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 Gears of War 2 Rules

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ADM1N

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

PostSubject: Gears of War 2 Rules   Thu Jan 21, 2010 3:31 pm

General
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.

No-Shows

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.

Reporting

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.

Cheating

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.

Proof

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.

The default settings specified in these rules can be changed, but only if an option is available in the challenge. The staff will support no other agreements, (i.e. verbal, AIM, email). So unless specified otherwise in the match details, these default rules will be followed.

Settings

The default settings specified in these rules can be changed, but only if an option is available in the challenge. The staff will support no other agreements, (i.e. verbal, AIM, email). So unless specified otherwise in the match details, these default rules will be followed.

Starting Weapon: Challenge Option


Weapon Swaps - All weapons not listed will remain as the default. Each map has it’s own set of weapon swaps that will need to be changed before the game starts.


Security

Mulcher > Boltok
Scorcher > Inks
Boltok > Torque
Frags > Disabled


Blood Drive

Boltok > Disabled
Frags > Boltok
Scorcher > Torque


Canals

Frags > Inks


Gridlock

Boomshield > Inks


Mansion

Boomshot > Torque
Longshot > Boomshot
Frags > Inks


Pavilion

Mulcher > Torque
Mortar > Disabled
Boomshield > Inks
Frags > Inks


River

Mortar > Frags


Ruins

Bow > Sniper
Boom Shield > Inks
Scorcher > Torque
Gorgon > Boltok


Stasis

Inks > Sniper
Sniper > Boomshot
Mulcher > Inks
Gorgon > Boltok


Jacinto

Mortar > Disabled


Avalanche

Mulcher > Longshot Sniper Rifle

Frag Grenade > Ink Grenade
Boomshield > Torque Bow
Torque Bow > Boomshot

Gorgon Pistol > COG Pistol


Execution and Warzone Settings


Total Rounds: 5
Round Time Limit: 5
Number of Bots: 0
Bleed-Out Time: 15
Friendly Fire: On
Map Selection: Host
Weapon Spawning: Customize


King of the Hill Settings


Round Score Limit: 90
Total Rounds: 3
Number of Bots: 0
Bleed-Out Time: 15
Friendly Fire: On
Map Selection: Host
Weapon Spawning: Customize

If any of the above settings are incorrect, the hosting team forfeits that map. The team hosting is responsible to ensure all settings 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.

Matches

All matches must be played in their entirety unless both teams agree to postpone or cancel the match. A Standard Ladder Match will be played best of 3 maps (first to 2).

Randomized maps MUST be used. Verbal agreements will not receive staff support via Referees or Support Tickets. The only exception is the use of an Overriding Game Mode in the challenge, which changes all of the generated maps to the selected Game Mode.


The team ranked closest to 1 at the time of the match will host the first map. The team ranked furthest from 1 at the time of the match will host the second map. If there is a tie in rank (i.e. both teams are unranked), the Team ID closest to 0 will host first. This will alternate for each map if/until a tie breaker map is needed. The team that has won the most overall rounds from all maps played will host the final map. If there is a tie in round count, the lower ranked (furthest from 1, or if unranked, team ID closest to 0 ) team will host the tie breaker map.


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

If a team asks for a lag test you have to give them one, the only exception to this is on tie breaker map. A "Lag Test" is a test round that doesn't count, and uses the same game settings that will be used during the match. For the lag test, a map that is not scheduled to be played. must be used. If a lag test is given on a map that is scheduled to be played, the hosting team forfeits the map the lag test is being given for, not the map that it was played on. The first 30 seconds of that scheduled map does NOT count as a lag test. If the game lags during this test, a new host must be chosen. If a team asks for a new host during the lag test, you MUST give them one. If both teams cannot agree on an acceptable host, a ticket must be submitted by both teams to cancel the match.

During this test round all players must select the Hammer Burst as their starting weapon, if you have a lancer in a lag test you forfeit the map the lag test is for.


Teams may not delay the match for more than 5 minutes between each map. If a team delays the start for longer than 5 minutes between maps, they will forfeit that map. The team that did not delay must submit a ticket with valid proof showing that this delay did occur. First, the match must be completed and the scores must be reported correctly. Do not dispute the match on purpose. After the match is complete, submit a ticket containing the URL link of the proof.


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.


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.

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.

A team can start a map shorthanded but only by one player. For example, in a 4v4, a team can start a map with 3 players. If you are missing more than one player, you cannot start a map. This rule applies to all matches except for 1v1s.


We highly recommend that all players appear offline at all times during their match. Users are not to dispute a match on purpose if the other team did not appear offline. If random players enter the room, ask them to leave. If they leave immediately without disrupting the match, the match can continue. If the player disrupts the match, the match is to resume from the score at which the player(s) entered.


The act of Split Screening is not allowed. Only one player per console is permitted. If a team is found breaking this rule they lose the entire match.


The only way to get through the Lasers on Security, is to press the button. No use of smoke grenades, or getting downed and crawling under the lasers is allowed. Players caught using any other method of getting through the lasers aside from pressing the button will forfeit the map.


Ragdoll smokes are legal. A ragdoll smoke is defined as an explosion from a smoke grenade throwing a player to the ground.


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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