Rules

Last Update: 17.11.08 [Change Log]

Please make sure you read and understand the rules.

If you have questions about a rule or want to report a possible rule break, please contact an admin.

League Config: [Download] - Last Update: 02.10.08 [Change Log]

Overview

1. General Rules

1.1 General Points

1.1.1 Normal Gamemode: 6on6, Medic- and Demomanlimit 1,Classlimit 2 [Exception on Nations' Cup + 3rd Cup]

1.1.2 ETF2L Timezone = CET/CEST

1.1.3 Scheduled matches have to be entered on the League Calendar

1.1.4 Captures only count to decide a map winner

1.2 Server

1.2.1 Recommend neutral server

1.2.2 Server has to be located in Europe

1.2.3 Server needs password protection

1.2.4 Server needs ETF2L League Config

1.2.5 Server needs to provide your opponent a playable ping

1.2.6 Single ping problems needs to be proven

1.2.7 Unusual server settings may classed as cheating

1.2.8 Be sensible regarding servers

1.3 Weapons

1.3.1 Medic Unlocks: Übersaw + Blutsauger + Kritzkrieg allowed.

1.3.2 Pyro Unlocks: Backburner + Flare gun + Axtinguisher allowed

1.3.3 Heavy Unlocks: Natasha + Sandvich + K.G.B. Allowed

1.4 Cheats & Scripts

1.4.1 Bug-Using is not allowed

1.4.2 Cheats are not allowed

1.4.3 Normal Duck Jump allowed

1.4.4 Scout Double-Jump-Script is forbidden

1.4.5 Massive-Duck-Jump-Spam-Script is forbidden

1.4.6 Fast-Shoot-Script is forbidden

1.4.7 Taunt Bug is forbidden

1.5 Maps

1.5.1 Timelimit 30 for all non-Stop-Watch-Maps

1.5.2 Stop-Watch-Maps: cp_dustbowl, cp_gravelpit, pl_goldrush

1.5.3 Gravelpit = 2 Rounds, Goldrush + Dustbowl = 1 Round

1.5.4 Possible Team Decider for Stop-Watch-Maps

1.5.5 cp_well: It’s not allowed to jump over the train until countdown reaches 5 seconds

