Difference between revisions of "Sunday Spawnfraggin 19/Rules"

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'''Sunday Spawnfraggin' 19 Rules n' stuff '''
 
 
Maps:
 
- Dm2, Dm3, E1m2, Cmt4, Schloss, Phantombase, Qobblestone.
 
 
 
Group play:
 
- Game of Three (Go3) - You play three maps each match.
 
Procedure:
 
Ban - Ban - Pick - Pick - Ban - Ban - Play.
 
Highest seed bans first at scores 0-0 and 1-1.
 
At map score 2-0 the team at 2 map wins bans first.
 
 
 
Final:
 
No playoff - Top two teams to a final:
 
Best of Seven (Bo7 (first to four wins))
 
(Can stretch it out over days if you want.)
 
 
 
Maps and order are decided when group play ends (weekish in advance match start.)
 
 
 
Winner of Group play picks first two.
 
Teams then alternate with 2nd' place in group picking third.
 
 
 
Scheduling:
 
1 match a week
 
(fixed order of teams to play suggested - more important to have a game played than to follow the order - but try first to schedule in the order.).
 
There's a public scheduling channel - use it if you want help with scheduling conflicts.
 
 
 
Seeding:
 
All teams are publicly seeded(you can debate) and are placed in divisions.
 
seeded divisions # pr div depending on skill lvl/signups/schedule
 
There is no fixed number of teams pr. division if there is a gradual skill decline in the seeded teams there will be 8/6 teams pr div. If there is a sharp noticeable skill divide a div could have less teams.
 
Look to results of last few EQL(and cup) and QWSL results to have an indication where you will be seeded vs other teams. (if your line-up is identical.)
 
https://www.quakeworld.nu/wiki/EQL_Season_23
 
https://www.quakeworld.nu/wiki/QWSL
 
If we have same teams as last season expect 4 divs. - but it's unlikely we have as many :)
 
-
 
The lowest div will have flexible rules when it comes to stand-in/replacements to get games played :)
 
 
 
 
 
 
 
'''Sunday Spawnfraggin 19' '''
 
 
{{Tabs static
 
{{Tabs static
 
|name1=Overview
 
|name1=Overview
Line 53: Line 13:
 
|This=1
 
|This=1
 
}}
 
}}
}}
 
== Seeded Teamnames==
 
  
 +
==Match Procedure==
 +
'''Remember to set match-tag!''' <br />
 +
A copy-paste friendly map pool list for ingame chat:<br />
 +
'''dm2, dm3, e1m2, cmt4, schloss, phantombase, qube'''<br />
 +
''(handy to paste in consol when banning/picking maps.)''
  
==Format and rules==
+
{{Box|start|padding=0.2em}}
* The tournament consists of x divisions - round robin structure for each.  
 
  
* Each team plays each other once in a game of three in standard league play.
 
''
 
<br />
 
* Points are awarded based on match wins, 1 point per match win.
 
<br />
 
* If teams are equal in the table on match wins: <br />
 
Then map difference + - (net maps) will separate the teams.<br />
 
-If teams still can not be separated: <br />
 
Then positions will be decided based upon their internal fight. <br />
 
-If 3 or more teams are still equal and they have all beaten each other: <br />
 
Then the map difference + - in those internal fights will decide. <br />
 
If still equal:<br />
 
-The frag difference in those internal fights decide. <br />
 
If that is also equal: <br />
 
-Then the total frag difference of all games decide.<br />
 
<br />
 
* Two teams go to a final>
 
<br />
 
==Map pool and picking process==
 
{{Box|start|padding=0.2em}}
 
===Both Divisions===
 
 
{{Maps
 
{{Maps
 
|title=
 
|title=
Line 86: Line 27:
 
|map2=dm3
 
|map2=dm3
 
|map3=e1m2
 
|map3=e1m2
|map4=Schloss
+
|map4=CMT4
|map5=Cmt4
+
|map5=Schloss
|map5=qobblestone
+
|map6=Phantombase
 +
|map7=Qube
 
|note=<small>
 
|note=<small>
 +
<br />
 +
=== Group play ===
 +
''No maps can be repeated''<br />
  
