RULES

OGL & [-TDN-]

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General


1. The general OGL rules apply to the game of Half-Life, and its modification called Counter-Strike, unless stated otherwise in the following rules
2. The rules in BOTH rule sets pertain to EVERY match. Read and review these rules frequently
3. It is recommended that you print a copy of each rule set out for quick reference at match time.
4. Not knowing a rule may not be used as an excuse for action, inaction, or behavior in a dispute over a match outcome.
5. It is not the responsibility of the OGL or your ladder administrator's) or game coordinator's) to verify your knowledge of the rules.
6. If you need clarification on a particular rule, please do not hesitate to contact your Ladder Administrator or Game Coordinator
7. Remember that every clan on all ladders, at any time, has the right to request deletion from the ladder.

Disputes/Requests & Contacting the Counter-strike Ladder Administrators / Support Staff

1. By contacting the OGL Admin for your ladder, you are stating that you have read BOTH the general and ladder rules, and know that your particular problem is either not covered, is not addressed clearly, or was in dispute during a game situation.
2. Remember that on most of the Counter-strike ladders, it is often one admin (and MAYBE one support person) for as many as 800 to 1000 teams, and that your dispute, question, or issue will NOT be the only one in the administrator's in-box. The administrator handles disputes and answers questions in more or less the order they arrive, and will be happy to help you with yours in turn.
3. Please remember at all times to treat your Ladder Administrators and League Officials with respect. They don't get paid for this, and they give their time to make it possible for you to have fun. You may certainly disagree or argue a point with your ladder administrator or game coordinator, as long as it is done at all times in a respectful, sportsmanlike manner. Verbal abuse of ladder administrators and other players will not be tolerated on these ladders.
4. If you are submitting a dispute, please use the DISPUTE MANAGER on the OGL site. Much of the information in #5 must still be included in your statement.
5. When contacting your OGL Ladder Administrator, the following information MUST be present in your correspondence:
a) The full name and current rung of your team.
b) Your position in the team (leader, co-leader, member, etc…)
c) The OGL Ladder in which you participate
d) The full name and current rung of the other team. (If applicable)
e) The date and time the incident occurred - if this is a match, give the date and time the match was actually played. If the match has been postponed or the date is in dispute, give the ORIGINALLY SCHEDULED time.
f) A brief description (25 words or less) of the nature of the problem/request that you have.
g) If this is in response to an action on the administrator's part (deletion, wrongly-awarded forfeit, suspension, etc.), state the SPECIFIC action, and the time you noticed it took place in the ladder.
h) If this is simply a question on a rule, please state the exact rule, but note "RULES QUESTION" at the beginning of the email
I) If this is a dispute, state the EXACT rule, quoted from the rule set (either General Rules or CS Rules or both) on which you are basing the dispute.
j) A summary of the match or time period when the dispute took place - as detailed as possible, giving facts, times, Team names, nicknames, IRC Channels, etc…
k) ALL evidence you currently have to support your claim, in the smallest formats possible, and ZIPPED to conserve space and bandwidth. This means the following:
1) All screenshots should be converted to .JPG format (*.BMP's are OK, but we DO prefer JPG's)
2) All server logs should be in *.TXT format - flat text files, EXACTLY as they came off the server.
3) Server Log Files (sometimes called CON DUMPS) are a preferred form of evidence for disputes.
4) If you have requested evidence from the other team, please inform the admin, and include copies of any e-mails sent for this purpose. If the other clan has not provided requested evidence within a reasonable time, please advise the ladder admin as you're presenting your evidence.
l) A statement with each piece of evidence, ILLUSTRATING how that particular piece of evidence supports your claim. Evidence can be screenshots, server logs, chat logs, message logs, or anything else.
m) If you have a demo of a match, it need not be included in your initial email, but do state that you have this important piece of evidence. If the admin requires the demo, s/he will ask you to send it to them, and provide the transfer method.)
n) A statement of any independent investigation you undertook after the match, with demo or screenshots if you wish to submit them as proof of baseline capability.
o) Provide an e-mail address or IRC channel or ICQ number where the admin may contact you with further questions.
p) If this is a Match Dispute submitted via the DISPUTE MANAGER, the other team will be automatically copied.
q) Also include any and all previous emails with your admin regarding this issue, and/or any pertinent clan emails.

