5v5 Capture The Flag Ladder
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5v5 Capture The Flag Ladder
5v5 Capture The Flag
Game Options
Time Limit: 5 Minutes
Class Editor: All Player Classes
Killstreak Editor: Don't Allow Killstreaks
Perk Editor: Allow Perks
Game Recording: Enabled
Game Mode Options
Flag Return Time: 30 Seconds
Enemy Carrier on Radar: Delayed
Touch Return: Enabled
Round Win Limit: 1 Round
Capture Limit: 10 Flags
Number of Lives: Unlimited
* Note: CTF Matches are recorded by flags, not rounds. You must manually count the amount of flags captured. At the end of the first round, you must record your captured flags then restart it and play the opposite spawn. Once the game ends (both halves have been played), add the amount of captured flags from both spawns together. If the flag caps are tied after both rounds, replay the match from the beginning.
General Options
Hardcore Mode : Disabled
Allow Killcam : Enabled
Headshots Only : Disabled
Allow Sprint : Enabled
Respawn Options
Respawn Delay : 7.5 Seconds
Force Respawn : Enabled
Wave Spawn Delay : None
Lives & Health Options
Number Of Lives : Unlimited
Max Health : Normal
Health Regen : Normal
Team Options
Spectating : Team Only
Friendly Fire: Enabled
Party Privacy Lobby
Party Privacy : Invite Only
Primary Weapon Restrictions
Assault Rifles : Famas, AUG, Galil & G11 are banned.
Sub Machine Guns : AK74u banned, rest allowed
Light Machine Guns: All Banned
Shotguns: Olympia and Stakeout Allowed. Rest Banned.
Sniper Rifles : L96A1 allowed, rest are banned.
Secondary Weapon Restrictions
Pistols are the only secondary to be used in SMG and Assault Rounds, in Sniper Rounds only the Sniper Rifle is to be used. Launchers and Specials are banned.
Attachment Restrictions
Across all primary and secondary weapons the following attachments are banned :
- Master Key
- Flamethrower
- Grenade Launcher
- Grip
- Dual Wield
- Infrared Scope
- Full Auto Upgrade
- Dual Mags
- Extended Mags
- Rapid Fire
Leathal, Tactical & Equipment Restictions
Frag Grenades, Semtexs, Flashbangs and Willy Petes (Smoke) are the only Lethal and Tactical Weapons allowed. In Sniper rounds only Smoke's can be used.
All Equipment is banned. If possible, equip no equipment. If not possible, you can really equip any equipment as long as you never use it. If used accidentally but it doesn't effect the game it is okay. If equipment is used and it for instance, gets a kill or in the case of tactical insertion, you respawn on the point - your team will forfeit that map/gametype.
Perk Restrictions
You cannot use the following perks:
- Second Chance/Pro
- Warlord/Pro
- Steady Aim/Pro
- Flak Jacket/Pro
On the 5v5 CTF Ladder using a banned weapon, equipment, special, attachment, perk or lethal grenade will result in your team forfeiting that particular gametype/map. Continued use and determination to disobey the ladder rules will result in further forfeits and player match bans.
Match Information
Team Sizes
All matches on the Black Ops CTF Ladder must be played 5v5, no more and no less.
Theatre/Game Recording
Game Recording must be Enabled for all CG Ladder matches. Enabled is the default setting. For it not to be used, both teams must agree to have it disabled. If one team wants it disabled and the other wants it enabled, the default rule stands that it must be Enabled.
Maps
Cracked
Jungle
Grid
Array
Havana
Crisis
Hanoi
Summit
Villa
Radiation
WMD
Launch
Firing Range
Map Selection Errors
If the CG ladder system encounters an error where players are not informed which map(s) the match is to be played on, a Ladder Admin must be contacted immediately.
Match Length
Each match is a best of 3 maps. Each map consists of two halves where teams swap spawns. Matches are recorded by flags, not rounds. You must manually count the amount of flags captured. At the end of the first round, you must record your captured flags then restart it and play the opposite spawn. Once the game ends (both halves have been played), add the amount of captured flags from both spawns together. If the flag caps are tied after both rounds, replay the match from the beginning.
The end score is based on maps won, i.e. if you win the first map 15-6, lose the second map 13-2 and win the third map 11-10 your team will have won 2-1 in the end result.
Spawn Choice
The Defending team chooses the spawn they'd like first for maps 1 and 3. The Challenging team chooses their spawn for map 2..
Spectators
Spectating is set to team only. Participants may only spectate their own team. If both teams agree, they may have other people spectate the game - teams should discuss what the spectator can spectate, whether they can free roam or have to spectate a specific team.
