1. League Member Code of Conduct.

    1. Play fairly and within the rules of the VR Master League.

    2. Treat your fellow community members, League Officials, and the Developers of the game with respect and dignity.

    3. Discriminatory language, hate speech, threats, doxxing, and other forms of harassment or unlawful behavior will not be tolerated.

    4. Team Captains may be held responsible for their team's behaviour.

    5. Accusations of impropriety or foul play are taken seriously and should be brought to the attention of the League Moderators.

    6. Violations of VRML rules and codes of conduct may be reported to the moderators using the Ticket tool in the Pavlov VRML discord.

    7. If a rule is violated, players can report it to the League Moderators through the VRML Support Discord server.

 

2. Regions & Participation Requirements.

    1. The League is separated into three regions: America, Europe and Oceania/Asia.

    2. Matches between teams will be exclusive to their geographic region (OCE/ASIA, Europe & North America) with the exception of cross region challenges as as detailed in Rule 4 Challenges.

    3. Players are expected to join teams closest to their geographical location, but exceptions are allowed if already on an established team from previous seasons or by requesting an exception from the league moderators. The majority of a team's players must reside within the team's registered region in order to compete in that region. Teams and players from outside the three regions (e.g. SA) should play in the region with the lowest ping for the majority of the players. Any such regions with 3 or more teams may request the formation of a new region.

    4. Official Ringers are limited to participating in their geographic region.

    5. Your country's flag is required on your VRML profile and should represent where you live and play the game from. Providing false information about this can result in a ban from VRML. Your nationality flag is totally optional.


3. Matches Organization

    1. The League will generate match-ups each week of the regular season.

    2. The matches are generated on Mondays.

    3. When weekly matches are generated, any team with fewer than five (5) rostered players will be turned inactive and not be allowed to play the current week.

    4. Teams are responsible for scheduling their matches.

    5. Teams must schedule their assigned match by Friday 1600 UTC of the week it is to take place. A reminder will be sent if teams are late to schedule.

    6. Players must reach out to the other teams using DISCORD to schedule their matches.

    7. The scores must be submitted as soon as the game is over.

    8. Teams will play a minimum of 1 match per week during the season (subject to the following rules).

    9. Once per season, a team may elect to become inactive for one week (greyed-out in standings) without penalty. On subsequent inactivity (not necessarily consecutive weeks), said team shall receive a recurrent MMR percentage penalty until it becomes active again.

    10. Three times per season, when scheduling is deemed to be excessively difficult or impractical, a team can push (postpone) a match without penalty. That match must be scheduled and played the following week.

    11. The only effects of this inactive status is that a team will not be assigned matches on Monday and will not receive their allotment of challenges for that week. Inactive teams can still complete matches that have already been assigned.

    12. When a match is scheduled between parties, IT MUST BE PLAYED during the same calendar week.  A scheduled match can be only be rescheduled within the same week if both teams fully agree and this mutual agreement is announced in the Discord #match-organization channel. A schedule lock will go in place one hour prior to match start time. Failure to reschedule prior to the schedule lock will require the match to be played.  All rescheduled matches must be completed through the VRML website.

    13. When both teams schedule and attempt to play a scheduled match only to find out that the match is unplayable (e.g.: game is broken), they can both reschedule) it. This rule does not apply to individuals experiencing technical or scheduling difficulties.

    14. In the event that a team becomes inactive or drops out before playing any matches in the current season, and a match was created for that team, the match is cancelled (not forfeited). The players on the team which dropped out will be on cooldowns for 2 weeks.

    15. The scheduled times are according to local time. For example, EST in winter and EDT in summer.

 

4. Challenges

  •  The league offers a "Challenge" option which allows players to play an additional match in a given week. Limit of 1 challenges per week.

 

    1. A maximum of (1) challenge may be used per week against a team that is from the same region as the challenger unless a team has been assigned additional challenges as noted below.

    2. A maximum of (1) challenge may be used per week with a team outside of a challenger’s region.

    3. Challenges can be scheduled at any time. The website limits it from being scheduled too far in the future.

    4. Challenges can be rejected without penalty.

    5. The website determines the home/away side based on team history. Whoever initiated the challenge is irrelevant.

    6. Barring special circumstances, a team must have been active when the weekly matches were generated in order to be able to challenge.