6. The above list and rules apply to ALL emails going to the Admin, no matter what their nature is. Emails without evidence (if needed) of the situation/problem may be ignored by the admin. The admin cannot (and WILL NOT) take action unless evidence is provided.

Message Boards and Forums (Private and Public)

1. OGL or other public forums / message boards are not an appropriate place to vent anger at a ladder admin through use of inappropriate language or links.
2. Clan private forums are a clan's own business. Let's keep it this way. Comments regarding OGL rulings on your clans own PRIVATE (i.e., password-locked) message board are allowed, as long as:
a) The board is NOT accessible by the public or visible from a public area of your clan's web site
b) The board is NOT accessible by the public through or visible from a clan member's PERSONAL website
c) The situation ruling is final.
3. Un-sportsmanlike conduct on the OGL or your clan's public forums is considered to be the same as un-sportsmanlike conduct in a match. The same penalties and procedures apply.
4. Most of the OGL message boards are moderated. Many by the ladder administrator or ladder / mod support staff. Off-subject, defamatory, inappropriate, or illegal posts WILL be removed from these forums, and OGL Management reserves the right to terminate user accounts if they deem it necessary.
5. If a clan chooses to go on the public message boards with their side of a problem that is under investigation by OGL Ladder Administrators, League officials or Management, they will be either suspended or deleted from competition.
6. If the admin makes a ruling (EVEN AFTER THE RULING IS FINAL) that is not to your clan's liking, going to public message boards with your side of the situation will result in your team's suspension or deletion from competition, at the administrator's discretion.

Challenge and Acceptance

1. In order to challenge another team, you must be designated as a team captain on your clan's OGL roster
2. Go to your clan's OGL Home Page and issue a challenge to a clan above you on the ladder. You can challenge as far as 10% of the ladder above your current rank, but no more than that.
3. The opposing clan has 48 hours to respond to your challenge, counted from the time the challenge is MADE, per the system clock of the OGL site.
4. If the other clan fails to accept your challenge, your clan will take their place on the ladder and they drop 5% of the overall ladder. Meaning that if there are 600 clans on the ladder that team will drop 30 rungs.
5. There is NO NEED to e-mail your ladder administrator about forfeit wins for non-acceptance of challenges. This is taken care of automatically by the ladder, the admin, and the ladder support staff.
6. When your team receives an E-mail stating that you have been challenged, your team (the defending team) should:
a) Go immediately to the ladder and accept the challenge
b) Select three possible maps for the match, as well as 2 possible date/time combinations.
c) If possible, do not choose subsequent nights, or the same time on both nights. This is a courtesy to the other team.
d) If it can be proven that you are INTENTIONALLY choosing times that the other team cannot play (i.e., excessively late, during normal "working hours", etc…), your team will immediately be given a FORFEIT LOSS for UN-SPORTS-MAN-LIKE CONDUCT. This is based on the fact that you're trying to get a forfeit WIN from them by choosing times they can't play.

7. The attacking clan will select one of the possible 2 dates picked by the defending team, and will confirm with the ladder.
8. The attacking team has 36 hours to confirm date and time.
9. If the date/time chosen are not good times to hold a match for your clan, you may contact the other team, and renegotiate the date.
10. If you suspect that the other team is intentionally creating difficulties by choosing a time when you CANNOT play, contact your ladder administrator to mediate the process.
11. If problems arise and there seems to be no way of deciding a mutually beneficial date to hold the match, you can ask the OGL admin to cancel the match.
12. Match times and days may be rescheduled as long as both clans agree to the new time or date.
13. Once the new date and time has been agreed to, both teams must e-mail the ladder administrator to inform them of the change.
14. If a match has been rescheduled, and the opposing team does not show up for the rescheduled date/time, it is considered a forfeit loss on the no-show team's part.
15. Spectators are not allowed in a Counter-strike match, UNLESS those spectators are neutral OGL ladder administrators or League Officials, requested by one team or the other to reduce the likelihood of foul play.

