Paradoxxx
10-23-2006, 12:24 PM
Muss start someplace, I have decided to open the thread with a date. Thats about it :), will keep modifing the post with more info.
Date - December 23rd
Time - 9:00am till
Cost - $100 per Team
VERSION - 6.37 (latest stable map @ www.getdota.com (http://www.getdota.com))
Venue - Java Gaming Limited. Campus House EMR, St Augustine.
Max Teams - 12
Registered Teams
Globenet Shooters (GnS) - PAID (will update members)
Prizes (Not official)1st - $500
2nd -$250
Fastest First Blood and win($100) [No Techies]
Quickest Win ($150)
Rules (Copy pasted from caleague.com)1.00 Division Information1.10 Introduction
The Cyberathlete Amateur League has been modeled after the highly popular leagues of the 20th century: the NBA, NFL, and NHL. Both the rules and conduct have been inspired by these professional sports, as online gaming soon will be considered one of them.
The Warcraft III Defense of the Ancients League is comprised of three (12-week) seasons per year. Schedules will consist of 8 regular season weeks; qualifying teams will advance to the playoffs. After the completion of each season, the league will restart.
The Warcraft III: The Frozen Throne expansion will be used at all times.
1.20 Definitions
· Map - A virtual battlefield where player compete. Each week teams will have the opportunity to compete on two maps against another team in one match.
· Game - A game is played on a map. One team plays as Sentinel, the other team plays as Scourge. The winner is the team who destroys his opponent's world tree, or frozen throne.
· Match - A match is two games. During the match, each team will play as Sentinel and Scourge.
· Home team - The team listed in the left column on the schedule page.
· Away team - The team listed in the right column on the schedule page.
· Team Captain - Before the start of the match, each team designates a team member as the Team Captain.
1.30 Map Selections
The map which will be used is 6.37.
2.00 Player Rules
Players are responsible for ensuring that they know, understand, and follow all rules.2.10 Screenshots
The Captains, at the race selection screen, must input the command /time and both captains must say, "CAL Match: Teamname vs. Teamname" and take a screenshot. Both Captains must keep these screenshots at least one month.
Also, in DotA CAL-M, CAL-I and EU CAL-M, Captains are to take a screenshot at the end of the game with the scoreboard shown. This should be done in the lapse between the world tree or frozen throne going down and victory appearing or when people FF. These are for promotional uses but required none the less and should be emailed, with the demos to the designated replay admin, anthony.collins@caleague.com
2.20 Replays
Replays (demos) are required for every match played and you must have a demo for each map played. You must keep these demos for the entire season. If a formal dispute is made, an admin has up to 4 weeks to request the replay. If a player refuses to upload their replay to the designated server, the match will be overturned and suspension/expulsions may occur.
For CAL-M and CAL-I teams are expected to send these demos to the designated replay admin along with a match result screenshot when reporting. A matchreport will not be considered valid until demos are sent in. This means that if at the end of the season it becomes appearant the demos were not sent in, the matches will be considered unplayed.
This include demos that are shorter than 10 minutes due to save/remakes, if nothing else atleast the line up used is to be public. E-mail these to anthony.collins@caleague.com or bogdan.barbu@caleague.com for Europe.
2.30 Multiple teams
Players may only be on one US wc3 DotA team and on one EU wc3 DotA team roster at any given time.
This means you may not be in 2 DotA Open/Intermediate/Main/Invite teams or any combination of these.
This means you may not be in 2 DotA EU Open/EU Main teams or any combination of these.
This means you may be in 1 DotA Open/Intermediate/Main/Invite team and 1 DotA EU Open/EU Main team.
Ladder may also be played separately.
2.40 Player Conduct
Players are required to conduct themselves in a professional manner, showing sportsmanship and respect for all parties involved. At no point will smacktalking or insults be tolerated. This goes for both interaction with other players and CAL Staff. Especially when combined with violations of rule 6.40 "Game Chat" little leniency will be shown. Players failing to show proper player conduct, depending on severity, do not only risk a suspension for themselves, but also match forfeits and a suspension for their team captain and/or leader.
2.50 Compromised Accounts
An account (both on Bnet and the CAL site) is linked to one player. Any sharing of accounts is prohibited and will lead to removal of the account that has shared access as well as the accounts of the players accessing this account.
3.00 Match Information3.05a Hollywood Hack
All players, except players using Mac OS (who will be detected as running Mac OS), are required to install and run the version of Hollywood Hack (HH) located under the Files link for the division.
A setup and use guide can be found here: http://forums.caleague.com/showthread.php?t=33317
The host must run HH in Server Mode. All joining players must run HH in Client Mode. Mac OS players may not host a game.
Failure to meet this requirement for every game may result in your teams removal from CAL. Please report any teams unwilling to play using HH.
If a cheat or hack is detected, all players will be notified. The host must immediately Pause the game and then Save the game, players are not to be kicked. All players must then save their HH log file, game replays in addition to any other proof they may wish to submit to an admin. Either an admin must be contacted right away or the match must be reported with a 0-0 score (for both games) and a Cheating dispute filed by the team opposing the player that was reported by HH. Failure to follow this protocol may result in nullification of the match. If found cheating the player involved may face suspension and his team removal from the league.
Failure to provide sufficient proof, failure to follow these rules, or reporting a false cheating claim may result in a loss and/or suspension for your team.
