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Coalition Forces
Middle East Coalition
 

  Call of Duty 4 Modern Warfare - Rules.


Rules Submenu
    Select a section of the rules you wish to go to.
      Please read these rules carefully before you play on R1.


   Table of Contents

Article I

    1. Introduction


    2. Staff

        a. Referee/Arbitrator

        b. Results Admin

        c. Unit Admin

        d. Lead Admin

        e. Genre Admin

        f. Main Admin

3. Site

4. Servers

5. Communication





Article II


    1. Who can take part?

        a. Units

        b. Understanding Rules

        c. Punkbuster

    2. What do I need to do in order to play?

    3. How is the match done?


    4. How is the match set up and administered?



Article III

    1. Disputes

        a. General Procedures

        b. How to Dispute

        2. Hacking

3. Repercussions and penalties



Annex

    1. Playing short

    2. Call-ins

    3. Number of players passed 8

    4. Reschedules

    5. Rest

    6. Punctuality

    7. List of Staff GUIDs

Misc

    1. Contact

    2. Thanks to

    3. Version/ Revision History


   Article I


1. Introduction

Realism1.com is a tactical realism league that was inspired by the tactical realism community. TR players needed a place to compete and have a great time. TR players were tired of the run and gun tactics that the game was released with and it was just a shooter but the TR clan made it a thinking mans game. So I would like to thank all of the players and clans who have made this league possible.

2. Staff

Our Staff are divided up in many different positions these are:
 

    a. Referee/Arbitrator

a. Referee/Arbitrator The job of the Referee/Arbitrator Is primarily the judging of matches being played. They represent the Realism1 league at the most basic level. This Staff position would be the lowest, however it is the most valued to units that need them. Their duties include starting and ending matches if required, Match set-up, and acting only as spectators in matches, settle gaming disputes in matches if required, report directly the results to the “Admin on Duty” on the day of the match. The Referee/Arbitrator is only required to settle disputes if their presence has been viewed as a Minor infraction in which a simple clarification of the rules is all that is required. It is not their role to deal with Major Infractions; however they are responsible in reporting it in a timely manner and with as much information as possible.

    b. Results Admin

The job of the Results admin is primarily results of matches played. Whether this is solving problems related to matches due to scoring. As such the Results Admin is granted the authority to make rulings on games, they may decide on a winner of a match, nullify a match or design any terms for a game they see fit. Results Admins most times are collecting data about the matches and the players that played in it, to update the scores displayed on the main site.

    c. Unit Admin


The job of the Unit Admin is primarily administering the Units and players in the league. Such things that this admin is responsible for include: unit creation, Setting up leaders of units, Overseeing the adding and dismissing of players on a unit’s roster, Assisting unit leaders in unit related issues (Logo, ranks, leadership levels, etc). In general they look after the unit’s administration when in the league, and assists in other areas if needed.

    d. Lead Admin

The Lead admin isn’t so much a job, rather it is a position. It is given to the senior member of an admin team. The Lead admin for results would be called “Lead Results Admin”. The “Lead” still has the responsibilities of the area him /her admins, with the added job of looking after the members of his team and any issues they can’t solve. Most issues if rising to this position are normally solved, and have no need to go farther.

    e. Genre Admin

The Genre Admin is the highest position in the league. The person holding this position has final say on all issues in the league. General duties of this position are overseeing all staff and their duties in the league.

    f. Main Admin

The Main Admins are the founders of the league and normally are tasked with which ever area they feel needs their assistance. Normally these Admins are outside the staff in terms of issues and rulings; however they may interject when they feel they need too.

3. Site

The Realism1 site is the very core of everything the league has.

4. Servers

The Realism1 league makes use of its own servers for the matches. All Servers run by the League are paid for and run by the league. They are set-up to league rulings and updated accordingly.

The following are the IPs of the servers in use:

69.65.12.2:28960
69.65.12.3:28960
69.65.12.4:28960
69.65.12.5:28960

5. Communication

All voice communication during matches is done on the league’s own Teamspeak server. As well all general meetings (whether it is with the units, open forum, ruling discussions, etc) that are made are also there.