1.5.6 cp_well: It’s not allowed to use the red lamp to jump over as Scout

1.6 Match Rules

1.6.1 League Config for all matches

1.6.2 Status + Scoreboard screenshots have to be made

1.6.3 Every player has to record Demos

1.6.4 Scheduled Match can only be postponed by using Wildcard or if both teams agree

1.6.5 Delay of 20 minutes is allowed

1.6.6 No ringers allowed unless your opponent agrees

1.6.7 Minimum of 5 players needed to play a match

1.6.8 Player changes during a match

1.6.9 Every player has to play with the nickname of league site

1.6.10 Only authorized spectators allowed

1.6.11 Using chat function during a match isn’t welcome

1.6.12 Abandoned matches has to be reconstructed

1.6.13 Both teams not showing for a match -> Default

1.6.14 Normal Map Overtime is counting on all matches

1.6.15 Pause if players drop

1.7 Players

1.7.1 All players are welcome

1.7.2 Only correct entered players are allowed to play

1.7.3 One team change per competition allowed

2. Season 3

2.1 Division System

2.2 Every League Match has to be scheduled and entered to the Calendar

2.3 Weekly Schedule Deadline = Wednesday, 23:59 CET

2.4 Maps decided by Map Picks

2.5 Map Pool

2.6 Additional Winlimit = Point difference of 8

2.7 Promotion + Relegation System

2.8 Same Map picked twice for a match? Change it to a Secondary Map Pool Map or to a 3rd Party Map once!

2.9 Team with more than 3 Default Losses will be expelled from the Season

2.10 Two teams tied on points in the end of the Season -> Pre-Playoff Match

2.11 Dropped teams’ results will be deleted if they break the 3 Default Losses Rule

3. Nations’ Cup

3.1 National Teams’ Roster: Minimum 7, Maximum 15

3.2 Game Line-Ups: Not more than 4 members from one team (with exceptions)

3.3 Group Phase Map Pool

3.4 Group Phase System

3.5 Playoff Fixture System

3.6 Playoff Match System

3.7 Playoff Map System

4. 4th Cup

4.1 K.O. competition

4.2 Random Fixtures

4.3 Winmode: 2 Map Wins

4.4 Possible overtime on all maps

4.5 Fixed Maps

4.6 Additional Winlimit = Point difference of 8

5. Scout + Demoman 1on1 Cup

5.1 Game mode: 1on1

5.2 K.O. Competition

5.3 Winmodes

5.4 Map Pool

5.5 Fixed Maps

5.6 Map Restrictions

6. Highlander Cup

6.1 Gamemode: 9on9, General Classlimit 1

6.2 K.O. competition

6.3 Winmode: Two Map Wins. General Map Modes: 30 minutes/1 StopWatch Round

6.4 Map Pool

6.5 Fixed Maps

6.6 One ringer is always allowed to use. Up to 3 Ringers allowed if opponent agrees

7. Arena Cups

7.1 Gamemode: 4on4, CL1, No Medics + Engineers

7.2 K.O. competition

7.3 Winmode: Two Map Wins. Every map is played as “Best of 11 Rounds” (first team reaching 6

points wins the map)

7.4 Map Pool

7.5 Fixed Maps

8. Explanation “Wildcard”

9. Explanation “Map-Pick-Elimination System”

9.1 Explanation of “Map-Pick-Elimination System”

9.2 Example

10. Warning List

11. Changelog - Rules Page

12. Changelog - League Config

Rules

1. General Rules

1.1 General Points

1.1.1 Normal Gamemode: 6on6, Medic- and Demomanlimit 1,Classlimit 2 [Exception on Nations' Cup + 3rd Cup]

Normal Gamemode for 6on6 competitions is Mediclimit 1, Demoman limit 1, Classlimit 2.

Special Gamemodes for other competitions can be found at the specific competition rule type.

1.1.2 ETF2L Time zone = CET/CEST

ETF2L announces all times in either Central Europe Time (CET) or Central European Summer Time (CEST). CEST in the summer, and CET in the winter.  Always use the time it is in most of Europe. All matches have to be entered in CET/CEST. A clock displaying the current time can be found on our homepage. [Link]

1.1.3 Scheduled matches have to be entered on the League Calendar

All scheduled matches are supposed to be entered on our ETF2L Calendar. Only if a match is entered on the Calendar you have the possibility to claim a Default Win.

1.1.4 Captures only count to decide a map winner

Caps do not count into this league other than to decide a map winner.

1.2 Server

1.2.1 Recommend neutral server

Both teams should agree on a neutral server which both maps are played on. If you can’t agree on a neutral server each map can be played on teams’ home server (if they fit to all other server rules).

1.2.2 Server has to be located in Europe

All servers used for ETF2L matches must be located in Europe by default, teams especially affected by this must understand, and that this league is primarily designed for European Teams.

1.2.3 Server needs password protection

All servers used for ETF2L matches must be password protected.

1.2.4 Server needs ETF2L League Config

All servers used for ETF2L matches needs to have ETF2L League Config [Link] loaded after every map change.

1.2.5 Server needs to provide your opponent a playable ping

All servers used must provide your opponent with a playable ping and not disadvantage them to much with packet loss. Any team who feels a server is unplayable should ask for an admins opinion straight away. If in the event that the server is unplayable then a new server should be found. If you do not raise an issue with a server during the match the league cannot intervene at a later date!

1.2.6 Single ping problems needs to be proven

A player who is having ping problems on a specific server has to prove their bad routing by a trace-route screenshot if other team asks for it.

1.2.7 Unusual server settings may classed as cheating

Servers with abnormal settings may be banned for matches by the league and or classed as cheating.

1.2.8 Be sensible regarding servers

Please try and be sensible regarding servers! We hope that Teams do not try and use bad servers purely to gain a winning advantage.