Tie Breaker
In the event that a map results in a draw, go on to play the next map. If at the end of all 3 maps it is 1-1 with 1 tied map, replay the tied map to determine the winner.
Hosting
The defending team hosts map 1 and 3. The challenging team hosts map 2. Alternatively and if agreed upon by both teams, one team can host the entirety of the match, however a host check (see below) should be used to determine if the host is suitable.
Host Check
Each time a new host is selected a host check must take place. Start the game and play for 30 seconds or so to make sure the host is not laggy. If there is noticeable lag or the majority of players do not have full green bars then an alternative host should be selected. It is up to the teams involved to have a host check and organise a new host if they are not happy with the current host. Once the game is over its too late to make a dispute.
Connection Issues
If a player has connection issues during the match that cause them to be dropped from the game the match should be ended if less neither team has score more than 50 points.
Host connection Issues
If your host disconnects, round goes against you unless no kills are recorded.
If their host disconnects, round goes against them unless no kills are recorded.
If neutral host, its replayed.
Ladder Information
Challenges
* When making a challenge the challenger provides the defender with 3 times and 3 map choices. The defender chooses a time and map, the match is then scheduled.
* Matches can be played on any night.
* You can challenge teams 50% of your rank above you plus 3 positions (previously was 50% or 4 places, whichever was greater).
* If you win a defending match you are protected for 2 days.
* If you win a challenging match you are protected for 12h (previously not protected at all).
* If you lose a defending match you are vulnerable for 12h.
* If you lose a challenging match you are vulnerable for 2 days.
* Upon receiving a notice of challenge, the team has TWO days (THREE days if the challenge was issued on a Monday) to accept a time and date provided by the challenger for the match, otherwise it is deemed that the defendant has forfeited.
* A challenge can not be accepted within 12 hours before the scheduled time.
* If you do not accept a challenge or you decline the challenge you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.
* Following a match, it is crucial that each team must submit the result or select to dispute the match by 11:30PM AEST on the night of the match. Subsequently, the submitted results will be calculated and the teams will be granted either "challengeable" or "protected" statuses. Disputes can be handled among the two teams; otherwise a ladder administrator takes appropriate action.
* A team may not play the same team in two successive matches. 7 days after the first match the ladder will allow you to challenge them again.
* When a challenge is accepted both teams rosters are locked. Any players added to the roster after a challenge has been made will appear in a separate roster list and will be ineligible to participate in the current challenge.
Game Options
Time Limit: 5 Minutes
Class Editor: All Player Classes
Killstreak Editor: Don't Allow Killstreaks
Perk Editor: Allow Perks
Game Recording: Enabled
Game Mode Options
Flag Return Time: 30 Seconds
Enemy Carrier on Radar: Delayed
Touch Return: Enabled
Round Win Limit: 1 Round
Capture Limit: 10 Flags
Number of Lives: Unlimited
* Note: CTF Matches are recorded by flags, not rounds. You must manually count the amount of flags captured. At the end of the first round, you must record your captured flags then restart it and play the opposite spawn. Once the game ends (both halves have been played), add the amount of captured flags from both spawns together. If the flag caps are tied after both rounds, replay the match from the beginning.
General Options
Hardcore Mode : Disabled
Allow Killcam : Enabled
Headshots Only : Disabled
Allow Sprint : Enabled
Respawn Options
Respawn Delay : 7.5 Seconds
Force Respawn : Enabled
Wave Spawn Delay : None
Lives & Health Options
Number Of Lives : Unlimited
Max Health : Normal
Health Regen : Normal
Team Options
Spectating : Team Only
Friendly Fire: Enabled
Party Privacy Lobby
Party Privacy : Invite Only
Primary Weapon Restrictions
Assault Rifles : Famas, AUG, Galil & G11 are banned.
Sub Machine Guns : AK74u banned, rest allowed
Light Machine Guns: All Banned
Shotguns: Olympia and Stakeout Allowed. Rest Banned.
Sniper Rifles : L96A1 allowed, rest are banned.
Secondary Weapon Restrictions
Pistols are the only secondary to be used in SMG and Assault Rounds, in Sniper Rounds only the Sniper Rifle is to be used. Launchers and Specials are banned.
Attachment Restrictions
Across all primary and secondary weapons the following attachments are banned :
- Master Key
- Flamethrower
- Grenade Launcher
- Grip
- Dual Wield
- Infrared Scope
- Full Auto Upgrade
- Dual Mags
- Extended Mags
- Rapid Fire
Leathal, Tactical & Equipment Restictions
Frag Grenades, Semtexs, Flashbangs and Willy Petes (Smoke) are the only Lethal and Tactical Weapons allowed. In Sniper rounds only Smoke's can be used.
