PostHeaderIcon TCC league

Tacitcal Clan Competion


TCC - Call of Duty 4: Modern Warfare & Call of Duty: World at War

 

Tactical Clan Competition (TCC and/or the League) is just what the name states - a Tactical Realism League.  The following are the rules, regulations and guidelines set forth by the League and agreed to by the team captains.  By registering a team for any TCC event, each team captain agrees to do his or her best to ensure that each and every member of their team plays by these rules at all times.  Each captain is also responsible for guiding their team in a manner that upholds the principals, values, ethics, sportsmanship and game-play that distinguish the tactical realism community from the rest of the PC-gamer crowd.

 

TCC League - World at War - Server, Class & Perk Setup

 

A.         Server setup:

·      Game: Call of Duty: World At War

·      Version: 1.7

·      Gametype: Hardcore Search & Destroy

·      Mod(s): OpenWarfare 1.6.4

·      TCC rule set: 1.01

·      OpenWarfare mode: tcc

·      Anti-cheat: PunkBuster, B3, anti-script and macro services

B.         Game setup:

·      Number of maps: 1

·      Number of rounds per map: 13

·      Number of rounds o win: 7

·      Number of rounds before switching sides: 3

·      Time limit per round: 5:00

·      Multi-bomb: off

·      Bomb plant time: 7 seconds

·      Bomb defuse time: 10 seconds

·      Bomb timer: 60 seconds

·      Bomb plant & defuse sounds: Off

·      Bombsite indicator: mini-map only

·      Bomb Timer Graphic: On

·      Briefcase Graphic: On

·      Objective Indicators on HUD: Off

·      Radar: Off

·      Artillery: Off

·      Dogs: Off

·      Vehicles: Off

C.         Misc Settings

·      Spawn Protection: 3 Seconds

·      Hardcore: On

·      Gun HitBlips: Off

·      Weather: On

·      Mounted MG Nests: On

·      Bleeding: On

·      Weapons Jams: On

·      Drop Health Packs: On

·      No Run & Gun Settings: On

·      Weapon Damage Modifiers: On (body part hit locations only)

·      Weapon Range Modifiers: On

D.         Weapons:

·      .357 Magnum: Off

E.          Class Limits:

·      Grenadier: Unlimited

·      Rifleman: 2 Per Team

·      Light Gunner: 2 Per Team

·      Heavy Gunner: 1 Per Team

·      Close Assault: 1 Per Team

·      Sniper: 1 Per Team

F.          Perk 1:

·      Special Grenades x 3: Off

·      Satchel Charge x 2: On (Limited to Close Assault class, 1 player per team)

·      M9A1 Bazooka: On (Limited to Close Assault class, 1 player per team)

·      Bouncing Betty x 2: On (limited to Sniper and/or Light Gunner, 2 players per team)

·      Primary Grenades x 2: Off

·      Bandolier: On

·      Bomb Squad: Off

·      M2 Flamethrower: On (Limited to Close Assault class, 1 player per team)

G.        Perk 2:

·      Stopping Power: On ( Limited to Grenadier, Rifleman, Light Gunner & Close Assault Classes )

·      Fireworks: Off

·      Flak Jacket: Off

·      Gas Mask: On

·      Juggernaut: Off

·      Camouflage: Off

·      Sleight of Hand: On ( Limited to Heavy Gunner Class )

·      Shades: On

·      Double Tap: Off

·      Overkill: Off

H.        Perk 3:

·      Deep Impact: On (Limited to Sniper and Heavy Gunner classes)

·      Extreme Conditioning: Off

·      Steady Aim: Off

·      Toss Back: Off

·      Second Chance: Off

·      Martyrdom: Off

·      Fireproof: Off

·      Dead Silence: Off

·      Iron Lungs: On (Limited to Sniper class)

·      Reconnaissance: Off

I.           Vehicle Perks

·      Water Cooler: Off

·      Greased bearings: Off

·      Ordinance Training: Off

·      Lead Foot: Off

·      Coaxial Machine Gun: Off

J.           Attachments:

·      Bayonet: On

·      Rifle Grenade: On (Limited to 1 player per team with Grenadier class only)

