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 Call of Duty Modern Warfare 2 Rules

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Posts : 31
Join date : 2010-01-20
Age : 24
Location : London

PostSubject: Call of Duty Modern Warfare 2 Rules   Wed Jan 20, 2010 3:20 pm


1. Rules are subject to change at any time, so please check them often.

2. It is the responsibility of all the users of this ladder to know and understand the rules.

3. By sending or accepting a challenge in the challenge system, you acknowledge that you have read, understand, and agree to abide by the rules posted here. This includes posting or accepting challenges on the Match Finder.

4. Our goal here at Platform Gaming is to provide gamers with a place to find fair and competitive matches. In order to accomplish this goal, we will not tolerate players or teams that cause problems or attempt to undermine the positive atmosphere on Platform Gaming. This includes teams that cheat, dispute on purpose, or repeatedly abuse players. Violators will be dealt with accordingly including possible removal from all platforms. As with all accusations, valid proof must be provided. Please see the proof section below.

5. Platform Gaming prohibits members from creating or managing more than one team on a ladder from the same household as well as competing against each other. Multiple people from the same household may compete on Platform Gaming; however, only one username can be in a management position on a team. For example, only one username can be a Co-Leader or Leader on a team. All other usernames from the same household cannot be anything higher than member on any team.

6. Abuse of our volunteer Staff will not be tolerated in any form. This includes written messages or verbal comments. Violators will be removed from all platforms and banned.

7. Team members are not able to change the name of their team. Only the leader of the team can change a team name change. Names must be appropriate and cannot be taken by another team on the same ladder.

8. Team names, blast messages, logos, avatars, and website links are subject to the Forum Rules.

9. Teams on a ladder must contain the minimum number of 3 player to remain active on a ladder. Teams without the minimum number of players - are subject to removal within a time period of two weeks.

10. All Platform Gaming accounts are property of pG.Gaming Inc. Any advertising of, or attempts to buy, sell, trade, or exchange an account by any means is strictly prohibited. Violators will be banned from the website and all related accounts terminated.

11. Users must utilize their own unique username for competing on Platform Gaming. This unique username must have been registered on www.platformgaming.net personally by the user. The registered username must contain the correct and complete Name, Address, and Email of the user. If a false Name, Address, or Email was entered, the user voids the privilege to participate.

12. As a user, you are personally responsible for accepting an invitation to a team. Someone else cannot accept a team invitation for you. If you do not personally accept a team invitation, you may be disqualified from competing.

13. Users are prohibited from sharing account information stored on Platform Gaming with another person for any reason. This includes, but is not limited to, the following: usernames, passwords, gamertags, email accounts, etc. If another person accesses your account, you may be disqualified from the group and removed from Platform Gaming.

14. A team cannot play the same team more than once within a 12 hour period.


1. A team has 15 minutes to show-up with the proper number of minimum players (3) and be ready to start the match. Failure to do so will result in a forfeit. Teams are responsible for all scheduled matches.

2. To receive a no-show win, you must submit proof to a referee within 30 minutes of the scheduled match time. You must also report the match as a win for your team.


1. Both teams are responsible for reporting the match within 30 minutes of its completion. If teams do not report matching results, the match will result in a ‘dispute’. Both teams are then required to submit any valid proof they have. Teams can also resolve their own disputes by changing the scores they reported for the match. To do this, teams must go into the match report screen for the disputed match and change the scores within 24 hours of the scheduled start time.

2. Matches that go unreported by one team will be reported automatically for the team that did report. Matches that go unreported by both teams will be deleted automatically.

3. Any team found to report as the winning team before the match is played or completed will be subject to penalties.


1. The use of any communications other than what is provided within the game is prohibited. For example, the use of Skype or private chatting during a match is not allowed. The only exception to this rule is for games that give you no advantage by using outside communication.

2. We have a zero tolerance policy for cheating. Teams caught cheating, “glitching”, or abusing in-game mechanics in any way will be removed from Platform Gaming.

3. If your team receives a win that was not earned or played, you must submit a ticket to have it removed. Failure to do so will result in your team being removed from Platform Gaming.

1. You need to show proof of winning each map/game in a match to be given the win for it. All proof must be clearly visible and show the in-game full scoreboard during the completion of that map/game. The proof must clearly show both team's players to be considered valid. Essentially, proof needs to be large enough in size to clearly read all scores and gamertags.

2. For all glitching and cheating claims, the burden of proof is on the accuser. To submit a glitching or cheating claim, you must submit a ticket and include the URL link containing valid proof.

3. All conversations between users are not considered proof. This includes AIMs, emails, PMs, etc.


These rules are specific for every game mode available on Call of Duty Modern Warfare 2 and must be set exactly as specified below, any team not setting these rule will forfeit the map in which the problem was caused.