1.3 Weapons

1.3.1 Medic Unlocks: Übersaw + Blutsauger + Kritzkrieg allowed.

It’s allowed to use Übersaw, Blutsauger and Kritzkrieg

1.3.2 Pyro Unlocks: Backburner + Flare gun + Axtinguisher allowed

It’s allowed to use the Pyro Unlocks Backburner + Flare gun + Axtinguisher.

1.3.3 Heavy Unlocks: Natasha + Sandvich + K.G.B. Allowed

It’s allowed to use the Heavy unlocks Natasha, Sandvich and K.G.B.

1.4 Cheats & Scripts

1.4.1 Bug-Using is not allowed

Any kind of “Bug-Using” is not allowed. Player using bugs will be punished.

1.4.2 Cheats are not allowed

Any kinds of cheats are not allowed. Player using cheats will be punished.

1.4.3 Normal Duck Jump allowed

Using the normal “duck jump” by a binding is allowed.

1.4.4 Scout Double-Jump-Script is forbidden

Any kind of Double-Jump-Script is forbidden. A player using a Double-Jump-Script in an ETF2L match will be punished.

1.4.5 Massive-Duck-Jump-Spam-Script is forbidden

Any kind of Massive-Duck-Jump-Spam-Script is forbidden. A player using a Massive-Duck-Jump-Spam-Script in an ETF2L match will be punished.

1.4.6 Fast-Shoot-Script is forbidden

Any kind of Fast-Shoot-Script is forbidden. A player using a Fast-Shoot-Script in an ETF2L match will be punished.

1.4.7 Taunt Bug is forbidden

It’s forbidden to use a combination of Taunt and Jump or to taunt while falling from ledges.

1.5 Maps

1.5.1 Timelimit 30 for all non-Stop-Watch-Maps

Timelimit 30 has to be used for the following maps: cp_badlands, cp_fastlane, cp_freight_b3, cp_granary, cp_labor, cp_pro_granary, cp_redstone_b2, cp_science2, cp_stag, cp_warpath, cp_well, ctf_2fort, ctf_turbine, ctf_well

1.5.2 Stop-Watch-Maps: cp_dustbowl, cp_gravelpit, pl_goldrush

Stop-Watch has to be used for the following maps: cp_dustbowl, cp_gravelpit, pl_goldrush

1.5.3 Gravelpit = 2 Rounds, Goldrush + Dustbowl = 1 Round

cp_gravelpit has to be played with 2 rounds (possible results: 2:0, 1:1, 0:2); cp_dustbowl and pl_goldrush are played with 1 round (possible results: 1:0, 0:1)

1.5.4 Possible Team Decider for Stop-Watch-Maps

If both teams can’t agree on who is starting to attack/defend, a melee round can be played before map starts. Please meet on a central point of the map and don’t camp or hide. Winner of melee round can decide if they want to attack or defense first.

1.5.5 cp_well: It’s not allowed to jump over the train until countdown reaches 5 seconds

It’s forbidden to jump over the trains to opponent’s side during the “Installation Time” until Countdown reaches 5 seconds. Jumping on the trains and spamming over is allowed whole time.

1.5.6 cp_well: It’s not allowed to use the red lamp to jump over as Scout

It’s forbidden to use the lamp on right red side to jump over the train as Scout.

1.6 Match Rules

1.6.1 League Config for all matches

All ETF2L matches have to be played with the update version of our League Config [Link]. The config has to be loaded after every map change.

1.6.2 Status + Scoreboard screenshots have to be made

One representative of each team has to make a status screenshot before a match is starting and after every player switch. Also a scoreboard screenshot has to be done at the end of every map/round. All relevant screenshots have to be uploaded by one team leader when submitting the result.

1.6.3 Every player has to record Demos

Every player is supposed to record Demos of every map and keep them for at least 2 weeks cause of possible protests. A player and his team who can’t manage to bespeak a requested demo will be punished.