 +
You play three maps each match.<br />
  
'''Go3''' Standard play<br />
+
Ban - Ban - Pick - Pick - Ban - Ban - Play.<br />
''No maps can be repeated twice''
 
  
*Go3 map pool selection process:<br />
+
Highest seed bans first at scores 0-0 and 1-1.<br />
"
 
  
 +
After two bans Highest seed picks first<br />
 +
(BOTH teams pick one map each before playing first game!)<br />
 +
At map score 2-0 the team at 2 map wins bans first.<br />
  
 +
=== Final ===
 +
''No maps can be repeated <br />
 +
Maps and order are decided before the final is played. When group play is over; both teams picks maps with an admin on discord before the game is scheduled.'' <br />
  
 +
Best of Seven (first to four wins)
  
 +
Winner of Group play picks first two maps. <br />
 +
Teams then alternate with 2nd' place in group picking third. <br />
 
}}
 
}}
  
== Team Restrictions / Stand-ins ==
+
=== Match Reporting ===
 +
* The team that wins the match should report the match.<br />
 +
** Reporting of the match is done through discord in #report-match by uploading screenshots. <br />
 +
 
 +
= Structure =
 +
* The tournament consists of three separate divisions. <br />
 +
** In division one and three Each team plays each other once in a game of three(Go3) in standard league play and top two top teams go to a final best of seven match. One final for each division. <br />
 +
** In division two teams plays each other twice in a game of three(Go3) in standard league play and top two teams go to a final best of seven match.<br />
 +
 
 +
== Seeding ==
 +
* Seeded divisions with team # pr div depending on skill lvl/signups/schedule
 +
* All teams are publicly seeded(you can debate and feedback on seeding is encouraged) and are placed in divisions. <br /> <br />
 +
 
 +
There is no fixed number of teams pr. division if there is a gradual skill decline in the seeded teams there will be 8/6 teams pr div.  <br />
 +
If there is a sharp noticeable skill divide a div could have less teams. <br />
 +
Look to results of last few EQL(and cup) and QWSL results to have an indication where you will be seeded vs other teams. (if your line-up is identical.) <br />
 +
https://www.quakeworld.nu/wiki/EQL_Season_23
 +
https://www.quakeworld.nu/wiki/QWSL
 +
 
 +
''
 +
<br />
  
 +
== Scoring/points system ==
  
* Replacement of players in a squad can occur when a player in a squad no longer is able to participate.<br />
+
* Points are awarded based on match wins, 1 point per match win. <br />
** The person replacing the squad member has to be approved by admins.
+
(Challonge treats points as FRAGS - ignore this for that site.).
 
+
** If teams are equal in the table on match wins: <br />
 +
Then map difference + - (net maps) will separate the teams.<br />
 +
-If teams still can not be separated: <br />
 +
Then positions will be decided based upon their internal fight. <br />
 +
-If 3 or more teams are still equal and they have all beaten each other: <br />
 +
Then the map difference + - in those internal fights will decide. <br />
 +
If still equal:<br />
 +
-The frag difference in those internal fights decide. <br />
 +
If that is also equal: <br />
 +
-Then the total frag difference of all games decide.'' <br />
  
 
== Timeframe / Schedule rules ==
 
== Timeframe / Schedule rules ==
  
* All matches will have a deadline and teams should be active in communicating with each other and schedule their games.<br />
+
* One game a week, scheduled between teams.
- This communication has to be done in the divisions scheduling channel.<br />
+
* The deadline for each match is Monday morning each week.
- Once a match has an agreed upon time - this needs to typed into the #schedule channel.<br />
+
* The schedule fixture is listed on the Challonge site.
 +
** Teams should make an effort to follow the match scheduling fixture before contacting other teams.
 +
 
