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Help WGL "T5" Rules

This page contains the comprehensive rules governing gameplay and conduct within the WGL. Whilst we have endeavoured to ensure all rules provide adequate guidance to meet all eventualities, instances may occur where teams feel that further guidance is needed. In such an event, contact a member of the Admin Team.

WGL T5 is a one-off Tournament and replaces the normal League style event for 1 season of WGL only. The rules that follow are specific to T5 only.

1: Credit
The following rules are based heavily on the rules available from the Gamebattles Call of Duty XBox 360 Ladders and have been edited solely for the purpose of the application to our Call of Duty Tournament. These are in no way complete GB rules and should not be construed as such. If you would like to view the official GB rules, you can find them on their website at http://www.gamebattles.com

2: General
2.1 All competitors involved in The WGL are expected to know and understand all of the rules. Not knowing that a rule existed is not an excuse for breaking that rule.
2.2 Any rule being broken may lead to disciplinary action. This action will be at the discretion of the Admin(s) involved, and the situation will be taken into account. Punishment may include, but not be limited to, forfeits, replays, penalty points, kicks, temporary and permanent bans.
2.3 Each Clan is allowed a roster of a minimum of 9 players and a maximum of 15 players.
2.4 Rosters must be submitted to the website before the Tournament commences. A deadline date will be specified for this on the main page of the website.
2.5 During the Group stages of the Tournament each team is allowed to make 5 roster changes. When the Knockout stages commence, a further 5 subs may be made. These changes must be done by contacting an online Admin and sending a Private Message to "M3lm0th WR" or "Maniacal xDoWx" to alert the Admin team of this change before the next match.
2.6 Matches will consist of one team of 5 players facing another team of 5 players. In exceptional circumstances then this rule may be waived at an Admins discretion. Each team will appoint a team captain. This player will be the person to communicate with the admin team before, during and after the game.
2.7 Matches must be arranged and submitted to the "arrange fixtures" forum by the Sunday of each game week.
2.8 Players who compete in the league must only use 1 gamertag and play for only 1 Clan in the tournament for the duration of the whole tournament. Your tag must match that displayed on your team roster. If you change your gamertag, your captain must send a Private Message to "M3lm0th WR" or "Maniacal xDoWx" before the game starts and wherever possible notify an online Admin ahead of the game. Any player found to be using more than 1 gamertag to compete in different teams in the league will be permanently removed.
2.9 Interclan Transfers: Clans may have multiple teams in the Tournament. If clans transfer players between their teams, there is a one match waiting period before the transferred player becomes eligible to play in their new team.


3: "T5" Tournament Guidelines
3.1 WGL "T5" will be run as a Tournament. 32 Teams will be invited to play and will be seperated into 8 Groups of 4 using "seedings" as derived by a League admin. Teams will be required to specify up front whether they are a hardcore or core clan.

3.2 Group Stages:
3.2a A live draw will be held to determine which teams form each Group. During the Group stage, each team will play each other twice on a "home and away" basis and if any clans finish on the same points at the end, group ranking will be decided by Cumulative Round Difference. In the event that round difference is equal, table position will be determined by Round Wins and then by the head-to-head result for the teams in question. If this fails to produce a clear winner, during the week between Group stages and Knockouts, tied teams will play best of 5 Head to Head and the winner of this will determine which team comes out on top.
3.2b Round difference is worked out by if a team wins 3 maps to nil they get +3 round difference, if they win 3-2 they get a +1 round difference. "Round Wins" is the cumulative number of rounds won by each team during the group stages.
3.2c Points are awarded as 3 points for a win and 0 for a loss.
3.2d The Map list for each week will be specified in the fixture lists up front for the Group stages. Teams are not permitted to pick their own maps.
3.2e The modes to be played in each match are as follows: 1x Hardcore Team Deathmatch, 1x Core Domination, 1x Hardcore Search&Destroy, 1x Core Demolition & 1x Core or Hardcore Capture The Flag (depending on the up front declaration of the home team). 2 map set orders will be released for each week, one for Hardcore Clans and the other for Core Clans. When a Hardcore Clan is the Home Team, the mode order will be: HC TDM, DEM, HC S&D, DOM, HC CTF. When a Core Clan is the Home team, the mode order will be: DOM, HC S&D, DEM, HC TDM, CTF. The maps will remain consistent, but the order will change as specified.

