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Location  \\  CEVO  \\  America's Army  \\  Season 1  \\  Professional  \\  Rules

Americas Army PC Game Rules

Updated: August 29, 2010

Section (A) CEVO General Event Guidelines and Rules For PC Based Events

1.00 CEVO Information & Rules
1.10 Introduction

2.00 Registration and Team Activation
2.10 Registration Period
2.20 Membership Fees
2.30 UniqueID's
2.40 Member Activation

3.00 Member Rights & Requirements
3.10 Information
3.20 Sportsmanship
3.30 Member Names
3.40 Captain / Managers Requirements
3.50 Captain / Manager Absences
3.60 Captain / Manager Changes
3.70 Team Rights To Terminate Captains / Managers (Mutiny Rule)

4.00 Team Information
4.10 Rosters
4.20 Roster Unlock Schedule
4.30 Roster Lock Period
4.40 Team Activation
4.50 Team Names
4.60 Team Name Changes
4.70 Hijack Teams

5.00 Game Play Environment Requirements
5.10 CEVO Match Network (CMN3) Client Requirements
5.20 Models / Skins
5.30 Sprites
5.40 Configuration Files
5.50 Third Party Applications
5.60 Custom Sprays
5.70 32 Bit Video Game Settings
5.80 Message Modes and Voice Communications
5.90 Game / LAN Center Requirements

6.00 Match Scheduling and Forfeit Requirements
6.10 Match Scheduling
6.20 Match Scheduling After the Deadline Day
6.30 Match Rescheduling
6.40 Match Reporting
6.50 Reporting False Match Scores
6.60 Forfeits
6.70 Requirements for Reporting A Forfeit Win

7.00 Match Media Coverage Guidelines
7.10 Spectator Clients
7.20 IRC ScoreBots
7.30 Media Partner Coverage
7.40 Spectators

8.00 Game Server Information and Requirements
8.10 Dedicated Servers
8.20 Server Reservations
8.30 Ping Imbalance
8.40 Server Crashes

9.00 Game Violations
9.10 Game Exploits
9.20 Cheating
9.30 Ringing (Smurfing)
9.40 Player / Teams Termination Guidelines

10.00 Dispute Rights, Requirements, and Guidelines
10.10 Dispute Process
10.20 Dispute Submission
10.30 Submission Detail
10.40 Demos and Evidence Request

11.00 Event Prize Money Distributions Policy
11.10 Claiming Event Prizes
11.20 Forfeiting of Event Prizes
11.30 Event Prize Breakdown

12.00 Event Winners Lists; Rules Request

13.00 Other Governing Event Terms

14.00 Official Interpretation of CEVO Rules

15.00 CEVO Rule Changes

16.00 CEVO Support (support.cevo.com)

Section (B) CEVO Game Specific Rules for Americas Army Season 2

17.00 Game Specific Definitions

18.00 Event Divisions

19.00 Event Structure

19.10 Event Division Match Deadline Days

20.00 Match Requirements and Rules
20.10 Match Game Time
20.20 Match Dead Round
20.30 Player POV (First Person Demos) / Screen Shots
21.00 Game Play Guidelines
21.10 Match Description and Guideline
21.20 Players Required to Start a Match
21.30 Match Side and Server Choice Guidelines
21.40 Match / Half Going LIVE
21.50 Halftime Guidelines
21.60 Match Restart Guidelines
21.70 Player Connectivity Issues
21.80 Match Dead Round
21.90 Match Overtime Guidelines
22.00 Player Substitution Guidelines

22.00 Scorebot Guidelines

23.00 Game Specific Server Settings
23.10 Game Format and Settings
23.20 Season Map Selection
23.30 Confguration Files
23.40 Confguration File Exceptions
23.50 Client & Server Shadows
23.60 Class Restrictions
24.00 Americas Army Game Specific Violations
24.10 Game Map Exploits
24.20 Clipping
24.30 Fire Rates
24.40 Objective Exploiting
24.50 Other Game Exploits



1.00 CEVO / CYBER EVOLUTION
1.10 Introduction
CEVO was formed to create the first "EVOLUTIONARY" online arena for gamers to compete for monetary prizes in a competitive, affordable, and just environment. Before teams can register, the respective captains must read and understand all rules of CEVO. These rules provide an unprecedented foundation to elevate E-Sports to a new level of professionalism.

2.00 Registration
2.10 Registration Period
The registration period begins four weeks prior to the start of the event.
2.20 Membership Fees
The membership fee for any CEVO event is twenty ($20) US Dollars per player, and your membership will remain active for the length of the event. Being a member in CEVO grants you the player the right to compete in the CEVO event of your choice, customer service and support via Live Help or Ventrilo, and the use of CEVO game servers for any CEVO match. Once an event begins there will be an additional $5.00 late fee assessed to any new membership. Fees are subject to change from event to event and for specialty events.

Captains and Managers are allowed to pay for players on their team. When a Captain or Manager pays for a member or members on the team, CEVO assumes that the member who paid for the membership owns that membership spot and may transfer the membership fees to any player. CEVO ONLY ACCEPTS MEMBERSHIP FEES VIA PAYPAL. All PayPal questions can be addressed at www.paypal.com.

Once the event registration period ends and the event begins; NO REFUNDS WILL BE ISSUED! Refunds can be made at any time prior to the close of the event registration by submitting an offline ticket to the Accounting Department at support.cevo.com

PayPal charge backs of CEVO membership fees will result in a one (1) year suspension
2.30 Unique Game IDs
It is the opposing teams. responsibility to check and verify the opposing teams roster and verify that the players Unique Game ID's are correct prior to the start of any match. Once a match goes LIVE there can be no dispute filed for incorrect or missing Unique ID's. All individuals competing MUST have their player profile completely filled out accurately. This includes providing an accurate Unique ID as your Unique ID will be used by CEVO for authentication. IF YOU HAVE QUESTIONS ABOUT OBTAINING YOUR UNIQUE ID OR WHAT UNIQUE ID CEVO REQUIRES, CONTACT A CEVO OFFICIAL VIA http://support.cevo.com

Players may only change / edit their Unique ID / GamerTag during the ROSTER UNLOCK PERIOD (SEE RULE 4.20). If a member needs his or her Unique ID changed while the rosters are locked they must contact an official via http://support.cevo.com or via Ventrilo support (texas.cevo.nationvoice.com:4000).