   Article II


1. Who can take part?

The Realism1 League is open to all players in the online game of “Call of Duty 4”. Players however must have 3 tasks done before playing: Players must have a unit, Players just have read and understood league rules, and Players must have the latest Puckbuster updates made on their copy of the game.

a. Units

Units in the league are clans. Clans are a group of players who regularly play together in a particular (or various different) multiplayer games. These range from groups of a few friends to 1000-person organizations, with a broad range of structures, goals and members. The Clans that join Realism1 are however known as “Realism Units”. Realism units are clans that play only in "realistic" games. Most units model themselves on military units and typically play first person shooters. They often have rules and standing orders — for example, they may restrict use of a certain weapons, Have their members use a playstyle that suits the unit, etc. Players show they are a member of a clan by using a unique tag which takes the form of a prefix or suffix "tag". Tags are often enclosed in brackets or symbols and colored differently if the game allows it. For example, in a name like "=BnB=John", "=BnB=" is the clan tag and "John" is the player's name. Some clans prefer to have a more subtle and arcane way of indicating membership, such as a simple marking in or around the name. For example, "John!!" with "John" being the player's name and "!!" being the clan's tag. In many clans, there is also a suffix, which would include your clan rank or status. For example, if John was ranked clan leader, his name might be something like =BnB=John=CL=. The first and most common clan tag is simply a three letter acronym between two square brackets such as "[BnB]". A clans tag is typically another variation of keyboard or character map alphanumerical combinations, however. Which Clan to join is up to the user, we just require you be part of one before you start with the league.

b. Understanding rules

The rules laid out in this document should be read and understood completely. There should be no questions in what is required by the player, and if there are it should be brought up the proper channels. First though you’re Unit and from your Unit a Unit Admin will field the question.

c. Punkbuster

Punkbuster was designed to Automatic update in-game. In the case that this doesn’t work you need to update it manually you can get information and the tools here: http://www.evenbalance.com/index.php?page=dl-cod4.php

The reason the League needs this is order to be to make sure that those countermeasures are in place. This is why we ask you to register your GUID on the site before you can play.

2. What do I need to do in order to play?

This part is going to be broken in to steps (Note some of the steps you may have already completed)

1. Have a Legal copy of Call of Duty 4 (With a legal key) installed on your PC.

2. Have an active internet connection.

3. Have updated the game with the latest Patch available from Infinity Ward. (http://www.infinityward.com/modernwarfare/patch/)

4. Have Teamspeak2 client installed and configured (http://www.goteamspeak.com/?page=downloads)


5. Join and/or be a player in a Unit represented in Realism1

6. Sign-up on the Realism1 site and make sure that your Unit leader is aware and adds you to the roster

7. Obtain the last 8 characters of your GUID and input them on your profile on the Realism1 site

8. Be updated on the rules and other information such as play times on our website

9. Be ready and willing to play

10. Enter Game play with your unit when the time and place is called on

3. How is the match done?

Matches are what make the league so naturally this part will be the longest.

a) Game play

1. The game play of the league at its foundation is a tactical realistic game play.

2. The game style of the match will be Search and Destroy. This game style is further modified by use of the TRM mod.

3. In total there will be 9 rounds and first team to win 9 rounds with win the match. These matches last 8 minutes each.

4. Each team is to fill a minimum of 4 positions. With a soft cap of 8 (This is further explained including conditions in the Annex)

5. Maps in rotation change every week and are found on the schedule

6. It will be determined before the game by the match schedule with team is playing Home and Visitor. The home team will be Marines/SAS, with the Visitors Spetnaz/Opfor.

b) Match Details

1. All members of all units are responsible for treating each other with respect during the match. Due to the lack of a language filter, please respect those in the server at all times and please don't be careless with your language. Unsportsmanlike, voice taunts, race and ethical comments and badgering are forbidden in matches as well in any other conversion between the teams

1. There are limits on what player classes or how many of player class can be used by a unit

Those limits are:

a. Assault Class: Unlimited

b. Spec Ops: 2 Per 8 People

c. Demolitions: 1 Per 8 People

d. Heavy Gunner (LMG): 1 Per 8 people

e. Snipers: 1 Per 8 people

2. Perks and weapon load outs are controlled by the TRM mod. Those limits are:

a. Perk 1

i. 3 Grenades: Yes

ii. Claymores : Yes (limited to Sniper, Demo, and Spec-Ops, 2 Per 8 People)

iii. C4: Yes (Limited Spec-Ops and Demo, 2 Per 8 People)

iv. RPG: No

v. Bandolier : Yes

vi. 3 Special Grenades : Yes

vii. Bomb Squad : No

b. Perk 2

i. Stopping Power : No

ii. Martyrdom: No

iii. Last Stand: No

iv. Sleight of Hand: No

v. Overkill: No

vi. Juggernaut: No

vii. Double Tap: No

viii. UAV Jammer: No

c. Perk 3

i. Extreme Conditioning: No

ii. Deep Impact: No

iii. Steady Aim: No

iv. Dead Silent: No

v. Eavesdrop: No

vi. Iron Lung: Yes

vii. Sonic Boom: No

d. Weapons and attachment limits

i. Not Allowed

1. Desert Eagle

2. P90

3. RPGs

ii. Limited

1. M203 (Limited to only 2 per team of 8)

4. Units are required to record their match. This is done by pressing the “~” key then typing “/record” in console at the beginning of the match

