Inform yourself and your team, read the Global Rules here.
Rules for Call of Duty 2 - Search & Destroy 2s & 3s
Every ladder has a set of rules, please take the time to read through these rules and learn them to avoid conflicts.
2. Match rules
Matches will be played over two maps, one picked by each team in the challenge form. On every map, both teams will play each side once.
There is a roundlimit set for 20 minutes on each map, both teams play each side for 10 rounds. So there will be 2x20 rounds of each 2 minutes.
Total rounds are added up at the end of the match and the team with most rounds is the winner. Ties are allowed, there are no tie breaker maps.
The challenger of the match can choose on which map the match will start.
Between maps a break of max 5 minutes can be taken.
3. Other rules
By default there is a weapon limitation set by zPAM on shotgun and the sniper rifle, using more than one shotgun or sniper rifle will result in a loss of the round. It is however allowed to have other weapon limitations. The challenger puts them into the challenge notes and they will be accepted by the opponent when he accepts the challenge.
Friendly Fire is enabled by default in ranked matches. However you can choose to put it off in unranked matches.
The maplist for CoD2 Search & Destroy ranked matches is:
5. Client settings
6. Server settings
It is not allowed to change any server setting after the match has started, doing so will result in a forfeit loss.
Match servers must use zPAM competative mod which was also used on ClanBase and currently in use by CyberGamer.
All match servers must also have PunkBuster enabled for the complete duration of the match. Streaming your server to PBBans is mandartory, but this has to be checked before readying up and can't be conflicted after starting. Make sure to also add MD5 and CVAR checks to your server.
zPam Server settings
- For 2vs2 zPam must be set to: pam_mode cg_2v2
- For 3vs3 - 5vs5 zPam must be set to: pam_mode cg
By readying up you agree to the following: server ping, server config, punkbuster status, zPam mode and MD5 & CVAR checks.
7. Recording the match and screenshots
At the end of every map side it is required to take a screenshot of the score and upload it if requested. Every player has to record a demo of the complete match by typing /record. When requested by the other team, players are obligated to add these demo's and screenshots to the match on ScrimBase within 72 hours after the request has been made. (NOTICE: A REQUEST MUST BE MADE ON THE SCRIMBASE MATCH COMMENTS TO BE A VALID REQUEST) A team can only request demo's of 2 players from the opposing team, so choose carefully if you need a demo to be checked. If one of the players fail to upload a requested demo in time this team will lose by forfeit. If you want to have demo's checked by the ScrimBase Crew make sure to report the match and add timestamps where you think dodgey actions take place in the specific demo.
8. PunkBuster GUID
As a player you have to provide a valid guide in your ScrimBase profile in order to play in official ladder matches. To enter your guide on your profile you can follow this link and enter it. Before the end of a match make sure to take a screenshot of /pb_plist to see if everyones guid matches with what they have entered in their ScrimBase profile. The last 8 characters of a player's guid needs to match 100% to the one registered in their profile.
If this information does not match with any of the players that played you can claim a forfeit win.
9. Miscellaneous rules
Substitutions can only be made at half time. The only exception to this rule is when a player is having severe connection problems, and is unable to continue playing. Lag is not an example of this. In these cases you can change to a new player after the next round has started without pause.
Play will only stop if both teams agree, or if the end of a quarter is reached. Teams officially have 2 minutes between team changing (unless granted more by the other team) and an official 5 minute break between map changing.
It is NOT allowed to kick any player during play. The ONLY exception to this is when a player has timed out, and is waiting to re-enter the server. Permission must first be obtained from the opposing team, and wait for the opposing team to ask for a player to be kicked if it is one of their players.
10. Cheating and abuse
Matches may be edited to a cancellation, no-show, forfeit loss or a win for the opponent - depending on the ladder rules and severity of the problem. A forfeit loss is the standard punishment for all violations unless the punishment is otherwise stated in the rules.
It is not allowed to take advantage of or abuse bugs. Any kind of bug abuse is considered cheating and will lead to a forfeit loss, unless otherwise mentioned specifically in the game-related rules.
All programs or files, either changed game files or new files, that change the game or add to its functionality, or which interact with the game in any way, are strictly forbidden. Modified versions of the game's resource files are always forbidden, regardless of what they do.
The only exceptions to the rule above are clientside applications for anti-cheat and all the ScrimBase approved custom maps plus its accompanied maps folder.
Programs that do not interact with the game in any way are allowed, even if they can be used and operated simultaneously with the game. Voice communication programs are examples of such programs.
Any place on the map that you can reach by yourself, without altering server settings, is allowed. It is also allowed to stack players on top of each other to look and shoot over buildings and walls.
Fast reloading and clipping is not allowed and will reasult in a loss of the round, if this happens multiple times a forfeit win will be given to the opposing team. It is also not allowed to drop silently from a roof or use smoke bugging.
The bomb can't be planted on objects or locations that are not reachable and will result in loss of the round.
However, it is not allowed to use:
- Jump on rooftops or walls with help of other players, when you could not have reached that place on your own
- Go out of the map
- Abuse any map bugs
- All "exec" or "vstr" binds, unless they are demorelated
- All scripts including "lookdown"
- All binds including "rate" cannot have a value outside 25000
- All binds including "com_maxfps" cannot have a value below 40 or above 250
- All binds including "attack" cannot be combined with any other command
- All including "frag" cannot be combined with other commands/binds
If there are questionable binds and scripts used that are not covered in the rules above they will be reviewed on a case-by-case basis to determine if they are legit.
Teams abusing the ladder system in any way in order to gain an advantage or just to be a nuisance will be deleted. Further punishment may include deletion of the accounts of the person responsible for the abuse, in extreme circumstances.
If the ladder rules for a specific ladder conflict with the global ladder rules, then the specific rules stand above those.
The proper functioning of the ladder system depends on the sportsmanship of the participating teams. We expect everybody to play by the rules, but also to be flexible when circumstances require it and to be reasonable when an opponent has problems beyond their control.
Not knowing the ladder rules is never a valid excuse for not following them.
Agreements and arrangements made in the challenge notes field, on the server or elsewhere are not binding. Only the official ladder rules and settings (maps, optional rules) decided on the challenge form should be followed and be considered as the correct rules. Agreements that contradict the ladder rules will be overruled in conflicts.
12. Before the match
If you're more than 15 minutes late, you have to accept a no-show if your opponent insists. If you feel there's a good reason the result shouldn't be a no-show, you'll have to convince your opponent of that.
If one team is short of players or refuses to start the match with the rules agreed upon in the challenge form, the other team can demand a no-show to be filled in. Remember that challenge notes, the proposed server and agreements made elsewhere are not considered to be binding rules.
13. During the match
Once a match has started, its result counts, unless both sides agree it shouldn't. Ping, lag issues or incorrect server settings are no excuse for leaving; you should have checked the server before you started playing.
14. After the match
When a match is played the score can be entered on ScrimBase, select all players that played the match, upload screenshots and/or demo's if requested and complete the match.
If one team walks away from the match, the score at the time when their last player quit can be considered to be the result of the match if the team that stayed was leading. If the leaving team was winning but the losing team could have still won the match, ScrimBase can change it to the advantage of the team that stayed.