1.6.4 Scheduled Match can only be postponed by using Wildcard or if both teams agree

Once a game is scheduled and entered in our Calendar, it can only be postponed if both teams agree to reschedule or if one team takes their wildcard (see 8.).

1.6.5 Delay of 20 minutes is allowed

A delay of 20 minutes is allowed for any circumstances. If a team fails to have a complete team ready on the server 20 minutes after match was supposed to start, the other team has the possibility to claim a Default Win.

For claiming a Default Win, please do a status screenshot of your team available on the server at match time and contact an admin about the issue as soon as possible.

1.6.6 No ringers allowed unless your opponent agrees

You are not allowed to use a ringer at any time of a match unless your opponent agreed to it. Teams caught using an unauthorized ringer will be expelled from the league and the ringer will be banned from all subsequent ETF2L competitions.

1.6.7 Minimum of 5 players needed to play a match

Your team will need at least 5 players to play a scheduled 6on6 match. You can ask your opponent to allow you a ringer (maximum: 2) to field in your team. Your opponent doesn’t have to agree to a ringer.

1.6.8 Player changes during a match

You can theoretically switch all players after a map change (as long as they are entered correctly on your rosters’ page). A player change during a running map is only possible if a player has technical problems to play on.

1.6.9 Every player has to play with the nickname of league site

You are supposed to play with the nickname you have chosen on ETF2L league site.

1.6.10 Only authorized spectators allowed

No spectators are allowed unless they are authorized by the league or for the use of a Source TV.

1.6.11 Using chat function during a match isn’t welcome

Try not to use the chat function during a match to comment anything. Chat abuse will be punished. Some chat is tolerated, which is meant in a good manner.

1.6.12 Abandoned matches has to be reconstructed

All abandoned matches will be replayed from the time the match was abandoned. Same capture position has to be tried to reconstruct.

1.6.13 Both teams not showing for a match -> Default

If both teams fail to show up for a Season Match, a 0:0 will be entered for both maps.

If both teams fail to show up for a Cup Match, a coin flip will decide winner of the match.

1.6.14 Normal Map Overtime is counting on all matches

A possible “normal” Map Overtime which is coming up if a team is capping a point at the end of a timelimit or if an intelligence is captured counts and has to be played by both teams.

1.6.15 Pause if players drop

If 1 player of a team drops from the server, the game may be paused at the end of the current round (or when both team’s intelligence is in their base on CTF maps) to allow the player to return. If 2 or more players drop, pausing instantly is allowed.

Pausing will be a maximum of 5 minutes, unless both teams agree to wait longer.

Note: This rule does not count for disconnects caused by players themselves.

1.7 Players

1.7.1 All players are welcome

Any player of any country is welcome to play in the ETF2L. But remember all matches have to be played on European located servers which may cause a ping disadvantage.

1.7.2 Only correct entered players are allowed to play

You are only allowed to use players who have correctly entered their Steam ID and are on your teams’ roster. All other used players will distinguish as ringer.

1.7.3 One team change per competition allowed

A player is allowed to do one team change during a competition. A player changing from a dead team doesn’t count as real change.

2. Season 3

2.1 Division System

All teams will be split in different Divisions according to their skill level and past Season results. Every participant of same Division will meet each other. Three points will be awarded for each map won. One point will be awarded for each map score drawn. No points are given for a loss.

2.2 Every League Match has to be scheduled and entered to the Calendar

Every team is supposed to contact their opponents’ team leaders to schedule their league match. After a match is scheduled, one team leader will have to enter it at our League Calendar [Link].

2.3 Weekly Schedule Deadline = Wednesday, 23:59 CET

Matches should be scheduled a week before or during the schedule week and have to be added to the league calendar before Wednesday, 23:59 CET of the current match week. If a match is not arranged by that, admins will decide a default match date. After that, match date can only be changed if both teams agree on another date.

2.4 Maps decided by Map Picks

Every team leader has to do Map Picks for the whole Season during the Map Pick Phase which will take place in the week before Week 1 starts.

2.5 Map Pool

Map Pool is split into a Primary and Secondary Pot.