Acquiring Punkbuster GUID
To acquire your Punkbuster GUID simply join any public or private game server. Once in the game, open your console window by pressing the tilda key ( ~ ) located on the upper left hand corner of your keyboard. Then type pb_plist in the command line. You should see something that looks similar to this:
  • # slotnumber guid status authrate playername
  • # 1 f3d3ce63a OK 5.0.0{00} player
  • Your shortened CEVO ID is the eight digits at the end of your full ID. An example would be "f3d3ce63a" vs "b683c8ecf3dc74b7d60b688f3d3ce63a"
2.40 Member Activation
For a membership to be considered active and in good standing the participating user MUST be in good financial standing and MUST have his or her Unique ID registered to their account.

3.00 Member Rights & Requirements
3.10 Information
Personal information submitted by each member for his or her profile MUST be accurate. Profiles, comments, names, or other information posted on the website deemed offensive to the general public will be edited, with possible member warnings and/or removal depending on severity.

Members are responsible for ensuring that they have read, and comprehend the rules of any event they compete in, ignorance of the rules is not an excuse for a violation.
3.20 Sportsmanship
All members are required to uphold and observe a universal level of sportsmanship. Any unsportsmanlike action which includes but is not limited to (Racism, Profanity, Rude Acts, Vulgar Acts, Acts of Belligerence, and Disrespect of an Official) may be reviewed and are reason for filing a disputed.

Rulings on sportsmanship are subject to official interpretation. If a member or team is found in violation of this rule the following actions will happen:
  • Minor infractions as judged by an official: Formal warning to player/captain
  • Major infractions as judged by an official: (2) week suspension
  • Sever infractions as judged by an official: (3) month suspension
Any accusations of unsportsmanlike conduct must be submitted as a dispute and will be investigated by CEVO officials. UNSPORTSMANLIKE CONDUCT DISPUTES WILL NEVER RESULT IN ROUNDS BEING REVERSED!
3.30 Member Names
Member game handles containing any of the following will not be tolerated: profanity, racism, sexism, drug use, or general vulgarity. Players found with offensive names will be contacted by an official and asked to edit their name to something more appropriate. If a member is found to be using a handle that is deemed offensive after being asked to have it changed by an official, that member will be issued a warning. If the rule is violated a second time, that member will be removed from the event and no refund will be issued.
3.40 Captain / Manager Requirements
The Team Captain / Manager are in control of all aspects of the .TEAM., and have an obligation to not only himself but to the other members on the "TEAM" to perform and lead. The Team Captain / Manager has the right to add or remove members on his team at any time during the roster unlock period, regardless of who paid the membership fee.
3.50 Captain / Manager Absences
In the absence of the team captain / manager, the assistant team captain is in charge and responsible for all team actions. The assistant team captain must be announced to the other team so as to eliminate any confusion in case a dispute is filed.
3.60 Captain / Manager Changes
Team captain / Manager changes are permitted if the team captain has been terminated from the event by an official, or if the team captain decides to leave the team. At that time, a new team captain may be assigned.
3.70 Team Rights to Terminate a Captain or Manager (Mutiny Rule)
The team and the members on that team reserve the right to oust the captain or manager at anytime. For a team to enact this rule, 75% of the ACTIVE members on the roster as determined by CEVO, must email their Head Division Official with the following information and express their desire to remove the captain or manager. Contact information for your Head of Division Official can be found under the Officials section of the website.
  • Team Name
  • Current Captain's or Manager's Name
  • Your Real Name
  • Your UserName
  • A written explanation why you would like the current captain or manager removed from the team

4.00 Team Information
4.10 Rosters
All team rosters are established during the registration period prior to the start of the event. Changes to team rosters may take place during the registration period and during the weekly roster unlock periods. Teams are required to have the minimum number of members required to play a match to be considered and ACTIVE team. This number will differ with each game title.
4.20 Roster Unlock Schedule
Rosters are open to add and remove members at the end of every week from Thursday 11:59pm PST to Sunday 11:59pm PST. The only exception to the roster unlock period occurs when the seasonal playoffs begin (SEE 4.30).
  • If the member is in good financial standing for the current event there is no fee associated with leaving and joining a new team.
  • If the member is not in good financial standing or is a newly registered member, they will be subject to pay the required event membership fees, plus a $5.00 late entry processing fee before joining a team.
4.30 Roster Lock Period
Rosters are considered LOCKED from Monday (12:01am PST) thru Thursday Night (11:59pm PST). During the roster LOCK period member additions and removals from rosters is prohibited unless with official approval: An official may approve the addition of a member to a team's roster for the following reason:
  • A team loses a member by means other than termination, which in turn leaves that team with less than the required minimum needed to participate. Just because a team loses a member does not constitute that an official will allow the addition of another member.
  • The opposing teams. captain agrees to the member(s) being added and permission has been granted from a CEVO Official.
Once an event enters its permanent roster lock period, NO PLAYERS will be allowed to join or leave a team. Exceptions will only be made for extreme circumstances which include but are not limited to natural disasters, and death. If a team cannot field the required number of members to participate in a playoff match, a roster addition may be allowed but only with the approval of every teams captain participating in that particular event playoff. Information on the permanent roster lock period will be posted in the news section of the website prior to the final roster lock.
4.40 Team Activation
To have a team activated:
  • The minimum number of members needed to play in a match MUST be on the teams. roster
  • ALL members on the team MUST be in good financial standing
  • ALL members MUST have Unique ID's / GamerTag registered to their accounts
If a team does not have the minimum number of members required to participate on their team roster and does not request a withdrawal and refund via (http://support.cevo.com?) before the close of the event registration, that team will be removed from the event and members moved into an inactive state until they join an active team. Teams that are activated will be placed into their designated divisions, conferences, and groups based on the game type and await event commencement.
4.50 Team Names
Team names containing any of the following will not be tolerated: profanity, racism, sexism, drug use, or general vulgarity. Teams found to have an offensive name will be contacted by an official and asked to edit their name to something more appropriate. If a team is found to be using a handle that is deemed offensive after being asked to have it changed by an official, that team will be issued a warning. If the rule is violated a second time, that team will be removed from the event and no refund will be issued.
4.60 Team Name Changes
Team name changes are allowed at anytime, but are limited to one (1) change per event
4.70 Hijacked Teams
A team is considered "HIJACKED" when less than 50% of the roster from the beginning of the event are still participating and remain on that team. CEVO reserves the right to determine if any team is .HIJACKED. and to remove any team that falls within these guidelines. If your team is experiencing internal issues and extreme roster lineup changes, your HEAD DIVISION OFFICIAL MUST be contacted and consulted for approval.

