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Info
Ladder
IRC: irc.quakenet.org
Sign ups: on
Transfers: yes
Player limit: 127
Sign up limit: 127 (teams)
User's teams: on
Rules
Rules last edited 2010-08-13

General rules with regard to the ladder site
Clans abusing the ladder system in any way in order to gain an advantage or just to be a nuisance will be deleted. Further punishment may include deletion of the accounts of the person responsible for the abuse, in extreme circumstances. For example, someone who has made fake accounts for fake wars may lose all of his/her accounts and banned.
The ladder leader is not allowed to refuse playing a CW against other top 5 clans without a good reason. And may not refuse a CW against any clan more then 3 times (It's 3 times in total. It still counts if it's different clans who sent the challenges). But they may refuse to play normal matches and to reschedule the CW challenges by refusing them and directly send a new challenge to the same opponent. Repeatedly rescheduling CW to senseless dates or only playing lower ranked clans in order to be able to decline challenges will be considered abusing the ladder system and the clan will risk being removed from the first spot, and suspended.
And remember that the site is using GDT+1

A player may only be a member of one active clan at a time.

The matches
There are two kinds of matches that can be submitted: clanwars, and normal matches.

We define a clanwar as a match for which the teams are well prepared, and are supposed to play with their best team. The match is planned ahead of time, which gives both clans a chance to prepare properly for it. The challenge system on JJ.net must be used if the match shall be counted as a CW.

We define a normal match as a game less serious than a clanwar. A normal match is a worth significantly less points than a clanwar. Consider this kind of game about as serious as a 2on2 or 3on3 for JDC.

Clanwar rules
§1 Latest version of JJ2+ must be used.
§2 The default game mode is capture the flag, but Team Battle or Domination may be played if both clans agree; exact server settings are defined below.
§3 Each round is 20 minutes or to 20 points.
§3.1 If Team Battle: 15 points/player (2on2 = 4players = maxscore 60) and 20 minutes.
$3.2 If Domination: 50 points/control point and no timelimit.
§4 The clanwar must be 2on2 or bigger. The actual player amount is up to the clans to choose.
§5 In order for a game to qualify as a clanwar, the agreement must be proven. This means: save a chatlog or screenshot which can strengthen your claim. If there is a dispute, the clanwar will be deleted or turned into a normal match unless there is sufficient proof of the agreement.
§6 The server must take note of the IPs of all players, before the start of each round, or as soon a player is substituted. This so we can investigate faking, should it be suspected. Screenshots is the prefered way, being harder to fake. If there is no reason to suspect the host of bias, IP-logs will suffice.
§7 There must be atleast two rounds played. Two rounds is the default case. If you want to play more rounds, remember to save proof that both clans agreed on this. If the CW ends in a tie, there soulde be a final round played.
§8 No spectators are allowed, unless the clans agree otherwise.. But admins from jazzjackrabbit.net has the right to record or broadcast CW matches.
§9 When all players are ready, confirm using the spectating feature that they all stand at base, then do /nomovement on. After this, you ask the teams if they are ready to begin (eventhough they all have ammo, they might still want to discuss tactics for yet some minut). When both teams have said that they are ready, you use /cstart to start the game.
(If team battle or domination: start the map directly or use /nomovement from the beginning)
§10 If you as host can not supervise the game properly, turn on remote admin and let one player from each team login. This way they can self stop the game in situations mentioned below.
§11.1 The match host will pause the match whenever a player overflows or crashes. The pause may last no longer than 5 minutes (enough time to reboot and reconnect). The maximum total technical pause time is 10 minutes per map per team.
§11.2 A map can be paused no more than 5 times for the same problem of the same player (i.e. repeating lag bursts) in the entire match. After that, the player has to play with his problem or be replaced.
§11.3 Players are allowed to pause themselves in case of visible technical problems of a player.
§11.4 Problems with a voice communication program being used are no valid reasons to pause a match. The admin will immediately unpause if there is no valid reason to pause.
§12 Tactical time outs are allowed (max 1min and only once per map).
§13 Any cheating or abusive behaviour during a match will result in a loss for the cheating team. The player found cheating is likely to be prevented from playing in a certain amount of upcoming games.
§14 Concerning what colour teams should play as, a team choses color on the opponent’s map. Upon agreement, other manners of choosing colours are allowed.