Map Selection

1. The DEFENDING clan selects three maps from the acceptable map list for that ladder.
2. The CHALLENGING clan then selects one of the three maps to be played for the match
3. This map will also be used for a tie-breaker, should one be needed.
4. The Map must be selected from the official maps listed on the ladder
5. A list of acceptable maps may be seen by clicking the "MAP LIST FOR THIS LADDER" Link
6. If BOTH TEAMS agree to a map not in the list, it MAY be used for the match.
7. If a map is agreed to that is NOT on the list, both teams must e-mail the ladder admin with the name of the map that was agreed to.
8. Each clan will play 1 25-minute game on the map as Terrorist and 1 25-minute game on the map as Counter-Terrorist.
9. The order of team selection (CT/T) is determined by the challenging (attacking) team. If the clans are tied after two (2) rounds, the challenging team selects the team (CT/T) for the tie-breaker round.


Servers

1. Both teams must, at least 24 hours before the match, provide the other team with 1 or more proposed servers for the match OR inform the other team that you DO NOT have your own server.
2. Teams NOT providing the other team with notification of server (or notification of NO server) forfeit the right of server selection.
3. CABLE SERVERS, REGARDLESS OF CONNECTION SPEED, (unless they are backbone-connected servers hosted by a cable ISP) ARE ILLEGAL FOR OGL GAME PLAY
4. A cable IP does not necessarily prove a cable server - please be aware that there are backbone-connected servers hosted at some Cable ISP's, Including Media One, @home, etc…
5. NON-DEDICATED (i.e., LISTEN) SERVERS ARE ILLEGAL FOR OGL GAME PLAY
6. If one team forfeits the right of server selection, the other team CAN REQUIRE that all matches be played on their server.
7. If a server agreement cannot be made by match time, a match must be played on a server provided by each team (2 server match).
8. If one of the two servers is determined to be a neutral server, all matches are to be played on that server UNLESS both teams agree to a two-server match.
9. A Neutral server is defined as a server where the average pings of the two teams are within 50 ms of each other.
10. Both teams MUST make reasonable efforts to find a neutral server.
11. If a match starts on a particular server, it must be played to completion.
12. A team who LEAVES (drops voluntarily) from a server before the completion of a match will be given a FORFEIT LOSS.
13. If a team drops due to ISP problems (ping outs, etc…), the game in question (and possibly the MATCH) shall be replayed, at the Administrator's discretion. Teams must be able to PROVE that they were dropped due to connection problems to claim the rematch.
14. Starting a match on a server means that both teams accept that server as playable.

Server Crashes

1. If a server crashes, the entire 25-minute game shall be restarted. (This is due to the fact that CS deals with accumulated money)
2. Scores MAY be carried over if the leading team got a screenshot of the match with the time remaining in the match displayed.
3. At the end of the match, scores from the crashed game will be added to the final score
4. If the server cannot be brought back up, the match (all matches) must continue on the server provided by the other team.
5. If the other team did not or cannot provide a server, the match (all matches) must be rescheduled.

Server Settings

The following game settings are the default server settings:
sv_aim 0
sv_airaccelerate 5
sv_clienttrace 3.5
pausable 0
sv_maxspeed 500
sv_maxrate 8000
mp_friendlyfire 0 (mp_fiendlyfire 1 for the FF ladder)
mp_timelimit 25
mp_roundtime 5
mp_footsteps 1
decalfrequency 30
mp_friendly_grenade_damage 1
mp_limitteams 0
mp_fraglimit 0
mp_freezetime 10
mp_c4timer 35
mp_flashlight 1
mp_forcechasecam 1
mp_tkpunish 0
mp_hostagepenalty 0
mp_logmessages 1
mp_fadetoblack 1
mp_autoteambalance 0 (Toggles the forcing of clients to join teams to make it balanced - Setting of 1 = 'on', and 0 = 'off')