Spectating: Disabled (Does not apply for Search and Destroy). Spectating is to be Enabled when a Staff Member is present to spectate the match.

Friendly Fire: Enabled
Forced Respawns: Enabled
Wave Spawn Delay: None
ReSpawn Delay: None (Does not apply to Sabotage, Capture the Flag, Domination, and Demolition)
Radar Always On: Challenge Option
Max Health: Normal
Health Regeneration: Normal
Kill Cam: Enabled
Headshots Only: Disabled
Third Person View: Challenge Option
Allow Perks: Challenge Option
Killstreak Rewards: Challenge Option
Number of Lives: Unlimited (Does not apply to Search and Destroy.)
Join in Progress: Not Allowed
Hardcore Mode: Challenge Option

The following settings are specific to each Game Mode, so please read them carefully before setting up the server.

Team Deathmatch

Points to Win: 5000
Round Timer: 10 Minutes

Search and Destroy

Round Length: 3 Minutes
Bomb Timer: 45 Seconds
Number of lives: 1 Life
Plant Time: 7.5 Seconds
Defuse Time: 7.5 Seconds
Multi Bomb: Disabled
Score Limit: 4 Points
Round Switch: Every Round
Spectator: Team Only

Time Limit: 10 Minutes
Bomb Timer: 45 Seconds
Plant Time: 5 Seconds
Defuse Time: 5 Seconds
Respawn Delay: 7.5
Shared Bomb Timer: No
Note: In the event of a tie, the game will go into Overtime to determine the winner. If the Overtime results in a Draw, the map must be replayed until a winner is decided.

Time Limit: 10 Minutes
Score Limit: Unlimited
Respawn Delay: 5 Seconds

Capture The Flag
Time Limit: 10 Minutes
Score Limit: Unlimited

Respawn Delay: 5 Seconds
Note: In the event of a tie, the game will go into Overtime to determine the winner. If the Overtime results in a Draw, the map must be replayed until a winner is decided.

Time Limit: 3 Minutes
Round Switch: Every Round
Bomb Timer: 30 Seconds
Plant Time: 5 Seconds
Defuse Time: 5 Seconds
Extra Time: 2 Minutes
Respawn Delay: 5 Seconds


Time Limit: 10 Minutes
Score Limit: Unlimited
HQ Lifetime: 1 Minute
HQ Activate Delay: 30 Seconds

If any of the above settings are incorrect, the hosting team forfeits that map. The team hosting is responsible to ensure all setting are correct prior to beginning any map. If the settings are incorrect, the map needs to end and the next map needs to be played. The team that was not hosting is responsible for obtaining valid proof to show that the hosting team did not have the settings correct. A ticket with valid proof must be submitted immediately after the match has been completed.


1. All matches must be played in their entirety unless both teams agree to postpone or cancel the match. Teams can play a best of 3 (first team to win 2 maps wins the match) or a best of 5 (first team to win 3 maps wins the match). If no selection is made, a Standard Ladder Match will be played best of 3 maps

2. Randomized maps MUST be used. Users cannot pick maps or change options selected in the challenge details. The staff will support no other agreements, (i.e. verbal, AIM, email). Unless specified otherwise in the challenge details, these default rules will be followed.

3. The higher ranked team at match time will host the first map. The higher ranked team is the team ranked closer to “1” on the ladder. If there is a tie in rank (i.e. both are unranked), the Team ID closest to 0 will host first. The lower ranked team at match time will host the second map. This will alternate for each map until/if a tie breaker map is needed. If a tie breaker map is needed, the lower ranked team will host the final map.

4. The team that is not hosting will pick which side to play on.

5. A "Lag Test" must be completed prior to starting the match. This is a test round that does not count and uses the standard game settings that will be used during the match. For the lag test, a map that is not scheduled for play must be used. If the game lags during this test, a new host must be chosen. If both teams cannot find or agree upon an acceptable host, the match needs to be removed. To have the match removed, both teams need to submit tickets asking that the match be canceled.

6. If a player/host disconnects during the initial launch of a map, the map will be restarted. The initial launch is defined as within the first 30 seconds or before the first kill. If both teams disagree over when the disconnection took place, video proof must be provided. First, the match must be completed and the scores must be reported correctly. The URL link of the proof must be submitted in a ticket once the match is completed.

7. If the host disconnects after the map has started, the host's team forfeits that map. After the map has started is after 30 seconds or after the first kill. If both teams disagree over when the disconnection took place, video proof must be provided. First, the match must be completed and the scores must be reported correctly. The URL link of the proof must be submitted in a ticket once the match is completed.

8. If a player disconnects after the game has started, the game will continue and a player may be re-invited. The re-invited player may be the player that dropped or a new eligible player.

Thankyou for taking your time to read our rules, we hope you enjoy using www.platformgaming.net and good luck on your ladder entries.
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