Points awarded for a played clanwar
§1 Should a team not show up within 30 minutes from the set starting time, without having officially postponed or called off the clanwar, the other team will be awarded 2 points for a no-show.
§2 In case of a played game, points will be awarded depending on the clans ranking. The winner can gain up to 20 points and the loser can lose up to -20 points. For more info about CW points. Read this.

Rules for normal matches
§1 Latest version of JJ2+ must be used.
§2 The default game mode is capture the flag, but Team Battle or Domination may be played if both clans agree; exact server settings are defined below.
§3 Each round is 20 minutes or to 20 points.
§3.1 If Team Battle: 15 points/player (2on2 = 4players = maxscore 60) or 20 minutes.
$3.2 If Domination: 50 points/contol point and no timelimit.
§4 The match must be 2on2 or bigger. The actual player amount is up to the clans to choose.
§5 In order for a game to qualify as a normal match, it must be possible to prove that the teams at some point agreed to submit it to the ladder. This means: save a chatlog or screenshot which can strengthen your claim. If there is a dispute, the match will be deleted unless there is sufficient proof of the agreement.
§6 If a team suspects that the other team is using fakers, it is up to said team to make sure the host saves IPs.
§7 The teams self agree on the amount of rounds to play.
§8 No spectators are allowed, unless the clans agree otherwise.
§9 When all players are ready, confirm using the spectating feature that they all stand at base, then do /nomovement on. After this, you ask the teams if they are ready to begin (eventhough they all have ammo, they might still want to discuss tactics for yet some minut). When both teams have said that they are ready, you use /cstart to start the game.
(If team battle or domination: start the map directly or use /nomovement from the beginning)
§10 If you as host can not supervise the game properly, turn on remote admin and let one player from each team login. This way they can self stop the game in situations mentioned below.
§11.1 The match host will pause the match whenever a player overflows or crashes. The pause may last no longer than 5 minutes (enough time to reboot and reconnect). The maximum total technical pause time is 10 minutes per map per team.
§11.2 A map can be paused no more than 5 times for the same problem of the same player (i.e. repeating lag bursts) in the entire match. After that, the player has to play with his problem or be replaced.
§11.3 Players are allowed to pause themselves in case of visible technical problems of a player.
§11.4 Problems with a voice communication program being used are no valid reasons to pause a match. The admin will immediately unpause if there is no valid reason to pause.
§12 Tactical time outs are allowed (max 1min and only once per map).
§13 Any cheating or abusive behaviour during a match will result in a loss for the cheating team. The player found cheating is likely to be prevented from playing in a certain amount of upcoming games.
§14 Concerning what colour teams should play as, a team choses colour on the opponent’s map. Upon agreement, other manners of choosing colours are allowed.

Points awarded for a played normal match
§1 In case of a played game, points will be awarded as follows.

Win: 1 point
Tie: 1 point
Loss: 0 points

Allowed gamemodes
The default gamemode is CTF but any of those gamemode listed below may be played, but may also be refused. A match may contain more then one gamemode.
-Team Battle
-Domination

Map pool
The levels in the map pool is for CTF and can not be refused. Other levels and gamemodes (see allowed gamemodes) may be played in matches and clanwars, but only if both clans agree.
-Happy Semiconductor (lvl, tileset)
-Jungle's Edge (lvl, tileset)
-BloodBunny's Lair (lvl, tileset)
-Swingin Jazz (fixed) (lvl, tileset)
-Galactic Warfare (lvl, tileset)
-Epitome (lvl, tileset)
-Diamondus Warzone[JJnet Edit](lvl, tileset)
-Distopia (lvl, tileset)


Who may play?
Clanwars
Only players who are registered for a team on jazzjackrabbit.net may play in clanwars. The player has to be a registered member of the clan before the game starts.

Normal matches
Because of the more spontaneous nature of this kind of match, it is accepted for a player to sign up after the match is played. This only applies if the player is a known member of the clan (i.e.: he is listed in the clan’s official members list). The scores of the game might not be added until all players have signed up.

Server settings
The most important settings (CTF):
/Maxscore 20
/Timelimit 20
/Pregame off
/Passing off
/CaptureWait on
/Multiversion on (if any player demands it)

You can also download this .ini file. You use this file by putting it in your jj2 folder and then use the command: /loadsettings ladder.ini

Checking the server settings is both teams’ responsibility. Matches will not be replayed or restarted because of a faulty setting that could have been prevented if the teams had reminded the server before game started.

Finally
These rules are subject to change at any time. Changes will always be reported on the news page. Not knowing a rule, is not a valid excuse for not following it.

^^^
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