1. All settings are negotiable between team leaders.
2. The maps MUST be the correct version.
3. Punk Buster is not yet stable for OGL competition. If a server is running Punk Buster, at this point, it is unacceptable for OGL play.
4. Servers must be in the United States or Canada unless both teams agree on a foreign server.
5. Max players should be set to 14. Rates must stay below 8000.
6. The latest version of the mod (server AND client) is always to be used (available from http://www.counter-strike.net).
7. Counter-Strike must be played as packaged from the CS team, either downloaded or boxed
8. The following files are available for download, and contain the above config files:
OGL.CFG
OGLFF.CFG
9. These files should be places within the C-Strike directory of your server. They can be implemented in two ways:
a) rcon servercfgfile ogl.cfg
rcon changelevel <mapname>

b) rcon exec ogl.cfg

The way listed first is recommended over the second way, however they should both work.

Before the Match

1. Open, East, West, and Friendly Fire ladder matches will be played AT LEAST 5 v. 5.
2. If one team (Open, East, West, FF) has fewer than five eligible players present, it may choose to play with four players.
3. Modem ladder matches will be played at least 4 v. 4
4. If a Modem Ladder team has fewer than 4 eligible players present, they may choose to play with three players.
5. 2v2 ladder matches are played two-on-two.
6. If a 2v2 Ladder team has only 1 player, the other team can choose to play 2v1 or 1v1.
7. If one team chooses to play shorthanded, the other clan can choose to either play with the regulation number of players for their ladder, OR the same number players as their opponent has.
8. All players must be on a clan's roster for seven (7) days to be considered eligible for that match unless the other team agrees to allow the player to play.
9. The only exception to the seven-day rule is a clan's first match on a ladder, in which case, all members DO NOT have to be on the roster for 7 days prior to the match.
10. Starting a match constitutes acceptance of all players in the server. If you DO NOT accept a player, DO NOT start the match.
11. If you don't have sufficient eligible players available within 10 minutes of the start of a match, your clan forfeits the match.
12. To claim credit for an opponent's forfeiture, you must do the following:
a) send an email to the ladder administrator with as many details as possible
b) copy the opposing clan (the one that forfeited) on the e-mail (team e-mails are available on clan information pages, which can be shown from within the ladder by clicking on a team's name)
c) a template or form for this e-mail can be found earlier in this rule set, under the section on "Contacting the Counter-strike Ladder Administrators".
d) Include screenshots showing the no-show (your clan goes to the server, takes a screenshot), or insufficient eligible players within 10 minutes of time of scheduled match start

13. The e-mail will be verified within 24 hours and the proper ladder adjustments will be made.
14. If you go ahead and play the match (after the 10 minute limit has elapsed), this will constitute acceptance of the tardiness and will not be grounds for later forfeiture by the tardy team.

Playing the Match

1. Spectators are not allowed in a Counter-strike match, UNLESS those spectators are neutral OGL ladder administrators or League Officials, requested by one team or the other to reduce the likelihood of foul play
2. The time limit in this ladder has been set to 25 minutes. NO ONE KILLS ANYONE at this point.
3. Upon entire team connection and the start of the map, the people that have joined the wrong teams must switch.
4. Teams will gather at a central point on the map before the match starts to take screenshots with both clans present.
5. At this point, the Server Administrator should ask BOTH teams to verify server settings meet OGL Standard (they can do this either by going out to Game spy and checking the server configuration, or through VIEW INFO from the CS console)
6. Both team CAPTAINS should announce "ready" via mm_1 (all-talk)
7. The server administrator will announce the match will start in 10 seconds
8. The server administrator then issues "rcon sv_restartround 10" to the server.
9. The sv_restartround command must be issued within 5 minutes before CS awards a round win.
10. If a win is inadvertently awarded, issue the changelevel command and then "rcon sv_restartround 10" again.
11. If Conditions on the server are not per OGL specifications, a team may stop the match within 5 minutes until problem is fixed.
12. Playing the match for more than 5 minutes constitutes acceptance of the server, all settings AND all players
13. After the five-minute mark, the match may not be stopped.
14. Ping and Packetloss issues after the five-minute mark should be brought to the attention of the ladder administrator.