·      Flash hider: Off

·      Suppressor: Off

·      Aperture Sight: On

·      Telescopic Sight: Off

·      Increased Munitions: Off

·      Grip: On

·      Bipod: On

·      Sawed Off: Off

K.         Weapon Delay Timers:

·      Frag Grenades: Delayed 30 Seconds After Spawning

·      Rifle Grenade Launchers: Delayed 30 Seconds After Spawning

·      Flash Grenades: Delayed 30 Seconds After Spawning

·      Stun Grenades: Delayed 30 Seconds After Spawning

·      Satchel Charge: Delayed 30 Seconds After Spawning

·      M9A1 Bazooka: Delayed 30 Seconds After Spawning

·      Bouncing Betty: Delayed 10 Seconds After Spawning

 

TCC League - Call of Duty 4 - Server, Class & Perk Setup

 

A.         Server setup:

·      Game: Call of Duty 4: Modern Warfare

·      Version: 1.7

·      Gametype: Hardcore Search & Destroy

·      Mod(s): OpenWarfare 1.6.4

·      TCC rule set: 3.01

·      OpenWarfare mode: tcc

·      Anti-cheat: PunkBuster, B3, anti-script and macro services

B.         Game setup:

·      Number of maps: 1

·      Number of rounds per map: 13

·      Number of rounds o win: 7

·      Number of rounds before switching sides: 3

·      Time limit per round: 5:00

·      Multi-bomb: off

·      Bomb plant time: 7 seconds

·      Bomb defuse time: 10 seconds

·      Bomb timer: 60 seconds

·      Bomb plant & defuse sounds: Off

·      Bombsite indicator: mini-map only

·      Bomb Timer Graphic: On

·      Briefcase Graphic: On

·      Objective Indicators on HUD: Off

·      UAV: Off

·      Airstrike & Helicopters: Off

C.         Misc Settings

·      Spawn Protection: 3 Seconds

·      Hardcore: On

·      Gun HitBlips: Off

·      Weather: On

·      Mounted MG Nests: On

·      Bleeding: On

·      Weapons Jams: On

·      Drop Health Packs: On

·      No Run & Gun Settings: On

·      Weapon Damage Modifiers: On

·      Weapon Range Modifiers: On

D.         Weapons:

·      Desert Eagle: Off

E.          Class Limits:

·      Assault: Unlimited

·      Spec Op: 2 Per Team

·      Demolition: 1 Per Team

·      Heavy Gunner: 1 Per Team

·      Sniper: 1 Per Team

·      M203 Grenade Launchers: 1 Per Team

F.          Perk 1:

·      C4 x 2: On ( Limited to Demo Class, 1 Player Per Team )

·      Special Grenades x 3: Off

·      RPG-7 x 2: On ( Limited to Demo Class, 1 Player Per Team )

·      Claymore X 2: On ( Limited to Sniper and / or Spec-Ops, Only 2 Players Per Team )

·      Frag x 3: Off

·      Bandolier: On

·      Bomb Squad: Off

G.        Perk 2:

·      Stopping Power: On ( Limited to Assault, Spec Ops, and Demo Classes )

·      Juggernaut: Off

·      Sleight of Hand: On ( Limited to Heavy Gunner Class )

·      Double Tap: Off

·      Overkill: Off

·      UAV Jammer: Off

·      Sonic Boom: Off

H.        Perk 3:

·      Extreme Conditioning: Off

·      Steady Aim: Off

·      Last Stand: Off

·      Martyrdom: Off

·      Deep Impact: On ( Limited to Sniper and Heavy Gunner Classes Only )

·      Iron Lungs: On ( Limited to Sniper Classes Only )

·      Dead Silence: Off

·      Eavesdrop: Off

I.           Attachments:

·      Silencer: On (For Pistols Only)

·      Red Dot: On

·      HandGrip: On

·      ACOG: Off

·      203: On ( Limited to 1 Player Per Team With Assault Class Only )

