Rules
Please make sure you read and understand the rules.
We also recommend team leaders to idle in our IRC channel #etf2l @ QuakeNet.
General
- Gamemode: 6on6, Mediclimit 1, Classlimit 2
- All Medic Unlocks are allowed to be used (Critzcrieg not working)
- Official League Map-Pool: cp_well, cp_pro_granary (Downloadlink), cp_dustbowl, cp_gravelpit, ctf_2fort, ctf_turbine and cp_badlands
- Official ETF2L League Config (last update: 15.06.2008). Has to be used for every ETF2L game (needs to be reloaded after every map change).
- Both team leader are supposed to do a status screenshot of all TF2SteamIDs before game starts and a final scoreboard screenshot in the end of every map (see below for gravelpit and dustbowl exception). One team leader is supposed to submit the result and upload all relevant screenshots after the game is played (check Match Reports Page to see if other leader submitted it).
- For the possibility of a protest, every player has to record demos. Demos have to be saved at least 10 days.
- All matches are supposed be played by and according to the published league schedule. If that’s not possible for any game you need to contact an admin.
- A scheduled game can only be postponed if both teams agree or by using your Wildcard.
- Teams can take one Wildcard per competition. This can be used for postponing a scheduled game without opponent’s agreement. A wildcard has to be used at least 24 hours before the league game is supposed to start. A team who wants to use a wildcard has to contact an admin and the opponent team by IRC or Email in time.
- A minimum 15 minute delay should be afforded to your opponent. If after 15 minutes your opponent has not arrived or filled up a team you will be entitled to claim a default win. To claim a default win, you will have to submit a screenshot of at least 5 available players of your team with their steam ids on a tf2 server at match time.
- A default win will be awarded 3 points per map. However if in the event of awarding a default win the league is affected in an unfair way to any team the league reserves the right to alter this rule as necessary to ensure a fair result.
- If both teams miss to show up for a match a 0:0 draw will be entered for both maps in Season-Games. Coin flip will decide the winner in Cup-Games.
- A team must field a minimum of 5 players for a match. If a team fails to get 5 people, opponent can allow ringer (maximum: 2), insistence on a default win or try to postpone the game to another date.
- Your team is only allowed to use players who are listed in the team “members” section on the team list page. This list has to be submitted before the beginning of the competition, rosters will be locked at the start. Anyway, later additions/changes are possible, see next rule.
- If a member of a team wishes to change his team, he has to be removed from the old teams’ roster and added to the new one’s before he is allowed to play. Non-confirmed team changes will be considered as fictive and hence the player will be considered as a ringer in his “new” team, which means he is not allowed to play unless the opponent agrees. Team Leaders can add/delete players from their roster here.
- A player is entitled for only one team change during one competition.
- No ringers without permission from opponent team are to be used at any time. Teams caught using a ringer will be expelled from the league. Ringers will be banned from all subsequent ETF2L competitions.
- No spectators other than those authorized by the league or for use of Source-TV unless both Teams agree differently.
- Team talk only during matches! Abuse of chat function will be tracked. Such abuse will be punished in appropriate matter according to the level of abuse. Some chat will be tolerated, which is meant in a good manner. :)
- All abandoned matches will be replayed from the time the match was abandoned. Same capture position has to be tried to reconstruct.
- Total caps do not come into this league other than to decide a map winner.
Specific Map Rules
- cp_well, cp_granary, ctf_2fort, ctf_turbine, cp_badlands: Timelimit 30
- cp_gravelpit: 2 rounds have to be played (with Stopwatch Mode). Every round counting for itself (result can be 2:0, 1:1, 0:2).
- cp_dustbowl: 1 round has to be played (with Stopwatch Mode).
- cp_gravelpit, cp_dustbowl: If both teams can’t agree on who is starting to attack/defend, a melee round can be played in the beginning. Winner of melee round can decide if they want to attack or defense first.
- cp_well: It’s forbidden to jump over the trains to opponent’s side during the “Installation Time” (until Countdown reaches 5 seconds). Anyway jumping on the trains and spamming over is allowed of course.
Cheats
- Any kind of bugusing is not allowed. Player using bugs will be punished.
- Any kinds of cheats are not allowed. Player using cheats will be punished.
- Usage of normal “duck jump” is allowed.
- Any kind of “doublejump script” is forbidden. A player using a “doublejump script” in an ETF2L game will be punished.
- Any kind of “massive duck spam script” is forbidden. A player using a “massive duck spam script” in an ETF2L game will be punished.
- Any usage of the “MegaJump” is forbidden. A player using a “MegaJump” in an ETF2L game will be punished.