Primary Map Pool - every map can be picked three times

  • cp_badlands
  • cp_gravelpit
  • cp_pro_granary
  • cp_well
  • ctf_turbine

Secondary Map Pool - every map can be picked once

  • cp_dustbowl
  • cp_fastlane
  • cp_freight_b3 [Link]
  • cp_labor [Link]
  • ctf_2fort
  • ctf_mach4 [Link]
  • ctf_well
  • pl_goldrush

2.6 Additional Winlimit = Point difference of 8

We recommend stopping a map before the timelimit is over if one team reaches a lead of 8 more captures then their opponent. This is, however, by the discretion of the losing team.

This rule has no effect on StopWatch Maps.

2.7 Promotion + Relegation System

A detailed Promotion and Relegation System which will take place after regular Season ended can be found here: [Link] Alternatively you can look on the division tables. A green row indicates a team going up a division, a red row is for a team going down 1 division and a blue row is for the end-of-season playoffs.

2.8 Same Map picked twice for a match? Change it to a Secondary Map Pool Map or to a 3rd Party Map once!

If both teams managed to pick the same map against each other, they can change it to a Secondary Map Pool Map or to a 3rd-Party-Map [see below] once if both teams agree. Map can be decided by Map Elimination Mode [Explanation] (team on the left @ Fixtures Page is supposed to start) or just by agreeing on one map.

Secondary Map Pool: cp_dustbowl, cp_fastlane, cp_freight_b3 [Link], cp_labor [Link], ctf_2fort, ctf_mach4 [Link], ctf_well, pl_goldrush

3rd Party Map Pool: cp_granary (with gates), cp_redstone_b2, cp_science2, cp_stag, cp_warpath2

2.9 Team with more than 3 Default Losses will be expelled from the Season

Teams with more than three default losses will be expelled from the league for the running season.

2.10 Two teams tied on points in the end of the Season -> Pre-Playoff Match

If two teams are tied in points for a position at the end of the season they will have to play a Pre-Playoff-Match for final position (if it’s relevant). Maps are supposed to be picked by Map Elimination System [Explanation].

2.11 Dropped teams’ results will be deleted if they break the 3 Default Losses Rule

Results of a dropped team will be deleted from the tables if they miss more than 3 unplayed matches. Anyway, results will stay if a team doesn’t break §2.9 .

3. Nations’ Cup

3.1 National Teams’ Roster: Minimum 7, Maximum 15

You will need a minimum of 7 and a maximum of 15 National Team members to participate in the Nations’ Cup.

3.2 Game Line-Ups: Not more than 4 members from one team (with exceptions)

A National Team is not allowed to play with more than 4 people from the same team.

Exception on this rule for the following countries: Austria, Belgium, Czech Republic, Denmark, Hungary, Israel, Italy, Latvia, Luxembourg, Norway, Poland, Portugal, Romania, Turkey, Ukraine

3.3 Group Phase Map Pool

Group Phase got fixed maps for all Game Weeks:

  • Week 1: cp_well, cp_badlands
  • Week 2: ctf_turbine, cp_pro_granary
  • Week 3: cp_gravelpit, cp_well
  • Week 4: cp_pro_granary, cp_badlands
  • Week 5: ctf_turbine, cp_gravelpit

3.4 Group Phase System

The 20 qualified Group Stage teams will be split up in 5 “Pots” divided by the skill level of the teams. Pots will be drawn out in Groups A-D with 5 teams in each Group. Every National Team of a Group will play each other in a 2-Map-Game. Three points will be awarded for each map win, both teams will get 1 point for a draw. No points are given for a loss.

3.5 Playoff Fixture System

After all teams have played there 4 Group matches, the 1st and 2nd place of each group will get promoted to the Playoffs. Two teams of the same group can’t meet again before a possible Final.