5.00 Game Play Environment Requirements
Members and team captains MUST comprehend and follow all rules. Ignorance of the rules is not an excuse for a violation. The game environment can be best defined as any and all files used to control, influence, or manage game play. CEVO requires that all members use the default game environment that is created upon a clean installation of any game title.
5.10 CEVO Match Network (CMN3) Client Requirements
All members are REQUIRED to install and run the CEVO Match Network (CMN3) application prior to playing in any CEVO event. This program will communicate directly with CEVO content servers, dedicated servers, and the member's client machine to provide game environment authentication.

Members that experience difficulties running the CMN3 are required to consult a CEVO official in Ventrilo (texas.cevo.nationvoice.com port 4000). Any member that cannot run the CMN3 for whatever reason is NOT ALLOWED TO PARTICIPATE IN CEVO.

MEMBERS ARE REQUIRED TO BE ACTIVELY LOGGED IN AND READIED UP IN THE CMN3 FOR THE COMPLETE DURATION OF THE MATCH. ANY ROUND A MEMBER DOES NOT MEET THIS REQUIREMENT WILL BE OVERTURNED.
5.20 Models / Skins
ALL members MUST use default models. If a member is found using ANY NON-STANDARD models during an event match, it will be considered a violation of the rules and will result in a loss and termination from the event. This includes ALL skins as well.
5.30 Sprites
ALL members MUST use default sprites. If a player is found using ANY NON-STANDARD sprite during an event match, it will be considered a violation of the rules and will result in a loss and termination from the event.
5.40 Configuration Files
Members ARE allowed to edit their user configuration files in the native game directory. Members ARE NOT allowed to have any other configuration files inside the native game directory. Any other configuration files found maybe considered a violation of the rules and could result in a loss, and one (1) week suspension.
5.50 Third Party Applications
The use of any third party application and or program to influence or manipulate the game environment is strictly prohibited. Any such situations will be regarded as a cheating violation and will result in a loss and immediate termination from the event. Subsequently any and all matches that the guilty player played in will be overturned as well.
5.60 Custom Sprays
The use of custom sprays, while frowned upon, may be used so long as they are not:
  • Sprays that replicate models
  • Sprays that replicate map features or textures
  • Sprays that display pornography
  • Sprays that are deemed unsportsmanlike
The use of the above sprays will be considered a violation of the rules and will and will result in a loss, and a member warning, and possible termination.
5.70 32bit Video Setting
ALL members are required to use 32 bit / high definition video game settings. Members that are found using any other video settings will be suspended for one (1) week and have any event match where non approved video setting where used overturned.
5.80 Message Modes and Voice Communications
In game chat, while frowned upon, is not illegal so long as it is done in a positive nature. All Message Mode chat must be kept to a minimum and may not include any profane or derogatory comments. Message Mode violations are subject to the rules of sportsmanship (RULE 3.20).

The use of the in-game voice communication software like Team Speak and Ventrilo are the preferred forms of voice communication and are also permitted.
5.90 Game / LAN Center Requirements
Members are encouraged to play their matches from a Game / LAN Center; however game centers MUST be registered and upstanding iGames members and MUST be able to run the CMN3. If a Game center cannot meet the above requirements then members MAY NOT play from that game center.

Players that are going to be playing from a GAME / LAN CENTER need to notify their head of division prior to the match so there is no confusion regarding ringing (RULE 9.30).

6.00 Match Scheduling and Forfeit Requirements
6.10 Match Scheduling
Matches are to be scheduled and played before the "Deadline Day". (SEE GAME SPECIFIC RULES) through each team's captain's control panel. Failure to schedule and play any event match by the deadline day could result in forfeit losses for both teams.

Team Captains / Managers are required to contact their opponent through the CEVO Scheduling System prior to the match deadline date to establish the match time and the designated server(s). While communicating via other third party applications (IRC, XFIRE, MSN, etc.) is commonplace, CEVO will only accept communication logs from the CEVO Match Scheduling System. Any team having trouble scheduling a match within these guidelines needs to contact their Head Division Official immediately for assistance.
6.20 Match Scheduling After the Deadline Day
Teams are NOT allowed to schedule or play their matches after the match deadline day without explicit permission from the Head of Game or their Head of Division. Teams that require an extension to their match deadline day, should contact their Head of Division Official no later than 5 days prior to the official deadline day of the match. Permissions are given by on a per-case basis.
6.30 Match Rescheduling
Teams may reschedule a match date and time before the scheduling deadline day by contacting their Head of Division. After the scheduling deadline day has passed, teams CANNOT reschedule their match.
    Any event match where a team receives a forfeit win will AUTOMATICALLY be rescheduled unless the match is:
  • A seasonal playoff match
  • A group play match
  • A ladder match
After rescheduling, all previous agreements are void and not taken into consideration. Example: Team A & Team B schedule for Monday. Team A later informs Team B they are not able to play, and the scheduling deadline day has passed, but Team A and Team B contact an official to reschedule to Wednesday. Wednesday arrives and now Team B cannot have the required players to play. Team B will receive the Forfeit Loss, regardless of the previously scheduled match where Team A was not able to play. Professional Teams are NOT allowed to reschedule after the Scheduling Deadline Day has passed for their match.
6.40 Match Reporting
At the completion of the match the team Captain / Manager from either team MUST report the match final score. Team captains / Managers should report all forfeit wins via http://support.cevo.com SEE RULE 6.60 for more details.
6.50 Reporting False Match Scores
Team Captains / Managers are required to report all scores as accurately as possible. Intentionally reporting false or erroneous scores may result in having the match overturned (regardless if the match was played or not). Multiple violations of this rule will result in the termination of the team from the event. All punishments are up to the discretion of CEVO officials.

