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1.1 Introduction The Total Gaming League Enemy Territory: Quake Wars Demo Tournament was developed utilizing characteristics found in today’s most popular and well managed professional sporting leagues. This rule set is to be used as a guideline for running a successful, fair, and fun tournament for gamers of all ages and talent levels. Thank you for your support, we look forward to providing you with the most complete gaming competition available.

1.2 Disclaimer Below you will find the official tournament rules for the Enemy Territory: Quake Wars Demo Tournament. All participants must be aware of these rules, and at no time will ignorance of the rules be a defense against punishment for violation of these rules. Participation in the TGL is a PRIVILEGE and NOT a right; as a result, all competitors are required to strictly adhere to the rules defined herein. Violation of any portion of this rule set, whether written or implied, may result in suspension or permanent removal and barring from the tournament.

1.3 Prize Distribution Participants from all countries are eligible to receive cash winnings (in US Dollars) in this tournament and they will be required to fill out the TGL earnings forms. All earnings forms must be returned to the TGL within 30 days of the conclusion of the event. All cash prizes not claimed within the 30 day period will be forfeited.

Team leaders will be directly responsible for receiving and distributing cash prizes, hardware prizes, or any other type of prizes won as a team on the TGL. Team leaders must sign a form that states they will distribute the prize fairly and equally among all active team members, unless all members of the team sign waivers that allow the team leader to distribute the prize using alternate methods of his or her choosing. In this case, a team member is defined by playing for the team that has participated in at least one match during the competition in which the prize was awarded, while still being a member of that team when the prize was officially won.

Once prizes are awarded to the team leader, the TGL takes no responsibility concerning prize distribution. The designated team leader is a very critical position on the TGL web site; if you do not trust your team leader to be honest and fair, please do not join that team.

If it is determined that a team has violated any of the TGL rules during match play where monies are at stake, all monies that the team would have earned are forfeited and will be immediately transferred into the cash pot for the next event.

To claim hardware prizes, please forward a shipping address to the relevant TGL admin. If this information isn’t received within 3 days, the admin will contact you and ask for the relevant information. If this information is not received within three weeks time, your hardware prizes may be forfeited and awarded to another eligible team.

1.4 Definition of Common Terms

  • Enemy Territory: Quake Wars Demo: The ETQW demo, the game being played in this tournament.
  • Single Elimination: The tournament format being used; once a team loses, they are officially eliminated from the tournament without a second chance.
  • Tournament: A series of contests in which a number of contestants compete and the one that prevails through the final round is declared the winner.
  • Tournament Round: Each round, teams will be scheduled against each other. There will be two rounds played per week, one on Sunday and one on Thursday. After each round, the total number of teams that started the round will be reduced to exactly half for the next round. For example, if there are 256 teams in round 1, there will only be 128 teams in round 2. There will be a total of 8 rounds or less for this tournament.
  • Stop-Watch Mode: In Stop-Watch Mode, two teams will play on each side of a single map, the winner is determined based on who sets the fastest offensive time. Stopwatch matches can be tied when both defenses manage to keep the offense from completing the objectives by the end of each round (a double full hold).
  • Side: On the ETQW Demo map there are 2 factions, the GDF and the Strogg. Teams will play once on each side during each set. On Valley, one side is always assigned to defense and the opposing side set to be the offense.
  • Round: A round is defined as one half of a set; each round has a default time limit of 20 minutes, but the second round time limits are directly influenced by the results of the first round and may not be set to 20 minutes in length.
  • Full Hold: When the defensive team prevents the offensive team from completing all of the objectives for a full 20 minutes, it is considered a full hold.
  • Double Full Hold: When each team has played the offensive side of a set and both teams have failed to complete all of the objectives within the 20 minute time period, it is considered a double full hold.
  • Set: Each team plays once on GDF and once on Strogg. In other words, each team defends once and each team is on the offensive once per set. Since the demo tournament only has one map, all sets are to be played on Valley. A set can be won in the following ways:
  • Team A sets an offensive time and Team B does not beat that time (Team A wins the set)
  • Team A sets an offensive time and Team B beats that set time (Team B wins the set)
  • Team A does not accomplish the offensive objectives within the 20 minute time limit (considered a full hold) and Team B sets an offensive time in the following round (Team B wins the set)
  • Overtime: If both teams have played two sets that resulted in double full holds, overtime rules go in to effect for the third set. If both teams full hold the tie-breaking third set, the team that has completed the most objectives in the third set will be declared the winner. If both teams full held in the third set and completed the same number of objectives, additional sets will be played until one team either: 1) Sets a winning time or 2) Completes more objectives than the other team during another full hold set.
  • Match: Each ETQW Demo tournament match will be played in a best of 3 set format. Matches will be played in the Stop-Watch game mode, in an AB BA format. The higher seeded team will choose server or side first.
  • Stop-Watch Set 1 (AB): Team A attacks and sets goal time. Team B then attempts to beat the time.
  • Stop-Watch Set 2 (BA): Team B attacks and sets goal time. Team A then attempts to beat the time.
  • Set winners will be awarded 2 points. The losing team will receive zero points. Should there be a full-hold (neither team completes their objectives in the maximum time), each team will be awarded 1 point. The first team to reach 3 points is the winner of the match.
  • Captain: The players listed as leader, scheduler, or manager on the team roster. If a team leader, scheduler, or manager isn't present for the match, the team must select an acting team captain; in this case, teams are required to notify the opposing team before the match, and let them know who their captain will be for the duration of the match.
  • Home Team: The scheduled home team (the higher seed) will be given choice of server or side (which determines which team is A and which team is B for the AB BA format).
  • Away Team: The scheduled away team (the lower seed) will get to decide the left over option after the home team decides on server or side choice.
  • MOTW: Match of the Week; up to four match-ups per week may be chosen for shoutcasting, whenever available.