- Any kind of “FastShoot script” for any class is forbidden. A player using a “FastShoot script” for any class in an ETF2L game will be punished.
- You are not allowed to abuse the “Taunt” during a fight to destroy the hit box.
Server
- We recommend agreeing on a neutral server for both maps. If this is not possible a team can choose a server for their map.
- All servers used for matches must be password protected.
- All servers used must be located in Europe by default, teams especially affected by this must understand, and that this league is primarily designed for European Teams.
- 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!
- A player who is having ping problems on a specific server have to prove their bad routing by a traceroute screenshot if other team asks for it.
- All servers must use the official ETF2L Server Config.
- Servers with abnormal settings may be banned for matches by the league and or classed as cheating!
- Please try and be sensible regarding servers! We hope that Teams do not try and use bad servers purely to gain a winning advantage. If this is the only way you can win games then you are cheating yourself!
Season Format
- League will be played with Playoff-System, relegated and promoted teams. Updated Season 2 System
- Teams will be required to submit their map selections from the league map pool before season starts. After map choices have been submitted the league will publish the fixtures for the season.
- Three points will be awarded for each map won. One point will be awarded for each map score drawn. No points given for a loss.
- Every team is supposed to contact every week’s opponent team leader to schedule the game. After scheduling one team leader has to add the game to the league’s calendar.
- Matches should be scheduled a week before or during the schedule week and have to be added to the league calendar before Wednesday 23:59CET of the game week. If however the 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.
- Teams with more than three default losses will be expelled from the league for the running season.
- If a team drops during the season, it will receive default losses for the matches which cannot be played.
- If two teams are tied in points for a position at the end of the season they will play a Playoff-Game for final position. Maps supposed to be picked by Map Elimination System (see end of the site for explanation).
- If three teams are tied in points for a position at the end of the season then the points in the matches between these three teams will decide the positions (caps not considered). If the teams are still on equal terms, they will have to play each other on the league’s current default map. Each matchup will be considered as a “map” in the league sense. Points will then decide who takes what position, if equal, caps difference, then total caps will come in play.
- If both teams picked the same map against each other, they can agree on changing it once to a 3rd-Party-Map. Map can be chosen by Map Elimination Mode (1st team on Fixtures Page is supposed to start) or just by arranging. 3rd-Party-Mappool: cp_warpath, cp_labor, cp_redstone_b2, cp_science2, cp_stag, cp_granary (with gates), pl_goldrush
Cup Format
- The ETF2L Cups are straight knockout competitions.
- The team reaching 2 Map-Wins first will be promoted to next round. It’s no classic “Best of 3″.
- A map ending drawn is counting as drawn map (no golden cap or overtime except normal Map-Overtime if intelligence is on the run or point gets captured at 0:00).
- Fixtures: Random Draws for every Round
- Maps: Decided by a public Poll (Link) League sets fixed Maps for every Round.
Maps
- Round 1: 1. cp_pro_granary 2. cp_badlands (3. cp_well 4. cp_gravelpit 5. cp_dustbowl)
- Round 2: 1. cp_gravelpit 2. ctf_turbine (3. cp_pro_granary 4. ctf_2fort 5. cp_badlands)
- Round 3: 1. cp_badlands 2. cp_well (3. ctf_turbine 4. ctf_2fort 5. cp_dustbowl)
- Round 4: 1. ctf_turbine 2. cp_pro_granary (3. cp_dustbowl 4. cp_badlands 5. ctf_2fort)
Explanation “Elimination Mappick System”
1st Team (according to the Tournament Rules) starts with eliminating the first map. The 2nd team eliminates a 2nd map. 5 maps left. Same procedure has to be done again. 3 maps are left. 1st team now decides their map from the last 3 maps. The 2nd team can now choose their map from the last 2. These two maps will be played for sure. The 3rd map is the possible decider map.
If each team wins one map and one is drawn, or if more than 1 map ending in a draw, more maps then 3 will be have to play. See order below for example.
Example:
Team A: “We eliminate dustbowl!” -> well, granary, gravelpit, 2fort, turbine, badlands
Team B: “Oh no, but ok, we eliminate 2fort!!” -> well, granary, gravelpit, turbine, badlands
Team A: “Yes ok, bye bye badlands!” -> well, granary, gravelpit, turbine
Team B: “It’s ok we remove turbine” -> well, granary, gravelpit
Team A: “Hum, our map will be granary then…” -> well, gravelpit
Team B: “Okok, ours is gravelpit.” -> well (decider map if each team wins 1 map)
Map order in this example: 1. granary; 2. gravelpit; 3. well; (if needed: 4. turbine; 5. badlands; 6. 2fort; 7. dustbowl)