 +
* IF you want admin help to resolve scheduling conflicts. Team communication has to be done in the #scheduling channel. Otherwise you risk matches being voided.
 +
* Once a match has an agreed upon time - this needs to typed into the #fixture channel.<br />
 
   
 
   
* Each match has a one week window in which it can be played.<br />
 
- The EXACT schedule for each division will be listed on the Challonge site.<br />
 
 
--
 
--
 
* If a team is idling or deemed by the admins to not be making an effort to produce the game it will be considered as if the offending team forfeits the match, and a Walk Over (WO) shall be awarded to the opposition.
 
* If a team is idling or deemed by the admins to not be making an effort to produce the game it will be considered as if the offending team forfeits the match, and a Walk Over (WO) shall be awarded to the opposition.
 
* A Walkover will result in victory to the beneficiary, and 0 points to the offending team.
 
* A Walkover will result in victory to the beneficiary, and 0 points to the offending team.
 +
 +
== Team Restrictions / Stand-ins ==
 +
*Line-up changes and players swapping teams is allowed if more than 60% of teams in your division agrees with the change. (Anonymous voting.)
 +
 +
* Replacement of players in a squad can occur when a player in a squad no longer is able to participate.<br />
 +
** The person replacing the squad member has to be approved by admins.
 +
* No Stand-ins are allowed.
 +
 +
 +
*** The lowest division have less strict rules; players can be added and move between teams after tournament start, standins are also allowed. Everything has to be approved by admins when changes to normal rules are made.
  
 
== Ping ==
 
== Ping ==
 
* Choice of server should be suitable for both teams
 
* Choice of server should be suitable for both teams
* The pings should be the most even for the 2 teams and measures like cl_delay_packet to increase the fairness of a match are welcomed.
 
* Matches should be played in Europe; unless both teams agree to play elsewere .
 
* The team A with highest average ping can require the other team B to ping up to the level of team A's lowest pinging player. Only the best possible ping is accounted for. Using delay packet or rerouting to raise the ping of the lowest pinging player in order to force the other team to ping up more is NOT allowed.
 
* The maximum min-ping that can be required is 52ms.
 
* If players still can't agree on a server, please contact admins about it.
 
== Server Settings ==
 
* Timelimit: 20 minutes
 
* Overtime: 5 minutes if match is a draw
 
* Deathmatch mode: 1
 
* Teamplay mode: 2
 
* Spawn mode: KTX2 Respawns
 
* Powerups: ON
 
*Discharge: ON
 
* KFjump: Toggled OFF (command = tkfjump)
 
* Airstep: OFF
 
* Jawnmode: OFF
 
* Antilag (or equivalent): ON (unless both teams agree to play without it.)
 
* Fallbunny: ON (if server allows)
 
* No berzerk, midair, instagib or other unusual modes.
 
* If a team requests nospecs-mode, the other team is obliged to comply.<br /><br />
 
  
These should be the basic 4on4 settings on all modern servers, but make sure to check if you are unsure.
+
* The pings should be the most even for the two teams and measures like cl_delay_packet to increase the fairness of a match are welcomed.
 +
 
 +
* Matches should be played in Europe; unless both teams agree to play elsewhere.
 +
 
 +
* The team A with highest average ping can require the other team B to ping up to the level of team A's lowest pinging player.
 +
Only the best possible ping is accounted for.
 +
Using delay packet or rerouting to raise the ping of the lowest pinging player in order to force the other team to ping up more is NOT allowed.
  
== Match Reporting ==
+
* The maximum min-ping that can be required is 52ms.
* The team that wins the match should report the match.<br />
 
- Reporting of the match is done through the Challonge website.
 
* In order for a match to be valid you'll need to have screenshots from each played map
 
  
 +
* If players still can't agree on a server, please contact admins about it.
  