2.1 Tournament Format The ETQW Demo tournament will be played using the 6v6 Stop-Watch game mode. Two tournament rounds will be played each week; the tournament will take 4 weeks to complete with 192-256 registered teams.

Tournament seeding will be directly based on any applicable QuakeCon 2007 ETQW tournament results. The remaining teams registered for the demo tournament will be seeded randomly and first round BYE matches may be awarded to the top seeds based on the total number of registered teams at the start of the tournament.

The higher seeded team will decide which server is to be used or which side they would like to start on. If your team wins a set, your team receives 2 points. If both teams full hold a set, each team receives 1 point. The first team to earn three points will be declared the winner of the match. If both teams have played two sets that resulted in double full holds, overtime rules go in to effect for the third set and the next team that either: 1) Sets a winning time or 2) Completes more objectives than the other team during another full hold set, will win the match.

End of round screenshots are mandatory to encourage accurate match reporting.

2.2 TGL Tournament and Tournament Prizes The tournament prizes are meant to reward teams and players for their active participation in the TGL. Any team that forfeits during the tournament will not be eligible to receive a random prize giveaway at the conclusion of the tournament. For example, if your team forfeits the third place match, you will not receive the 4th place cash prize.

3.1 Default Game Format All TGL ETQW 6v6 demo tournament matches are played in the following format:

  • 6 players per team
  • Stop-Watch game mode
  • 1 map per match (Valley)
  • Best 2 out of 3 sets (AB BA Format)
  • 20 minute round time limit
  • Friendly Fire On

3.2 Map List and Valley Specific Rules The ETQW demo map is Valley; all demo tournament matches will be played on Valley.

  • The Strogg cannot use any vehicles from the Northern Spawn or the Shield Generator Spawn until the MCP has been deployed at the Outpost

You may manually move the MCP off of the default course, but you SHOULD NOT bring the MCP near the water due to the MCP getting stuck in the water. If it gets stuck in the water, the GDF must wait 30 seconds before it automatically self destructs and a new MCP is dropped.

3.3 Match Procedures Both teams must be ready to start the match 15 minutes after the agreed upon (or default) match time. During this 15 minute warm-up period, teams should confirm that their opponent's roster is accurate and legal, and that the server settings are correct. This must take place before the match begins. If the 15 minutes pass and there are no complaints from either team about roster or server settings, the match will proceed and all players on the server will be considered valid. Any player who is not on the roster is considered ineligible and can be asked to leave the server. TGL Admins will not accept disputes over a roster or settings issue after the match has been played, unless an illegal substitute player from outside the server was used after the match had started.

After the 15 minute warm-up period, the match must start immediately unless both teams agree to a delay. If a team does not have the correct number of players on their team after the warm-up period is over (either the default of 6 players or enough to avoid a forfeit), the offending team will forfeit the match. Similarly, if the team controlling the server refuses to start the match after the warm-up period, they will forfeit the match.