3.3 Knockout stages:
3.3a Once the Groups stages are concluded, the 8 teams that finish 1st will be entered into a live draw against the 8 teams that finish 2nd. This ensures that Group winners will play Group runners up. These Teams will then progress to the knockout stages and ultimately compete for the "Hyperion Cup" as the knockout stages progress.
3.3b At the same time, the 8 teams that finish 3rd will be entered into a live draw against the 8 teams that finish 4th. These Teams will then progress to the knockout stages and ultimately compete for the "Erebus Cup" as the knockout stages progress.
3.3c The knockout rounds will again be played on a home and away basis. Each team will play each other twice, again with the 5th map alternating between HC and Core, as pre-determined by the home team’s preference. If after both games, there is a tied cumulative score, the match will enter “overtime”. Overtime is one final map to determine the winner. The overtime maps will be pre-determined by the admin team, but the modes as follows: For the final 16 Hardcore TDM, Final 8 Core Domination, and the final 4 will be Hardcore S&D. The final will then be one single best of 5 match hosted by an admin. The 5th and deciding mode for the final will depend on the two teams that are playing. If both teams are core or HC clans then that mode will be used. However if both teams have different choices then a draw will be made live on wgl.tv.
3.3d The Map list for each week will be announced on the Monday of each week via a news post for the Knockout stages. Teams are not permitted to pick their own maps.

3.4 "T5" General Guidelines
3.4a Matches must be played on match days which are Tuesday, Wednesday, Thursday and Sunday
3.4b It is each teams responsibility to arrange their fixtures by the start of the week and then to confirm it on the forums by the Sunday of each week.
3.4c Each match is the best of 5 Maps you MUST play till one team has won 3 maps.
3.4d If any map results in a tie, the map must be replayed at the end of the fixture with the same sides and settings until a winner is declared by winning 3 maps.
3.4g Each team must keep note of how many maps they have won and lost and the total scores for each round.
3.4h Each team must then report these results using the "Submit Results" link on the main page of the website after the match and at the latest by 9am the following morning.
3.4i The fixture list will dictate who is the home team for the match and therefore who is the host for the match (i.e. the first team in the fixture). The home team's preference will determine whether the 5th map is Hardcore or Core format.
3.4j The team that is not hosting the match will choose a spawn (top or bottom) and that choice will be consistent throughout all maps and modes for the duration of the match.
3.4k A UK host must be used. Although WGL allows players and clans from any country it is still a UK based league and therefore a UK host must always be used.
3.4l A lag test must be performed before the start of the match to check that the host connection is acceptable to both teams. If it is not a new host must be found from amongst the home team players
3.4m If a home team does not have any player with a good enough connection to host, the away team must host. However the away team is still regarded as the away team. If no adequate host exists from either team then a League Admin should be contacted to host the match.
3.4n The order in which the modes and maps should be played will also be specified in the fixture lists.
3.4p If a player disconnects during the match teams must continue playing until that map is over. If the mode is CTF, DEM or S&D and its still the first half the teams must stop at half time and allow 5 mins for a replacment before playing the 2nd half.
3.4q If the 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 the host disconnects after the first 30 seconds, the map must be resumed from the score at the point at which the host disconnected.
3.4r Any original player who disconects is allowed to rejoin the match in progress. It is the team's responsibility to re-invite their player. However, no sub is allowed to join the match in progress he must wait for half time of CTF, DEM or S&D or the next map.
3.4s Teams are allowed to sub players in between maps as long as all the players are on the roster. Teams have 5 minutes to make these changes.
3.4t If the host's connection becomes unstable and the game becomes unplayable at any point in the match, the current map must be stopped. A new host should then be appointed and the game resumed from the score at which the game became unplayable. For avoidance of doubt, unplayable means a sustained rather than intermittent period of "lag".

3a: Defaults
3.11 A team has 15 minutes to show-up with the proper number of eligible players and be ready to start the match. Failure to do so will result in a forfeit. Teams are responsible for all scheduled matches.
3.12 Forfeits result in a 3 Map loss to the team that didn't show & -3 round difference for the Group Stages and an outright Loss during the Knockouts.
3.13 Forfeits will also result in a 3 map win and +3 round differece for the team that was able to play during Group stages or an outright win during the knockouts.
3.14 If any team forfeits 3 games in a season they be removed from the Tournament.

4: Weapon, Perk and Killstreak Restriction
In the WGL, we want competition to be fun, fair and balanced. For that reason, we have restricted some weapons, perks and Killstreaks to minimise the element of luck and force the game to be played in the spirit intended by the WGL Members and Admin team.