    7. In the event that the League is unable to assign a weekly league match to a team, that team will be attributed an additional challenge to be used within their local region. In this event, the affected team is allowed to use 3 challenges as detailed below:
      - 2 Challenges for intraregional matches.
      - 1 Challenge for an interregional match.

 

OFFICIAL MAP POOL


The officially supported map pool is listed below.
Official Map Pool must be played during the Championship. 

You may play the optional Map Pool during official matches. 

 

1. Oilrig LINK
2. Stockpile LINK
3. Museum LINK
4. Manor LINK
5. Stahlbrecher LINK
6. Cache LINK
7. Mirage LINK
8. Dust II LINK
9. Inferno LINK
10.
Overpass LINK

Hot link to the map pool collection: Official Season 11 Map Pool.

A map can not be played twice within a match.
At the beginning of each match, Captain's must arrange for map bans and picks. 

 

 

OPTIONAL MAP POOL.


The Pre-Approved Map Pool is listed below.
You may play these maps during regular matches but not during the Championship.


1. Pipes LINK
2. Vice LINK
3. Harbor LINK
4. Seaside LINK
5. Industry 
6. Santorini 
7. Reachsky LINK
8. Legend LINK
9. Remnant LINK
10.
Tuscan LINK

Hot link to the maps collection: Pre Approved Map Pool

A map can not be played twice within a match.
At the beginning of each match, Captain's must arrange for map bans and picks. 

At the beginning of a match to be able to play the optional map pool, both team captain's must agree and consent to play one of these maps. 

 

 

OFFICIAL WEEKLY MATCHES FORMAT

Pre-Game 

1. Home team bans a map.

2. Away team bans a map.

3. Home team bans a map.

4. Away team bans a map.

 

Map 1. 

1. Home team picks map.

2. Away team picks side. (blue or red) 

 

Map 2. 

1. Away team picks map.

2. Home team picks side. (blue or red)

 

Map 3. 

1. Home team picks map.

2. Away team picks side.

 

5. Matches Format

    1. A match consists of 3 maps. All maps must be played as the overall scores affect traded MMR outcome. The official game-mode in the league is Search & Destroy.

    2. The official player count is 5v5.

    3. When scheduling for their match, teams can mutually decide to play the match 3v3 or 4v4. No teams are obligated to lower their player count for any match.

    4. 5v4 can be played if the team with 4 couldn't find a ringer in time.

    5. 4v3 can be played if the team with 3 couldn't find a ringer in time.

    6. 5v3 is an automatic forfeit if the team with 3 couldn't find a ringer in time.

    7. A match can be played 5v5 if both teams need a ringer, only one team should submit a team using a ringer on the match results, and the other team is required to open a ticket to notify the moderators which ringer they used. 

    8. In all cases, a team will be ineligible to play its match where it has fewer than 3 rostered players present.

 

6. Server Use

    1. Matches may only be played on Vankrupt’s Pavlov servers, or servers sponsored by the VRML. Servers not receiving sponsorship from the VRML are not permitted for league games.

    2. A “Sponsored Server” is a community server which meets specific factors defined below.
      If a Sponsored Server is used, the VRML moderation team must have access to the following services:

    3. Secure Shell (SSH) access to verify the integrity of the server to the best of their ability. A copy of the public key for the Pavlov VRML Moderation Team can be obtained upon request. RCON access to the server for auditing purposes.

    4. The SSH Account provided to the administrators must have root, or sudo privileges within the server.

    5. The SSH service must deny password-based authentication in favor of public key authentication mechanisms.

    6. The RCON Password must meet the below password policy requirements:
      - A minimum password length of 32 characters.
      - Must include at least 1 lowercase letter (a-z)
      - Must include at least 1 uppercase letter (A-Z)
      - Must include at least 1 number (0-9)
      - Must include at least 1 symbol ({}[]’#;:/.,>

    7. The Pavlov Game Server must use the official balance table. This table is available here: Official Balance Table 
      The Pavlov Game Server must have a password/passcode/pin set within the server to restrict public access.

    8. The Pavlov Game Server must include the below 4 lines within the Engine.ini file:
      [/Game/CustomMaps/UGC2797195080/NMP/PPO_BP.PPO_BP_C]skins
      =false
      [/Game/CustomMaps/UGC2683524311/NMP/PPO_BP.PPO_BP_C]skins
      =false
    9. The Pavlov Game Server must be using the latest available version of the selected map.

