Zion LAN 2006 - Gaming For Good


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Zion LAN Tournaments

Quake IV 1v1 Rules
We will be using CAL-Style rules to run our tournaments.

I. Definitions
II. Tournament Rules
III. Servers
IV. Violations
V. Changes
I. Definitions
  • MAP - A virtual battlefield where players compete. Each match players will have the opportunity to compete on at least two maps against a single opponent in one match. A victory on a map nets a player one game point. Each map is 15 minutes long.
  • GAME POINT - A point awarded to a player for successfully winning a map (accumulating the most points after 15 minutes).
  • MATCH - A set of two(2) or three(3) 1v1 maps. The first player to win 2 maps (accumulating 2 game points) wins the match.
  • HOME TEAM - The team listed on the top in the brackets.
  • AWAY TEAM - The team listed on the bottom in the brackets.
  • TIE BREAKER MAP - In event of a tie, the map will be decided by a coin toss.

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II. Tournament Rules

Players and teams are responsible for ensuring that all of their members know, understand, and follow all rules. Ignorance of the rules is not an excuse for a violation.

Structure

The Quake IV 1v1 tournament is Single-Elimination. Where, all but the semi-final and final matches are hosted by one of the players. The semi-finals and finals will be held on dedicated servers provided by Zion LAN.

Demos

Players are required to record first-person demos of all Zion LAN matches. You must record a separate demo for each map. If a formal complaint or dispute is made; Zion LAN administrators will review 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. If a player fails to record a demo, he or she is subject to any penalties. Penalties may include probation, suspension or removal from the tournament for repeat offenses. Penalties for not recording demos will result in a forfeit, and ultimately a loss.

Winning

The winner of a match will be determined by best 2 out of 3. Whomever wins 2 games first will report the scores to an administrator. The Third map should not be played if it cannot affect the outcome of the match.

Upon match completion the winning player must report in with tournament staff prior to leaving to ensure scores are properly recorded.

Game Time

Players should ensure that they are in the server on time and ready to begin. Players have 5 minutes after the default time to join the server. After 5 minutes have passed, both players must be in the server. Any player failing to comply results in a forfeit and ultimately, loss. This is not an optional rule, and will be strictly enforced. Scheduled matches are in place to allow individuals a chance to schedule other activities around their game time. Forcing a team to wait for player is disrespectful and unsportsmanlike.

Pausing Match

No pausing is allowed under any circumstances unless a Zion LAN administrator is present and requests the pause.

Breaks

After finishing a round of play, players are allowed an optional 2-minute break. If a player fails to show up after the 2-minute break the opposing player will be awarded the win.

Players may not leave the event floor between maps or before overtime.

Substitutions

No substitutions are allowed. Once you have completed one of the maps - you must play the other maps to finish out the match.

Anti-Cheat

The PunkBuster in-match anti-cheat system (PB) is required in all matches. Players are required the use of this software, it MUST be set to alert only, and not ban any player. If a player is kicked or banned from a server during a match, the hosting Player may be punished for this by a forfeit of either the half, or the whole match at the discretion of Zion LAN administrators. If the player is banned on a public server by PunkBuster, he or she will be banned by Zion LAN.

This will be the responsibility of the player that hosts the server. Due to the buggy nature of some of the configurations of the software, players using this must keep their software current. Alerts from the software are NOT an indication of a definite cheat. In the case of a member being "caught" by this software, the person should submit their demos and evidence to an administrator. This information will be reviewed in order to determine if this was a valid detection.

Cheating

There will be no tolerance of cheating. If a player is found cheating in a Zion LAN match, they will forfeit the match and be asked to leave Zion LAN.

Exploits and Bug Abuse

All bug exploits/abuse that are illegal. Any player caught using an exploit may be subject to punishment at Zion LAN's discretion, which can include a forced replay or forfeiture of the round in question, or even forfeiture of the match.

Forfeits

Any player winning by forfeit shall receive two game points.

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III.Servers

Server settings are subject to change.

Server Settings

The following server settings will be used for all matches. Server configuration may be modified based on the current released version of Quake 4 and Q4Max.
seta si_name "Zion LAN Tournament Server"
seta si_fragLimit "0"
seta si_timeLimit "15"
seta si_usePass "1"
seta g_password "Insert Server Password Here"
seta net_serverRemoteConsolePassword "Insert RCON Password Here"
seta si_map "mp/q4dm3"
seta si_gameType "DM"
seta si_numplayers "4"
seta si_maxplayers "2"
seta si_minPlayers "1"
seta g_mapCycle "mapcycle"
seta si_mapCycle ""
seta net_clientDownload "1"
seta net_serverAllowServerMod "1"
seta net_LANServer "1"
seta net_menuLANServer "0"
seta net_master4 ""
seta net_master3 ""
seta net_master2 ""
seta net_master1 ""
seta net_clientMaxRate "16000"
seta net_serverMaxClientRate "25600"
seta net_serverMenuDedicated "1"
seta gui_configServerRate "5"
seta sys_lang "english"
seta g_projectileLights "1"
seta g_announcerDelay "1000"
seta g_voteFlags "0"
seta g_gameReviewPause "15"
seta g_gunViewStyle "0"
seta g_showcamerainfo "0"
seta g_armorProtectionMP "0.66667"
seta si_autobalance "1"
seta si_shuffle "0"
seta si_spectators "1"
seta si_warmup "1"
seta si_allowHitscanTint "2"
seta si_allowVoting "1"
seta si_useReady "1"
seta g_spectatorChat "0"
seta pm_crouchbob "0"
seta pm_walkbob "0"
seta pm_runbob "0"
seta pm_runpitch "0"
seta pm_runroll "0"
seta pm_bobup "0"
seta pm_bobpitch "0"
seta pm_bobroll "0"

