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Settings

The map Layout that will be chosen is the one whose maximum allowed players is closest to the number of players in the match, while allowing all players into the room. In some cases, this Layout will be much larger than required, but should always be large enough to accomodate all players. If there are multiple layouts that hold the same number of players, the higher ranked team will decide which layout to use.

Matches

The lower-ranked team at match time chooses the first map and game type, and the higher-ranked team at match time chooses sides. If both clans are unranked, the clan ID number will be used with the lower numbered clan ID choosing the map and game type, and the higher numbered clan ID choosing sides. These choices will alternate with each new map.

I realize the directly above rule seems to contradict the rule above it; however, the directly above rule (Under Matches) is a very general rule used for all games, whereas the rule under Settings was written directly for Warhawk. The rule under Matches is talking about choosing maps; however, for our ladder, the maps are chosen by gamebattles, as well as the game type. So please, ignore that rule. You are not allowed to choose maps, and you are not allowed to choose game types.

So to sum things up, if you are playing a match that is 4 vs 4, you would pick a layout that has a max capacity closest to 8. If you are playing a 12 vs 12, you would choose a layout that has a max capacity closest to 24. Teams may choose to play 32 player layouts if both teams can agree on it. Teams should only agree to play a 32 player layout if the match is 8 vs 8 or more.

Here are three tables that show what layouts to use with each amount of people for each game type:
Archipelago
Island Outpost
Badlands
Destroyed Capital
Settings

The following settings will be used for all GameBattles matches, unless otherwise specified in the Challenge.


Room Type : Player-Made Room
Round Timer : 20 Minutes
Spawn Delay : 5 Seconds
Start Delay : 5 Seconds
Balance Teams : Unchecked
Fly with Objective : Unchecked
Return Time : 15 Seconds
Enable Voice : Checked
Allow Team Switch : Checked
Randomize Teams : Unchecked
Allow Split Screen : Unchecked
Split Same Team : Unchecked
Intermission Time : 30 Seconds


The following settings are Mode specific, and will be used for all GameBattles matches by default, unless specified in the Challenge.


Capture the Flag

Score Limit : 5


Zone

Score Limit : 5000


Team Deathmatch

Specified in Challenge


Hero

Score Limit : 100


Collection

Score Limit : 50


When making a room, the minimum number of players must be set as low as possible, while still accomodating all players. For example, if you are playing a 4v4, the minimum must be set at 8 and not any higher, so that the match starts when all players are in the room.


The map Layout that will be chosen is the one whose maximum allowed players is closest to the number of players in the match, while allowing all players into the room. In some cases, this Layout will be much larger than required, but should always be large enough to accomodate all players. If there are multiple layouts that hold the same number of players, the higher ranked team will decide which layout to use.


If any of the above settings are incorrect, the hosting team forfeits that map. The team hosting is responsible to ensure all setting are correct prior to beginning any map. If the settings are incorrect, the map needs to end and the next map needs to be played. The team that was not hosting is responsible for obtaining valid proof to show that the hosting team did not have the settings correct. A ticket with valid proof must be submitted immediately after the match has been completed.
General · Rosters
Reporting

Both teams are responsible for reporting the match within 30 minutes of its completion. If teams do not report matching results, the match will result in a ‘dispute’. Both teams are then required to submit a ticket regarding the dispute and include any valid proof they have. Teams can also resolve their own disputes by changing the scores they reported for the match. To do this, teams must go into the match report screen for the disputed match and change the scores within 24 hours of the scheduled start time.

Teams that have 3 or more disputed matches will be automatically locked and unable to play additional matches. The team will not be unlocked until they have less than 3 disputed matches. To resolve disputes, please see rule number 1 above.


Matches that go unreported by one team will be reported automatically for the team that did report. Matches that go unreported by both teams will be deleted automatically.


Any team found to report as the winning team before the match is played or completed will be subject to penalties.


All matches need to be reported correctly by both teams. If there is an issue with a match, the match must first be reported accurately and then a ticket containing your valid proof can be submitted afterwards. Do not dispute the match on purpose. Please see the proof section below for more information. If your claims are found to be valid with proof, an Admin has the ability to revert the match.


Disputing a match on purpose will result in penalties for your team.


The first time a team disputes on purpose without valid proof, the team is locked for 6 days and the team warning level is increased to level 1.


The second time a team disputes on purpose without valid proof, the team is disbanded and the member that disputed is banned as well as the leader of the team.
Eucadia
No-Shows

A team has 15 minutes to show-up with the number of eligible players indicated in the match details, and be ready to start the match. Failure to do so will result in a forfeit. Teams are responsible for all scheduled matches.


To receive a no-show win, you must submit a ticket within 30 minutes of the scheduled match time. You must also report the match as a win for your team.
Cheating

The use of any communications other than what is provided within the game is prohibited. For example, the use of Skype or private chatting during a match is not allowed.


We have a zero tolerance policy for cheating. Teams caught cheating, “glitching”, or abusing in-game mechanics in any way will be removed from GameBattles.


If your team receives a win that was not earned or played, you must submit a ticket to have it removed. Failure to do so will result in your team being removed from GameBattles.
Matches

All matches must be played in their entirety unless both teams agree to postpone the match or remove the challenge. If agreed, both teams must submit a ticket requesting the postponement or challenge removal. A referee can be contacted to witness the agreement details.

The higher ranked team at match time will host the first map. The lower ranked team at match time will host the second map. This will alternate for each map if/until a tie breaker map is needed, when the team that has won the most combined rounds will host the final map. If there is a tie in rank (i.e. both are unranked), the Team ID closest to 0 will host first. If there is a tie in round count, the lower ranked team will host the tie breaker map. The host may not force launch the game.
A standard ladder match will be best of 3 or 5 maps (first to win 2 or 3 maps, respectively).