3.05b Hollywood Hack Logs
The host of each game is to save the HH server log at the end of the game. This log is to be sent to both team leaders.
Leaders must keep these demos for the entire season. If a formal dispute is made, an admin has up to 8 weeks to request the log. If a leader refuses to upload a log to the designated server, the match will be overturned and suspension/expulsions may occur.
3.10 Setup
A match consists of two games. The game mode for all games will be -LM (League Mode), which is 5v5 Normal Pick.
At the start of the match, the Away team has the option of selecting either Side or Host. Selecting Side means the away team must declare to play Sentinel or Scourge during the preparation for game 1. Afterwards, the Home team may decide which team will host game 1. Selecting Host means the Away team must declare which team will host game 1. Afterwards, the Home team may decide to play Sentinel or Scourge during game 1.
The teams will swap hosts and sides during game 2.
Once players have joined the game, all players will perform actions listed under [2.10 Screenshots] at the race selection screen.
Once a game has started, players will take turn selecting their heroes as defined by League Mode (-LM).
During this mode, players will take turns selecting a hero. A player will have 20 seconds to select his hero. If he does not select a hero in this time, he will not get a hero. If this happens a remake will be issued. During this remake, players must play in the same positions and select the same heroes up until the point where a hero was not selected. Any game actions that have occurred such as the purchasing of items or giving of first blood must also happen during the remake.
The order of selection is as follows:
- Side1 1 Hero
- Side2 2 Heroes
- Side1 2 Heroes
- Side2 2 Heroes
- Side1 2 Heroes
- Side2 1 Hero
Whichever side starts picking is decided randomly.
At the conclusion of every game, captains must save the replay as defined in [2.20 Replays] and the host much save the HH log [3.05b Hollywood Hack Logs].
3.10 Hosting
A host for all US divisions (except CAL DotA I) must be North American and a host for all EU divisions must be European unless teams agree otherwise.
The exception for CAL I is in place because the teams in CAL I requested this and were not going to enforce this rule regardless.
If a team can not field a US host (or in EU divisions, an EU Host) they may request a neutral host be used for their map, this neutral host has to be CAL staff, so please ensure to request such with enough notice!
3.20 Winning
A team winning both games will be rewarded 2 points. A team winning neither game will be rewarded 0 points. If both teams each win a game, then both teams will be rewarded 1 point.
3.30 Scheduling
Default match time will be at 8:00pm local to the conference time zone on the designated match night.
The Pacific Conference's default time is 8PM PST.
The Central Conference's default time is 8PM CST.
The Atlantic Conference's default time is 8PM EST.
For US Divisions with only one conference the default time is 8PM EST.
For EU Divisions the default time is 8PM CEST (7pm GMT).
Teams have the option of setting up their own time during the week to play their match and should do so by contacting the other team via CAL PM or the Match COM system.
If a time can not be agreed upon, the default match time must be used. Scores have to be reported no later than Saturday at 10:00pm EST. This allows a buffer for players to play their matches. If you need to schedue a game beyond this limitation please contact an admin. If no scores have been reported - both teams will receive a forfeit. If rescheduling is needed, you must get prior approval from an admin.
Teams should attempt to play both games consecutively, however if it is more convient you may play games on different nights. We expect teams to be reasonable, teams with very limited availability will not be allowed to hurt the leagues integrity.
• The scheduler of each team is REQUIRED to contact their opponent scheduler at least one day prior to the default match night by 11:00pm in their conference time zone to discuss potential match rescheduling. Failure to do so may result in a forfeit loss against your team.
• The use of the CAL PM system or Match Comm system is REQUIRED for match scheduling. NO other means of scheduling will be accepted as proof of scheduling.
3.30b Reporting Match
A match consists of two games (rounds). Your match may end in a Win (a score of 2 to 0), a Tie (a score of 1 to 1), or a Loss (a score of 0 to 2). When reporting the scores for a match, Round 1 represents Game 1 and Round 2 represents Game 2. You must only report a win (1-0) or a loss (0-1) in these spaces. Do not report the total number of kills or any other form of score other than these. If a match is a forfeit, only report a score in round 1 (1-0 or 0-1) and use the button marking it a forfeit.
3.40 Delay of Match and Forfeits
The first map must begin within 20 minutes of the agreed start time. A team who does not show up with 5 players at this time will forfeit the match unless his opponent is willing to reschedule. Forfeits are to be reported by submitting a (1-0) win in round 1 only (round 2 and round 3 should be 0-0). A screenshot showing the opponent accounts in your friend's list and the /time command must be taken and will be provided as evidence in the event of a dispute. If this screenshot does not exist a dispute against will go in favor of the disputing team.
3.50 Breaks
Player may take up to 10 minutes between maps to rest or tend to any personal needs. Players that take longer than necessary or abuse this grace period may be subject to forfeits or suspensions.
3.60 Substitutions/Rosters
Any combination of players on a team's roster may play in either game of a match. Five on five play is MANDATORY; the only time at which 4 vs. 5 play will be accepted is in the event of connection issues causing TEMPORARY mid-match problems with any given player. Under no circumstances are teams allowed to use a player that does not appear on their team roster as shown on the CAL website, and if a match was rescheduled to a time after rosters unlock for that division, newly-added players are NOT to be used for that match. Failure to abide by this rule will result in competition suspensions and/or match penalties.
