server must be restarted, and the score should be considered 0-0. In the event of a second crash or continuing difficulties and an alternate server cannot be immediately be located, the teams should report to the CAL admins in the IRC channel #hl2dm. At administrative discretion, league officials will decide on a suitable server or provide an extension on the match date. Players caught purposefully causing a server crash to reset a losing score or position will face a match overturn and possible further punitive action.
5.60 Spectators
Spectating in CAL-HL2DM is strictly prohibited and limited only to admin use. If either team requires/requests an admin to spectate the match, a neutral administrator will be provided to spectate the match.
SourceTV broadcasts are acceptable only if the SourceTV server is on a relay (not being hosted from the match server) and allows a minimum of 16 spectator slots. A non-relayed SourceTV broadcast is allowed if both teams agree before the match begins. Broadcast delay for SourceTV must always remain at 180 seconds, as defined in the cal1v1.cfg, to prevent 3rd party scouting.
5.70 Match Time
A grace period of 15 minutes is allotted past the agreed-upon match time. After 15 minutes have passed, the team that is ready to play in the server (proof of this will be requested if necessary later) has the right to claim a forfeit win over their opponent.
5.80 Connectivity Issues
CAL is not responsible for players who experience connectivity problems.
If a player drops from play during the process of a match going live, the match is to be stalled until such player 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 player with the winning score drops for more than 1 minute of play, or drops at a crucial time such as the final minute of play, the match must be extended accordingly to provide the losing player fair ability to win the round. Furthermore, each drop counts as a suicide and the final match score should be altered accordingly. This is subject to common sense and players found abusing drop rules will be face possible match overturns or disciplinary action.
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 restart their demos and retake their screenshots as soon as they reenter the server. No additional screenshot round is required for them; they are to take them on their own.
5.90 Halftime
After finishing the first round of the match, players are allowed an optional 5-10 minute break. If second round server arrangements were made previously, the second-round hosting team should direct their opponents to their server.
If a team fails to show up in the designated server or fails to return after the 10 minute break, the team still present may report the match as a win for themselves.
5.100 Post-match
After completion of the match, the winning team must report the results within 24 hours. Ideally, results should be reported immediately, but it is understood that this is not always possible. The winning team must submit screen shots of the scoreboards from each of the two rounds. These must be the final scores at the end of each round.
Teams reporting false match scores will be suspended and may be deactivated and removed from the league.
6.00 Disputes and Violations
6.10 General Information
As with any sport, disputes are taken very seriously in CAL. Teams are allotted a set number of disputes, based on type, during the season. Any team that extinguishes its disputes during regular season will not be given any additional disputes until the following season.
In the event a team wishes to file a dispute against their opponent, they must do so through the CAL website and NOT through e-mail, the private message system, or IRC.
Disputes are not a public matter and are to be handled only by a league official; posting dispute information on a public forum or otherwise making dispute-specific information available to uninvolved parties will result in the suspension of the offending player(s).
Players MUST be ready to turn over evidence that would substantiate any accusations or otherwise back up the subject of the dispute. If specific information is not available or provided, the dispute will be thrown out.
The administrator that takes ownership of your dispute ticket will contact you initially via the CAL PM system to request further details and/or with information on uploading such materials.
6.20 Dispute Process
There are two types of disputes: general and cheating. The team can access dispute creation forms and information by using the "Report Match" link to the right of the page when logged in on the website; from there, there will be an option to create, view, or update a dispute on every match for which scores have been reported. Be sure to correctly specify the type of dispute when filing; a cheating dispute filed as a general dispute will NOT be addressed, and vice versa.
In all cases, teams have 24 hours after match report to dispute the match. You should NOT contact multiple administrators to inquire about the status of your dispute; doing so repeatedly will result in a competition suspension. Disputes should be filled out completely; be sure to be concise but accurate in your complaints.
6.20a General Disputes
Teams will be allowed to file general disputes on up to half of their matches in regular season. General disputes should be used for claims of false forfeit reports, unsportsmanlike conduct, and any other issue that does not pertain to the use of cheats or exploits in a match. If necessary, an administrator will request proof of any claims made to be sent to him or her via CAL PM attachment or email; failure to do so within the allotted time will result in the dispute's closure.