If you know you have reported a match score incorrectly contact CEVO Support immediately http://support.cevo.com or via Ventrilo @ texas.cevo.nationvoice.com port 4000 and no punishment will be issued.
6.60 Forfeits
Forfeit wins will be issued for the following reasons only:
  • Teams that do not have their matches scheduled and played by the match deadline day
  • Teams cannot field the required minimum number of members needed to start a match within fifteen minutes of the scheduled match time
  • Teams do not have enough members due to members suspension or termination
  • The team you are scheduled to play has died or become inactive
Any team that receives two (2) forfeit losses may be removed from the event. Teams are allowed to have an unlimited amount of forfeit wins during the season. All forfeit wins will count as roughly 75% of a real win in the CEVO CPI rating system. ALL FORFEIT MATCHES WILL BE AUTOMATICALLY RESCHEDULED IF POSSIBLE.
6.70 Requirements for Reporting a Forfeit Win
In order to report a forfeit win the following MUST happen:
  • ALL members of the requesting team MUST BE logged into the CMN3 client
  • Less than two-thirds of the opposing teams members are logged into the CMN3
  • Fifteen minutes MUST pass after the agreed upon match time scheduled using the CEVO scheduling system.
If all of the above criteria are meet, then a forfeit win can be reported. Teams caught reporting matches fraudulently or incorrectly will be issued a forfeit loss (SEE RULE 6.50).

7.00 Match Media Coverage Guidelines
7.10 Spectator Applications
A team may use spectator applications (HLTV, SourceTV, CoDTV, etc.) to broadcast or record any match. ALL public spectator applications must have a delay of no less than 120 seconds to ensure fair play. It is the teams. responsibility to check the delay times before the start of any event match.

Spectator applications are NOT REQUIRED for event match play, however, IT IS RECOMMENDED as it is in the best interest of the event to provide as much exposure to the public as possible. Teams CANNOT refuse the use of a spectator application if one team can provide it, likewise kicking spectator applications from a server, and/or configuring your server to prevent connection of spectator applications is considered unsportsmanlike (SEE RULE 3.20) and will be dealt with accordingly.

CEVO reserves the right to require a spectator application to broadcast any match. In this case, CEVO will provide the spectator application; in addition CEVO reserves the right to require the match to be played on a server with enough slots to host said spectator application. If this creates a server conflict, the match will be played on a CEVO server.
7.20 Score Bots
Score Bots may be run as long as both teams agree. The use of a Score Bot without the consent of the other team will be considered unsportsmanlike (SEE RULE 3.20) and dealt with accordingly. Score Bots are NEVER allowed to broadcast any message mode information. Score Bots that broadcast message mode information are a violation of this rule and will result in the hosting team to forfeit the event match.
7.30 Media Partner Coverage
CEVO reserves the right to allow our media partners to cover any and all event matches for any game title in any event. This is in the best interest of the event and the organization. Any match CEVO or its Media Partners decides to broadcast, ALL teams must comply, failure to cooperate with CEVO or our media partners and the covering of any event match will be considered unsportsmanlike and will result in a forfeit loss.
7.40 Spectators
NO spectators are allowed in a match server while a "LIVE" event match is underway with the exception of CEVO officials. Any person interested in watching matches should do so via a spectator application or Score Bot if available.

8.00 Game Server Information and Requirements
8.10 Dedicated Servers
Teams may utilize their own dedicated server so long as it falls within the ping imbalance rule (SEE RULE 8.30) and is not hosted locally. In the event that a Non-CEVO server is used, ANY and ALL issues that arise from server problems will be the sole responsibility of the hosting team. This includes, but is not limited to, server reboots, round restarts, and map changes. Matches may be split and played on two (2) dedicated servers.
8.20 Server Reservation
CEVO game servers are reserved for PAYING members and may be utilized for play in any sanctioned CEVO event match. Servers may be reserve for play by contacting a CEVO official via Ventrilo (texas.cevo.nationvoice.com port 4000). Servers are reserved on a first come, first served basis.

We understand that teams want to secure the server by changing the default password and rcon that is PROVIDED by CEVO. With this understanding CEVO respectfully asks that when you are done using one of our match servers that you reset it.
8.30 Ping Imbalance
The difference between each team's average pings can be no greater than thirty (30) milliseconds. Pings must be confirmed by logging into the agreed upon server and not through 3rd party tools like HLSW, or HLIT. Loss and choke will in no way be an acceptable reason not to play in a server; ping will be the only determining factor. If the difference between the average team pings is less than thirty (30) milliseconds, the server is acceptable for play. Each team has the RIGHT to play at least one half of the match in their server, provided it falls within the Ping Imbalance rule. The Home team will choose which half to play on their server, if two servers are going to be used. If neither team can provide a server that is within the Ping Imbalance rule CEVO officials will determine what server MUST be used for the match.

Members outside of the continental United States, Canada, & Mexico, or players on dial-up connections waive their right to the ping imbalance rule
8.40 Server Crashes
If a server crashes during any "LIVE" event match, all rounds fully completed will count towards the final score. All remaining rounds of the event match will be played out on a new server using the appropriate game overtime configurations. This rule will continue to stand in the event of a second server crash.

In the event of a third crash, both team captains are REQUIRED to come into CEVO Ventrilo (texas.cevo.nationvoice.com port 4000) immediately to discuss the completion of the match. An official may assign a CEVO server and have the match restarted or allow additional time for the match to be played. This will be up to the discretion of the official. If a server crashes within the first minute of the first round of any event match, then the round will be replayed.

9.00 Game Violations
9.10 Game Exploits
It is illegal to intentionally utilize any game exploits. Specific game exploits will be included in the game specific rules. For any exploits used that are not explicitly covered, officials have discretion to determine the intention and extent of the violation. The default penalty may be a reversal of up to three (3) rounds and possible suspension of the offending member. Officials have full discretion to modify the exact penalty to suit the offense.
9.20 Cheating
Cheating in any form is considered a violation of the rules and will result in immediate member termination. Cheating / Hacking is considered any manipulation of server configurations, client configurations, models, skins, weapons, sounds, or anything that alters the predetermined settings listed within the rules. This includes aim bots, wall hacks, speed hacks, ESP hacks, or any third party program not deemed legal by CEVO. Officials have the final word on what is deemed a cheat or hack. Any players caught cheating in an official CEVO event will be suspended for a minimum of one year.
9.30 Player Ringing (Smurfing)
If you or one of your members is going to be playing from a place other than their original point of registration, that member needs to notify a CEVO official prior to the match. Failure to do so may result in a ringing suspension unless there is sufficient evidence to prove otherwise. If a team is caught with a RINGER it will result in the following course of action:
  • A team warning will be issued
  • The match will be overturned
  • The members account used to ringing will be terminated
  • The member who rang if it can be determined will be terminated
  • The captain of the offending team will be suspended
If you or one of your members is going to be playing from a place other than their original point of registration, that member needs to notify his or her Head of division prior to the match. Failure to do so will result in a ringing suspension unless there is sufficient evidence to prove otherwise.