J.           Weapon Delay Timers:

·      Frag Grenades: Delayed 30 Seconds After Spawning

·      M203 Grenade Launchers: Delayed 30 Seconds After Spawning

·      Flash Grenades: Delayed 30 Seconds After Spawning

·      Stun Grenades: Delayed 30 Seconds After Spawning

·      C4: Delayed 30 Seconds After Spawning

·      Claymores: Delayed 10 Seconds After Spawning

 

TCC League Rules

 

This is a Tactical Realism league and the emphasis is on "tactical".  The majority of the League's rules are enforced by the specifically tailored configuration of the OpenWarfare mod in use by the League.  However, the following shall also apply to all players in any regular or postseason League match.

A.      All league players from every clan represented in the league will conduct themselves with the utmost respect and sportsmanship to the league, its clans, and its players. Any player and/or team that violates this rule will be subject to suspension and/or removal from this league. We want you all to enjoy yourself in the league, disrespect from any player or clan will not be tolerated.

1.    This rule includes the use of any hardware and/or software that alters the game, or the way it is played, as defined by the League, the OpenWarfare mod and it's configuration.  Examples of things not acceptable are: Binding the mouse wheel to the fire button, specialty mice that allow fire rates contrary to those in use by the league, hacks and/or cheats that afford players any sort of advantage above and beyond what the League has intended.

2.    This rule includes "tweaks" and/or modifications including, but not limited to: alterations to the config_mp.cfg or any other game files that result in graphical manipulation such as foliage not rendering at distance, native ambient sounds and noises being eliminated.

3.    Also included here is the manipulation (via either hardware or software means) of colors, hues, intensities, etc to gain a visual advantage over an opponent.

B.      The use of map "glitches" is not acceptable.  Common sense should prevail here.

1.    Examples of map glitches include: standing inside objects that were intended to be solid items (the soda machines on the map Metro, the pipes in the tunnel of the map Pipeline) and accessing areas that were not intended to be in play on a map.

2.    Any questionable areas shall be discussed in the Captain's Forum before the match is played.

C.      "Double Clanning" is not permitted within the League.

1.    All players must be a registered member of your clan and must have been such at the time of a match challenge submission in order to be eligible to compete in any match.

2.    Players who have competed in an official match during any given season and then change teams must wait until that season has ended before becoming eligible to compete in official League matches for their new team.

D.      Nade Spam: Players are not permitted to blindly throw grenades into an area or choke point hoping to kill someone.  Enemy contact is required before throwing a grenade.

1.    Enemy contact includes bullet tracers, shadows and sound and can be relayed to a player by a teammate.

2.    The only exception to this rule is for room clearing.  A player may throw a grenade without enemy contact in order to clear a room or area they are preparing to enter.  The room or area being cleared must then be entered within 5 seconds of the grenade explosion unless other enemy contact is made.

E.       Wall Spam is not permitted.  You or a teammate must confirm  the presence of an enemy before firing through any wall.

F.       Smoke Spam: Players are allowed to fire into enemy smoke.  However, blindly firing into or through friendly smoke is not permitted without enemy contact.  This enemy contact may include enemy fire and/or tracers, visual contact, shadows, etc.  Communication is the key here as the determination must be made whether smoke is enemy or friendly before a player begins firing without contact.

G.     No Ledging: Ledging is defined as standing on window sills, railings, walls or anything else that the base of your character is not able to fit on.  If a player cannot rotate a full 360 degrees while standing on an object without any portion of his feet leaving the object then that object shall be deemed illegal. However, any object that does not satisfy this rule, or any object that is not intended to support the weight of a man shall be deemed off-limits. This rule includes roof tops. If you can look straight down from a roof, you are ledging. Half of your character or more, when looked at by another player, will appear to be "floating" in air and off of the roof you are on.

