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Season 11: Rules


I.

Introduction

II.

How to Join Club Conflict

III.

Rosters

IV.

Ping Rule

V.

Match Scheduling

VI.

Match Server Scheduling

VII.

Scoring

VIII.

Pre-Match Procedures

IX.

Disconnections and Substitutions

X.

Match Play

XI.

Match Results

XII.

Overtime Procedures

XIII.

Member Conduct

XIV.

Cheating/Hacks

XV.

Match Rules

XVI.

Match Disputes

XVII.

Rankings

XVIII.

Penalties

XIV

Playoffs


Introduction

Club Conflict is an "invite only" Counter-Strike league. This league prides itself in maintaining a certain level of gameplay and sportsmanship, and will only invite those who we feel will live up to this standard.  Those people who bring Counter-Strike gameplay to a low will be left out. Only mature, trusted players are invited into this league. Club Conflict's mission is to give Clan {US} East members, and the CS-Addicts regulars an opportunity to have a little extra fun and become more familiar with the intense 5v5 team play that many clans and teams have grown to love.


All of the participating members of Club Conflict are required to read and understand the rules. These rules exist to help maintain a simple, fair, and consistent league.


How to Join Club Conflict

Invite Only. You cannot "apply" or "register" to join the league. You must be invited by a league staff member. More specifically, you should receive an official invite by the person in charge of Member Relations. The first step to receiving an invitation, is to spend time on the Clan {US}East servers. Club Conflict was created by Clan {US}East to give {US} members and server "regulars" a chance to participate in a fair and competitive league atmosphere. Club Conflict wants to make sure the participating clans or players are mature, established, honest, and likely to be a positive addition to the league.


There are limited spots available, and at most times, you may find that the league will be filled. The most important thing you can remember is this: pestering the staff about if/when you may receive an invitation is the least likely way to actually receiving one. Generally, invitations are based on your reputation on our servers.  Come visit us in our vent channel, post in our forums, and play on our servers.  Become a part of the {US}East community.


Rosters

Club Conflict is a 5v5 Online Gaming League currently featuring Counter-Strike Source. All rosters must have at least 6 members and a maximum of 10.


No multiclanning/multi-teaming:

A member of your clan/team cannot be a member of another clan/team that participates in Club Conflict.  Any persons found to be on multiple rosters will be suspended in accordance with the Disciplinary Guideline found in the league forums.


No ringers:

Only members of your official CC roster, found on the official CC Web site (www.clubconflict.com) can participate in a match for your clan/team. Members participating in matches must play with the SteamID registered on the official Web site. If you have multiple SteamID's, please contact staff. All CC members on your roster have been "Invited" into this league, and are the only eligible players you have available for match play.

Team captains will need to provide STEAMID's and email addresses for the members of your clan/team to avoid any confusion about their identities. This is the sole responsibility of the clan/team leader.

Using a ringer or other unapproved clan/team member (member or steamid not included on official roster) in a match will result in a forfeit loss and/or expulsion from CC.

Each team will have a designated Captain and Alternate Captain. These players have certain responsibilities including (but not limited to):

Ping Rule

Ping imbalance shall only be in effect if the average ping difference of both participating teams is greater than 100ms. If, during the warm up process, a team notices an average ping difference of more than 100ms, the captains of both teams must discuss alternate servers and/or times to play the match.

 

Keep in mind that all matches must be played and reported by your division’s specific timeline. Those teams with access to Club Conflict’s league servers may contact an admin for authorization to move to another league server. Teams without access to Club Conflict’s league servers may choose a different private server to play on, as long as that server meets the server requirements for league play.

 

Ping imbalance is not an excuse to not play the match or not have the match reported by your division’s timeline.


Match Scheduling

The default start day/time for Club Conflict matches is Sunday starting at 8:30 PM EST.
All matches must be played and reported by 12:00 AM EST on the Thursday of the match week. If your clan/team wishes to reschedule your match for any reason, you must understand the following:


1. The opposing team is not required to reschedule the match.
2. If the opposing team does not want to reschedule you can either play short or forfeit the match.
3. All correspondence with the other team leader MUST BE DONE IN THE CLUB CONFLICT SCHEDULING FORUMS
4. If a match is NOT PLAYED by the Thursday 12AM EST deadline, both teams will be issued a Forfeit Loss.
5. If a match is not REPORTED by the Thursday 12AM EST deadline, the reporting team may be issued a Forfeit Loss.
6. It is the responsibility of Team Captains/Alternate Captains to make sure any issues or difficulties with scheduling are brought to an Admin’s attention.