6.20b Cheating Disputes
Only 2 cheating disputes are allowed throughout regular season. Only one player can be disputed at a time; should a disputed player be found cheating, that dispute will NOT count against the 2-dispute limit.
Be descriptive in cheating disputes; it is necessary that you mention where and why you believe the player in question is cheating.
Players that are disputed for cheating will receive a notification of such via CAL PM; this message will also contain detailed instructions on how to submit match materials to the Anti-Cheat team.
Given the nature of the complaint, demos connected to cheating disputes may be reviewed by several Anti-Cheat admins before a ruling is issued.
6.30 Dispute Information
All information submitted in a dispute is subject to verification by league officials. Knowingly submitting false information in a dispute will result in the suspension of the disputing player, and players seeking to abuse the dispute process will be punished by invalidation of disputes, match penalties, suspensions, or removal from the league.
6.40 Anti-cheat Information
Like all professional sports, ours involves a dispute review process. All CAL administrators charged with reviewing participant recordings (demos) and screenshots are part of CAL Anti-Cheat; note that these administrators do NOT appear on the administrative listing in any game division. Every CAL division does, however, have a head anti-cheat administrator listed; this is the person who is charged with maintaining the anti-cheat staff for that particular area of a game.
Any team who turns in a cheater on their team without CAL Anti-Cheat already investigating the player will receive amnesty for doing so. Server logs and a first-person demo are required.
Teams that are found to be knowingly harboring a banned player will also be subjected to team management suspensions.
Players are required to keep evidence for the duration of the season in order to provide for random requests by CAL Anti-Cheat. If an AC administrator contacts you via IRC to request demos and screenshots, you may NOT ban them from your channel; doing so will result in a "no demos" ruling that will overturn the match in question and lead to the suspension of the disputed player for 8 weeks of competition. The same is true for failure to provide such materials to AC within 48 hours of dispute notice.
6.50 Evidence Requests
Failure to provide information or files that should be available to the player contacted regarding a dispute (or his teammates if applicable as in the case of server logs) may result in a competition suspension and/or match penalties. Any person(s) found editing such files will be removed from the league for tampering with match materials.
Only in the presence of extreme and extenuating circumstances as determined by league administrators will the aforementioned 48-hour time limit be extended.
6.60 Client Requests
Screenshots should be sent only as bitmaps (.bmp) or in .jpg format. All materials should be compressed to a commonly-used compression format using a file zipping utility prior to sending.
6.70 Rule Violations
Players who violate any rule(s) as previously listed will be subject to disciplinary action. Where not specified, the duration of league suspensions will be determined by senior league officials.
Players that consistently engage in immediately and repetitive abusive or unsportsmanlike conduct will be removed from the league in their entirety.
6.80 Failure to Compete
Intentionally choosing to forfeit a match or otherwise not playing two matches in a row will result in the suspension and removal of the offending team.
6.90 Suspension Lengths
Any player found to be cheating will be suspended globally from the league for 1 year. Suspensions on previously-banned players will be extended in the event they attempt to prematurely reenter the league.
7.00 Agreement
By registering on this website, the registrant agrees not to maliciously disparage, discredit, slander, libel, or defame the CPL or CAL, CPL or CAL staff, CPL events or CAL divisions, or CPL or CAL sponsors in any public forum or format including but not limited to websites, IRC, Usenet/Web discussion systems, chat programs, magazines, newsletters, newspapers, radio,
7.10 Administrative Discretion
Under this section, league administration reserves the right to consider all issues arising from a conflict with this ruleset on an individual, per-event basis. Where necessary and/or applicable, judgments and punishments may be subject to review and adjusted to accommodate all circumstances in any given situation, mitigating or otherwise.
8.00 Copyright
No portion of this document may be reproduced, modified, or transmitted in any form or manner, electronic or mechanical, without permission in writing from the president or managing director of the league.
8.10 Image Copyright
All images and/or artwork pertaining to the Cyberathlete Amateur League or Cyberathlete Professional League, including the official league logos, are the property of the Cyberathlete Amateur League or Cyberathlete Professional League, respectively, and may not be reproduced, modified, or transmitted in any form or manner without permission from the president or managing director of the league.
9.00 Copyright
At the discretion of league administration, this document and all guidelines contained within it are subject to change.