Crashes

If a tournament server or network crashes before three minutes have been completed, the server must be restarted and the game's score reset to 0-0. If the server or network crashes after three minutes have completed, the game must be restarted and played with the score as it was before the crash. Furthermore, the time left will be changed to equal the remaining time left at the point of the crash. A network crash will be identified as either no packets being sent to/from the servers or two systems crashing at the same time

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IV. Violations

Disputes

Disputes are a serious issue and will not be taken lightly.

Dispute Process:

In the case of a dispute, team leaders or designated match leaders must submit a dispute ticket. Any member who is not a designated leader is not allowed to report a dispute. Disputes are not a public matter and should only be handled by an administrator.

  1. A formal dispute must be filed within 5 minutes of the match being reported. After the match has been reported, the leader must fill out a Dispute card (located at the Help Desk). Please read the instructions and fill out all the fields that are listed.
  2. Submit violation and explain in detail. If you suspect a player of cheating, be prepared to list exactly where you think this occurred in the match and have evidence. All evidence and information must be turned over at the same time. Once a dispute has been filed, you may not bring additional disputes or information up in the future. Teams that choose to dispute must be prepared to give their demos to administrators as well before the dispute process continues. You must be prepared to turn over evidence that would substantiate your accusation. If you do not have specifics or do not have evidence, your dispute will be thrown out. The administrator you file the dispute with will give you specific information on turning over evidence.
  3. The objecting team must contain PROOF in form of game logs, demos, screenshots or any other form contained to a Zion LAN official. Demos and screenshots should be made available immediately. Teams are requested to limit the files they send to administrators to only the required evidence that shows the items in dispute. If you suspect cheating during a match, be sure and take a screen shot showing all players IP addresses.
  4. If necessary, a Zion LAN administrator will request the demos, screen shots from the opposing team. The opposing team will have 10 minutes from the initial request to provide the requested items or risk forfeit or other disciplinary action.
  5. All evidence will be reviewed by administrators and a ruling issued. In the case of Cheating Disputes, all demos will be reviewed by multiple administrators. The Zion LAN officials will make the final decision.

General Dispute Information:

Teams should keep back-ups of their screen shots, demos and all logs for the length of the tournament.

If there is no proof, there is no claim. If proof is sufficient, the player or team could be purged. Any losses by the claimee to the cheating team will be changed to wins.

If a team continues to make false claims against other teams, the disruption may be viewed as grounds for team suspension. Teams crying wolf regarding cheating repetitively will also be purged.

If teams are caught saying that they are relying on disputes to win their matches, teams may be removed or have disputes invalidated.

Evidence Requests:

If a dispute has been filed, administrators will make a request for a variety of evidence; this includes screenshots, demos, server logs. Teams will have a maximum of 5 minutes to present the requested evidence in the case of logs. Screenshots and demos should be made available immediately. Failure to present the requested evidence within the required time may result in overturned matches, forfeits or other disciplinary actions.

Client Requests:

If demos or screenshots are requested, they should be made available immediately. Screenshots must be converted to jpg or gif format prior to zipping and sending to an administrator. Demos should be zipped prior to sending them.

Rule Violations:

Teams who violate any rules may be subject to disciplinary action. This includes the specific penalties listed or suspensions, forfeits, and removal from the event. Zion LAN may change penalties as it sees fit.

In the event a team breaks the public messaging rule and degrades, verbally attacks or threatens an opponent that player will suspended until further notice. A second infraction will cost that team a forfeit. Zion LAN will not tolerate such behavior.

Disruptive teams will be purged from the tournament. Any team that is repeatedly disruptive in the form of non-tolerated language, pointless spamming, server crashing, etc. will be removed from the Tournament or Zion LAN .

Grounds for Team Suspensions/Expulsion:

Violation of rules
Misconduct

Player:

Repeated groundless disputes.
Dissent toward Zion LAN officials.
Rude conduct during a match whether towards the opponent or general statements.
Failure to record a demo during a match.
Failure to provide requested match screenshots.
Usage of exploits in a match (known or unknown).
Cheating in official Zion LAN matches.
Cheating in a public server.

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V. Changes

Zion LAN reserves the right to modify the rules as needed. This includes changes due to software updates or releases, competition committee decisions and all other changes deemed necessary to Zion LAN.. Teams must understand that the rules listed are guidelines that Zion LAN will use to try and ensure fair and competitive play and are subject to interpretation by the Zion LAN administrators based on the spirit of the rule and game.

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