9.40 Member / Team Termination Guidelines
In the event that a member or team is found in violation of any of the rules depending on the severity of the infraction will be warned unless the rule in question has a pre determined penalty.

If a member or team has been warned, there registered name or registered team name will be marked informing all CEVO officials of prior infractions of the rules. If a member or team must be warned a second time, they will be removed and terminated from the event unless the infraction has a pre determined penalty.

10.00 Dispute Rights, Requirements, and Guidelines
10.10 Disputes
Disputes are a serious issue and to ensure that all CEVO events are run in a just and fair manner, all disputes are taken seriously and ruled upon within a one (1) week timeframe.
10.20 Dispute Process
Only the Team Captain or Manager has the right to dispute a member(s) or team that they feel is in violation of the rules. All disputes must be filed within twenty-four (24) hours of the completion of the match. A match must be reported regardless of whether a dispute is being filed. If the dispute is filed after the twenty-four (24) hour period, the dispute will be disregarded. A ruling will be made one (1) week after the requested POV (point of view) demos are received by the CEVO official. At that time, an email with the details of the ruling will be sent to all parties involved in the dispute. All disputes are filed through the dispute form located under MY ACCOUNT on the CEVO website.
10.30 Dispute Submission Detail
If you suspect a member(s) of cheating, be prepared to list exactly where you think this occurred in the match. Please supply as much detail in the comment section of the dispute form as to provide the officials with the most accurate information possible. IF A VALID DESCRIPTION IS NOT PROVIDED THEN THE DISPUTE WILL BE CONSIDERED VOID!
10.40 Evidence Requests
If a dispute has been filed, CEVO officials will contact all the parties being disputed and request all POV (point of view) demos. The parties involved will then have forty-eight (48) hours to submit all requested files to the official in charge of the dispute. While a majority of disputes can be resolved from this information, there is the chance that server logs may be requested to further assist in determining a ruling.

If a player has been requested to submit demos to an official for whatever reason, the player has forty-eight (48) hours to comply. If the player does not have the requested information, THE FOLLOWING PENALTIES WILL BE ENFORCED:
  • 1st Offense: Warning + match overturn
  • 2nd Offense: 1 Week suspension + match overturn
  • 3rd Offense: 3 Week suspension + match overturn
IF A MATCH HAS BEEN OVERTURNED AS A RESULT OF VIOLATING THIS RULE, THE MATCH SCORE WILL NEVER BE REOVERTURNED EVEN IF DEMOS ARE RECEIVED AT A LATER DATE AND CLEAR ANY OR ALL MEMBER OF ANY AND ALL ALLOGATIONS


If a player fails to start their demo prior to the beginning of match play, any round not recorded in the demo will be overturned and rewarded to the other team.
11.00 Event Prize Distribution Policy and Guidelines
Each and every member that is on a team roster going into any seasonal playoff will receive an equal share of the prize monies should that team become eligible. Should a member not wish to receive prize monies, they can submit an offline ticket to the accounting department via http://support.cevo.com and request to forfeit their earnings to their teammates.
11.10 Claiming Event Prizes
All members both domestic and foreign are eligible to receive prize winnings. ALL winnings MUST be claimed by filling out and submitting CEVO's Competitive Earnings Release Forms and all appropriate tax forms. ALL FORMS MUST BE COMPLETED AND RETURNED TO CEVO WITHIN 30 DAYS OF THE CONCLUSION OF THE EVENT. IN THE EVENT WINNINGS THAT ARE NOT COLLECTED WITHIN THE 30 DAY ALLOTTED TIMERFRAME BE FORFEITED. Winners will be mailed a check in the amount of their earnings, and any physical prizes shipped out within 2 weeks from the day CEVO receives the completed Competitive Earnings Release Form and any required Federal and State tax releases. Prize checks will be mailed to the address indicated on the Competitive Earnings Release Form. The name of the Member MUST match the name listed on the Competitive Earnings Release Form.
  • If a Winner is under the legal age of majority in his or her state of residence, the Winner's parent or legal guardian must also sign the Competitive Earnings Release Form.
  • Sales taxes, if any, and income taxes, are the responsibility of each Winner.
  • Each Winner, by entering in any CEVO event or contest, consents to the inclusion of his or her name on a list of winners made available to any and all sponsors.
  • CEVO will pay all applicable postage and or delivery costs associated with the distribution of prizes.
11.20 Forfeiting of Event Prizes
CEVO prides itself on distributing all prizes and winnings our members rightfully earn. If it is determined that a team or member has violated any of the event rules during any event seasonal playoff match where monies and or prizes are at stake, ALL monies and or prizes that the team would have earned are FORFEITED as a violation of the event rules.

Likewise, any team that retires early from any event before its conclusion FORFEITS their rights to any and all monies and or prizes that are to be earned or have already been earned.
11.30 Event Prize Breakdown
All event prize pots are determined prior to the event opening for registration.
Professional Division - (If applicable for the event)
  • 1st Place - 50% of the prize pot
  • 2nd Place - 35% of the prize pot
  • 3rd Place - 15% of the prize pot
Main Division - (If applicable for the event)
  • 1st Place - 40% of the prize pot
  • 2nd Place - 25% of the prize pot
  • 3rd Place - 15% of the prize pot
  • 4th Place - 10% of the prize pot
  • 5th Place - 5% of the prize pot
  • 6th Place - 5% of the prize pot
Intermediate Division - (If applicable for the event)
  • 1st Place - 40% of the prize pot
  • 2nd Place - 25% of the prize pot
  • 3rd Place - 15% of the prize pot
  • 4th Place - 10% of the prize pot
  • 5th Place - 5% of the prize pot
  • 6th Place - 5% of the prize pot
Amateur Division - (If applicable for the event)
  • 1st Place - 40% of the prize pot
  • 2nd Place - 25% of the prize pot
  • 3rd Place - 15% of the prize pot
  • 4th Place - 10% of the prize pot
  • 5th Place - 5% of the prize pot
  • 6th Place - 5% of the prize pot
12.00 Winners Lists; Rules Request
For a copy of the Winners list, send a stamped, self-addressed, business-size envelope to the following address: CEVO LLC, [NAME OF EVENT / CONTEST] -Winners List, c/o CEVO LLC, 1112 Weldon Ave, Baltimore, MD 21211. To obtain a copy of these Official Rules, send a stamped, self-addressed business-size envelope to the following address: CEVO, Event Rules Request, c/o CEVO LLC, 1112 Weldon Ave, Baltimore, MD 21211.