 
==Allowed clients ==
 
==Allowed clients ==
* EzQuake latest version: link
+
* '''ezQuake 3.6.6 or newer''' ''(the security breach has been fixed)''
 +
** ''newer explained:'' You play with pre-releases, development releases and alpha and beta versions at your own and your teams risk - crashing mid game or otherwise being unable to play if you are playing on one of these: Is not a valid excuse for '''anything'''.
 +
<br/>
 +
 
 +
* '''unezQuake v1.3.2'''
 +
If using unEzQuake:
 +
'''"F_ruleset check's must report CLEAR in ruleset check"'''
 +
** You MUST set scr_allowsnap 1
 +
** You MUST set tp_triggers 0
 +
** You MUST set allow_scripts 0
 +
** No jump automation and radar/inlay and no pink backpacks etc - Anything that changes gameplay aspects and graphical/hud aspects of unEZquake compared to ezQuake is BANNED in unEZquake.
 +
'''Failure to setup your unEZquake install correctly will result in ban from tournament.'''<br/>
  
 +
''(just use ezQuake 3.6.6 and you're safe :)''
  
== Allowed rulesets ==
+
== Allowed rulesets / modifed ==
* ezQuake: Smackdrive, smackdown, qcon
+
* '''Smackdrive''', '''smackdown'''
 
* Players should do f_ruleset checks before game start.  It is ultimately the responsibility of the players to perform this check, and in general, matches played with outlying rulesets will not be overturned if the players neglected to perform this duty.  Where there is ambiguity, the decision will be decided by the Admins.
 
* Players should do f_ruleset checks before game start.  It is ultimately the responsibility of the players to perform this check, and in general, matches played with outlying rulesets will not be overturned if the players neglected to perform this duty.  Where there is ambiguity, the decision will be decided by the Admins.
 +
 +
* f_Modified checks need to be OK - fix to prevent team disqualification.
  
 
== Allowed proxies ==
 
== Allowed proxies ==
Line 165: Line 158:
 
* Qizmo 2.91<br /><br />
 
* Qizmo 2.91<br /><br />
  
Using disallowed clients/proxies might lead to points deduction or even a WO.
+
Using disallowed clients/proxies might lead to points deduction or even a WO.<br />
 +
 
 
== Scripting and cheats ==
 
== Scripting and cheats ==
 
===== Allowed =====
 
===== Allowed =====
* cl_fakeshaft (only mentioned here as it used to be forbidden)
+
* cl_fakeshaft
 
* cl_idrive
 
* cl_idrive
 +
 
===== NOT allowed =====
 
===== NOT allowed =====
* movement scripts
 
 
* kfjump
 
* kfjump
 
* custom rocket jump scripts
 
* custom rocket jump scripts
Line 184: Line 178:
 
* Coaching, (timing quad and other items, relaying enemy positions and giving teamplay suggestions)
 
* Coaching, (timing quad and other items, relaying enemy positions and giving teamplay suggestions)
 
* Different individual enemy skins<br /><br />
 
* Different individual enemy skins<br /><br />
 +
 +
* If you know of any other exploit or cheat that is not listed here, that is also banned.
  
 
Failure to follow these restrictions can result in the player or team receiving harsh penalties such as, but not limited to:
 
Failure to follow these restrictions can result in the player or team receiving harsh penalties such as, but not limited to:
Line 195: Line 191:
 
* Two warnings will result in disqualification<br /><br />
 
* Two warnings will result in disqualification<br /><br />
  
To retain order in the league and prevent teams from cheating effectively we may issue warnings to teams if they misbehave in some way.
 
 
===== Other offences =====
 
===== Other offences =====
 
* Having one or several players intentionally drop from server during a game without replacing them
 
* Having one or several players intentionally drop from server during a game without replacing them
* Playing in more than one team, or playing under someone else's name in another team (mercing).  Standins are an exception.
+
* Playing in more than one team, or playing under someone else's name in another team.
* Fakenicking to get into a division where you don't belong
+
* Fakenicking to get into a division where you don't belong.
 