H.      Claymores (CoD4 only): You are not allowed to plant claymores so they are facing into a wall, a vehicle, or any other solid object allowing them to be tripped by someone on the other side. Place claymores as the game intended them to be placed. There is no way a claymore would trip through a wall.  Also, the OpenWarfare mod includes a "claymore checker" and a disarming feature.  The checker allows the mod to restrict a player from planting a claymore at a level of a building or object other than the one on which they are currently standing.  If a claymore is planted, and the checker determines that it is invalid, that claymore will quickly disappear and return to the planter's inventory.  A general rule of thumb is that the checker will not allow you to plant a claymore more than 3-5 stair steps (depending on the map) below where you are standing.

I.        Bouncing Betty (WaW only): The Openwarfare mod has been set up such that betty planting will feature a 3 second arming period.  This arming period begins once betty is planted and allows the planter time to move to a safe distance.  After the 3 second arming period expires, the Betty is active and will kill anyone (friend or foe) who approaches.  Additionally, the League and its mod and config will not allow a Betty to be tripped through a wall.

J.        Ghosting: This League, like all other Tactical realism leagues and tournaments, prohibits ghosting of any form.

1.    Dead players are not permitted to give or chare any information with any living player by any means or methods.  In-game voice coms on the official league server is set up such that the living players cannot hear the dead.

2.    The League requests that all teams to use only in-game voice communications.  The use of outside voice comms (TeamSpeak, Ventrillo, etc) is severely frowned upon.

3.    The League and its captains have realized and agreed that there is ultimately no completely effective way of preventing teams from ghosting - if a team is determined enough, there is just nothing that the league can do to stop it.  Given this fact, the team captains have agreed to a measure of trust - a gentleman's agreement, if you will - that they will each do their part to ensure that their members adhere to the "No Ghosting" rule.

4.    The League proposed a potential method of limiting the accusations and suspicions of ghosting by other teams but that proposition proved to be very unpopular.  As a result, the team captains came up with the above mentioned gentleman's agreement in order to prevent the league from implementing its proposed solution.  The League and its captains must trust that everyone is doing their part by playing with honesty, integrity and respect for the League and its members.

 

TCC League Servers

 

A.         The League operates dedicated servers on which all official League matches shall be played.  Each of these servers runs the Openwarfare mod with a rule-set and config specifically designed for TCC.  These servers employ several anti-cheat technologies, including but not limited to, PunkBuster and its associated technologies, B3, script and macro prevention etc.

B.         All teams are required to submit the complete GUID and player name for each of the members on their roster.  WaW players are additionally required to submit the 10 digit game GUID. This information will be entered into a league cross-checker database that will govern a player's ability to join the server.  This is done to prevent ringers and/or banned players from competing under a different name.  If a player attempts to join one of the League servers and the cross-checker detects a mismatch that player will not be permitted to join the server.

 

TCC League Format

 

A.         The TCC League plays hardcore Search & Destroy that is further modified by the OpenWarfare mod.

B.         The League will consist of a regular season (and possibly, a postseason tournament - depending on the number of teams entered, desired season length, etc.) and all official matches shall be played on one of the official League servers.

C.         Depending on the number of teams entered, the League may randomly divide them into two divisions.

D.         If only one division is used, the League will decide whether a single or double round robin format will be used.  The number of teams, desired schedule length, etc. will be considered when making this decision.

E.          If separate divisions are used, the teams in each division will play each of the other teams in their division one time.

F.          In the event of there being an odd number of teams competing in any one season and/or division, the League will incorporate Bye weeks to balance the schedule.

G.        Depending on the total number of teams entered for any given season incorporating separate divisions, the League may incorporate inter-division match weeks to achieve the desired schedule length.

H.         For seasons incorporating a postseason tournament, the final regular season standings shall determine the teams to qualify for the postseason tournament.

1.    The number of teams to qualify for the postseason shall be determined by the League and shall depend on the total number of teams competing in any given season.

2.    Total season length will be considered when determining the number of team to qualify for the postseason.

I.           Regular Season

1.          The official League schedule shall define the home and away teams and the home team shall choose to play offense or defense first.

2.          The regular season standings shall be determined as follows:

·      Most matches won

·      Fewest matches lost

·      (If the season incorporates inter-division matches and two or more teams have the same number of overall wins) Most wins within the Division.