As suggested by several other portions of this ruleset, the use of non-rostered, suspended, or otherwise ineligible players in a CAL match is not allowed under any circumstances. Doing so will result in a suspension or extended suspension of the individual in question, suspension of relevant team management, and may result in match overturn.
3.70 Pausing Match
Pausing the match is allowed in consideration with the 3 timeouts per player limit. However, abuse of this system is considered unsportsmanlike and will have consequences.
3.80 Makeup Match
If your team receives a forfeit win they may apply for a makeup match to remove the forfeit win on their record. The team must PM an admin before Sunday and request a makeup match. Admins will attempt to match teams requesting makeup matches in the following week. These games must be played in addition to the normal season games. Failure to show up for makeup matches will result in the removal of this privilege for your team.
3.90 Save games
Save games are allowed to be used if both teams agree so. It is the responsibility of the teams to come to an argeement before the start of a match, the terms of reloading are up to the teams however we've written a suggestion to speed up any discussion.
Our SUGGESTION to save games:
If the same player drops more than twice no reload is done, otherwise check if the save game is recent.
A save game is outdated if since the save game;
· A rax went down.
· A total of 12 or more kills ocurred. (Aegis charges lost count as kills)
· The nettotal kills changed by 4 or more. (Aegis charges lost count as kills)
The nettotal is the difference in kill score between both teams.
Examples:
A 11-4 score at the save leaves a nettotal difference of 7, a 11-8 score at the drop leaves a nettotal of 3. The nettotal went from 7 to 3, a change of 4, as such, the save is outdated.
A 20-16 score at the save leaves a nettotal difference of 4, a 26-22 score at the drop leaves a nettotal of 4. The nettotal stayed at 4, however 12 kills happened since the save, as such, the save is outdated.
A 5-3 score at the save leaves a nettotal difference of 2, a 12-7 score at the drop leaves a nettotal of 5. No raxes were downed. The nettotal went from 2 to 5, 11 kills happened since the save, as such, the save is valid.
If the most recent save game is outdated, the normal disconnect rules apply.
If the most recent save game is valid, the dropped players team can choose to reload from the save game if they so desire.
4.00 Teams4.10 Roster Size
A team's roster must have at least 5 players and no more than 12.
4.20 Unacceptable Team Names
Team names including, but not limited to, the following will not be tolerated: profanity, hateful to any race, sex, or religious group, condone drug use, or general vulgarity. Teams found to have an offensive name will have 1 of 2 things done: (1) placed inactive until the name is changed or (2) have CAL select an appropriate name for them.
4.30 Battle.net Accounts
Players must use the same battle.net account name for every map and match in which they participate. This account name must be listed under his UniqueID when a player joins a team. Players should not give out their account information. In the event that either a player or league admin feels that an account's security has been compromised, that account will be banned from CAL competition and a new account must be registered with CAL and battle.net.
4.40 Forfeit Wins
A team that has accumulated 3 or more Forfeit Wins, is not be eligible for the Post Season. To avoid this please see [3.80] Makeup Match.
4.40 Forfeit Losses
A team that has accumulated 2 or more Forfeit Losses will be deactivated. To avoid this please see PM an Admin.
5.00 Servers5.10 Server Assignments
All matches in the Pacific Conference will be played on the LORDAERON (US WEST) Battle.net server.
All matches in the Central and Atlantic Conference will be played on the AZEROTH (US EAST) Battle.net server.
All matches in US Divisions with a single Conference will be played on the AZEROTH (US EAST) Battle.net server.
All matches in EU Divisions will be played on the NORTHREND (EURO) Battle.net server.
These are the default server assignments unless explicitly determined by the Game Manager. Players seeking to play their matches on another server must get approval from an admin prior to their match.
5.20 Server/Game Crashes
If the Battle.net server goes down, both captains must join #caleague-wc3 and report that they were unable to play the match. The match will restart and teams will retain any wins from successfully completed games. This includes server splits, and map wide fatal errors. Teams are not forced to select the same heroes, items, or lanes in this case. If a save game is available, reloading is also allowed.
5.30 Disconnects
In the event that a player or host disconnects before the fifth minute of a map, the map is to be restarted with the same settings. This includes the same players selecting the same heroes, abilities, and starting items. Additionally, players will proceed to the lanes they were in until the time of disconnect and any significant actions, such as hero kills, will be reenacted. After the 5:00 minute mark, any remakes due to disconnects will be left up to the team without the disconnected player. When remaking the game all of the settings above will be enforced (same player, items, etc). However, abuse of this system is considered unsportsmanlike and a violation of player conduct code.
If a player disconnects after the fifth minute of a map, the game must continue. The dropped players team has two options. They may leave the items on the dropped hero or they may sell the items directly off of the dropped hero (splitting the resulting money equally to the team). At no time shall a player take an item from a dropped hero or buy an item for a dropped hero. The team may then control the dropped hero.
If one of the teams has a second player drop, making the game 3v5 or 3v4 and less then 20 minutes has been played, the game will be remade or an admin ruling may be requested. If it is past the 20 minute mark, then the game will be decided by an admin after review (possibly leading to a remake), unless both teams agree to remake. This game must be reported to an admin to be finalized and replays must be kept of the dropped game, even on a remake.
In case of a recent saved game being available, a game is to be remade when a player disconnects, teams are to decide whether to use saves and what is considered recent before the start of the match. In case of a remake being required by the rules or admin ruling, this shall be done from the most recent save game.