13.00 Other Governing Event Terms
To the extent permitted by applicable law, all events, contests, and these Official Rules will be governed, construed and interpreted under the laws of the state of Maryland, USA.
  • These Official Rules are subject to any requirements/limitations imposed by the Federal Communications Commission.
  • All CEVO events and contests are subject to applicable Federal, state, provincial and local laws and regulations.
  • Members agree to be bound by these Official Rules and by the decisions of CEVO, which are final and binding in all respects.
  • CEVO reserves the right to cancel, suspend and/or modify any contest or event, or any part of it, if any fraud, technical failures or any other factor beyond CEVO's reasonable control affect the administration, security or proper play of the event or contest or CEVO otherwise becomes (as determined in its sole discretion) incapable of running the event or contest as planned. CEVO reserves the right in its sole discretion to disqualify any individual found in violation of the Official rules, tampering with the CMN3 software application, or tampering with the registration process or the operation of any event or contest.
  • CEVO's failure to enforce any term of these Official Rules shall not constitute a waiver of that provision.
14.00 Exploitation of CEVO Rules
If a team attempts to manipulate or exploit a CEVO rule in any way other than for its intended use, CEVO officials reserve the right to make a final ruling and interpretation on the rule in question for the given event match and\or dispute.
15.00 CEVO Rule Changes
CEVO reserves the right to modify the rules as needed. This includes changes due to software updates or releases, and all other changes deemed necessary by CEVO, LLC. Teams should check the rules on a regular basis and prior to every match to ensure they are in complete compliance. Teams must understand that the rules listed are guidelines that CEVO will use to ensure fair and competitive play. All the rules are subject to interpretation.
16.00 Contacting Officials
All contact with CEVO officials should be performed through LIVE HELP (support.cevo.com) or Ventrilo at texas.cevo.nationvoice.com 4000, or via the contact form available at MY ACCOUNT on the web site. Emailing an official should only be done if it has been requested or if there is a team emergency that requires interpretation.
17.00 Game Specific Defenitions
  • Captain - The player listed as team captain on the team roster or any player who is officially acting as team captain in case of the absence of the original captain. Team captains are solely responsible for all actions taken by any player on that team.
  • Complete Game - A match is considered "COMPLETE" once a team has won 2 "maps".
  • Conference - A grouping of teams within a division that are located in, or closest to, the same geographical area or time zone. This is usually in relation to the Western and Eastern coasts of a continent.
  • Dead Round - One (1) four minute (4:00) round prior to the match going LIVE.
  • Dedicated Server - Any dedicated game server used for an official CEVO match.
  • Division - A grouping of all teams of the same or similar skill level.
  • Event - The complete double elimination tournament.
  • Game/Match - 2 maps, 10 rounds each map with the possibility of overtime (Sandstorm) in case both teams win a map.
  • Half - One five (5) rounds map session during a tourney, 7 during a normal season.
  • Lagout - When a player is disconnected from the game server due to network connectivity issues.
  • Overtime - The continuance of the match due to a tie at the end of the two maps. 7 rounds total, switch sides after 3 rounds, SF Sandstorm.
  • Player - Any participant who has paid the registration fee.
  • Player Removal - The removal of a player from the event by an official with no refund.
  • Round - A set time cycle on a map.
  • Round Reversal - A reversal of rounds by CEVO officials due to a team and/or player infraction. All reversed rounds by a CEVO official will be specified whether or not they are needed to be played on a later date. Refusing to replay a reversed round(s) will result in the automatic forfeit of the round(s) reversed.
  • Setup Round - One (1) two minutes (2:00) round prior to the match going LIVE.
  • Team - A team consists of four (4) or more registered players.
  • Team Termination - The removal of a team and all players by an official from the event with no refund.
  • Warning - A written letter informing a player or team that they have been found in violation of the rules of CEVO. Two (2) warnings will result in termination.
18.00 Event Divisions
Divisions are established to provide fair and even level of competition and game play.
19.00 Season Event Structure
CEVO North American Americas Army seasons are nine (9) weeks in length and are setup much like the format used for league play. All nine (9) weeks will be played inside your conference barring all conferences have an even number of teams. This schedule may be affected by teams being terminated during the season for the violation of CEVO rules.
  • Professional Division: Nine (9) matches / one (1) per week
  • Amateur Division: Nine (9) matches / one (1) per week
CEVO European Americas Army seasons are eight (8) weeks in length and are setup much like the format used for league play. All eight (8) weeks will be played inside your conference barring all conferences have an even number of teams. This schedule may be affected by teams being terminated during the season for the violation of CEVO rules.
  • Professional Division: Eight (8) matches / one (1) per week
  • Amateur Division: Eight (8) matches / one (1) per week
CEVO North American Americas Army tournaments are based off a double elimination format (which means a winner and a loser bracket). Matches are to be played on or before Thursdays at 9:30 PM Eastern Time

19.10 Division Match Deadline Days
Default time for North American matches is 9:30pm per respected conference. All matches MUST be played on or before the default set time. Matches not played at or before this time will result in a double forfeit.
  • Professional Division: Thursdays Nights
  • Amateur Division: Thursdays Nights
Default time for European matches is 20:00 PM GMT+1 per respected conference. All matches MUST be played on or before set timethe default set time. Matches not played at or before this time will result in a double forfeit.
  • Intermixed Division: Wednesdays Nights
20.00 Match Requirements and Guidelines
20.10 Match Game Time
Players should ensure that they are in the dedicated server on time and ready to begin. Teams have fifteen (15) minutes after the agreed upon (or default) time to join the server. After fifteen (15) minutes have passed, both teams must have the minimum allowable amount (3) players each in the server. A team failing to comply will be subject to UNSPORTSMANLIKE CONDUCT RULES. Forcing a team to wait for players is disrespectful and unsportsmanlike.
20.20 Match Dead Round
A team may use up to three (3) dead round per match. Each dead round is allowed to reach the set time for rounds in length, and should only be used in the event a player or team is experiencing network connectivity issues.
20.30 Player POV (First Person Demos) / Screen Shots
First Person Demos
All players and team captains are required to record first person demos of all event matches. You must have a separate demo for each half of play. All players are required to hold first person demos for at least seven (7) days. After the seventh (7th) day, the demos may be discarded.