·      In a scenarios where two or more teams are tied, the tie shall be broken by the team with the higher number of total rounds won.

·      If two or more teams are still tied, the tie shall be broken by the team with the lower number of  total rounds lost.

·      If two or more teams are still tied, head-to-head record shall break the tie.

J.           Postseason (where applicable)

1.    The Postseason shall be a single elimination tournament.

2.    Team seeding will be based on the regular season standings.

3.    The team with the higher seed shall be the home.

4.    The home team has the choice of playing offense or defense first.

5.    Each postseason match week shall consist of a best-of-3 series played on one map.  The teams will alternate as the home team (including the choice of sides) with the higher seed as the home team for the first (and, if necessary, third) match.

 

TCC League Matches

 

The following shall apply to all League matches - regular and post season.

 

A.         The game style for each match shall be Search & Destroy.

B.         Each match shall be played on a single map and will consist of a maximum of 13 rounds (Each match in the postseason tournament shall be played as a best-of-3 matches for a possible maximum of 39 rounds - 13x3).

C.         Each round will be a maximum of 5 minutes.

D.         The designated home team, as defined on the official League schedule, shall choose which side, offense or defense, they wish to play first (and this shall be noted during the match negotiating & scheduling process).

E.          The teams shall alternate between offense and defense every three rounds.

F.          The first team to win 7 rounds wins.

G.        Text chat is allowed - however, taunts, spam, offensive language, etc. are not permitted.

1.    The League asks that in-game text chat be kept to a minimum to allow the easy differentiation between relevant information (notification of player substitutions, notation of illegal actions by an opponent, etc) and idle chatter between dead players while reviewing demos in the event of a dispute.

H.         All match participants are required to record a demo of the match.  This is done by opening the console by pressing the " ~ " key and then typing "/record".  It is the responsibility of each team captain to ensure that all of their members are recording the match.

I.           Screenshots showing the final match result must be taken by the winning team.  These screen shots must be hosted on a public image hosting server (ImageShack, Photobucket, etc) and then linked to as a part of the match reporting process.  See the Help section of the TCC website for more information and a step-by-step tutorial (http://www.tccleague.com/modules.php?name=Content&pa=showpage&pid=3)

J.           At the completion of each match, it is the responsibility of the winning team's captain to report the match (including screenshots showing the final match score) on the TCC website.

1.    It is the responsibility of the team captain to ensure that, following the completion of the match, all of their members remain in the server for a reasonable time period to allow for the taking of the screen shots.

K.         All demo recordings and match results screen shots shall be retained for a minimum of 2 weeks as these may be requested from you by the league for dispute purposes.

L.          If one team fails to show up for a properly scheduled match, the present team shall be required to wait a minimum of 10 minutes.  During this time, the present team shall retain the minimum of 6 players in the server and notify a league official of the situation.  After the minimum 10 minutes has passed, a screenshot shall be taken to document the situation and the team may then leave the server and report the match as a win via forfeit.

M.       League admins may enter a match at any time without warning.

N.        Server Crashes - In the event of a complete server crash during a match the following shall take place:

1.       The team captains shall open lines of communication(via xfire, steam, the League's TeamSpeack server, etc).  They shall discuss the state of the match at the time of the server crash and agree on what the score was.  All previous rounds completed shall remain a part of the match record.  Communication is the key here.

2.       Once the score at the time of the crash has been determined and the server comes back online (or another League server is determined to be available), the match shall resume and the round during which the server crashed shall be replayed.  Care should be taken in sorting out which team was on offense/defense at the time of crash and should be replicated before the match restarts so that the originally intended schedule and side rotation is honored.

3.       In the past, this has been handled in one of these two manners.  a.) Team captains agree to keep track of the score by hand and define that the resumed match shall end when one team reaches whatever score would ultimately equate to 7.  In this scenario, the league asks that the team captains enter a brief description of the scenario and what has been agreed upon into public game chat so that it will be reflected in the match demos.  b.) The teams work together to manually replicate the previous score by purposely losing rounds as necessary until the score at the time of the crash has been reached.  Then, the match can be resumed as normally played.  Again, in this scenario, the league asks that the team captains enter a brief description of the scenario and what has been agreed upon into public game chat so that it will be reflected in the match demos.  When using this method, it is best to type the which team will be "losing" each round while resetting the previous score.