5. Units will be using the League’s Teamspeak server for communication during the match.

6. In the event of a no show, the team that attended gets full win points, based on the winning team performance league wide, because they are considered to have "fought" the match uncontested (more explanation can be found later on the penalties section)

7. Spectators, The only spectators that will be allowed to watch a match are those authorized by Realism1. Realism1 reserves the right to observe any match without notification or approval. The Staff member’s identity can be verified by confirming their GUID.

8. Running or Sprinting is allowed in game, however it is to be limited to
i. Escape fire and grenades,
ii. Moving to gain cover (Bounding Overwatch)
iii. Once you spawn both teams can sprint from spawn to take cover and then move forward to the objective or move to defending positions to hold the objective while being behind cover.
iv. You can sprint across roads.
5. How is the match set up and administered?

Again this is broken down into steps

1. Units will begin at least 15 minutes before the match by logging into our official TS Server. The Unit’s respected leaders with meet in the staff room with each of their team members going in to their respected rooms (Home team in the Home room, Visitors team in the Visitors room)

2. Staff will brief the Unit leaders on the server being used, password, a review of any rules asked, and dictate which staff will be in game and the “Admin on Duty” is.

3. 5 Minutes before the match starts the Unit leaders will go to their own channels and report to their units where to go and will log-in to the server.

4. Once all the players and staff are in game, Unit Leaders and staff will take a Screenshot of the Pb_list this is done by pressing the “~” key then typing “/record” in console.

5. All players will then start recording. This is done by pressing the “~” key then typing “/record” in console at the beginning of the match.

6. The match will start on the restart of the map counted down by the staff

7. During play there will be no typing in the match. The only time there will be text is when disputes are to be pointed out. Unit leaders (only leaders) can make the staff aware by typing it into the text window, if wanted or needed too. GAME PLAY WILL NOT STOP and disputes will be dealt after the match with the staff.

8. After every round Team Leaders and Staff will take Screenshots of the scores.

9. At the end of the match all players will log-out of the Teamspeak server except Unit leaders.

10. Staff and Unit leaders will discuss the results of the match afterwards in the staff room with the “Admin on Duty” in attendance. Any disputes will be dealt with at this time, if it needs to go higher it will be made a note of and go up the chain if needed. (If such a thing is reported that must go higher it will be dealt with in a timeframe and format explained in the dispute section.)

11. This screenshots and recording is to be held no less than two (2) weeks time. As these can be called on by staff for results or dispute reasons.

6. How is the match and players scored?

Matches themselves are 9 rounds and to win the match, your unit must be the first team to win 9 rounds


   Article III

1. Disputes

    a) General Procedures
        Disputes during the match will always be dealt with after the match in order to let the match continue. If there is such an incident that a dispute must be dealt during a match (such as oblivious Hacking or Cheating) instantly by the staff in game (by use of RCON).

All disputes that cannot be handled during a match by the staff on hand will be then passed up and handled by the league admin(s). Each and every dispute is different and because of that nature please then allow time for the lead admin(s) to review the issue.

    b) How to Dispute

        Due to the highly emotional nature associated with the vast majority of disputes, please take time to "cool off" for at least 5 minutes before talking about it after the match. Step away, calm down, and then address the issue as objectively as possible. Then ask yourself the following questions:

* Did they actually, clearly, break a rule to win the match?

* Did they take unfair advantage of a verifiable coding and/or map design weakness

* Would I be filing this dispute if we had won?

*Can you prove it?

*Is it worth it?

*Is there an underlying reason to dispute that is unsportsmanlike?


If you can’t positively answer yes to all 3 of the above questions, you at best have a questionable dispute. The other unit’s leader is also in the room so make sure you can explain it to the staff as well as that leader. Explain clearly what it is that you are disputing and reasons why. The staff will do their best to deal with the issue at that level before handing it off if needed. You will have 3 Staff members during the debrief all 3 will not be bias to the dispute in dealing with it. We recommend you and the other unit’s leader write down things down in order to leave your own paper-trail. If the issue is raised the Lead admin(s) will need hard proof.