An end round screenshot is mandatory, as they prove that the match was played and that the match results are correct. At least one person on each team is required to take a screenshot at the end of each round of the score table. Generally, admins will not ask for screenshots of match scores unless there is a dispute over the results.

Teams will be allowed to take a small break between rounds; this can last no longer than 5 minutes.

3.4 Match Reporting Procedures After the completion of the match the winning team should immediately report the results, regardless if a dispute is going to be filed. If there is a dispute, the results can be altered accordingly once the dispute is settled. When reporting a win, you must indicate whether or not the win was due to the opposing team playing against your team and losing the match or if they forfeited the match. If the match isn’t a forfeit win, you will be asked to enter the round scores; always enter the amount of rounds you won first and the amount of rounds your opponent lost in the second text field. If the winning team does not report the match within a 12 hour time frame from completion of match a warning will be issued to that team. If this happens a second time that teams leader will be suspended for 1 tournament match or forfeit the match that they failed to report.

Failure to report a match within 72 hours of the default match date and time may result in forfeit losses being awarded to both teams scheduled for that particular match. Even if the winning team does not report the match within the proper time frame, it is also the responsibility of the losing team to message an admin and report the proper match score. If you need an extension to play your match beyond the normal 72 hour time period, please message an admin prior to the default match date and time and ask for permission.

3.5 In-Game Admins TGL admins may be available to referee matches when necessary. If you feel an admin is needed for a match you play, please submit your request to the admin team, with your reasoning, a minimum of 48 hours before the match is to start.

3.6 Voice Communication Programs The use of voice communication programs (such as Teamspeak or Ventrilo) in TGL ETQW matches is completely acceptable.

Any connection problems or issues with such programs are not the responsibility of the TGL Admins, or a reason to halt or delay the match.

3.7 Player Connectivity TGL is not responsible for players who experience connectivity problems, under any circumstances. It is suggested that you have someone waiting as a backup, so that if a player is disconnected, the backup can enter the server immediately. Voice Communication programs such as Ventrilo and Teamspeak are a great way to communicate with players awaiting substitution.

3.8 Substitutions Substitutions are allowed and they may be made at any time during the Match. In the case of a substitution, the member that is being subbed OUT must leave the game PRIOR to when the member subbing IN joins the game. This prevents unbalanced teams during a substitution. Failure to respect this rule may result in forfeiture of the match.

3.9 Spectators Spectators are not allowed in any official tournament or tournament matches. TGL admins have the right to observe any match, and shout caster(s) are allowed to spectate MOTW matches. TGL admins and shout caster(s) DO have the right to use the spectator team, giving them access to all spectator functions. Not passing server information to an admin when requested shall be grounds for disciplinary action.

3.10 Ties and Match Completion Requirements New sets should be played until a winner has been declared according to the overtime rules. Ties are not possible in a single elimination tournament bracket; a winner MUST be declared for each match.

Teams are required to play the entire match in one night unless both teams agree to reschedule due to lateness. A TGL ETQW admin must be informed if the remainder of a match is being rescheduled. Under extreme circumstances, such as rounds being replayed due to a dispute or an unusual number of ties, the admin may grant a rescheduling of the rounds to be replayed.

If a team leaves the server prior to the completion of a match, the team that remains in the server will be awarded all remaining rounds as wins.

3.11 Forfeits and the Consequences If the team you are scheduled against does not show by the default time, plus 15 minutes, please contact an admin (see section 7.1). We recommend that you have the required amount of team members in the server and take a screenshot of the server player list/scoreboard at the default match time to serve as evidence your team showed up and was ready to play the match.

Teams that forfeit a tournament match will be removed from the tournament.

4.1 Default Match Day and Time The default dates and times for tournament matches is as follows:

  • Round 1: September 20th at 9:30 PM Eastern/8:30 PM Central/7:30 PM Mountain/6:30 PM Pacific
  • Round 2: September 23rd at 9:30 PM Eastern/8:30 PM Central/7:30 PM Mountain/6:30 PM Pacific
  • Round 3: September 27th at 9:30 PM Eastern/8:30 PM Central/7:30 PM Mountain/6:30 PM Pacific
  • Round 4: September 30th at 9:30 PM Eastern/8:30 PM Central/7:30 PM Mountain/6:30 PM Pacific
  • Round 5: October 4th at 9:30 PM Eastern/8:30 PM Central/7:30 PM Mountain/6:30 PM Pacific
  • Round 6: October 7th at 9:30 PM Eastern/8:30 PM Central/7:30 PM Mountain/6:30 PM Pacific
  • Round 7: October 11th at 9:30 PM Eastern/8:30 PM Central/7:30 PM Mountain/6:30 PM Pacific
  • Round 8: October 14th at 9:30 PM Eastern/8:30 PM Central/7:30 PM Mountain/6:30 PM Pacific

ALL matches are to be played at the times listed above, unless BOTH teams agree to a new time. You MUST play your matches on the designated match day and report the proper score immediately following the conclusion of the match. If a US team plays an EU team, the EU team MUST play at the default times listed above, unless the US team agrees to a new time.