    10. The Pavlov Game Server must be running at a tickrate of 90.

    11. The Pavlov Game Server must only receive administrative commands from RCON. Third party administrative solutions which use exclusively RCON is permitted. Solutions which do not use RCON are prohibited.

    12. All administrative actions for a Pavlov Game Server should appear within the Pavlov log.

    13. Sufficient logging must be in place within the server which records the below events within the game:
      - The SteamIDs of connecting players.
      - RCON actions.
      - The Pavlov.log file

    14. A copy of the logs, as defined above, are to be provided to the VRML moderation team after every match. These logs are kept permanently.

    15. The VRML reserves the right to audit a server at any time; including before, during, or after matches.

    16. Server Owners are prohibited from modifying game log files at any time.

    17. Teams who use a sponsored server for a VRML match can request a moderator to validate the server; subject to the following conditions:
      - A minimum notice period of 48 hours must be provided to the VRML before the start of the match.

    18. Upon completion of a review, a record of server validation is to be kept. This record is kept permanently.

    19. When playing a match on an official server, before Round 1 begins, both teams may mutually agree to re-roll and attempt to connect to a different server. If more than 20 minutes have passed since the match's official start time, then re-rolling is not allowed and both teams must play the match on the next viable server found.

 

7. Gameplay Clarifications and Restrictions.

    1. Full 3rd party communications is allowed while playing.

    2. The In-game mic should be muted during the game, not including the pregame lobby. This can be done via Pavlov's SteamVR push to talk binding or other 3rd party means, but in game voice should not occur during the game.

    3. In-game Players are forbidden from communicating in any way with Players who aren't in-game, coaches or spectators during a match. Turning off stream commentary is highly recommended to prevent inadvertent violation of this rule. In between maps, and during timeouts, coaches, players and spectators may communicate with in-game players freely.

    4. Players may share information gathered during the time allowed by the game while waiting to be transported to the spectator room, this does not include "free roaming" or spinning your view in-game to gain an advantage of looking around you. Your camera should be in the direction for when you died.

    5. In the competitive-mode spectator room, which may have a spectator cam that shows the perspective of still-living teammates, it is allowed for dead players to coach living teammates or communicate information to living teammates based on information seen through this spectator cam.

    6. The 50 Cal and AWP may only be used with the default scope attachment, and/or a suppressor and the scope must be left in the default position. The red dot, acog, and holo sight attachments are forbidden for these weapons. If a forbidden sight is purchased, the default scope must immediately be replaced, or if no player on the team can afford replacement, the 50 Cal or AWP must be discarded. Carrying an improper 50 Cal or AWP around or otherwise using it in combat will result in a map forfeit. Picking up an improperly attached 50 Cal or AWP for the next round is also a map forfeit.

    7. Official gun skins released by the dev team are allowed.

    8. Non-standard player model skins are prohibited. Client side addition or modification of skins is prohibited.

    9. When dual wielding guns, it is not allowed to fire one gun through another attempting to stack up the sights of both, or using a physical stock with two guns at once.

    10. Between maps, a team may call a timeout for any reason, as defined within rule 8.

    11. Where a team is delaying a round for more than 2 minutes, the opposing team may notify their counterpart that they are forcing them to use a timeout (these 5 minutes count toward total timeout).

 

8. Timeouts 

    1. Teams are allotted 2 timeouts each per match. Timeouts are not used before the first map is played.  Refer to rule 10.2 under Matches Forfeits for rules pertaining delaying a scheduled game.

      Teams are allotted 2 timeouts each per match.

      1st timeout 15 minutes          
      2nd timeout 10 minutes

      Once the timeout expires, the match must proceed.

      2 timeouts cannot be called in succession and at least 1 round must be played between timeouts.

      In the event a team has no more timeouts remaining and is facing another delay of more than 2 minutes, they must decide immediately to play the round with the players they have or forfeit the match.

      Failure to abide by this rule can result in League Moderators reviewing and issuing a penalty to the offending team up to and including forfeiting the match.

 

9. Scoring System

    1. Teams enter the score themselvesBoth teams need to submit the score for the match to be compiled.

    2. Scores must be submitted within 24 hours of match completion. 

    3. Failure to submit scores before next match generation will result in AP and loss for the team lacking submittal. 

    4. Match results submitted will not be changed once they have been submitted. You are responsible for submitting the correct results as well as ringers used. Failure to submit the correct match data may result in AP. 