  • Quarter Final #1: 1st Group A vs. 2nd Group C
  • Quarter Final #2: 1st Group B vs. 2nd Group A
  • Quarter Final #3: 1st Group C vs. 2nd Group D
  • Quarter Final #4: 1st Group D vs. 2nd Group B
  • Semi Final #1: Winner Quarter Final #1 vs. Winner Quarter Final #4
  • Semi Final #2: Winner Quarter Final #2 vs. Winner Quarter Final #3
  • 3rd Place Game: Loser Semi Final #1 vs. Loser Semi Final #2
  • FINAL: Winner Semi Final #1 vs. Winner Semi Final #2

3.6 Playoff Match System

Quarter Finals, Semi Finals and the 3rd Place Game will be played as classical “Best-Of-3″. The big ETF2L Nations’ Cup Final will be played as “Best-Of-5″.

If a map ended in a draw after normal match time, a overtime has to be played to decide the map winner: Golden Cap for Control Point and Capture the Flag Maps; Decider Round on cp_gravelpit

3.7 Playoff Map System

All Playoff Maps are fixed by the League. The following maps have to be played in the mentioned order:

  • Quarter Finals: 1: cp_pro_granary, 2: ctf_turbine, 3: cp_badlands
  • Semi Finals: 1: cp_gravelpit, 2: cp_badlands, 3: cp_well
  • 3rd Place Match: 1: cp_badlands, 2: cp_well, 3: ctf_turbine
  • Final: 1: cp_badlands, 2: cp_well, 3: ctf_turbine, 4: cp_pro_granary, 5: cp_gravelpit


4. 4th Cup

4.1 K.O. competition

The 4th Cup is a straight knockout competition with Single Elimination Mode.

4.2 Random Fixtures

All Round Fixtures will be done randomly by live IRC Drawings in our QuakeNet channel #etf2l .

4.3 Winmode: 2 Map Wins

First team reaching two map wins qualifies for the next Round.

4.4 Possible overtime on all maps

If a map is drawn after the normal map time (like same amount of captures or each team won one round on gravelpit) an overtime has to be played to decide the map winner. Overtime of CP and CTF maps is a Golden Cap Round, on gravelpit a Decider Round is played.

4.5 Fixed Maps

Maps are fixed by the league. The following maps have to be played in the assigned order:

  • Round 1: 1. cp_gravelpit 2. cp_badlands 3. cp_granary
  • Round 2: 1.
  • Round 3: 1.
  • Round 4: 1.
  • Quarter Finals: 1.
  • Semi Finals: 1.
  • Final: 1.

4.6 Additional Winlimit = Point difference of 8

We recommend stopping a map before the timelimit is over if one team reaches a lead of 8 more captures then their opponent. This is, however, by the discretion of the losing team.

This rule has no effect on StopWatch Maps.

5. Scout + Demoman 1on1 Cup

5.1 Game mode: 1on1

These cups are played 1 on 1, with a scout for the scout cup, and a demoman for the demo cup.

5.2 K.O. Competition

The Scout and Demoman Cups are straight knockout competitions with Single Elimination Mode.

5.3 Winmodes

  • Best of 3 maps (first to score 2 map wins, wins the match)
  • Each map played as best of 19 points (first to score 10 points wins the map)

5.4 Map Pool

  • arena_well
  • arena_granary
  • arena_badlands
  • arena_lumberyard
  • arena_ravine

5.5 Fixed maps

Maps are fixed by the league. The following maps have to be played in the assigned order:

  • Round 1: 1. arena_well 2. arena_granary (3. arena_badlands)
  • Round 2: 1. arena_badlands 2. arena_ravine (3. arena_well)
  • Round 3: 1. arena_lumberyard 2. arena_granary (3. arena_ravine)
  • Round 4: 1. arena_ravine 2. arena_well (3.arena_badlands)
  • Quarter Finals: 1. arena_granary 2. arena_badlands (3. arena_ravine)
  • Semi Finals: 1. arena_well 2.arena_lumberyard (3. arena_granary)
  • Final: 1. arena_well 2.arena_badlands (3. arena_lumberyard)

5.6 Weapon Restrictions

No weapon restrictions are in place for these cups.

6. Highlander Cup

6.1 Gamemode: 9on9, General Classlimit 1

The Highlander Cup is played as 9on9 with a general Classlimit 1.