6.00 Game Play6.10 Restrictions
The administration has the right to restrict any heroes, items, or abilities they see as bugged, overly imbalanced, and so forth.
6.20 Cheating
There will be no tolerance of cheating. If a player is found cheating, they will be immediately banned for one year.
6.30 Exploiting
Harmful exploitation of bugs will not be tolerated. If a player is found exploiting, they will be immediately banned for one year.
An example of exploiting is excessive creep blocking. Excessive creep blocking only applies to blocking friendly creeps, not enemies.
Creep blocking occures when players delay the progress of their creeps along the lane. It is excessive when the majority of a creepwave is delayed for so long that the next creepwave catches up to it (waves are 30 seconds apart) and they create one huge creepwave.
Examples of this are using Furions sprout/treants to completly block the majority of a wave for 30 seconds, or Earthshaker using multiple fissures (or a single fissure completly stopping the creeps permanently).
Please keep in mind that for it to be punishable it needs to apply to the majority of a wave, not single units. The severity of the blocking, repeated occurances and intent will be kept in mind. Furthermore this also doesn't apply to normal boots of travel usage which halts single creeps.
This is mostly done to limit the influence of such skills in matches to keep them from becoming completly gamebreaking.
This also does not apply or hinder neutral creep pulling which is completly legitimate! Neutral creep pulling is NOT considered a form of creep blocking.
Another example is intentionally rerouting friendly creeps into another lane to form huge creepfloods.
6.40 Game Chat
Only team captains may talk using *All Chat* during a game. Abuse of this rule will result in punishment.
6.50 Account Abuse
Players may not intentionally or unintentionally give out their account information to other players. The person who creates a player account on battle.net is considered to own that account and should be the sole player using that account.
7.00 Rules specific to the WC3 DotA division of CAL7.10 Pooling
Pooling of any kind is not allowed. Pooling is defined as purchasing items for use or sale by another player. Sharing as specified by 7.20 is not considered pooling.
7.20 Sharing
The sharing of basic regeneration items, wards, consumables, and gems is allowed. Items shared must be returned in a timely manner and may not be kept or used for any other purpose. The following items are the only allowable items:
· Sentry wards
· Observer wards
· Scroll of Teleportation
· Clarity Potion
· Flasks of Sapphire Water
· Chickens (for usage)
· Ring of Regeneration
· Ring of Health
· Sobi Mask
· Void Stone
· Ancient Tango of Essifation
· Gem of Truesight
· Bottle
7.25 Dropped/Enemy Items
When an item is dropped by a player or chicken and recovered by an opposing player, this item is considered an Enemy Item.
A team may freely use or trade an enemy item to allied players at any time.
If the item is dropped again and recovered by the original team, the item is still considered an Enemy Item for the original owners.
For example, a Sent player dies and drops a Rapier. The rapier is then recovered by a Scourge player. The rapier is now considered an enemy item and the player immediately suicides on Roshan to trade the rapier to a teamate. Later on, the rapier is dropped again and recovered by a Sentinel player. The item is now considered an enemy item for the Sentinel team. These string of events are all considered legal.
When an item is dropped by a chicken and recovered by a friendly player, the items acquired in this way must be immediately transferred to the proper player. Do not attack creeps or heroes while holding an item that is required in this fashion.
When an item is dropped by a player, friendly players may not recover it. They can either destroy said item or let it await the return of the hero that dropped it.
Another example, a Sent player dies and drops a Rapier. The rapier cannot be recovered by your team. The rapier is still considered a friendly item and can only be recovered by the enemy team or the original user of the item. If the rapier is recovered by the enemy team once, it goes back to the enemy item rule and stays that way. This rule is to prevent possible abuse of exchanging rapiers with teammates when the rapier is first created.
7.30 Sharing Control
Players may share control to allow teammates to use their chicken and/or hero to purchase items. Items purchased in this way must be immediately transferred to the proper player. Do not attack creeps or heroes while holding an item that is required in this fashion.
7.30 Observing
Only admins or admin sanctioned people may observe matches. Unless allowed by admins, no game shall contain observers.
7.40 Team Killing
Team killing is allowed in CAL matches. Under the condition that the teammate is doomed or poisoned, the ability to kill your teammates is allowed for game play purposes. It is an advanced part of the game and will not be restricted.
7.50 Backdooring/Throne or Tree Killing
Backdooring in CAL games is allowed. However, instances of teleport abuse are not allowed. You cannot use any form of teleport (furion skill, ignis fatuus, or Boots of Travel) to enter an enemy base UNLESS your creeps are already present in the base. So, for example, teleporting with Boots of Travel onto an ignis fatuus that runs in to backdoor is illegal. Another example is having your teamates backdoor and enter an enemy base and then teleport to your teamates as Furion. This is illegal because your creep wave is not present.
Some of these measures have since been restricted in recent mapversions in support of this rule.
8.00 Disputes8.10 Reporting Dispute
If you believe your opponent was cheating or guilty of some form of rule abuse you must report a dispute within 48 hours of the match. An admin will request all replays and screenshots needed.
9.00 Changes
The Cyberathlete Amateur League 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 the league. Teams should check the rules on a regular basis and prior to every match to ensure they are in complete compliance. Teams must understand that the rules listed are guidelines that CAL will use to try and ensure fair and competitive play and are subject to interpretation by the CAL admins based on the spirit of the rule and game.