Cheating on the Counter-Strike Ladders

1. What's LEGAL / NOT considered Cheating:
a) Counter-Strike must be played as packaged from the CS team, either downloaded or boxed.
b) Buy scripts are legal
c) Modifying the color text in the console IS LEGAL
d) Boosting with ONE teammate is LEGAL

2. What IS ILLEGAL / IS considered Cheating:
a) Non-original (i.e., NOT in the original download pak) skins, models, sprites, scripts (unless specifically stated here) are ILLEGAL.
b) Bunny hopping, or "strafe jumping" that allows you to move EXTREMELY fast through the map is ILLEGAL
c) Grenade scripts (those that BUY, ARM and TOSS bound to a single key) are ILLEGAL.
d) There are several known methods of cheating in HLCS, all of which are ILLEGAL.
e) Changing server settings once they have been agreed upon and the match has begun is ILLEGAL
f) Boosting with MORE THAN ONE teammate is ILLEGAL
g) Hostage Jumping and Hostage Boosting are ILLEGAL
h) Towers (stacking players on top of each other in a corner) are ILLEGAL

3. SUSPICION vs. PROOF of CHEATING
a) If you suspect a team of cheating, please notify the ladder administrator with details.
b) Conclusive Proof of cheating is VERY difficult in Counter-strike - it requires Demos, server logs and match-time screenshots. Screenshots and server logs alone MAY be able to prove a cheat, but it is extremely difficult.
c) Please review the section on "Contacting the CounterStrike Ladder Administrator" for information that needs to be present in any e-mail to your Ladder Administrator regarding suspicion of cheating.
d) If a trend develops (complaints from 3 or more teams about a particular team), that team may be subject to disciplinary action (i.e. suspension, or removal from ladder).

Winning the Match

1. The winner is defined as the team winning the highest NUMBER of ROUNDS over two (2) 25-minute GAMES.
2. One map is selected by the defending team for all games, including the tie-breaker.
3. The Tie-breaker (if one is needed) will be played on the SAME map as the other games were.
4. Each team plays (1) 25-minute game as Terrorist, then (1) 25-minute game as Counter-Terrorist.
5. The challenging (or ATTACKING) team chooses the order of team selection (T/CT).
6. The team with the most rounds won after the 2 GAMES wins.
(ex. Challenging team wins 1st game 13-9 and loses 2nd game 8-10, wins the challenge 21-19).
7. If after the 2nd match the total score is tied, a 3rd 25-minute GAME (or TIE-BREAKER) is to be played to decide a winner.
8. The attacked/challenged team will pick the order of servers to play on if the match is to be played on two servers.
9. Usually the first round will be played on the challenged clans server, second round on the challengers.
10. If a tiebreaker is required on a 2 server challenge, 5 rounds will be played on each server totaling the scores to determine the winner.
11. Again, the challenging team chooses the order of team selection (T/CT) and defending team chooses server order.

Unsportsmanlike Conduct

1. Un-sportsmanlike conduct immediately prior to, during, immediately after a match, or during the dispute resolution process of a match is punishable at the ladder administrator's discretion, with penalties ranging from a verbal warning to removal from the ladder.
2. Un-sportsmanlike conduct is defined as:
a) commonly-offensive language or player name that is not a player's REGULAR nickname
b) offensive behavior (banning opposing team members from IRC channels with no apparent reason),
c) offensive or slanderous commentary directed at the opposing team or concerning the opposing team used with the intent of offending, distracting, humiliating, or expressing disrespect toward a worthy opponent on the field of combat.
3. Behavior like this makes the game less fun for everyone…INCLUDING the ladder administrators.
4. Repeated un-sportsmanlike conduct will not be tolerated on the CounterStrike ladders
5. Teams whose opponents have created problems of this nature are encouraged to report the incident to the ladder administrator immediately after the match, providing as much evidence of the behavior as possible.