6.2 K.O. competition

The Highlander Cup is a straight knockout competition with Single Elimination Mode.

6.3 Winmode: Two Map Wins. General Map Modes: 30 minutes/1 StopWatch Round

Every match is played as Best of 3 Maps, which means first team reaching two Map Wins gets to the next Round. The following map modes will be played:

  • 1 StopWatch Round: cp_dustbowl, cp_gravelpit, pl_badwater, pl_dustbowl_b4, pl_goldrush, pl_hoodoo_b3
  • 30 minutes Timelimit: cp_redstone_b2, tc_spectre

Note: If the score is drawn after 30 minutes, one extra round will be played.

6.4 Map Pool

The following Maps are included in the Map-Pool:

  • cp_dustbowl
  • cp_gravelpit
  • cp_redstone_b2
  • pl_badwater
  • pl_dustbowl_b4
  • pl_goldrush
  • pl_hoodoo
  • tc_spectre

6.5 Fixed Maps

Maps are fixed by the league except for the Final. The following maps have to be played in the assigned order:

  • Round 1: 1. pl_goldrush 2. cp_dustbowl (3. pl_hoodoo)
  • Round of Sixteen: 1. pl_hoodoo 2. cp_gravelpit (3. pl_dustbowl_b4)
  • Quarter Final: 1. cp_dustbowl 2. pl_badwater (3. tc_spectre)
  • Semi Final: 1. pl_goldrush 2. cp_redstone_b2 (3. pl_dustbowl_b4)
  • Final: Both teams pick one map, possible Decider Map by Map Elimination Mode

6.6 One ringer is always allowed to use. Up to 3 Ringers allowed if opponent agrees

A team is always allowed to use one ringer which should be on some kind of equal skill level like the rest of the team. If your opponent agrees, you can use up to 3 ringers.


7. Arena Cups

7.1 Gamemode: 4on4, CL1, No Medics + Engineers

The Arena Cups are played as 4on4 with a general Classlimit 1. No Medics and Engineers are allowed.

7.2 K.O. competition

The Arena Cups are a straight knockout competition with Single Elimination Mode.

7.3 Winmode: Two Map Wins. Every map is played as “Best of 11 Rounds” (first team reaching 6 points wins the map)

Every match is played as Best of 3 Maps, which means first team reaching two Map Wins gets to the next Round. Every map is played as “Best of 11 Rounds”, which means first team reaching 6 points wins a map.

7.4 Map Pool

The following Maps are included in the Map-Pool:

  • arena_badlands
  • arena_granary
  • arena_lumberyard
  • arena_ravine
  • arena_watchtower_b3 [Download]
  • arena_well

7.5 Fixed Maps

Maps are fixed by the league. The following maps have to be played in the assigned order:

  • Round 1 - 1. Lumberyard 2. Granary (3. Badlands)
  • Round 2 - 1. Well 2. Ravine (3. Watchtower)
  • Round 3 - 1. Badlands 2. Lumberyard (3. Well)
  • Quarter Final - 1. Watchtower 2. Granary (3. Lumberyard)
  • Semi Final - 1. Ravine 2. Badlands (3. Watchtower)
  • Final - 1. Well 2. Granary (3. Lumberyard)


8. Explanation “Wildcard”

Every team got one Wildcard per competition which can be used to postpone a scheduled match without opponent’s agreement. A wildcard has to be used at least 24 hours before the game is supposed to start. Contact an admin and try to contact your opponent about the issue.

9. Explanation “Map-Pick-Elimination System”

9.1 Explanation of “Map-Pick-Elimination System”

This system might be used from time to time in different competitions to decide the maps.

  1. Team on the left is assigned as “1st Team”, Team on the right is the “2nd Team”
  2. 1st Team starts eliminating first map.
  3. 2nd Team eliminates a second map.
  4. Go on with the same procedure until 3 maps are left.
  5. The team whose turn it is now nominates their map which will be played first.
  6. After that the other team nominates their map which will be played as second.
  7. The 3rd map is the first overtime map. If more maps are needed according to the specific competition rules, latest eliminated maps are played.