To reschedule a match:

Contact the opposing team's leader via the Club Conflict scheduling forums, and work it out with them at least 24 hours in advance. Each team captain is plainly marked, so be sure to reference the web site if/when you need to contact a team leader by other means (other than forums). Please reschedule the match with a member of the opposing clan/teams' leader (the person who has the authority to reschedule the match) via the forum. Any dispute will be ruled upon by the evidence in our forum. This makes rescheduling matches less dependent on email. If for any reason the forums are not working, please email the appropriate team leader, as well as the league admins. Captains / Co-Captains are the only members who are permitted to reschedule matches.


If something cannot be worked out with the other clan/team, the match must be played at the time it was originally scheduled by Club Conflict staff, or it will result in a forfeit (the team who cannot make the match will be penalized -1 points). We would suggest playing shorthanded if necessary to avoid the penalty.


Matches which are rescheduled must be played by midnight on Sunday of the same week. If a score is not reported by 12am EST on Monday, the team who was originally the cause for the reschedule will receive a forfeit loss.


If you do reschedule your match, you must e-mail the league admin with the changed start time and date. All matches must be completed by 12:00 Midnight Eastern on Sunday of the week in question. You cannot reschedule matches that will not be completed by this time - NO EXCEPTIONS.


If the rescheduled match is not played for WHATEVER reason, either reschedule or contact a league admin.  If the match is not played by the deadline of Sunday the match will be considered over and the team who originally postponed the match will forfeit.


Match Server Scheduling

Club Conflict admins create a pre-determined schedule that will assign each match a date, time and a server. You are to play each scheduled match on the server scheduled and on the day/time scheduled. If this becomes problematic (because of ping differences etc...), please review the list of backup club conflict servers. The captains of the team should agree on a server to play the match, and continue play there. If a server cannot be agreed upon, the match should be rescheduled.


Scoring

Wins = 2 points
Forfeit Win = 1 points
Ties = 1 point
Losses = 0 points
Forfeit Losses = -1 point


Pre-Match Procedures

At the scheduled match time, both teams must have all 5 of their members in the server. There is at 15minute grace period for the start time. If, by the end of the 15minute grace period, a team does not have 5 legal players in the server, the opposing team may start the match.

 

Matches are to be played 5 versus 5 (5v5). If one team cannot field 5 players, they may either choose to play shorthanded (can even play 1 vs. 5), or can choose to forfeit the match. We suggest to all teams, that they play out every match scheduled, to reduce the -1 penalty incurred when you forfeit.

 

A Screenshot is required prior to the match going live. The required screenshots include an rcon status screen of the console. Team Captains/Alternate Captains are required to take this screenshot if they have rcon access to the server. Failure to produce this screenshot if asked for it by an admin will result in disciplinary action.


Match time

The match can be started 15 minutes past the scheduled time without waiting for any missing members. Teams cannot delay the start further to wait for their members unless both teams are in agreement. Again, please be as considerate as possible in cases where the clan/team has a legitimate problem.

If the match server is causing a delay to be greater than 15 minutes, it is the responsibility of both Team Captains/Alternate Captains to notify an admin and/or choose an alternate server to play on.

The team with the lower ranking will choose sides (CT or T). If the teams have equal rank, a league admin will designate the start sides for each team prior to the start of the match. (you should check the schedule page for notes in this situation).

Once a match goes LIVE all ping imbalances, roster issues, player issues, server issues and or disputes are nullified. Exceptions to this rule may apply.


 

CC team captains are responsible for managing the match. To start a match, captains will use the following rcon commands:

  • rcon_password <server rcon password>

  • rcon changelevel <mapname>

  • rcon exec match.cfg

Some optional but helpful commands include:

  • zb_netinfo: (Shows connected players rates and settings)

    rcon_password <server rcon password>

  • zb_readyup 1 (Enables Z-Block Readyup, as soon as all 10 players say !ready the match starts)

  • zb_readyup_max 8 (You could enter this in a 4 vs 4 situation, match the "max" number to the number of players)



Disconnections and Substitutions

If one or more of your players disconnects from the server, they may reconnect as soon as possible. Match play does not stop for any player disconnections during the match.

 

If a player is disconnected and cannot reconnect or is experiencing continuing problems you may substitute another member on your official roster for them. Teams should have back-up players ready to join if a player gets disconnected or lags out.