Date - December 23rd
Time - 9:00am till
Cost - $100 per Team
VERSION - 6.37 (latest stable map @ www.getdota.com (http://www.getdota.com))
Venue - Java Gaming Limited. Campus House EMR, St Augustine.
Max Teams - 12
Registered Teams
Globenet Shooters (GnS) - PAID (will update members)
Prizes (Not official)1st - $500
2nd -$250
Fastest First Blood and win($100) [No Techies]
Quickest Win ($150)
Rules (Copy pasted from caleague.com)1.00 Division Information1.10 Introduction
The Cyberathlete Amateur League has been modeled after the highly popular leagues of the 20th century: the NBA, NFL, and NHL. Both the rules and conduct have been inspired by these professional sports, as online gaming soon will be considered one of them.
The Warcraft III Defense of the Ancients League is comprised of three (12-week) seasons per year. Schedules will consist of 8 regular season weeks; qualifying teams will advance to the playoffs. After the completion of each season, the league will restart.
The Warcraft III: The Frozen Throne expansion will be used at all times.
1.20 Definitions
· Map - A virtual battlefield where player compete. Each week teams will have the opportunity to compete on two maps against another team in one match.
· Game - A game is played on a map. One team plays as Sentinel, the other team plays as Scourge. The winner is the team who destroys his opponent's world tree, or frozen throne.
· Match - A match is two games. During the match, each team will play as Sentinel and Scourge.
· Home team - The team listed in the left column on the schedule page.
· Away team - The team listed in the right column on the schedule page.
· Team Captain - Before the start of the match, each team designates a team member as the Team Captain.
1.30 Map Selections
The map which will be used is 6.37.
2.00 Player Rules
Players are responsible for ensuring that they know, understand, and follow all rules.2.10 Screenshots
The Captains, at the race selection screen, must input the command /time and both captains must say, "CAL Match: Teamname vs. Teamname" and take a screenshot. Both Captains must keep these screenshots at least one month.
Also, in DotA CAL-M, CAL-I and EU CAL-M, Captains are to take a screenshot at the end of the game with the scoreboard shown. This should be done in the lapse between the world tree or frozen throne going down and victory appearing or when people FF. These are for promotional uses but required none the less and should be emailed, with the demos to the designated replay admin, anthony.collins@caleague.com
2.20 Replays
Replays (demos) are required for every match played and you must have a demo for each map played. You must keep these demos for the entire season. If a formal dispute is made, an admin has up to 4 weeks to request the replay. If a player refuses to upload their replay to the designated server, the match will be overturned and suspension/expulsions may occur.
For CAL-M and CAL-I teams are expected to send these demos to the designated replay admin along with a match result screenshot when reporting. A matchreport will not be considered valid until demos are sent in. This means that if at the end of the season it becomes appearant the demos were not sent in, the matches will be considered unplayed.
This include demos that are shorter than 10 minutes due to save/remakes, if nothing else atleast the line up used is to be public. E-mail these to anthony.collins@caleague.com or bogdan.barbu@caleague.com for Europe.
2.30 Multiple teams
Players may only be on one US wc3 DotA team and on one EU wc3 DotA team roster at any given time.
This means you may not be in 2 DotA Open/Intermediate/Main/Invite teams or any combination of these.
This means you may not be in 2 DotA EU Open/EU Main teams or any combination of these.
This means you may be in 1 DotA Open/Intermediate/Main/Invite team and 1 DotA EU Open/EU Main team.
Ladder may also be played separately.
2.40 Player Conduct
Players are required to conduct themselves in a professional manner, showing sportsmanship and respect for all parties involved. At no point will smacktalking or insults be tolerated. This goes for both interaction with other players and CAL Staff. Especially when combined with violations of rule 6.40 "Game Chat" little leniency will be shown. Players failing to show proper player conduct, depending on severity, do not only risk a suspension for themselves, but also match forfeits and a suspension for their team captain and/or leader.
2.50 Compromised Accounts
An account (both on Bnet and the CAL site) is linked to one player. Any sharing of accounts is prohibited and will lead to removal of the account that has shared access as well as the accounts of the players accessing this account.
3.00 Match Information3.05a Hollywood Hack
All players, except players using Mac OS (who will be detected as running Mac OS), are required to install and run the version of Hollywood Hack (HH) located under the Files link for the division.
A setup and use guide can be found here: http://forums.caleague.com/showthread.php?t=33317
The host must run HH in Server Mode. All joining players must run HH in Client Mode. Mac OS players may not host a game.
Failure to meet this requirement for every game may result in your teams removal from CAL. Please report any teams unwilling to play using HH.
If a cheat or hack is detected, all players will be notified. The host must immediately Pause the game and then Save the game, players are not to be kicked. All players must then save their HH log file, game replays in addition to any other proof they may wish to submit to an admin. Either an admin must be contacted right away or the match must be reported with a 0-0 score (for both games) and a Cheating dispute filed by the team opposing the player that was reported by HH. Failure to follow this protocol may result in nullification of the match. If found cheating the player involved may face suspension and his team removal from the league.
Failure to provide sufficient proof, failure to follow these rules, or reporting a false cheating claim may result in a loss and/or suspension for your team.
3.05b Hollywood Hack Logs
The host of each game is to save the HH server log at the end of the game. This log is to be sent to both team leaders.