Each team is required to contact their opponent at least three hours prior to the default match time on the default match night to set-up and agree on match times and server information. If contact has not been made, then the team who has not attempted to contact the opposition MAY be subject to a forfeit loss.

The official method of contacting another team is by use of the Private Messaging system on the TGL Website. This method of contact is being required because all communications between teams will be logged in the event of a dispute and each private message notified the recipient of a new message via email. Failure to use this system for scheduling of matches could result in a forfeit or suspension if your match resulted in a forfeit being reported.

In order to send a message to your opponent, select their team on the schedule and then select the member listed as the Scheduler. From there you will be able to send a Private Message to the Scheduler for the team you are scheduled to play against.

All matches must be played on the default scheduled match day. If no alternate time can be agreed upon by both teams, then the match shall be played at the default time. If a different time is agreed upon, then that is your new default time and NO further rescheduling is allowed unless approved by both teams. If the game was scheduled prior to the default date/time and a team fails to attend, the situation must be reported immediately to an admin.

Failure to report a match within 24 hours of the default match date and time may result in forfeit loss being awarded to one of the teams at the admins discretion. All matches must be reported a maximum of 24 hours after the default date and time for each tournament round.

4.2 Match of the Week Scheduling and Rules Certain tournament matches be selected for shoutcasting at the admins discretion or at the request of the shoutcasting organization affiliated with the TGL.

If your team does not wish to participate in a MOTW throughout the tournament, an admin must be informed prior to the tournament start, or as soon as your team is registered. Your team will then be left out of consideration for the MOTW. This is important - if your team is picked for the MOTW, you cannot refuse it unless the admins grant an exception.

Once a shoutcasted MOTW has started, the shoutcaster must remain in the server. A team cannot decide halfway through the match they do not wish to be shoutcasted anymore. Any team found kicking or banning a shoutcaster mid-match will forfeit that match.

5.1 Team Rosters and Minimum Amount of Players Teams are required to have at least 6 on their roster before they will be scheduled in any matches.

All matches should be played 6v6. Matches may be played with more or less players if both teams agree beforehand on the format to be used. The agreed format must be used for the entire match. As always, if the teams are unable to come to agreement on the number of players, the default of 6 will be used.

Teams may choose to play shorthanded if they wish to prevent a forfeit, but the opposing team is under no obligation to match the number of players, and may play with 6. You must have a minimum of four players ready in the server no later than 15 minutes after the scheduled match time to avoid a forfeit loss.

5.2 Ringers and Team Hoppers Team hopping will not be tolerated. If a team hopper/ringer is suspected, notify TGL officials immediately. Penalties may include suspensions, forfeits or removal from the tournament. No player is allowed to be on two TGL team rosters at the same time for any single tournament.

If your team has been eliminated from a tournament, you are not allowed to join another roster of a team still alive in that very same tournament.

5.3 Team Inactivity Any team that forfeits a match will be removed from the tournament; inactive teams should request to be removed from the tournament before it starts.

5.4 Illegal 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 be notified by an admin and must choose a new name for their team, or be removed from the tournament.

5.5 Team Leader Responsibility and Cheat Detection All participants in the TGL will be required to uphold the highest standards and observe common sportsmanship for the good of the tournament. Team Leaders need to ensure that their members have read and understand the rules because they will ultimately bear that responsibility. This includes checking for cheaters - team leaders should review PunkBuster screenshots and other server logs regularly for the purpose of self-policing their team.

5.6 In-Game Communication Participants in a TGL ETQW match are not allowed to use global in-game chat in an abusive, offensive, vulgar or spamming manner at any point during the match. This includes pre-match, intermission and post match periods as well. When a match is live, only team leaders are allowed to use global in-game messages. Other players must use team-only in-game messages. Violators of these rules are subject to punishment at the tournament's discretion, which may include player suspension(s) or forfeiture of the match.

