• League Member Code of Conduct
    1. Play fairly and within the rules of the League.
    2. Treat your fellow gamers, teammates, and competitors with respect and honor.
    3. Discriminatory language, hate speech, threats, spam, and other forms of harassment or illegal behavior will not be tolerated.
    4. Accusations of impropriety or foul play are taken very seriously.
    5. Use this form to report a VRML rule violation:
  • Matches Organization
    1. The League will generate match-ups each week of the regular season.
    2. The matches are generated on Mondays.
    3. Teams are responsible for scheduling their matches.
    4. Players must reach out to the other teams using DISCORD to schedule their matches.
    5. Teams must schedule their match by Friday 1600 UTC of the week it is to take place. A courtesy reminder will be sent if teams are late to schedule, but any further reminder constitutes penalty.
    6. The scores must be submitted as soon as the game is over.
    7. Teams will play a minimum of 1 match per week during the season (subject to the following rules).
    8. 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.
      • 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.
    9. Twice per season, when scheduling is deemed to be excessively difficult or impractical, a team can push (postpone) a match without penalty. That match will have to be scheduled the following week.
    10. Once per season, when both teams schedule and attempt to play a match only to find out that the match is unplayable, they can both push (postpone) it.
    11. When a match is scheduled between parties, IT MUST BE PLAYED. No pushes (postponements) are possible.
    12. 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.
    13. The league also offers a "Challenge" option which allows teams to play an additional match in a given week. Limit of 1 challenge per week.
      • Those challenges can be scheduled anytime.
    14. In the event that the League is unable to assign a weekly league match to a team, that team will be permitted additional challenge options for that week until it reaches the same number of allowed matches as the other teams.
    15. The scheduled times are according to local time. For example, EST in winter and EDT in summer.
  • Matches Format
    1. A match consists of 3 maps. All maps must be played as the overall scores affect traded MMR outcome.
    2. The official game-mode in the league is Search & Destroy.
    3. The officially supported map pool is listed below. Comp versions of the maps. Other maps can be played only if both teams fully agree:
      • Cache (by Tarmac)
      • Dust II (by Tarmac)
      • de_legend (by Maverick)
      • Inferno (by Tarmac)
      • Industry (by voxie)
      • Manor (by voxie)
      • Mirage (by KENNITHH)
      • Oil rig (by Reimus)
      • Overpass (by Tarmac)
      • Train (by Tarmac)
      A map can't be played twice.
    4. When a map is voted by the team captains, the voting team must have a MMR associated with them.
    5. The official player count is 5v5. 4v4 or 3v3 can be played if both teams agree.
      • A team will be ineligible to play its match where it has fewer than 3 rostered players present.
    6. At the beginning of each match, the following phases must be arranged between team captains:
      1. Away team bans a map
      2. Home team bans a map
      3. Home teams picks map
      4. Away team picks side (blue or red)
      -- on next map --
      5. Away team picks map
      6. Home team picks side (blue or red)
      -- on next map --
      7. Home team picks map
      8. Away team picks side (blue or red)
      1. Home team bans a map
      2. Away team bans a map
      3. Away team picks map
      4. Home team picks server and side (blue or red)
      -- on next map --
      5. Home team picks map
      6. Away team picks server and side (blue or red)
      -- on next map --
      7. Away team picks map
      8. Home team picks server and side (blue or red)
      • When a match is NA West vs EU, the match is played on NA East servers.
    7. Full 3rd party communications is allowed while playing.
    8. In-game mic may be muted via pavlov’s steamVR push to talk binding or other 3rd party means.
    9. Team coache(s) must refrain from talking to the players when they are playing their match. The only time a coach is allowed to talk to their team is in-between maps.
    10. The AWP sniper and the 50 Cal may only be used with the default scope attachment, and/or a suppressor. The red dot, acog, and holo sight attachments are forbidden for this weapon. If a forbidden sight is purchased, the default scope must immediately be replaced, or if no player on the team can afford replacement, the awp or 50 Cal must be discarded. Carrying an improper awp or 50 Cal around or otherwise using it in combat will result in a map forfeit. Picking up an improperly attached awp or 50 Cal for the next round is also a map forfeit.