Leaders must keep these demos for the entire season. If a formal dispute is made, an admin has up to 8 weeks to request the log. If a leader refuses to upload a log to the designated server, the match will be overturned and suspension/expulsions may occur.
3.10 Setup
A match consists of two games. The game mode for all games will be -LM (League Mode), which is 5v5 Normal Pick.
At the start of the match, the Away team has the option of selecting either Side or Host. Selecting Side means the away team must declare to play Sentinel or Scourge during the preparation for game 1. Afterwards, the Home team may decide which team will host game 1. Selecting Host means the Away team must declare which team will host game 1. Afterwards, the Home team may decide to play Sentinel or Scourge during game 1.
The teams will swap hosts and sides during game 2.
Once players have joined the game, all players will perform actions listed under [2.10 Screenshots] at the race selection screen.
Once a game has started, players will take turn selecting their heroes as defined by League Mode (-LM).
During this mode, players will take turns selecting a hero. A player will have 20 seconds to select his hero. If he does not select a hero in this time, he will not get a hero. If this happens a remake will be issued. During this remake, players must play in the same positions and select the same heroes up until the point where a hero was not selected. Any game actions that have occurred such as the purchasing of items or giving of first blood must also happen during the remake.
The order of selection is as follows:
- Side1 1 Hero
- Side2 2 Heroes
- Side1 2 Heroes
- Side2 2 Heroes
- Side1 2 Heroes
- Side2 1 Hero
Whichever side starts picking is decided randomly.
At the conclusion of every game, captains must save the replay as defined in [2.20 Replays] and the host much save the HH log [3.05b Hollywood Hack Logs].
3.10 Hosting
A host for all US divisions (except CAL DotA I) must be North American and a host for all EU divisions must be European unless teams agree otherwise.
The exception for CAL I is in place because the teams in CAL I requested this and were not going to enforce this rule regardless.
If a team can not field a US host (or in EU divisions, an EU Host) they may request a neutral host be used for their map, this neutral host has to be CAL staff, so please ensure to request such with enough notice!
3.20 Winning
A team winning both games will be rewarded 2 points. A team winning neither game will be rewarded 0 points. If both teams each win a game, then both teams will be rewarded 1 point.
3.30 Scheduling
Default match time will be at 8:00pm local to the conference time zone on the designated match night.
The Pacific Conference's default time is 8PM PST.
The Central Conference's default time is 8PM CST.
The Atlantic Conference's default time is 8PM EST.
For US Divisions with only one conference the default time is 8PM EST.
For EU Divisions the default time is 8PM CEST (7pm GMT).
Teams have the option of setting up their own time during the week to play their match and should do so by contacting the other team via CAL PM or the Match COM system.
If a time can not be agreed upon, the default match time must be used. Scores have to be reported no later than Saturday at 10:00pm EST. This allows a buffer for players to play their matches. If you need to schedue a game beyond this limitation please contact an admin. If no scores have been reported - both teams will receive a forfeit. If rescheduling is needed, you must get prior approval from an admin.
Teams should attempt to play both games consecutively, however if it is more convient you may play games on different nights. We expect teams to be reasonable, teams with very limited availability will not be allowed to hurt the leagues integrity.
• The scheduler of each team is REQUIRED to contact their opponent scheduler at least one day prior to the default match night by 11:00pm in their conference time zone to discuss potential match rescheduling. Failure to do so may result in a forfeit loss against your team.
• The use of the CAL PM system or Match Comm system is REQUIRED for match scheduling. NO other means of scheduling will be accepted as proof of scheduling.
3.30b Reporting Match
A match consists of two games (rounds). Your match may end in a Win (a score of 2 to 0), a Tie (a score of 1 to 1), or a Loss (a score of 0 to 2). When reporting the scores for a match, Round 1 represents Game 1 and Round 2 represents Game 2. You must only report a win (1-0) or a loss (0-1) in these spaces. Do not report the total number of kills or any other form of score other than these. If a match is a forfeit, only report a score in round 1 (1-0 or 0-1) and use the button marking it a forfeit.
3.40 Delay of Match and Forfeits
The first map must begin within 20 minutes of the agreed start time. A team who does not show up with 5 players at this time will forfeit the match unless his opponent is willing to reschedule. Forfeits are to be reported by submitting a (1-0) win in round 1 only (round 2 and round 3 should be 0-0). A screenshot showing the opponent accounts in your friend's list and the /time command must be taken and will be provided as evidence in the event of a dispute. If this screenshot does not exist a dispute against will go in favor of the disputing team.
3.50 Breaks
Player may take up to 10 minutes between maps to rest or tend to any personal needs. Players that take longer than necessary or abuse this grace period may be subject to forfeits or suspensions.
3.60 Substitutions/Rosters
Any combination of players on a team's roster may play in either game of a match. Five on five play is MANDATORY; the only time at which 4 vs. 5 play will be accepted is in the event of connection issues causing TEMPORARY mid-match problems with any given player. Under no circumstances are teams allowed to use a player that does not appear on their team roster as shown on the CAL website, and if a match was rescheduled to a time after rosters unlock for that division, newly-added players are NOT to be used for that match. Failure to abide by this rule will result in competition suspensions and/or match penalties.