If a player has been requested to submit demos to an official for whatever reason, the player has forty-eight (48) hours to comply. If the player does not have the requested information, THE FOLLOWING PENALTIES WILL BE ENFORCED:
  • 1st Offense: Warning + match overturn
  • 2nd Offense: 1 Week suspension + match overturn
  • 3rd Offense: 3 Week suspension + match overturn
IF A MATCH HAS BEEN OVERTURNED AS A RESULT OF VIOLATING THIS RULE, THE MATCH SCORE WILL NEVER BE REOVERTURNED EVEN IF DEMOS ARE RECEIVED AT A LATER DATE AND CLEAR ANY OR ALL MEMBER OF ANY AND ALL ALLOGATIONS


If a player fails to start their demo prior to the beginning of match play, any round not recorded in the demo will be overturned and rewarded to the other team.

Screen Shots
All players including captains must take screenshots prior to the start of any sanctioned CEVO match. All players are required to hold their screenshots for seven (7) days. After the seventh (7th) day, the screenshots may be discarded. The screenshot round follows the dead round and takes place prior to the official start of the match. All players must take screenshots showing the following:
  • 1st Screenshot: US Army, and Terrorist player models with smoke with stat net
  • 2nd Screenshot: Score Board (F1) showing all players in the match
Screenshots will be used to verify models/skins and view model settings. If a player disconnects / drops from the server after the completion of the screenshot round and before the match has gone LIVE another mandatory screenshot round must take place. At this time all players must say in global mode "screenshot 2" so that it can be clearly seen in the screenshot. If a player disconnects / drops or a substitute player enters the game at half time another screenshot round must occur following the same guidelines as the original screenshot round.

21.00 Game Play Guidelines
21.10 Match Description and Guideline
During a season, a match consists of two seven (7) round halves and any needed overtime rounds required in order to determine a winner. A match is considered "COMPLETE" once one team wins eight (8) rounds of regular match play and or any overtime rounds that are needed to determine the winner. During the playoffs, each teams pick a map from the season list and must let their opponent know 3 days in advance, if each teams wins a map - they have to play Overtime on the current map - they swap side every round, first team to win 4 rounds win the match.

During a tournament, a match consists of 2 maps with a total of 10 rounds per map (5 rounds is a half). If both teams manage to win a map (Beware, all rounds must be played, even if the map is technically "won"), Overtime is to be played on Sandstorm (6 rounds). If both teams get a tie in OT (3-3) and have exactly the same amount of rounds won in the two previous map, they must keep on playing another set of 6 rounds.

Each team is allowed to pick 1 map out of the designated map lists ( scroll down to see map list) and must inform its opponents 3 days in advance of its selection.
21.20 Players Required To Start The Match
All matches are to be played with a minimum of three (3) players per team. If a team does not have the required minimum of three (3) players at match start time. No team will be allowed to play with less than the required minimum number of players unless the match has already started and a player has dropped.
21.30 Match Side and Server Choice Guidelines
The HOME team will be given the advantage; they will be able to choose between server advantage, or side choice. If the HOME team opts to play in their server, the AWAY team will have side choice. However, if the HOME team opts to play in the AWAY teamâ server, then the HHOME team will be given side choice.

CEVO HAS THE RIGHT TO MAKE ANY TEAM PLAY ON A CEVO SERVER FOR ANY REASON


21.40 Match / Half Going LIVE
All matches/halves shall be constituted as going LIVE after the following occurs:
  • The screenshot round has been completed successfully
  • Players have started to record Point of View (POV) demos
  • Both captains have "readied" up twice
21.50 Halftime Guidelines
After finishing the first half of the game, teams are allowed an optional five (5) minute break. Team leaders should exchange information regarding the second half (dedicated server IP and password) if necessary. Ideally, dedicated server information for the second half should be known in advance. Half time gives an opportunity to finalize server information in case of changes. If a team fails to show up in the agreed upon server or fails to have the required minimum number of players, that team will forfeit the remaining rounds.

An official MUST be notified in any case of no-shows

21.60 Match Restart Guidelines
Once a half is deemed LIVE, teams are NOT allowed to restart the match, unless a player drops from the server within the first minute of play.
21.70 Player Connectivity Issues
CEVO is not responsible for players who experience connectivity problems. Teams should have back-up players ready to join if a player gets disconnected or lags out. If the lag out occurs within the first minute of play, the half is to be restarted and match dead rounds should occur.

21.80 Match Dead Round
Match Dead Rounds are required and should be used in the spirit of SPORTSMANSHIP. This should not be taken into abuse as any team requesting more than three full dead rounds per match is in abuse of this rule and will be dealt with by an Official on a per-case basis. Teams are required to allow Dead Rounds up to ten (10) seconds into the round if during any match the following occurs:
  • A player on one of the respective teams experiences network issues
  • If the server experiences extreme network issues
  • A player lags out
  • Critical / Crash / Freeze
A single dead round can be used as a "sportsmanship" dead round - which means the team can request this dead round for any issues they are encountering.

Reminder: Accounts related issues do not apply for "connectivity issues"

21.90 Match Overtime Guidelines
During the season:
In the instance of a tie score when the official fourteen (14) rounds of regulation are played to completion, overtime rounds must be played. Overtime consists of two (2) halves of three (3) rounds. If the score is still tied after the first overtime, then the overtime process will be repeated until one (1) team is deemed the winner. NO CEVO match may end in a tie. Simple Reminder: OT is to be played on the SAME MAP of the "current" match for 7 rounds (switch side after 1 round).

During the playoffs:
Overtime will be sandstorm, teams swap sides every round - first to win 4 rounds wins.