9.2 Example

Please see specific competition rules for correct Map-Pool.

  • 1st Team: “We eliminate dustbowl!” - remaining maps: well, granary, gravelpit, 2fort, turbine, badlands
  • 2nd Team: “Oh no, but ok, we eliminate 2fort!!” - remaining maps: well, granary, gravelpit, turbine, badlands
  • 1st Team: “Yes ok, bye bye badlands!” - remaining maps: well, granary, gravelpit, turbine
  • 2nd Team: “It’s ok we remove turbine” - remaining maps: well, granary, gravelpit
  • 1st Team: “Hum, our map will be granary then…” - remaining maps: well, gravelpit
  • 2nd Team: “Okok, ours is gravelpit.” - remaining maps: well (-> decider map if each team wins one map)

Map order for this example: 1. granary; 2. gravelpit; 3. well; (if needed: 4. turbine; 5. badlands; 6. 2fort; 7. dustbowl)

10. Warning List

Note: This Warning List isn’t complete anymore and will be updated or removed soon as we have added a Warning System to our website.

A Warning can be given out for any kind of rule break. A team which received 3 Warnings will be expelled from the league. The exact reasons of a Warning are kept internal.

Given Warnings:

  • 21.08.2008 - Team “Fractured Allstars” - 1st Warning
  • 21.08.2008 - Player “4 Kings. Masiina” - 1st Warning
  • 21.08.2008 - Player “4 Kings. Abomination” - 1st Warning
  • 21.08.2008 - Player “Plan-B. Puschen” - 1st Warning
  • 21.08.2008 - Player “Angorabedsock” - 1st Warning + 3 Match Bans
  • 21.08.2008 - Team “Weapons of the Rebelion 2″ - 1st Warning
  • 16.07.2008 - Team: “Oh My God It Is” (ID: 243) - 1st Warning
  • 13.01.2008 - Player “lyuono” - Banned till 31.12.2008 (Using wallhack + autoshoot)


11. Changelog - Rules Page

  • 17.11.2008 - Additional Winlimit Rule for 4th Cup added (4.6)
  • 09.11.2008 - Soldier cup rules (5.) replaced with Scout + Demoman cup rules (5.1 - 5.6), 3rd Cup Rules updated to 4th Cup Rules (4.)
  • 31.10.2008 - Highlander Cup Ringer Rule (6.6) added
  • 18.10.2008 - Basketball 2on2 Cup Rules (6.) were removed and replaced with Highlander Cup Rules (6.1-6.5)
  • 06.10.2008 - Added Arena Cups Rules (7.1-7.5)
  • 27.09.2008 - Added Pause rule (1.6.15)
  • 10.09.2008 - Clarified the timezone rule (1.1.2)
  • 08.09.2008 - Added possibility to choose a Secondary Map Pool Map (2.8)
  • 02.09.2008 - Added Normal Map Overtime Rule (1.6.14)
  • 27.08.2008 - Added Season 3 Promotion + Relegation System (2.7); added Demolimit 1 (1.1.1); added Heavy Unlocks Rule (1.3.3); added Nations Cup Playoff Phase Rules (3.5-3.8)
  • 18.08.2008 - Season 3 Rules published (2.1-2.11); 1.4.7 - adding Taunt-Ledge-Bug
  • 06.08.2008 - Belgium added to the Exception Rule (3.2)
  • 31.07.2008 - Kritzkrieg allowed in upcoming competitions; keeps disabled at 3rd Cup + NC Group Phase (1.3.1)
  • 27.07.2008 - Complete rewrite of rule type


12. Changelog - League Config

ETF2L League Config Download: [Link]

  • 02.10.2008 - tv_chattimelimit 0 changed to 1, sv_pausable 0 changed to 1
  • 25.07.2008 - Added Stop-Watch-Maps reminder, removed changelog
  • 15.06.2008 - tv_transmitall 0 changed to 1