Special Rules for Subsidiary Counter-Strike Ladders (Modem, Friendly Fire, 2v2, Regional and Advanced/Expert Ladders)


Regional Ladders

1. The Counter Strike East, Central, and West Ladders will be played using predominantly the same rule set as the Open ladder. The Counter Strike East, Central, and West 2v2 Ladders will be played using predominantly the same rule set as the 2v2 Open ladder.
2. A team may be on ONE skill-level ladder (EITHER open OR advanced OR expert) in any given region.
3. When deciding what regional ladder a team should join, the decision should be based on the following:
a) If the team has a server, where is that SERVER located?
b) If the team DOES NOT have a server, where are the MAJORITY OF THE PLAYERS located? If the players are located in a "borderline" state (or city) the team may join the ladder the state is IN, or the adjacent one.
4. If you are in doubt as to where a city is located, see www.mapquest.com
5. The breakouts for states are as follows:
a) EAST LADDER: Maine (ME), New Hampshire (NH), Vermont (VT), Maryland (MD), Massachusetts (MA), New York (NY), Rhode Island (RI), New Jersey (NJ), Delaware (DE), Washington DC (DC), Virginia (VA), North Carolina (NC), South Carolina (SC), Georgia (GA), Florida (FL), Alabama (AL), Pennsylvania (PA), Kentucky (KY), Tennessee (TN), Mississippi (MS), and the Canadian Provinces of Quebec (PQ), Ontario (ON), Newfoundland (NF), and Prince Edward Island (PEI)
b) CENTRAL LADDER: Wisconsin (WI), Illinois (IL), Minnesota (MN), Iowa (IA), Missouri (MO), Arkansas (AR), Louisiana (LA), Texas (TX), Oklahoma (OK), Kansas (KS), Nebraska (NE), South Dakota (SD), North Dakota (ND), Michigan (MI), Ohio (OH), Indiana (IN), and the Canadian provinces of Saskatchewan (SK), Manitoba (MB), and the Northwest Territories (NT).
c) WEST LADDER: Washington (WA), Oregon (OR), California (CA), Arizona (AZ), Nevada (NV), Idaho (ID), Montana (MT), Utah (UT), Colorado (CO), Wyoming (WY), Alaska (AK), Hawaii (HI), and the Canadian Provinces of British Columbia (BC) and Alberta (AB)
d) If you live in Mexico, Puerto Rico, Cuba, South America, or on a US Military base outside the areas covered by the above list and would like to join a CS regional ladder, please consult a Ladder Administrator and/or a League Official to determine which ladder would be most appropriate for you.
6. Server location is determined by finding out the host for the IP address and checking with a whois program to find out where the host is. A trace route may also be used to find the location on the server.
7. Servers in states bordering ladder boundaries can be used in either ladder.
8. If at match time your server is determined to be too far east or west, all matches will be played on the legal server.

Regional Advanced Ladders

Regional advanced ladders will follow substantially the same rule set as regional open ladders, with the following exceptions:
1. Each game will consist of 17 five-minute rounds (for open ladders, these are 25-minute rounds)
2. Teams are allowed an optional 10-minute break between games. If this break is taken, the server admin is responsible for using this time to prepare their server for game play. The second server (if one is used) must be ready to start the second game within 10 minutes after the first game ends.
3. Server Config will include the following lines:
mp_fadetoblack 1
mp_maxrounds 17
log on
mp_logfile 1
mp_logmessages 1

4. Message Mode Use
a) MM1 is reserved ONLY for team captains
b) MM2 is to be used by everyone else
c) If the team captains agree to allow all-talk by other team members, the agreement must be captured in a screenshot at the beginning of the match, and should be forwarded to the ladder administrator in case of a dispute.
d) Any non-captains violating the MM2 rule without an in-game agreement (and screenshot) at the beginning of the match will earn a forfeit loss for their team.
5. Screenshots, Demos, Server Logs - If there is a dispute, the following screenshots from all players and server logs must be submitted to the Ladder Admin.
a) Screenshots (every player must submit two screenshots from each server - 4 total in a two-server match):
I. Teams meet in middle of map with T's on one side, CT's on the other and take screenshots.
Players MUST be on the side they're starting that round as (i.e., correct teams).
Screenshots must include at least two players from each team
(If one team begins killing players at this time, the match is a forfeit loss for the aggressors)
ii. Screenshot at end showing match scores and "Loading…"
iii. Click HERE for a link showing what is expected in terms of screenshots.
b) Server Logs (console dumps)