4.1. Killstreaks: Care Packages, Emergency Air Drops and Sentry Guns are NOT permitted. Tactical Nukes are permitted in Team Deathmatch ONLY.
4.2. Weapons: All Weapons from the LAUNCHERS class selection are NOT permitted with the sole exception of the 'Stinger'.
4.3. Weapon Attachments: Akimbo and Grenade Launchers are not permitted on any weapon

Any breach of the above Killstreak restrictions will result in the immediate forfeit of the map for the offending team. If a mistake is made and Care Packages are left on, these MUST NOT be called in. Dropping the packages off the map or simply not using them is NOT adequate and will still result in a forfeit. The Admin team recommend that the Lobby Host/Captains run through the restrictions once all players are present in the lobby and before the game starts.


5: Mode Settings
5.1. The following settings must be used during all matches.

The following settings apply to all WGL matches, regardless of the Game Mode unless overidden in the specific mode settings below.

1. Spectating : Team Only
2. Friendly Fire : Enabled
3. Forced Respawn : Enabled
4. Wave Spawn Delay : None
5. ReSpawn Delay: None
6. Radar Always On : No
7. Max Health : Normal (Should be set to miniscule for HC modes)
8. Health Regeneration : Normal (Should be set to NONE for HC modes)
9. Allow Kill Cam : Disabled
10. Headshots Only : Disabled
12. Perks : Enabled
13. Killstreak Rewards : Enabled
14. Number of Lives : Unlimited (Does not apply to Search and Destroy.)
15. Join in Progress : Disabled (If a player times out he must be invited back by his own team)
16. Hardcore Mode : Disabled for Core modes and enabled for HC modes
17. 3rd Person mode: Disabled

* The following settings are specific to each Game Mode, so please read them carefully before setting up the server.

1. Team Deathmatch
o Points to Win : 10,000
o Time Limit : 10 Minutes


2. Search and Destroy
o Round Length : 3 Minutes
o Bomb Timer : 45 Seconds
o Number of lives: 1 Life
o Plant Time : 5 Seconds
o Defuse Time : 5 Seconds
o Multi Bomb : Disabled
o Score Limit : 4 Points
o Round Switch : Every Round
o Spectator: Team Only

3. Domination
o Time Limit : Unlimited
o Score Limit : 200 Points
o Respawn Delay : 5 Seconds ** This is an overide to the general rules for this mode only **

4. Capture the Flag
o Time Limit : 10 Minutes
o Score Limit : Unlimited
o Respawn Delay : 7.5 Seconds ** This is an overide to the general rules for this mode only **
o Wave Spawn Delay: None


5. Demolition
o Time Limit : 3 Minutes
o Round Switch: Every Round
o Bomb Timer : 45 Seconds
o Plant Time: 5 Seconds
o Defuse Time: 5 Seconds
o Extra Time: 3 Minutes
o Respawn Delay: 5 Seconds ** This is an overide to the general rules for this mode only **



If any of the above settings are incorrect, the map must be stopped immediately and restarted with the correct settings. No map forfiet will occur but both teams must make sure that the settings are correct before the start of each map.



6: Conduct
6.1 All participants in any WGL competition will be required to uphold to the highest standards and observe common sportsmanship. Racism will NOT be tolerated. If you are seen to be racist then you will have action taken against you. Being abusive in any way towards fellow players or admins will also result in disciplinary action.
6.2 Anyone who has been caught cheating in any WGL event may be suspended from all future WGL events. WGL Admins will review cases and players may be suspended for a period of not less than one month and is subject to review by WGL admins for readmission after that point. If a player is caught cheating in a WGL match, their team shall forfeit that game. WGL will not conduct witch-hunts to try and find cheat violations against players.
6.3 Players are expected to compete in a professional manner. Throwing a match, halting play without cause, or showing a flagrant lack of effort will be construed as a violation of player conduct, and will result in match forfeit and disqualification from the WGL Event.
6.4 Consequences for players and Clans behaving in a manner considered by admins to be abusive, unsporting, or who in any way conduct themselves in a manner not befitting the Tournament, will be subject to the following minimum sanctions:
a. First offence, Player warned.
b. Second offence, 2 week suspension for the player/players involved.
c. In the event of the same or another player from the same clan stepping out of line, the Clan will be warned and players suspended for a further 2 weeks.
d. Any further offences will result in the team being permanently removed from the league.


7: Miscellaneous
7.1 The rules are open to many different interpretations. The only interpretation which matters is the interpretation of the Admin team. We reserve the right to modify the rules at any time. This includes changes due to software updates or releases, and any other change deemed necessary by the league. You must understand that the rules listed are guidelines to try and ensure fair and competitive play, and they will be applied by officials based on the spirit of the game. Teams should check the rules prior to any event to ensure they are in compliance. They should also keep an eye on the website, as changes will be announced on the website. You must be familiar with the current ruleset.