All Equipment is banned. If possible, equip no equipment. If not possible, you can really equip any equipment as long as you never use it. If used accidentally but it doesn't effect the game it is okay. If equipment is used and it for instance, gets a kill or in the case of tactical insertion, you respawn on the point - your team will forfeit that map/gametype.
Perk Restrictions
You cannot use the following perks:
- Second Chance/Pro
- Warlord/Pro
- Steady Aim/Pro
- Flak Jacket/Pro
On the 5v5 CTF Ladder using a banned weapon, equipment, special, attachment, perk or lethal grenade will result in your team forfeiting that particular gametype/map. Continued use and determination to disobey the ladder rules will result in further forfeits and player match bans.
Match Information
Team Sizes
All matches on the Black Ops CTF Ladder must be played 5v5, no more and no less.
Theatre/Game Recording
Game Recording must be Enabled for all CG Ladder matches. Enabled is the default setting. For it not to be used, both teams must agree to have it disabled. If one team wants it disabled and the other wants it enabled, the default rule stands that it must be Enabled.
Maps
Cracked
Jungle
Grid
Array
Havana
Crisis
Hanoi
Summit
Villa
Radiation
WMD
Launch
Firing Range
Map Selection Errors
If the CG ladder system encounters an error where players are not informed which map(s) the match is to be played on, a Ladder Admin must be contacted immediately.
Match Length
Each match is a best of 3 maps. Each map consists of two halves where teams swap spawns. Matches are recorded by flags, not rounds. You must manually count the amount of flags captured. At the end of the first round, you must record your captured flags then restart it and play the opposite spawn. Once the game ends (both halves have been played), add the amount of captured flags from both spawns together. If the flag caps are tied after both rounds, replay the match from the beginning.
The end score is based on maps won, i.e. if you win the first map 15-6, lose the second map 13-2 and win the third map 11-10 your team will have won 2-1 in the end result.
Spawn Choice
The Defending team chooses the spawn they'd like first for maps 1 and 3. The Challenging team chooses their spawn for map 2..
Spectators
Spectating is set to team only. Participants may only spectate their own team. If both teams agree, they may have other people spectate the game - teams should discuss what the spectator can spectate, whether they can free roam or have to spectate a specific team.
Tie Breaker
In the event that a map results in a draw, go on to play the next map. If at the end of all 3 maps it is 1-1 with 1 tied map, replay the tied map to determine the winner.
Hosting
The defending team hosts map 1 and 3. The challenging team hosts map 2. Alternatively and if agreed upon by both teams, one team can host the entirety of the match, however a host check (see below) should be used to determine if the host is suitable.
Host Check
Each time a new host is selected a host check must take place. Start the game and play for 30 seconds or so to make sure the host is not laggy. If there is noticeable lag or the majority of players do not have full green bars then an alternative host should be selected. It is up to the teams involved to have a host check and organise a new host if they are not happy with the current host. Once the game is over its too late to make a dispute.
Connection Issues
If a player has connection issues during the match that cause them to be dropped from the game the match should be ended if less neither team has score more than 50 points.
Host connection Issues
If your host disconnects, round goes against you unless no kills are recorded.
If their host disconnects, round goes against them unless no kills are recorded.
If neutral host, its replayed.
Ladder Information
Challenges
* When making a challenge the challenger provides the defender with 3 times and 3 map choices. The defender chooses a time and map, the match is then scheduled.
* Matches can be played on any night.
* You can challenge teams 50% of your rank above you plus 3 positions (previously was 50% or 4 places, whichever was greater).
* If you win a defending match you are protected for 2 days.
* If you win a challenging match you are protected for 12h (previously not protected at all).
* If you lose a defending match you are vulnerable for 12h.
* If you lose a challenging match you are vulnerable for 2 days.
* Upon receiving a notice of challenge, the team has TWO days (THREE days if the challenge was issued on a Monday) to accept a time and date provided by the challenger for the match, otherwise it is deemed that the defendant has forfeited.
* A challenge can not be accepted within 12 hours before the scheduled time.
* If you do not accept a challenge or you decline the challenge you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.
* Following a match, it is crucial that each team must submit the result or select to dispute the match by 11:30PM AEST on the night of the match. Subsequently, the submitted results will be calculated and the teams will be granted either "challengeable" or "protected" statuses. Disputes can be handled among the two teams; otherwise a ladder administrator takes appropriate action.
* A team may not play the same team in two successive matches. 7 days after the first match the ladder will allow you to challenge them again.
* When a challenge is accepted both teams rosters are locked. Any players added to the roster after a challenge has been made will appear in a separate roster list and will be ineligible to participate in the current challenge.
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