    5. The website requires users to enter the score for each map individually.

    6. The team winning 2 maps out of 3 is the winning teamAll maps must be played as the overall scores affect traded MMR outcome.

 

 10. Matches Forfeits

    1. Teams have a 20 minute buffer from the scheduled match start time to be in the game lobby with their team members. These 20 minutes do not count towards the 2 timeouts each team can use in between matches.

    2. If a team is waiting for another team, the waiting team must show proof to League Moderators that they were indeed ready at their scheduled time.

    3. Once the 20 minutes buffer has elapsed, the team that is not ready (or responsible for the delay) forfeits the first map.

    4. If a further 20 minutes elapses without match commencement, the offending team is officially declared a 'no-show' and a score of 30-0 (total) will be awarded to their opponent.

    5. In the case of a forfeit, the "forfeit" option should be selected from the dropdown box under "map" when submitting scores.

    6. Teams must not voluntarily forfeit any match.

    7. Forfeits, Accumulated Penalty Points (AP), and other forms of punitive actions can only be given out by League Moderators and Lead Moderators. Any team, player, or captain attempting to force another team to accept penalties due to perceived rule violations may result in punitive actions being taken against one or both team captains. If a rule is violated, players can report it to the League Moderators through the VRML Support Discord server.




11. Matches Defaults

    1. In the event that a match has not been played during the allotted time frame, the League Moderators will review the circumstances and allocate the match points accordingly. Example resolutions may include the following:

      - Where neither team made any arrangement efforts, the match will be considered cancelled;
      - A score of 2-1 may be awarded by default with the 'win' attributed to the team determined to have been available on the most days with a higher weighting given to weekend availability;
      - A score of 3-0 may be awarded to a team where their opponent has made little/no effort or been objectively determined to have frustrated the organisation of the match; or
      - Where facts do not permit a clear determination, the match is cancelled and neither team gains or loses MMR.

    2. League Moderators may remove an inactive team from the League where they have defaulted on 2 or more occasions and have good cause to believe this will continue.

 

12. Teams & Players

    1. Players are not allowed to play under more than one account, and must not have more than one account registered with VRML.

    2. Players and teams must play using their registered VRML name. One must not hide their identity under another alias.

    3. Player names, player logos, team names or team logos are forbidden if they:
      - Are protected by copyrights/royalties/third-party rights and the user has no written permission;
      - Resemble or are identical to a brand/trademark no matter whether it's registered or not;
      - Resemble or are identical to a real person other than themselves;
      - Resemble or are identical to a VRML representative (excluding the VRML representatives themselves using the name);
      - Are deemed too hard to read, distinguish, interpret or have multiple unnecessary characters;
      - Are nonsense.

    4. In addition to the above, any player names, player logos, team names or team logos that are defamatory, pejorative, offensive, vulgar, obscene, anti-Semitic, inciting hatred, or offending against good manners are forbidden. Using alternative spelling, gibberish or wrong spelling in order to avoid the requirements mentioned above is forbidden.

    5. Team names must be unique across all VRML supported games and are first come, first served. Alternative spellings or otherwise attempting to use a name already taken by an active or otherwise occupied team by changing a small detail, whether intentional or incidental, is not permitted, enforceable at Moderator discretion.

    6. If a team is retired for the length of (five weeks), their claim to the name is forfeit. Team names can not be claimed and held by alt accounts. 

    7. If you change your team's name, you forfeit all rights and claims to your team's previous names. Exceptions may be made for team names entitled with Legacy status. 

    8. The League Moderators reserve the right to suspend or ban the non complying player or team.

    9. Players are not to falsely represent a team for which they are not a rostered member.

    10. It is mandatory for Team Captains and Co Captain to join the VRML Support Discord server. It is not mandatory for Players, or League Substitutes to join the server, but it is encouraged. AP may be applied to any Team Captain who is not in the VRML Support server. Any player who fails to join the VRML Support server within 48 hours after being prompted to do so by a League Moderator or Lead Moderator may receive an AP penalty.

