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| 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 |
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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. |
| III.Servers |
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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. 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 |
| 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.
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 Player: Repeated groundless disputes. |
| V. Changes |
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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. |