As suggested by several other portions of this ruleset, the use of non-rostered, suspended, or otherwise ineligible players in a CAL match is not allowed under any circumstances. Doing so will result in a suspension or extended suspension of the individual in question, suspension of relevant team management, and may result in match overturn.
3.70 Pausing Match
Pausing the match is allowed in consideration with the 3 timeouts per player limit. However, abuse of this system is considered unsportsmanlike and will have consequences.
3.80 Makeup Match
If your team receives a forfeit win they may apply for a makeup match to remove the forfeit win on their record. The team must PM an admin before Sunday and request a makeup match. Admins will attempt to match teams requesting makeup matches in the following week. These games must be played in addition to the normal season games. Failure to show up for makeup matches will result in the removal of this privilege for your team.
3.90 Save games
Save games are allowed to be used if both teams agree so. It is the responsibility of the teams to come to an argeement before the start of a match, the terms of reloading are up to the teams however we've written a suggestion to speed up any discussion.
Our SUGGESTION to save games:
If the same player drops more than twice no reload is done, otherwise check if the save game is recent.
A save game is outdated if since the save game;
· A rax went down.
· A total of 12 or more kills ocurred. (Aegis charges lost count as kills)
· The nettotal kills changed by 4 or more. (Aegis charges lost count as kills)
The nettotal is the difference in kill score between both teams.
Examples:
A 11-4 score at the save leaves a nettotal difference of 7, a 11-8 score at the drop leaves a nettotal of 3. The nettotal went from 7 to 3, a change of 4, as such, the save is outdated.
A 20-16 score at the save leaves a nettotal difference of 4, a 26-22 score at the drop leaves a nettotal of 4. The nettotal stayed at 4, however 12 kills happened since the save, as such, the save is outdated.
A 5-3 score at the save leaves a nettotal difference of 2, a 12-7 score at the drop leaves a nettotal of 5. No raxes were downed. The nettotal went from 2 to 5, 11 kills happened since the save, as such, the save is valid.
If the most recent save game is outdated, the normal disconnect rules apply.
If the most recent save game is valid, the dropped players team can choose to reload from the save game if they so desire.
4.00 Teams4.10 Roster Size
A team's roster must have at least 5 players and no more than 12.
4.20 Unacceptable Team Names
Team names including, but not limited to, the following will not be tolerated: profanity, hateful to any race, sex, or religious group, condone drug use, or general vulgarity. Teams found to have an offensive name will have 1 of 2 things done: (1) placed inactive until the name is changed or (2) have CAL select an appropriate name for them.
4.30 Battle.net Accounts
Players must use the same battle.net account name for every map and match in which they participate. This account name must be listed under his UniqueID when a player joins a team. Players should not give out their account information. In the event that either a player or league admin feels that an account's security has been compromised, that account will be banned from CAL competition and a new account must be registered with CAL and battle.net.
4.40 Forfeit Wins
A team that has accumulated 3 or more Forfeit Wins, is not be eligible for the Post Season. To avoid this please see [3.80] Makeup Match.
4.40 Forfeit Losses
A team that has accumulated 2 or more Forfeit Losses will be deactivated. To avoid this please see PM an Admin.
5.00 Servers5.10 Server Assignments
All matches in the Pacific Conference will be played on the LORDAERON (US WEST) Battle.net server.
All matches in the Central and Atlantic Conference will be played on the AZEROTH (US EAST) Battle.net server.
All matches in US Divisions with a single Conference will be played on the AZEROTH (US EAST) Battle.net server.
All matches in EU Divisions will be played on the NORTHREND (EURO) Battle.net server.
These are the default server assignments unless explicitly determined by the Game Manager. Players seeking to play their matches on another server must get approval from an admin prior to their match.
5.20 Server/Game Crashes
If the Battle.net server goes down, both captains must join #caleague-wc3 and report that they were unable to play the match. The match will restart and teams will retain any wins from successfully completed games. This includes server splits, and map wide fatal errors. Teams are not forced to select the same heroes, items, or lanes in this case. If a save game is available, reloading is also allowed.
5.30 Disconnects
In the event that a player or host disconnects before the fifth minute of a map, the map is to be restarted with the same settings. This includes the same players selecting the same heroes, abilities, and starting items. Additionally, players will proceed to the lanes they were in until the time of disconnect and any significant actions, such as hero kills, will be reenacted. After the 5:00 minute mark, any remakes due to disconnects will be left up to the team without the disconnected player. When remaking the game all of the settings above will be enforced (same player, items, etc). However, abuse of this system is considered unsportsmanlike and a violation of player conduct code.
If a player disconnects after the fifth minute of a map, the game must continue. The dropped players team has two options. They may leave the items on the dropped hero or they may sell the items directly off of the dropped hero (splitting the resulting money equally to the team). At no time shall a player take an item from a dropped hero or buy an item for a dropped hero. The team may then control the dropped hero.
If one of the teams has a second player drop, making the game 3v5 or 3v4 and less then 20 minutes has been played, the game will be remade or an admin ruling may be requested. If it is past the 20 minute mark, then the game will be decided by an admin after review (possibly leading to a remake), unless both teams agree to remake. This game must be reported to an admin to be finalized and replays must be kept of the dropped game, even on a remake.
In case of a recent saved game being available, a game is to be remade when a player disconnects, teams are to decide whether to use saves and what is considered recent before the start of the match. In case of a remake being required by the rules or admin ruling, this shall be done from the most recent save game.