If the Issue is raised to a Lead Admin he/she will email you inquiring on a date you wish to meet with him/her. Before you meet it is assumed you have proof of what you are disputing (Screenshots recordings, etc). It is advised to:

* Take a reasonable amount of time to discuss the issue with your own teammates. Take time to cool off and rationally talk about the issue.

* Watch your own demos, and cite specific players at specific times during your match where you feel they were cheating. You need to have reasonable evidence to file charges. A text file with information regarding times and players involved is a vital piece of information for use in your dispute.

* Know that this dispute is now going to take more time and may not be resolved instantly.

Once you have explained your dispute, you are free to go as the admin will review the proof and the report of the staff members at the match debrief. As well he may request information from the other unit before deciding (Assuming again the other unit has proof to counter). When the Admin decides we will e-mail his verdict to both parties involved. This e-mail will explain the reasons on the verdict and will be sent at least 24 hours after meeting with both parties in turn.


2. Hacking and other Exploits

There is a ZERO tolerance policy regarding Game Hacking. This rule covers players who use code to manipulate a particular game for the purpose of gaining an unfair advantage over other teams and players. Wallhacks, speedhacks and aimbots are just examples of the types of cheats covered by this rule. No excuses will be accepted.

Exploiting the game is illegal and will be considered cheating if used in a match. Do not assume that use of a bug or game engine flaw is legal ever. Glitching and Exploiting are very vague terms. All teams reserve the right to make their case against any questionable position that is used in a match. Make sure you let the staff know at the time, however DO NOT STOP THE MATCH. If it is a major issue Staff will deal with it instantly.

Any form of intentionally killing yourself or a teammate is not allowed as well

3. Repercussions and penalties

The following are known Repercussions and Penalties in use by the League. Realism1 will continue to support teams who Police themselves of hackers and cheaters. In the case where a team Purges a hacker from their ranks and brings it to the attention of Realism1 staff. Realism1 will waive the Drop in standings or forfeiture of past league matches to a degree deemed fit by the staff.

    a) Player found disobeying league rules during a match (Run & Gun)

        a. Points taken from Unit and Player

        b. May result in forfeiture of the existing match and/or round

    b) Cheater caught in Match:

        a. Forfeiture of the existing match

    c) Hacker caught in Match:

        a. Forfeiture of the existing match

        b. Player Permanently banned from Realism1.

        c. Unit will forfeit any match (for the present season) that the offending player was proven to have played in.

    d) Circumventing your ban:

        a. Player Permanently banned from Realism1.

        b. Unit with said player is removed or frozen for the remained of the season

    e) Unsportsmanlike Conduct:

        a. Player and Unit will have points taken from them (Number of points depends on how serious the offence)

    f) No Show:

        a. Unit will be frozen till a reason can be accepted

        b. Points may be taken (depending on the offence)

    g) Double Clanning:

        a. Player Permanently banned from Realism1.

        b. Unit s involved may lose points (depending on the seriousness)


   Annex

1. Playing short


If a unit is unable to field the requirement of 4-8 players, the offending team must forfeit the match. If neither Unit is able to fill 4 positions at the start of the match, the match will be nullified unless both teams choose to play the match with less than the number of required players. If either team is able to field 8 players and the opposing team can only field 4 then match will be played with uneven numbers.

2. Call-ins

Cal-ins, Due to the nature of the internet, it is possible for players to be disconnected or dropped from a server and/or should a team "playing short" have players that are on their Official roster become available, they may join the match as soon as they can connect, provide they join the proper side within a reasonable amount of time. This reasonable amount of time is no more than 15 mins from match start.

3. Number of players passed 8

There is no limit to the amount of players each unit fields. Any number over 8 must be agreed between the current leaders of the units being represented on the field as well as the officials overseeing the event.

4. Reschedules

Dates can only be rescheduled on a different night (prior) to the match night as long as both teams agree and the Admins are contacted by email 24 hours in advance.

5. Rest

If your team chooses to rest or go “inactive” your options are:

    1. Request to be dropped from the league

    2. Stay and receive forfeits until you become active again


6. Punctuality


Teams are expected to be on the server and ready to play with the minimum number of players at the scheduled or agreed upon time. Any team that fails to be present with the minimum amount of players and ready to play on a server 15 minutes after the match start time will forfeit the match.

7. Staff GUIDs


These following GUIDs belong to staff members, please note them if you ever need to make sure the staff members in game are who they are suppose to be

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