 

You may also make lineup changes at halftime for any reason at all - no questions asked.

 

If substitutions occur during live play, the player subbing out must leave the server before their replacement can connect. Please refrain from having more than 5 members of a team in the server at once.


Match Play

Matches consist of two halves, 15 rounds per half. Both halves are played on the same map with the two teams switching sides at halftime. The team with the most rounds after the completion of two halves wins the match.

 

At the conclusion of each half of play, a scoreboard Screenshot is required. Team Captains/Alternate Captains are required to take this Screenshot. At the end of each non-overtime match, Team Captains/Alternate Captains should have the following screenshots:


Match Results and Reporting

The winning team will report match results. Team leaders will be responsible for reporting the results of the match directly following the completion of the match. All results must be submitted to the official Match Reporting Forum by (at the latest) 12:00 AM EST on the Thursday of the same week. If results are not posted both teams will receive a forfeit loss (-1 point).


Match results should be posted in the following format:



Week #: <list week>
Map Name: <list map>
Team 1: <Team Name>
Score Round 1: <List Score>
Score Round 2: <List Score>
Team 2: <Team Name>
Score Round 1: <List Score>
Score Round 2: <List Score>

Winning Team: <List Name>
Total Score: <winning score> <losing score>

 


Overtime Procedures

Regular season matches are to be recorded as 15-15 ties in the even both teams are tied at the end of the match. Playoff matches are to use the CC overtime config. Playoff matches will repeat as many overtime sessions as needed to determine a winning team.


Member Conduct

It is the responsibility of Team Captains/Alternate Captains to make aware these rules to their team. Any and all misconduct will be punished. This league is about fun, and sportsmanship - REMEMBER THAT.
Examples of conduct that may invite disciplinary review:

Cheating/Hacks

Club Conflict has a zero-tolerance policy regarding cheating and hacks. If you use them in a competitive environment, or on the public servers, you will be banned from the league and all servers permanently. Club Conflict has no sympathy for people who cheat.

 

Once we have concluded a team member cheats, they will be removed from that team's roster immediately. All matches that team has played will be changed to 16-0 losses, and that team will be removed from league play. Any additional punishment will be handled on a case by case basis.



CSS Exploits

No Illegal C4 Planting

Boost planting is legal, as long the plant in question can still be defused by 2 CT's teaming together to do so. If the plant cannot be defused by 2 CT's together, it is illegal.


Map Bugs - illegal

The use of map bugs or exploits is not tolerated. If you have a question about a specific exploit or plant and aren't sure if what you're contemplating is legal, talk to and admin before you use it in a match.


Match Disputes

At this time, we do not have a formal dispute process. One reason is that we currently are an invite only league, and we should not need to worry about cheaters. The only disputes we would consider are of server problems and other issues related to problems other than cheating/hacking. If you feel the need to dispute a match, please contact the league admin, and present the case with ALL NECESSARY INFORMATION/FACTS to support your dispute. DO NOT dispute a match for any reason without proper supporting information.


Rankings

Rankings were derived to reward league participation (to eliminate forfeits). Determining ranks for clans that are tied in ranking points will follow the following procedure (in order). These rankings will be used for determining playoff seeds as well.

Penalties

A loss by forfeit counts for -1 ranking point. Upon your third forfeit in a given season, your clan will be removed from the league. Teams may also be removed from the league for forfeits prior to your third forfeit.

A loss by disqualification for cheating counts for -5 ranking points.


Playoffs

Teams are seeded in a single-elimination bracket-style format. In the playoffs, the same rules in the regular season are to be used, with the following modifications.


**Playoff Rescheduling Changes**

During the Club Conflict Playoffs, there will be two match nights.  Sunday at 9:00 PM EST is the primary scheduled match night. All teams should plan on playing on Sunday at 9:00 PM EST. In the case of a scheduling conflict and one of the teams cannot make the match on Sunday the match is AUTOMATICALLY rescheduled for Tuesday night of the same week at 9:00 PM EST.  NO EXCEPTIONS. Both teams should be prepared to reschedule to Tuesday if necessary. If Tuesday is not good for the team that initially caused the reschedule then that team either forfeits the match or plays short. NO EXCEPTIONS. If both teams cannot make the match then the match will be played on Sunday with as many players that each team can field up to 5 players per team.

Demos are required

We require demo's to be recorded. If an admin asks for your demo and you cannot provide it, the match in question may be replayed at the discretion of the admins.


If you have any questions about any of the league rules, please contact your league admin.