5.7 Sportsmanship and Suspensions Any player who has been caught cheating at any time playing any online game, whether it’s on a public server, at a LAN event, in a scrim, in a match or in any other form of the game (including other leagues such as CAL), may be suspended from any and all TGL events. TGL supervisors will review each case and players may be suspended for a period of not less than one year; at that point the player is subject to review by TGL for readmission. If a player is caught cheating in a TGL match, their team shall forfeit the game, and the team will be suspended from tournament play until that member has been removed from their team. Any matches played with that player up to that point will have the wins overturned. If a member is caught cheating outside of a TGL match, the suspension shall be enforced on the player without the matches being overturned. The computer system that you play from is not the responsibility of the TGL; it is your sole responsibility to make sure that your system is cheat free. If you allow others to use your computer(s) or you borrow/rent systems to play from, you need to ensure that they are cheat free prior to playing. It is impossible to trust a player who has been caught cheating on a pub to withstand the temptation to cheat when a title or prize is up for grabs.

Any player, or team caught (with proof) using any type of internet attack tools to interrupt a game, a player in that game, or a team’s servers (such as voice communication), will be subject to disciplinary actions as if they were a cheater.

Any member that belittles or demeans the tournament, another team or official Admins will be immediately suspended until further notice. Personal attacks will not be tolerated. Individuals caught posting private conversations, logs or emails in public sites/forums or sharing confidential information will be subject to individual penalties. Teams who post private conversations or matters on their sites will face repercussions also. Logs and emails are not considered proof as the can be easily or altered or forged. Confidential matters should be respected and logs from third parties should not be considered proof of any action or intention on their own. Any accusations against another team made in a public forum or other public media will result in a suspension against the team or individuals making the accusation. All disputes or accusation must be sent to TGL admins in a private manner.

5.8 Registrant Conduct The Registrant agrees not to maliciously disparage, discredit, slander, libel, or defame the TGL or MyIS, TGL or MyIS staff, TGL or MyIS events, MyIS or TGL Sponsors, in any public forum, or format, including but not limited to, websites, IRC, Usenet/Web discussion systems, chat programs, magazines, newsletters, newspapers, radio, videos, documentaries, television, etc. If the Registrant fails to abide by this requirement, Registrant may be disqualified from TGL events, forfeit prizes, be barred from future competitions including all leagues and tournaments within TGL, and/or be subject to appropriate civil penalties.

6.1 Server Usage and Requirements MyInternetServices.com will likely attempt to provide demo servers for any team that does not have a server by the time competition starts; however, at this time, no procedures have been decided upon. Teams that own/operate their own gaming server will be allowed to use it during their scheduled match. Servers must meet the following requirements:

  • Must be dedicated (not a listen server)
  • Must not be a LAN server with one team immediately local to the server (in other words, a majority of one team may not ping <5 to the dedicated server)
  • Must have at least 1.5Mbps bandwidth upload and download (full T1 or greater)
  • Cannot be hosted on residential* cable or DSL connections
  • Must be located in the continental United States or Canada, unless both teams agree to a server in a different location
  • Must meet or exceed the minimum CPU requirements specified by EA/DICE

*Business-grade cable modems and DSL are acceptable, as long as they meet the bandwidth requirements. Such connections have a guaranteed level-of-service and a dedicated circuit, therefore they are reliable enough to host a ETQW server.

6.2 Server Configuration The server configuration is subject to change as the tournament evolves. The most current and correct server configuration will always be posted on the files page. Teams are responsible for checking this page on a regular basis and ensuring that the server settings are correct.

Upon entering a match server, both teams should check the server's settings to verify that they are correct. If no objections are made prior to play commencing, no team may challenge the settings during or after play. If an objection is made prior to the match commencing and the server settings do not match those set by the tournament, the settings must be fixed prior to the game. Failure to match the tournament server settings will result in the server team's forfeit. An initial objection will suffice as notice that settings are incorrect and may be given as evidence post game that corrections were not made and will result in a forfeit for the hosting team.

Any changes to the server settings while a game is in progress will result in the host team's forfeit and a 1-point deduction in the standings.