      Players acknowledge and follow Pavlov VR guidelines on age restrictions.
      Players acknowledge and follow their headset's regulations. For example: Oculus Terms of Use and Vive Terms of Use.
      Players acknowledge and follow Discord Terms of Use.
      Additional regional regulations or guidelines, based on your location, may apply.

    11. The maximum number of players per team is 8.

    12. Substitute players from other teams are prohibited in standard or challenge matches.

    13. Only Official Ringers authorised by the League can be used to fill empty slots in a team.

    14. When a team needs a Ringer, they must visit the Official Ringers page in order to validate which Ringers are available to them according to their team rank and region. They can also use the "!vrml sub" command in Discord, via Vermal.

    15. Official Ringers can not play for the same team more than twice per season.

    16. When a player leaves a team for any reason, that player will be subject to a "cooldown" period for the next 2 VRML-weeks (that is the 2nd Monday if a player leaves a Monday-Tuesday and 3rd Monday if a player leaves Wednesday or after). During this period, the player may become a member of the ringers group or another team, but shall be prohibited from participating in a league match.
      This rule is inactive during the off-season.

    17. When a team disbands, the cooldowns of the players may, upon request, be waived. League Moderators have complete discretion and may, depending on the situation, decide not to waive said cooldowns.

    18. A cooldown assigned to a player can, for any individual match, be waived by written, voluntary, agreement between team captains.

    19. Team rosters, on the website, cannot change during a match.

    20. If teams have decided to play a match and either one has a roster with fewer than the other (or fewer than standard player team count), any roster changes must result with an even player number count in each team or with the same number of players that was agreed to play the match on. In other words, team sizes during a match shouldn't change to become even more unbalanced than it was.

    21. In the event that a team changes the majority of its roster (3/5, 4/6, 4/7, 5/8), within 2 weeks, that team, when ready to continue playing, can, upon request, have its MMR recalculated by averaging each player’s MMR. In order to prevent abuse (notably when a championship is about to start), that recalculated MMR cannot be higher than what it was before the players had left the team.

    22. In the event that a group of players decide to create a new team from scratch, and most of them are considered "veteran" players, the new team will start with a higher MMR than would normally be attributed. That MMR initialization bonus follows the Player-MMR logic. Note that, like every new team, they will still have to do their mandatory three placement matches before officializing their MMR in the standings.

    23. During the final 3 weeks of normal play and extending until the end of the season championship a “roster lock” is in effect. A roster lock restricts players from forming or joining teams.  Players are allowed to leave a team and join ringers during this time.

 



13. Streaming & Media

    1. One player per team is required to record the match played.

    2. Each team must submit a recording from a player's perspective. Records are mandatory and must be submitted by each of the teams in #Match-Vods in Discord after the match has ended. Failure to submit a match-vod within 72 hours could result in a forfeit.

    3. All Overlays on streams or recordings require prior approval, and xOverlays that block or otherwise restrict viewing of the gameplay are not permitted.

    4. Recordings must include full video and audio. Any modifications to audio or video, to include modifying audio levels or other actions, may result in forfeit. The scope of modification determinations are at the discretion of League Moderators.

    5. Streams or recordings must be the quality of 480p minimum and must contain game and team audio communications only.

    6. Championship Matches
      - During open qualifiers, all sttreams or recordings must be submitted within 24 hours following the end of a match. 
      - All participating teams must submit recordings as per the rules listed above. 
      - During Closed Qualifiers, Semi Finals and Grand Finals, all streams or recordings must be submitted within 12 hours following the end of a match. 
      - All participating players during Closed Qualifiers, Semi Finals and Grand Finals must submit an individual recording of their perspective for each game. 

    7. The League Moderators reserve the sole right to act on a match how they deem proper and, subject to good cause, may require a particular player or team to stream their matches until deemed proper by the League Moderators.

14. Bugs

    1. In the event that a game update introduces major bugs experienced by the majority of players, the league may decide to permit other accommodations around scheduled matches to ensure competitive integrity. Requests and decisions around modifying the match schedule must be made through VRML support server tickets.

    2. In the event of a major patch, the league may pause weekly match generation to allow players time to review changes and ensure competitive integrity.

    3. Sometimes the developers may provide a distinct build to be used by the league. The League Moderators will indicate which default build the matches should be played on. In all cases, when the teams agree to play on a certain build, they cannot change idea 6 hours prior to their match (to allow enough time for everyone to re-download another build).