6. Losses should be reported immediately after the match is played, but MUST be reported no later than midnight (EST) of the night on which the match was played. If the match ended after midnight, you have until 8 AM EST of the day following the match.
7. Disputes must be filed within 24 hours after the completion of the match, by sending e-mail to the ladder admin, with a copy (cc) going to the opposing team. Server logs and screenshots must be attached to this e-mail.
8. The defending team in any dispute must provide relevant logs, and screenshots to the ladder administrator within 12 hours of receipt of the dispute e-mail from the opposing team captain.
9. Top-10 teams may not rest as a general rule. Other rests will be permitted on a case-by-case basis, at the administrator's discretion
10. Substitutions
a) rostered subs will be allowed at any time without prior notification
b) non-team (i.e., non-rostered) subs will not be allowed at ANY time
11. Players not on your team's roster will not be allowed at any time. If your team plays with a non-rostered player, and is not caught until AFTER the match, your team will be given a FORFEIT LOSS. It is the team captain's responsibility to verify BOTH teams' rosters at the beginning of the match.
12. If a referee or neutral observer is to be requested for the match, this must be done a minimum of 72 hours in advance of the match via e-mail to the ladder administrator in order to allow time for scheduling of an OGL staff member in this capacity.

Regional Expert Ladders

Regional Expert ladders will follow substantially the same rule set as Regional Advanced ladders, with the following exceptions
1. Server will be ready for play to begin NO LATER than 10 minutes after the specified start time - if the server is NOT ready, it will result in a forfeit loss (for delay of game) to the team selecting this server.
2. ALL matches on expert ladders will be 2-server matches - one game per server
3. The Map to be played in the match will be selected randomly by the ladder software from a list of acceptable maps for that ladder. Teams will be made aware of random map choice after challenge has been accepted.
4. LAN play (one team LAN'd together or either team LAN'd to the server) is NOT allowed in the Expert ladders. All connections to the server must be via the Internet.
5. FF (damage by Friendly Fire) is to be ON
6. The only scripts allowed for Expert ladder participants are the following:
a) Buy scripts (NOT buy/throw)
b) Scripts for showing your team your loadout
c) Scripts binding keys for say_team
7. Expert ladder Server Configs will include the following additional lines (above what is listed for Advanced ladders):
mp_tkpunish 0
mp_friendlyfire 1

8. Screenshots, Demos, Server Logs - If there is a dispute, the following screenshots from all players, demos, and server logs must be submitted to the Ladder Admin.
a) Screenshots (every player must submit two screenshots from each server - 4 total):
i. Teams meet in middle of map with T's on one side, CT's on the other and take screenshots.
Players MUST be on the side they're starting that round as (i.e., correct teams).
Screenshots must include at least two players from each team
(If one team begins killing players at this time, the match is a forfeit loss for the aggressors)
ii. Screenshot at end showing match scores and "Loading…"
iii. Click HERE for a link showing what is expected in terms of screenshots.
b) Demos (all players will record a demo during the match)
c) Server Logs

9. Losses should be reported immediately after the match, but MUST be reported no later than midnight (EST) of the night on which the match was played.
10. Disputes must be filed within 24 hours after the completion of the match, by sending e-mail to the ladder admin, with a copy (cc) going to the opposing team. Server logs and screenshots must be attached to this e-mail, and demos will need to be provided to the ladder administrator.
11. The defending team in any dispute must provide relevant demos, logs, and screenshots to the ladder administrator within 12 hours of receipt of the dispute e-mail from the opposing team captain
12. Resting
a) Top-10 teams may not rest
b) Resting will be permitted on a case-by-case basis, at the administrator's discretion
c) Maximum rest at any one time will be 7 days. If you feel that your team needs longer than seven days, adequate reason must be provided to your ladder administrator.
13. If there are issues with the match, both teams will REMAIN in the server, and one of the two team captains will come to irc.enterthegame.com, #csogl and/or #csogl_expert to request an Expert-level CounterStrike Ladder Administrator's assistance.
14. If a referee or neutral observer is to be requested for the match, this should, theoretically, be done well in advance, but MUST be done within fifteen minutes of the scheduled start time of the match.