6.3 Ping Imbalance and Dial-up Players The difference between each team's average pings to the agreed upon server can be no greater than 75 ms. Pings must be confirmed in game, not through pinging tools such as GameSpy and AllSeeingEye. If the difference between the average pings is less than 75 milliseconds, the server is acceptable for play. If a server is unacceptable by the rule, then a new server must be found. In extreme cases where a server cannot be agreed upon by the teams, then a TGL admin must be contacted to solve the dispute and decide on a server that is suitable for the match.

If one team declares a server to be unplayable and an alternate server is used, that team must use the same players that were pinging high to the original server in question.

Individuals playing on dial-up connections waive their right to the ping imbalance rule.

6.4 Server Crashes and Resolution If the server crashes during the first round, please take note of the time remaining in the round when the server crashed, restart the server, and play the second round. If the team that was defending in the first round (when the server crashed) beats the time remaining in the first round at the time of the server crash for round 2, they will have won the set. If they are unable to beat the noted time (when the server crashed) during the second round, the teams will switch sides for a special third round and the attacking team will attempt to beat the time set in the second round.

If a server crashes during the second round of a set, restart the server and replay that round. If applicable, use the time set in the first round when you go to start the second round again.

In the event of a third crash, the game must be cancelled and team captains must contact an admin (see section 7.1). An admin may assign a server and have the match restarted, or allow for a reschedule so the remainder of the match can be played the next day.

7.1 How to Contact an Admin There are three ways to contact a TGL ETQW admin - the TGL website private message system, the forums, and by email.

The preferred method of contacting an admin is via the TGL website private messaging system. To send a message to an admin, go to the Admins page and click the name of the admin you wish to contact. If you need to send files/logs/transcripts to an admin, please an email to the admin with the necessary files attached. It is also a good idea to send a private message to an admin when sending attachments via email. Admin email addresses can be found on the Admins page.

7.2 The Dispute Process Disputes include, but are not limited to:

  • Scores being reported incorrectly
  • Unsportsmanlike behavior
  • Cheating in game
  • Improper conduct in or out of game

In the case of a dispute, team leaders or designated match leaders must submit an email to a tournament admin. 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 the Admins. Posting disputes on public forums could lead to suspension. A formal dispute must be filed within 24 hours of the match being completed. The dispute must be made through email from the email the leader or match leader used on the TGL website.

As much information as possible should be sent in this initial email, so please include a full description of what happened, why this dispute is being made, and also include any logs or screenshots that may be used as evidence to support your claim.

If fail to provide any proof, then there is no claim. If a team makes repeated false claims against other teams, the disruption may be viewed as grounds for team suspension. Once a team has two failed disputes, they will lose the right to submit general disputes. Anti-Cheat disputes will remain open at all times.

If necessary, a TGL admin may request additional information from either team. Team will have 48 hours from the initial request to provide the requested items or risk forfeit or other disciplinary action.

All evidence will be reviewed by the admins and a ruling issued. This ruling will be final, and the matter laid to rest. If a TGL admin is a member of a team involved in a dispute, that admin will not have access to the dispute or any proof provided to support that dispute. A representative from the defending team other than the TGL admin will be contacted to handle any issues related to the dispute.

7.3 Rule Violations and Consequences Any and all rule violations are a serious issue and will not be taken lightly. Teams who violate any rule may be subject to disciplinary action. This includes the specific penalties listed or suspensions, forfeits, replays, removal from the tournament, and lost off points. The tournament may change penalties as it sees fit.

In the event a team breaks the public chat rule and degrades, verbally attacks or threatens an opponent, the team that the player represents will be deducted 1 point in the standings and that individual player shall be suspended until further notice. A second infraction will cost that team a 1-week suspension and loss of 2 additional points. The tournament will not tolerate such behavior. Disruptive teams will be purged from the tournament. Any team that is repeatedly disruptive in the form of un-tolerated language, pointless spamming, server crashing, etc. will be removed from this tournament.

7.4 Bug Abuse and Exploits All known bug abuses/exploits that are illegal in the TGL ETQW Demo Tournament will be listed here. Should a clan discover a possible exploit that is not listed here, they should contact an Admin immediately so it can be evaluated and a ruling made on its legality.

Any team caught using an exploit may be subject to punishment at the admins discretion, which can include a forced replay or forfeiture of the round in question, or even forfeiture of the match. If an exploit is not listed in this section it does NOT mean it is legal. Any questions or concerns regarding a possible exploit should be brought to an Admin before a match is played.

In general, if you believe an unknown bug gives your team an unfair advantage, don’t use it. Just because an exploit isn’t listed here, doesn’t mean that it won’t found out and be considered illegal in the future. Using an unknown potential exploit can result in the forfeiture of the offending team.