* Griefing, flaming and abusive behaviour will not be tolerated.<br /><br />
 
* Griefing, flaming and abusive behaviour will not be tolerated.<br /><br />
  
Most of these cases could result in direct disqualification of the player (and in some cases the whole team) and a ban of at least 1 season.
+
== Server problems after match start ==
== Server problems ==
+
* If any problems occur, first pause the game and evaluate the situation with your opponents and work together to find out what you both think is the most reasonable resolution of the game status. You're agreement overrides the rules: and so communicate with eachother to work it out.
 +
 
 +
Otherwise:
 
* The current map should be played to the end, no matter the servers condition
 
* The current map should be played to the end, no matter the servers condition
* In case of a disconnected player, teams should pause the game, by team captain asking admin status, all players should concede it fast and elected admin player should type ""pause"". Teams should wait maximum 10 minutes for the player, after that if the player is not back into the server, game must resume.<br /><br />
+
* In case of a disconnected player.<br />
 +
teams should pause the game, by team captain asking admin status, all players should concede it fast and elected admin player should type ""pause"". (OR REMEMBER MATCHTAG<3) <br />
 +
Teams should wait maximum 10 minutes for a replacement player, after that if the disconnected player or replacement is not back into the server, game must resume. <br />
 +
* The player that can replace a disconnected player is themselves or a member from the same team.
 +
 
 +
== Server Settings ==
 +
* Timelimit: 20 minutes
 +
* Overtime: 5 minutes if match is a draw
 +
* Deathmatch mode: 1
 +
* Teamplay mode: 2
 +
* Spawn mode: KTX2 Respawns
 +
* Powerups: ON
 +
*Discharge: ON
 +
* KFjump: Toggled OFF (command = tkfjump)
 +
* Airstep: OFF
 +
* Jawnmode: OFF
 +
* Antilag (or equivalent): ON (unless both teams agree to play without it.)
 +
* Fallbunny: ON (if server allows)
 +
* No berzerk, midair, instagib or other unusual modes.
 +
* If a team requests nospecs-mode, the other team is obliged to comply.<br /><br />
 +
 
 +
These should be the basic 4on4 settings on all modern servers, but make sure to check if you are unsure.
 +
 
 +
== Tidbits! ==
 +
* The lowest div will have flexible rules when it comes to most things to get games played :)
  
This procedure exists to help a player/team that encountered a problem, but is not to be abused, which in that case will be analyzed by the admins.
+
Links to random stuff: <br />
* Admins will decide if a map should be replayed on another server
+
https://ezquake.com/info/downloads.html <br />
* If a server gives 2 or more spikes that result in 100% packet loss for all players for more that 10 seconds, the map should be replayed on another server if the teams do not agree to the score/situation.
+
https://github.com/dusty-qw/unezquake/releases/ <br />
  
 
== Admins ==
 
== Admins ==
 
  Admins can change/fix rules if problems occur.  
 
  Admins can change/fix rules if problems occur.  
{{player|ocoini|flag=no}}
+
{{player|ocoini|flag=no}} & two more! <3

Latest revision as of 19:47, 28 September 2025

Sunday Spawnfraggin' 19 Rules n' stuff

Match Procedure

Remember to set match-tag!
A copy-paste friendly map pool list for ingame chat:
dm2, dm3, e1m2, cmt4, schloss, phantombase, qube
(handy to paste in consol when banning/picking maps.)


dm2 dm3 e1m2 CMT4 Schloss Phantombase Qube
Dm2 Dm3 e1m2 Cmt4 Schloss Phantombase qube


Group play

No maps can be repeated

You play three maps each match.

Ban - Ban - Pick - Pick - Ban - Ban - Play.

Highest seed bans first at scores 0-0 and 1-1.

After two bans Highest seed picks first
(BOTH teams pick one map each before playing first game!)
At map score 2-0 the team at 2 map wins bans first.