In the event of a tie on Team Deathmatch or CTF, that map will be replayed with "Sudden Death" settings. For Team Deathmatch, the sudden death round will be 5 minutes long, winner take all. 5 minute Team Deathmatch rounds will continue to be played until a winner is decided. For CTF, the sudden death round will be first team to score, with an unlimited round timer.
The default settings specified in these rules can be changed, but only if an option is available in the Challenge. The staff will support no other agreements, (i.e. verbal, AIM, email). So unless specified otherwise in the challenge details, these default rules will be followed.

A "Lag Test" must be completed prior to starting the match. This is a test round that doesn't count and uses the standard game settings that will be used during the match. For the lag test, a map that is not scheduled for play must be used. If the game lags during this test, a new host must be chosen. If both teams cannot agree on an acceptable host, a ticket must be submitted by both teams to cancel the match.
Teams may not delay the match for more than 5 minutes between each map. If a team delays the start for longer than 5 minutes between maps, they will forfeit that map. The team that did not delay must submit a ticket with valid proof showing that this delay did occur. First, the match must be completed and the scores must be reported correctly. Do not dispute the match on purpose. After the match is complete, submit a ticket containing the URL link of the proof.

If a 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 both teams disagree over when the disconnection took place, video proof must be provided. First, the match must be completed and the scores must be reported correctly. The URL link of the proof must be submitted in a ticket once the match is completed.

If the host disconnects after the map has started, the host's team forfeits that map. After the map has started is after 30 seconds or after the first kill. If both teams disagree over when the disconnection took place, video proof must be provided. First, the match must be completed and the scores must be reported correctly. The URL link of the proof must be submitted in a ticket once the match is completed.

If a player disconnects after the game has started, the game will continue and a player may be re-invited. The re-invited player may be the player that dropped or a new eligible player. The only exception to this rule is for a "Kill Dependent Game Mode". Please see rule 11 below.


A "Kill Dependent Game Mode," often referred to as Deathmatch, Sharpshooter or Slayer, is a game mode whose winner is decided by the overall number of kills, or points gained from kills. Because this mode relies on the number of players present, a team can never play shorthanded when playing this mode. A Team that loses a player during this game mode, after the first kill has occurred, forfeits that map.


If a team loses players during a map, they must find eligible substitutes prior to beginning the next map. A team is not allowed to start a map shorthanded. For a “Kill Dependent Game Mode”, a team can never play shorthanded as stated in rule number 11. Teams are allowed a 5 minute grace period to find eligible substitutes between maps as per rule number 7. Please follow the steps in rule number 7 if the match is delayed longer than 5 minutes between maps.
General
Rules are subject to change at any time, so please check them often.


It is the responsibility of all the users of this ladder to know and understand the rules.


By sending or accepting a challenge in the challenge system, you acknowledge that you have read, understand, and agree to abide by the rules posted here. This includes posting or accepting challenges on the Match Finder.


Our goal here at GameBattles is to provide gamers with a place to find fair and competitive matches. In order to accomplish this goal, we will not tolerate players or teams that cause problems or attempt to undermine the positive atmosphere on GameBattles. This includes teams that cheat, dispute on purpose, or repeatedly abuse players. Violators will be dealt with accordingly including possible removal from GameBattles. As with all accusations, valid proof must be provided. Please see the proof section below.


GameBattles prohibits members from creating or managing more than one team on a ladder from the same household as well as competing against each other. Multiple people from the same household may compete on GameBattles; however, only one username can be in a management position on a team. For example, only one username can be a Co-Leader or Leader on a team. All other usernames from the same household cannot be anything higher than member on any team.


Abuse of our volunteer Staff will not be tolerated in any form. This includes written messages or verbal comments. Violators will be removed from GameBattles.


Team members are not able to change the name of their team. Only the leader of the team can submit a ticket to request a team name change. Names must be appropriate and cannot be taken by another team on the same ladder.


Team names, blast messages, logos, avatars, and website links are subject to the Forum Rules.


All MLG/GameBattles accounts are property of Major League Gaming Inc.   Any advertising of, or attempts to buy, sell, trade, or exchange an account by any means is strictly prohibited.   Violators will be banned from all MLG/GameBattles websites and all related accounts terminated.
Rosters

It is both teams responsibility to verify the eligibility of all players playing in the match prior to starting or continuing any match play. A team playing with an ineligible player will forfeit the match.


If the opponent team has an ineligible player present, ask the team to replace that player. You must have given the team the required 15 minutes from match start time to substitute their ineligible players. If the ineligible player shows up between maps/rounds, you must give the team the required 5 to replace their ineligible player. If the team does not substitute their ineligible player and allows that player to compete in the match, follow these steps:


Immediately submit a ticket stating an ineligible player was present. This ticket must be submitted before starting or continuing to play the match.


When the match is completed, you must go back to your ticket and submit the URL link containing valid proof showing the ineligible player playing in the match. Without valid proof, no win can be awarded.


Tickets submitted after the match is completed are not valid. You must submit a ticket immediately when the issue arises as stated above.


All gamertags on a team’s roster must be valid. The gamertag must be legitimately owned by the user on the roster. If the team cannot access the gamertag or has an invalid gamertag on the roster, the team is subject to being locked.


The rules below outline our policies on rostered players. Please see rule number 2 if the following rules are broken:


Users are permitted to be listed on only one team on each ladder at any given time. Users are only permitted one gamertag per ladder.


All roster spots must be comprised of only one valid gamertag. Spelling and spaces must be exact, but does not need to be case sensitive.


Gamertags may not contain foul language, disparaging remarks, hateful or racist names.


Players must have a green eligibility icon   next to their name to participate in matches.