7.5 Add-ons and Game Modifications Any modification made to the game client will not be allowed. This includes any change of player skins, scripts or macros of any form, or 3rd party software that changes the game client in any way. Any team caught violating this rule will forfeit their match and will be subject to further disciplinary actions. The game is to be played as is from original installation and updated in accordance with official patch releases and any possible official modifications (none at this time).

7.6 Cheating Scenarios and Punishment This tournament requires the usage of the TGL anti-cheat program for all players during every match. These AC files must be kept on your system for no less than three weeks after each particular match. Failure to produce the AC file for any reason will result in your team forfeiting the match. A second offense could result in your team being removed from the tournament and/or a possible suspension for offender.

The Total Gaming League is making use of a zero tolerance policy on cheating. If we receive valid evidence of a registered TGL player cheating in any competitive multiplayer game, that person will be permanently banned from TGL competition. We don't care if it's America's Army, StarCraft, CounterStrike, Call of Duty, Quake, or Checkers. If we have evidence of cheating, the player will be banned. We do not wish to award cash and prizes to individuals that have a problem with fair competition. Below you will find specific scenarios to help assist you in understanding our guidelines for banning cheaters.

1. A player is on a PunkBuster recognized ban list (regardless of game), such as the Punksbusted.com Master Ban List.

Result: The player is permanently banned from TGL competition. It doesn’t matter if the game was Delta Force and the violation occurred 9 years ago. It doesn’t matter if the violation occurred in a public or a private server. If we’re aware of the previous cheating violation, that user will be banned. TGL matches that the banned player previously participated in are not overturned unless the ban occurred during a TGL match.

2. A player is PB kicked for cheating on a public or private server, but the ban isn’t streamed to the Master Ban List.

Result: The player is permanently banned from TGL competition. TGL matches that the banned player previously participated in are not overturned unless the ban occurred during a TGL match.

3. A player is banned for cheating at CAL, TWL, CEVO, SOTF, on LAN, or any other competitive gaming competition using anti-cheat software or PunkBuster screenshots/logs as evidence.

Result: The player is permanently banned from TGL competition. TGL matches that the banned player previously participated in are not overturned unless the ban occurred during a TGL match.

4. A player is banned for cheating at CAL, TWL, CEVO, SOTF, on LAN, or any other competitive gaming competition, but they strictly used demo review as their evidence.

Result: The player is NOT automatically banned from TGL competition unless that demo evidence is also reviewed by TGL staff members first. If the player is banned after demo review, any TGL matches that the banned player previously participated in are not overturned unless the ban occurred during a TGL match.

5. A player is banned for cheating during a TGL match using anti-cheat software, PunkBuster screenshots, PunkBuster logs, or demo review as evidence.

Result: The player is permanently banned from TGL competition. TGL matches that the banned player previously participated in during that specific season are overturned.

6. A previously banned TGL player participates in a TGL match.

Result: The banned player’s new TGL account and registered GUID will be banned again if applicable. The team allowing the banned player to participate will forfeit the match. The team leader may also be suspended for allowing a banned player to participate in a TGL match. A second offense will result in the team being removed from all current Demo Tournaments and the leader will be permanently banned from TGL competition.

7. Both teams in a single match use players previously banned from the TGL.

Result: The banned player’s new TGL accounts and registered GUIDs will be banned again if applicable. Both teams will receive forfeit losses. A second offense by either team will result in that particular team being removed from all current Demo Tournaments and the leader will be permanently banned from TGL competition.

8. A player admits to cheating.

Result: Admitting to cheating is a very risky business. TGL admins may or may not ban individuals that admit to cheating, depending on their own judgment of the context in which such a statement was said.

TGL bans for cheating based strictly on demo review are voted on by TGL admins that have reviewed all known evidence. A majority vote to ban will result in the TGL player being banned. If the vote isn't unanimous or the vote is tied, it is up to the senior admin to make a final decision or leave the case open to wait for further evidence to develop.

TGL admins reserve the right to interpret these rules as necessary; the items listed above are simply guidelines. The TGL reserves the right to treat certain situations uniquely and decide on proper punishment for circumstances not described above.

8.0 Rule Changes The Total Gaming League and its admins reserve 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 tournament. 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 TGL will use to try and ensure fair and competitive play and are subject to interpretation by the TGL admins based on the spirit of the rules and game.