Final

No maps can be repeated
Maps and order are decided before the final is played. When group play is over; both teams picks maps with an admin on discord before the game is scheduled.

Best of Seven (first to four wins)

Winner of Group play picks first two maps.
Teams then alternate with 2nd' place in group picking third.


Match Reporting

  • The team that wins the match should report the match.
    • Reporting of the match is done through discord in #report-match by uploading screenshots.

Structure

  • The tournament consists of three separate divisions.
    • In division one and three Each team plays each other once in a game of three(Go3) in standard league play and top two top teams go to a final best of seven match. One final for each division.
    • In division two teams plays each other twice in a game of three(Go3) in standard league play and top two teams go to a final best of seven match.

Seeding

  • Seeded divisions with team # pr div depending on skill lvl/signups/schedule
  • All teams are publicly seeded(you can debate and feedback on seeding is encouraged) and are placed in divisions.

There is no fixed number of teams pr. division if there is a gradual skill decline in the seeded teams there will be 8/6 teams pr div.
If there is a sharp noticeable skill divide a div could have less teams.
Look to results of last few EQL(and cup) and QWSL results to have an indication where you will be seeded vs other teams. (if your line-up is identical.)
https://www.quakeworld.nu/wiki/EQL_Season_23 https://www.quakeworld.nu/wiki/QWSL


Scoring/points system

  • Points are awarded based on match wins, 1 point per match win.

(Challonge treats points as FRAGS - ignore this for that site.).

    • If teams are equal in the table on match wins:

Then map difference + - (net maps) will separate the teams.
-If teams still can not be separated:
Then positions will be decided based upon their internal fight.
-If 3 or more teams are still equal and they have all beaten each other:
Then the map difference + - in those internal fights will decide.
If still equal:
-The frag difference in those internal fights decide.
If that is also equal:
-Then the total frag difference of all games decide.

Timeframe / Schedule rules

  • One game a week, scheduled between teams.
  • The deadline for each match is Monday morning each week.
  • The schedule fixture is listed on the Challonge site.
    • Teams should make an effort to follow the match scheduling fixture before contacting other teams.
  • IF you want admin help to resolve scheduling conflicts. Team communication has to be done in the #scheduling channel. Otherwise you risk matches being voided.
  • Once a match has an agreed upon time - this needs to typed into the #fixture channel.

--

  • If a team is idling or deemed by the admins to not be making an effort to produce the game it will be considered as if the offending team forfeits the match, and a Walk Over (WO) shall be awarded to the opposition.
  • A Walkover will result in victory to the beneficiary, and 0 points to the offending team.

Team Restrictions / Stand-ins

  • Line-up changes and players swapping teams is allowed if more than 60% of teams in your division agrees with the change. (Anonymous voting.)
  • Replacement of players in a squad can occur when a player in a squad no longer is able to participate.
    • The person replacing the squad member has to be approved by admins.
  • No Stand-ins are allowed.


      • The lowest division have less strict rules; players can be added and move between teams after tournament start, standins are also allowed. Everything has to be approved by admins when changes to normal rules are made.

Ping

  • Choice of server should be suitable for both teams
  • The pings should be the most even for the two teams and measures like cl_delay_packet to increase the fairness of a match are welcomed.
  • Matches should be played in Europe; unless both teams agree to play elsewhere.
  • The team A with highest average ping can require the other team B to ping up to the level of team A's lowest pinging player.

Only the best possible ping is accounted for. Using delay packet or rerouting to raise the ping of the lowest pinging player in order to force the other team to ping up more is NOT allowed.

  • The maximum min-ping that can be required is 52ms.
  • If players still can't agree on a server, please contact admins about it.

Allowed clients

  • ezQuake 3.6.6 or newer (the security breach has been fixed)
    • newer explained: You play with pre-releases, development releases and alpha and beta versions at your own and your teams risk - crashing mid game or otherwise being unable to play if you are playing on one of these: Is not a valid excuse for anything.