6.00 Game Play6.10 Restrictions
The administration has the right to restrict any heroes, items, or abilities they see as bugged, overly imbalanced, and so forth.
6.20 Cheating
There will be no tolerance of cheating. If a player is found cheating, they will be immediately banned for one year.
6.30 Exploiting
Harmful exploitation of bugs will not be tolerated. If a player is found exploiting, they will be immediately banned for one year.
An example of exploiting is excessive creep blocking. Excessive creep blocking only applies to blocking friendly creeps, not enemies.
Creep blocking occures when players delay the progress of their creeps along the lane. It is excessive when the majority of a creepwave is delayed for so long that the next creepwave catches up to it (waves are 30 seconds apart) and they create one huge creepwave.
Examples of this are using Furions sprout/treants to completly block the majority of a wave for 30 seconds, or Earthshaker using multiple fissures (or a single fissure completly stopping the creeps permanently).
Please keep in mind that for it to be punishable it needs to apply to the majority of a wave, not single units. The severity of the blocking, repeated occurances and intent will be kept in mind. Furthermore this also doesn't apply to normal boots of travel usage which halts single creeps.
This is mostly done to limit the influence of such skills in matches to keep them from becoming completly gamebreaking.
This also does not apply or hinder neutral creep pulling which is completly legitimate! Neutral creep pulling is NOT considered a form of creep blocking.
Another example is intentionally rerouting friendly creeps into another lane to form huge creepfloods.
6.40 Game Chat
Only team captains may talk using *All Chat* during a game. Abuse of this rule will result in punishment.
6.50 Account Abuse
Players may not intentionally or unintentionally give out their account information to other players. The person who creates a player account on battle.net is considered to own that account and should be the sole player using that account.
7.00 Rules specific to the WC3 DotA division of CAL7.10 Pooling
Pooling of any kind is not allowed. Pooling is defined as purchasing items for use or sale by another player. Sharing as specified by 7.20 is not considered pooling.
7.20 Sharing
The sharing of basic regeneration items, wards, consumables, and gems is allowed. Items shared must be returned in a timely manner and may not be kept or used for any other purpose. The following items are the only allowable items:
· Sentry wards
· Observer wards
· Scroll of Teleportation
· Clarity Potion
· Flasks of Sapphire Water
· Chickens (for usage)
· Ring of Regeneration
· Ring of Health
· Sobi Mask
· Void Stone
· Ancient Tango of Essifation
· Gem of Truesight
· Bottle
7.25 Dropped/Enemy Items
When an item is dropped by a player or chicken and recovered by an opposing player, this item is considered an Enemy Item.
A team may freely use or trade an enemy item to allied players at any time.
If the item is dropped again and recovered by the original team, the item is still considered an Enemy Item for the original owners.
For example, a Sent player dies and drops a Rapier. The rapier is then recovered by a Scourge player. The rapier is now considered an enemy item and the player immediately suicides on Roshan to trade the rapier to a teamate. Later on, the rapier is dropped again and recovered by a Sentinel player. The item is now considered an enemy item for the Sentinel team. These string of events are all considered legal.
When an item is dropped by a chicken and recovered by a friendly player, the items acquired in this way must be immediately transferred to the proper player. Do not attack creeps or heroes while holding an item that is required in this fashion.
When an item is dropped by a player, friendly players may not recover it. They can either destroy said item or let it await the return of the hero that dropped it.
Another example, a Sent player dies and drops a Rapier. The rapier cannot be recovered by your team. The rapier is still considered a friendly item and can only be recovered by the enemy team or the original user of the item. If the rapier is recovered by the enemy team once, it goes back to the enemy item rule and stays that way. This rule is to prevent possible abuse of exchanging rapiers with teammates when the rapier is first created.
7.30 Sharing Control
Players may share control to allow teammates to use their chicken and/or hero to purchase items. Items purchased in this way must be immediately transferred to the proper player. Do not attack creeps or heroes while holding an item that is required in this fashion.
7.30 Observing
Only admins or admin sanctioned people may observe matches. Unless allowed by admins, no game shall contain observers.
7.40 Team Killing
Team killing is allowed in CAL matches. Under the condition that the teammate is doomed or poisoned, the ability to kill your teammates is allowed for game play purposes. It is an advanced part of the game and will not be restricted.
7.50 Backdooring/Throne or Tree Killing
Backdooring in CAL games is allowed. However, instances of teleport abuse are not allowed. You cannot use any form of teleport (furion skill, ignis fatuus, or Boots of Travel) to enter an enemy base UNLESS your creeps are already present in the base. So, for example, teleporting with Boots of Travel onto an ignis fatuus that runs in to backdoor is illegal. Another example is having your teamates backdoor and enter an enemy base and then teleport to your teamates as Furion. This is illegal because your creep wave is not present.
Some of these measures have since been restricted in recent mapversions in support of this rule.
8.00 Disputes8.10 Reporting Dispute
If you believe your opponent was cheating or guilty of some form of rule abuse you must report a dispute within 48 hours of the match. An admin will request all replays and screenshots needed.
9.00 Changes
The Cyberathlete Amateur League 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 the league. Teams should check the rules on a regular basis and prior to every match to ensure they are in complete compliance. Teams must understand that the rules listed are guidelines that CAL will use to try and ensure fair and competitive play and are subject to interpretation by the CAL admins based on the spirit of the rule and game.