 

TCC League Schedule

 

A.         The entire season (including the postseason if applicable) is broken down into individual weeks.

1.    One match shall be played each week. See the official League schedule for the map and opponent to be played during any given week.

2.    All teams shall play the same map each week and the maps will rotate every week.

B.         Each match must be played before the start of the following week as defined on the official League schedule.

C.         Match dates and times shall be negotiated by the team captains.

1.    Team captains are required to check the League forums regularly.

2.    It is the responsibility of the team captains to schedule their matches and enter them into the official TCC league calendar.  This is a requirement and will help all teams determine what servers are available and when.  The match servers are available on a first-come, first-served basis so the League suggests setting your matches as early as possible.

3.    Team captains are permitted to use any medium they choose for match negotiations.  However, the League urges teams to use the proper section of the TCC forums for all negotiations.  By doing so, a public record can be kept and referred to in the event of a problem or disagreement.

4.    During the match negotiation process, the team captains shall confirm the map to be played, date & time of the match, number of competitors to be used and which side (offense or defense) the home team wishes to play first.

5.    In the event of a problem or disagreement, any information contained in the match negotiation section of the TCC forum shall take precedence over any other negotiation method.

6.    If a team is not responding to match negotiation posts (in the official TCC forum negotiation section) in a timely manner, the offending team may be forced to forfeit the match in question.

7.    Please contact a League admin if there is a problem negotiating your match.

D.         Once a match has been negotiated and agreed upon by both team captains, an official challenge must be submitted and accepted.

1.    Once the negotiations for a match are complete, the visiting team shall submit a formal match challenge.  See this link for more information and step-by-step instructions: http://www.tccleague.com/modules.php?name=Content&pa=showpage&pid=1

2.    Unless agreed upon by both team captains, challenges must be submitted and accepted a minimum of 24 hours before the match date and time.

E.          If a match has been properly scheduled and cannot be played on the scheduled date and time, the team that caused the problem will forfeit the match unless it can be re-scheduled within the same week. Both team captains must agree to the revised schedule.

 

TCC League Match Rosters

 

The following shall apply to all League matches - regular and post season.

A.         Each match shall be played between two evenly staffed teams consisting of a minimum of 6 and a maximum of 12 players.

1.    The number of players to be used shall be agreed upon in advance by the team captains.  However, if one of the teams cannot produce the agreed upon number, the opposing team shall reduce their numbers to match the opponent.  In such an event, no team shall be required to play with less than the 6 person minimum but nothing shall prevent them from doing so if they so choose.

2.    If one team fails to produce the minimum of 6 players, they can choose to play shorthanded or simply forfeit the match.

3.    If a team starts a match with one team having less than the minimum 6 players, the shorthanded team may add players during the match until teams are even at 6 vs. 6. Out of courtesy, please notify the opposing team (via in-game text chat) prior to any latecomers entering a match.

4.    In the event of a player being disconnected (timing out) from the server during a match, a substitute player may join in the place of the affected player.  Again, out of courtesy,  please notify the opposing team (via in-game text chat) prior to any substitutes joining the server.

a.          This rule is intended to keep the teams even whenever possible.  It is NOT permitted to be used as a means of freely substituting one player for another.  In order for a player substitution to be acceptable, the team must have suffered a player being disconnected from the server (as reflected in the game log).  Teams found to be in violation of this rule shall be susceptible to any punishment deemed appropriate by the League and its captains.

5.    Spectators, other than TCC Admins, will not be allowed - all non-admin spectators should be kicked from the server, no questions asked.

B.         All match participants must be registered members of your clan (as reflected by your clan's publicly published roster/website).

1.    No stand-ins or "ringers" will be allowed.

2.    All match participants must be registered with the TCC League website and assigned to your team roster at the time of the match challenge submission.