15. Game Crashes. [WIP]

    1. In the scenario where the game servers have crashed, the teams shall compromise to determine how the match should be played out.

    2. Teams may agree to replaying the match should both team captains agree to it.

    3. Should the teams not come to an agreement on how the match should be played out, the following will apply:.
      - If the game servers crashed before 2nd half then the game should be replayed from the start. 
      - If the game servers crashed after the 2nd half the game should be replayed from the start of 2nd half with how the scores were at 2nd half. 

16. Cheating, Exploits & Breaches

    1. Any cheating, exploiting, or contravention of the foregoing rules must be brought to the attention of the League Moderators.

      - If a player cheats, exploits, or abuses game mechanics, their team will forfeit the match. Any prizes or rewards a team may have received from a match will also be revoked.

      - Any player found to be cheating or exploiting during a VRML match will face suspension from the league if determined complicent by League Moderators.

      - Teams that participate in the creation of, promotion for, or use of cheats, exploits, or abuse of unintentionally harmful game mechanics will face additional penalties as determined by the moderation team.

      - Examples of penalties are: round forfeit, map forfeit, match forfeit, player suspension or team suspension.

    2. Cheating is defined as the intentional or reckless manipulation of the game and its code in such a way as to gain an unfair advantage. All accusations of cheating must be accompanied by evidence. Evidence will be reviewed by the VRML Lead Moderators, who will conduct an investigation and return a verdict.

    3. Players participating in a match are prohibited from watching the live broadcast of an opposing team while their game is still in progress.

    4. Everyone is responsible to have a connection (ping) as good as possible for their region and technical situation. All downloads and other programs which are not necessary for the match have to be turned off, and use of VPNs or other tools to increase ping or drop or modify packets are forbidden. Teams may be disqualified for use of such tools.

    5. The term exploit is intended to include the intentional or reckless triggering of code, attribute or function, in game, that is otherwise not envisaged as a legitimate feature of the game.

    6. Non-exhaustive examples include:

      - Going outside of map boundaries;

      - Clipping inside solid objects/floors (using room-scale or not);

      - Body glitching (body not following player's viewpoint, including going prone);

      - Peeking through solid walls;

      - Using a VPN or any other network manipulation to delay or drop packets;

      - Using software tools or bindings (eg. Playspace mover) to alter their playspace during play in order to gain an advantage;

      - Manipulation of software (such as the Pavlov game, or third party software) to gain an advantage not ordinarily achievable with in-game settings.

17. Decisions & Sanctions

    1. Contravention of any of the foregoing rules shall be sanctionable on review by League Moderators.

    2. Lead Moderators reserve the sole right to:

      - Void or change scores for any match or challenge after it has been played;
      - Enact disciplinary procedures for any alleged or perceived player misconduct and use the AP system where possible;
      - Draft, publish, interpret, and enforce the rules of the league through consultation within the moderation team;
      - Settle disputes and issue rulings.

    3. Formal disputes amongst league teams and their members are to be lodged directly with League Moderators via Discord.
      Unfounded and baseless accusations against players via any public medium are considered to be an act of misconduct.

    4. The League Moderators shall, with regard to developer input, decide issues on the balance of probabilities based on the relevant facts and giving due consideration to the accounts of those involved. Amongst these considerations, the League Moderators shall give the most weight to the presence/absence of indicting or exculpatory evidence (e.g. in game footage, chat logs, etc.).

    5. League Moderators will issue decisions via the #captains-discussion Discord channel.

    6. Failure to comply with a request for match VODs, stream links or any other item covered in the above rules will disqualify a player or team from participating in future League events; until they are deemed compliant by the League Moderators.

    7. In relation to any of the above rules, when a majority of the League Moderators reach the conclusion that conduct unbecoming of the league has occurred, the League Moderators have complete discretion to administer the appropriate sanction.

    8. Players may not block communication with League Moderators.

    9. In the event of a conflict of interest, affected League Moderators shall recuse themselves from deciding or otherwise commenting on an issue in their capacity as league officials.

      A conflict of interest includes any scenario where a moderator’s own team, team mates, or family members are involved in a league ruling or decision. 
      A player that suspects VRML staff to have a conflict of interest are encouraged to create an escalated ticket for Lead Moderators.
Last updated by Frosty @ 2023-01-25 22:02 UTC