    11. Only publicly available skins on the workshop that only change the color "skin" of the gun and do not effect any other game files are allowed.
    12. Between maps, a team may call a timeout for any reason.
    13. 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 (said 5 minutes counts toward total timeout).
      • 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.
  • Scoring System
    1. Teams enter the score themselves (or ask admin). Both teams need to submit the score for the match to be compiled.
    2. The website allows to enter the score for each map individually.
    3. The team winning 2 maps out of 3 is the winning team. All maps must be played as the overall scores affect traded MMR outcome.
  • Matches Forfeits
    1. Teams have a 20 minutes buffer from the scheduled match start time to be in the game lobby with their team members.
    2. If a team is waiting for another team, the waiting team must write down a message in Discord (tagging their opponent) or 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.
  • Matches Defaults
    1. Where teams miss the match scheduling deadline, but the match is organised and played subsequently, a warning will be given to the teams. On the next occurrence, a -5 MMR-points penalty shall apply. League Moderators may impose this penalty on one or both of the teams depending on the facts.
    2. 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.
    3. 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.
  • Teams & Players
    1. Players have to play using their registered VRML name and Discord name. When a player has multiple accounts, they must use their main account to play. One must not hide their identity under another alias or alternate account.
    2. The maximum number of players per team is 8.
    3. Subs from other teams are prohibited in standard or challenge matches.
    4. Only Official Reservists (Ringers) authorised by the League can be used to fill empty slots in a team.
    5. Official Reservists (Ringers) can not play for the same team more than twice per season.
    6. A player cannot become an Official Reservist (Ringer) if, within the season, he has played for a team for more than half the duration of the current season.
    7. Sister teams are not encouraged. However, an individual can be in a team Discord and not be on the official roster for counseling/friendship/coaching purposes.
    8. Where 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 reservists group or another team, and shall be prohibited from participating in a league match. This rule is inactive during off-season.
    9. Teams rosters, on the website, cannot change during a match.
    10. 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, teams sizes during match, shouldn't change to become even more unbalanced than it was.
    11. 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-MMRs. 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.
    12. In the event that a group of players decide to create a new team from scratch, and most of them come from another team (or more than one other team), that new team may, upon request, ask to start with a higher MMR than they would normally be attributed. That MMR initialization bonus follows the Player-MMR logic. Note that, as every new team, they will have to do their mandatory placement matches before officializing their MMR in the standings.
  • Streaming & Media
    1. At least 1 player per team must be streaming or at least recording the match.
    2. The recording must include full video and audio. It must be available within 72 hours of the game start time.
    3. Recording must be posted in the match-streams channel in DISCORD.
    4. Failure to provide a recording may result in forfeit.
    5. The League Moderators may, subject to having good cause, require a particular player to stream or record his/her matches until such a time as specified by the League Moderators.
  • Bugs
    1. In the event that someone crashes out or encounters a bug (be it advantageous or disadvantageous); that is unfortunate but the round still counts. Note that advantageous bugs could be considered exploits, see below.
    2. In the event that a game update introduces major bugs experienced by majority of players, the league may decide to extend the week to play the match.
    3. Sometimes the devs 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).
  • Cheating, Exploits & Breaches
    1. Any cheating, exploiting, or contravention of the foregoing rules must be brought to the attention of the League Moderators.
    2. Cheating is intended to include the intentional or reckless manipulation of the game and its code in such a way as to confer an unfair advantage on one side or the other.
    3. 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.
    4. 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);
      • Peeking through solid walls;
      • Use VPN or any other network manipulation;
      • Any other imaginative cheats
  • Decisions & Sanctions
    1. Contravention of any of the foregoing rules shall be sanctionable on review by League Moderators.
    2. League Moderators reserve the right to void any match or challenge after it has been played.
    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 Room 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 any further League events until they 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. 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.

Updated: 2020-01-20