During a tournament:
During a tournament, a match consists of 1 map with a total of 14 rounds. (7 rounds is a half). Overtime if necessary is to be played on Sandstorm (6 rounds). If both teams get a tie in OT (3-3) and have exactly the same amount of rounds won in the previous map, they must keep on playing another set of 6 rounds.
22.00 Player Substitutions
Player substitutions are allowed at anytime during the match. A player is only allowed to join the dedicated server AFTER the player whom he/she is substituting for has left the server. Failure to do so and allowing a reasonable advantage may result in a loss of rounds.
23.00 Game Specific Server Settings
23.10 Game Format and Settings
  • Format: 4 vs 4
  • Players: 8
  • Rounds: 14 regular rounds
  • Round Time: Designated Map time
  • Setup Time: 120 seconds
  • Pause Time: 30 seconds
  • Captain Delay: 30 seconds
  • Between Rounds: 5 seconds
23.20 Season Map Selection
NORTH AMERICA SEASON
Preseason
  • Bridge SE - 6 Minutes
  • Regular Season
  • MOUT McKenna - 3 Minutes Week 1
  • Pipeline - 4 Minutes Week 2
  • Insurgent Camp - 4 Minutes Week 3
  • Weapons Cache - 4 Minutes Week 4
  • Urban Assault - 3 Minutes Week 5
  • Collapsed Tunnel - 3 Minutes Week 6
  • River Basin - 6 Minutes Week 7
  • SF CSAR - 4 Minutes Week 8
  • Weapons Cache SE - 5 Minutes Week 9
  • OT: Map of the current match
  • NORTH AMERICAN TOURNAMENTS
    Each team can select 1 map in the following list:
    • Bridge SE - 6 Minutes
    • MOUT McKenna - 3 Minutes
    • Pipeline - 4 Minutes
    • Insurgent Camp - 4 Minutes
    • Weapons Cache - 4 Minutes
    • Urban Assault - 3 Minutes
    • Collapsed Tunnel - 3 Minutes
    • River Basin - 6 Minutes
    • SF CSAR - 4 Minutes
    • Weapons Cache SE 5 Minutes
    EUROPEAN SEASON
    Preseason
  • Bridge SE - 6 Minutes
  • Regular Season
  • Collapsed Tunnel - 3 Minutes Week 1
  • Weapons Cache - 4 Minutes Week 2
  • Urban Assault - 3 Minutes Week 3
  • River Basin - 6 Minutes Week 4
  • SF CSAR - 4 Minutes Week 5
  • Weapons Cache SE - 5 Minutes Week 6
  • Pipeline - 4 Minutes Week 7
  • OT: Map of the current match
  • 23.30 Confguration Files
    Players are NOT allowed to have any other user edited configuration files inside the system directory other than a user.ini and armyops.ini. Any other tampered with configuration files found will be considered in violation of the rules and will result in a loss while making the player and/or team subject to termination.

    All players' user.ini & armyops.ini files must include only default commands. There are to be no additions to this file under any circumstances. If any player chooses to add commands to this file, the player and or team are subject to suspension or termination from the event.

    23.40 Confguration File Exceptions
    The follow are a list of expections to the above rule so long as they are kept within the stated boundries.
    • DoubleClickTime: 0.0 - Any
    • Action/Teamsay Binds: Single Action | Teamsay
    • Netspeed: 8500 - 20000
    • Contrast: 0.0 - 1.0
    • Brightness: 0.0 - 1.0
    • Gamma: 0.0 - 1.5
    • Sound Volume: 0.0 - 2.0
    • Channels: 0.0 - 128
    • CacheSizeMegs: Any
    • Stat Net & Stat FPS: N/A
    23.50 Client & Server Shadows
    It is a rule that due to the inherent tweaking and exploiting of cards with large box like shadows, that they should be disabled both server and client side via the admin panel, and client game side drop down. This rule may possibly be revised once the problem is fixed by developers, but for the time stands at zero tolerance.

    23.60 Class Restrictions
    Class restrictions have been set to insure the maximum level of competitive play. Teams are ONLY allowed to have the follwoing maximum number of classes per match:
    • (2) smg's
    • (1) heavy gunner
    • (1) sniper
    • (1) demo
    24.00 Americas Army Game Specific Violations
    24.10 Game Map Exploits
    It is illegal to use a map glitch/exploit for one's advantage when it was not in the original intent of the game or mapmaker. Teams and/or players found in violation of these rules will be penalized a CEVO determined amount of rounds from the final match score. All round reversals are on a case-by-case basis and a CEVO official will specify whether or not reversed rounds need to be re-played on a later date. Refusing to replay a reversed round(s) will result in the automatic forfeit of the round(s) reversed. Additionally, team termination and/or player suspension(s) may occur (suspension lengths and team termination are up to the judgment of the officials).
    24.20 Clipping
    Clipping is when a player is either boosted through a solid layer, or when a player manipulates him/herself so that they can see over, under, and/or through any solid entity such as a wall or box. CEVO officials have full discretion to determine if clipping was involved. Violations will result in a reversal of two (2) rounds and the offending player may be suspended (suspension length is up to the discretion of the officials). If multiple infractions of this rule occur during the same match, the entire match may be overturned.
    24.30 Fire Rates
    It is illegal to in anyway change the speed of your weapons fire rate via the console. Players doing so will be considered exploiting and violations will result in a reversal of two (2) rounds and the offending player may be suspended (suspension length is up to the discretion of the officials). If multiple infractions of this rule occur during the same match, the entire match may be overturned.
    24.40 Objective Exploiting
    It is illegal to tap an objective in places where it would not normally be possible to do without manipulation of the game, you must be able to see the objective while taking it. IE Taking an objective under a table, or from the side of the main pipeline pc console while crouching. If you would like further clarification on this rule ask a CEVO Official in #cevo-support or IRC. Teams found in violation of this rule will be penalized and forfeit two (2) rounds from the final match score.
    24.50 General Exploits
    It is illegal to intentionally utilize any game exploits. Game exploits include, but are not limited to, the exploits defined in this section. For any exploits used that are not explicitly covered, officials have discretion to determine the intention and extent of the violation. The default penalty will be an overturn of two (2) rounds and possible suspension of the offending player. Officials have full discretion to modify the exactly penalty to suit the offense.

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    MAIN SPONSORS
    MAP ROTATION
    round date map
    Week 1 Wed, Aug 15 SF Hospital
    Week 2 Wed, Aug 22 MOUT Mckenna
    Week 3 Wed, Aug 29 Insurgent Camp
    Week 4 Wed, Sep 05 Urban Assault
    Week 5 Wed, Sep 12 Pipeline
    Week 6 Wed, Sep 19 Weapons Cache
    Week 7 Wed, Sep 26 SF Sandstorm
    oow Wed, Oct 03 Urban Assault
    p1 Wed, Oct 10 Urban Assault
    p2 Sun, Oct 14 Weapons Cache
    p3 Wed, Oct 17 Pipeline
    p4 Sun, Oct 21 Insurgent Camp
    Finals Wed, Oct 24 Best of 3