3.   Players must play matches with the name, or a shortened version of the name, listed on their teams TCC League Roster.

4.    Players can switch teams in mid-season, however, TCC League players shall not be permitted to compete for more than one League team per season.  If a player has competed for a team and then switches to another team during that same season, they will be prohibited from competing with their new team until the current League season

C.         Teams and/or players found to be in violation of any portion of Rule 3.B shall face the following:

1.    If the offending team won the match, the match results will be retroactively reversed and the opposing team will be awarded the win.  However, the original round scores will not be affected.

2.    If the offending team lost the match, the match results shall stand and the player(s) in violation shall be suspended from participating in their team's next 2 matches.

 

Match Disputes

 

A.         All match demos and screen shots must be kept for a minimum of two weeks after the match has been completed.

B.         If you have an issue during a match, the team captain should try to resolve the issue with the other team captain via text chat.  If the issue cannot be resolved, do not jump to conclusions and/or accuse other players or teams.  Do not leave the server.  Complete the match and consider filing a formal match dispute.

C.         Team captains must wait a minimum of 12 (and a maximum of 24) hours after a match has ended before filing a formal match dispute.  During this waiting period, the team captain should discuss the situation within his team and gather all demos from his players and personally review them.

D.         After the review period, if it is determined that sufficient grounds for a formal match dispute exist and the captain decides to pursue it, notify a league admin of your intention to dispute the match immediately.  Also, post your dispute in the appropriate section of the TCC forums.

1.    In your post, provide a thorough description of the situation - including the rule(s) that you feel was violated, the offending player(s), the round and approximate time of the perceived violation(s), and any other relevant information.

2.    Disputes will not be considered on a general rules violation basis.  The team captains must specifically identify what they are disputing.

3.    When you notify a League admin of your intention to dispute, you will be given instructions for submitting your teams' demos.  Demos from all players from your team must then be immediately submitted as instructed unless special clearance has been granted by a League admin.  This is mandatory and helps the League resolve disputes as quickly as possible.

4.    The League will then notify the opposing team that a formal dispute has been filed and request the demos from every player who participated for the opposing team.  These demos must be submitted as instructed within 48 hours (unless special clearance has been granted by a League admin) -  again, to help the League resolve the dispute in a timely manner.

E.          In the event of a formal dispute being filed and a team not being able to produce demos for every player who participated in the match in question, that team shall forfeit the match.

F.          If the League reviews a formally disputed match and determines that a rules violation did occur, the League may then hand the issue over to the captains of the teams not involved in the match.  These captains may be asked for input on a suitable punishment and/or opinions regarding possible amendments to the League's rules

G.         The League goes to great lengths when reviewing disputes.  All dispute resolutions are final - there is no appeal process.

H.         Formally disputing a match should not be taken lightly.  This is a serious issue that potentially carries serious consequences and large amounts of time from the League admins.  People's reputations are involved.

I.           The League will do everything possible to resolve a dispute before the next week's matches are played.  To accomplish this, team captains will need to pay close attention to the League forums and cooperate with the League in terms of quickly submitting any requested information.

 

Please visit the TTC League's website for the most up to date information.


Help:

If you need any further assistance on this subject,
Please discuss it in the forums. http://www.egsgameservers.com/forums/107-tcc-league .
Your comments are highly encouraged.

Related Items
Locations

Locations we currently offer services.

USA

Canada

Europe

Ashburn, Virginia
Atlanta, Georgia
Chicago, Illinois
Dallas, Texas
Los Angeles, California
New York, New York
Seattle, Washington
Tampa, Florida
Toronto, Canada
Montreal, Quebec
Amsterdam
Copenhagen, Denmark
Dublin, Ireland
Frankfurt, Germany
London, England


Not all services are available in all locations, If you have a question please contact us to find out if the service you are interested in is available in the the location of your choice.




Short URL for this article: http://is.gd/nsPoqv

 
Home | Privacy | Terms | Affiliates | Jobs | Investor | Contact | Events