  • unezQuake v1.3.2

If using unEzQuake: "F_ruleset check's must report CLEAR in ruleset check"

    • You MUST set scr_allowsnap 1
    • You MUST set tp_triggers 0
    • You MUST set allow_scripts 0
    • No jump automation and radar/inlay and no pink backpacks etc - Anything that changes gameplay aspects and graphical/hud aspects of unEZquake compared to ezQuake is BANNED in unEZquake.

Failure to setup your unEZquake install correctly will result in ban from tournament.

(just use ezQuake 3.6.6 and you're safe :)

Allowed rulesets / modifed

  • Smackdrive, smackdown
  • Players should do f_ruleset checks before game start. It is ultimately the responsibility of the players to perform this check, and in general, matches played with outlying rulesets will not be overturned if the players neglected to perform this duty. Where there is ambiguity, the decision will be decided by the Admins.
  • f_Modified checks need to be OK - fix to prevent team disqualification.

Allowed proxies

  • QWfwd
  • Qizmo 2.91

Using disallowed clients/proxies might lead to points deduction or even a WO.

Scripting and cheats

Allowed
  • cl_fakeshaft
  • cl_idrive
NOT allowed
  • kfjump
  • custom rocket jump scripts
  • Any other kind of movement scripts
  • Teamoverlay
  • Automated teamsays
  • Radar
  • Skin changing depending on health/armour/weapon
  • Custom models not allowed by f_modified
  • Any kind of cheat (wallhack, aimbot, timers etc.)
  • Hacked clients
  • Coaching, (timing quad and other items, relaying enemy positions and giving teamplay suggestions)
  • Different individual enemy skins

  • If you know of any other exploit or cheat that is not listed here, that is also banned.

Failure to follow these restrictions can result in the player or team receiving harsh penalties such as, but not limited to:

  • points deduction
  • WO
  • player disqualification
  • team disqualification
  • permanent ban.

Warnings and disqualification

  • Two warnings will result in disqualification

Other offences
  • Having one or several players intentionally drop from server during a game without replacing them
  • Playing in more than one team, or playing under someone else's name in another team.
  • Fakenicking to get into a division where you don't belong.
  • Griefing, flaming and abusive behaviour will not be tolerated.

Server problems after match start

  • If any problems occur, first pause the game and evaluate the situation with your opponents and work together to find out what you both think is the most reasonable resolution of the game status. You're agreement overrides the rules: and so communicate with eachother to work it out.

Otherwise:

  • The current map should be played to the end, no matter the servers condition
  • In case of a disconnected player.
teams should pause the game, by team captain asking admin status, all players should concede it fast and elected admin player should type ""pause"". (OR REMEMBER MATCHTAG<3) 

Teams should wait maximum 10 minutes for a replacement player, after that if the disconnected player or replacement is not back into the server, game must resume.

  • The player that can replace a disconnected player is themselves or a member from the same team.

Server Settings

  • Timelimit: 20 minutes
  • Overtime: 5 minutes if match is a draw
  • Deathmatch mode: 1
  • Teamplay mode: 2
  • Spawn mode: KTX2 Respawns
  • Powerups: ON
  • Discharge: ON
  • KFjump: Toggled OFF (command = tkfjump)
  • Airstep: OFF
  • Jawnmode: OFF
  • Antilag (or equivalent): ON (unless both teams agree to play without it.)
  • Fallbunny: ON (if server allows)
  • No berzerk, midair, instagib or other unusual modes.
  • If a team requests nospecs-mode, the other team is obliged to comply.

These should be the basic 4on4 settings on all modern servers, but make sure to check if you are unsure.

Tidbits!

  • The lowest div will have flexible rules when it comes to most things to get games played :)

Links to random stuff:
https://ezquake.com/info/downloads.html
https://github.com/dusty-qw/unezquake/releases/

Admins

Admins can change/fix rules if problems occur. 

Norway ocoini & two more! <3