These rules apply to all ENSL leagues and cups. Each contest has its own subrules.
An applying team has to:
Head Admins have the final word whether a team can join or not. Even though the league is aimed for Europeans, teams from the rest of the world can join but but eg. ping diffrence can be a deciding factor.
A SteamID is required and mandatory for every player. Players are allowed to have only one account and multi-clanning for same contest is a punishable offense.
Whenever there is a a match to be played, the respective teams need to contact each other and agree on a time. This however is not enforced and if teams have not contacted each other or cannot agree on time default time (Sunday 20:OO) will be used.
If teams have scheduled a match but another team wants to cancel it, the team in question should contact the other team and ask whether it is fine for them. Only if both teams agree, they may cancel it by contacting an admin.
If match has not been played nor referees contacted on match time, the match will be a double forfeit which cannot be turned to a forfeit in favor for either team by any later activity of the team.
Forfeits are allowed to be replayed, but they are totally voluntary for both teams.
Admins have to be contacted when scheduling matches that cannot be scheduled automatically via the website (finals). Match is considered scheduled when the scheduling is done by contacting a referee/admin, or done via the website. Private agreements do not count.
Team leaders should contact their opponent and agree on server(s) to play on. #ensl can be used to request a server. In case of a disagreement of server choice, each team may decide a server for one map. The server decisions have to be done before the match start. If disagreement occurs after the game has been started, the referee or an admin should make the decision for the server.
It is the teams' responsibility to provide a server, not the leagues'.
Each server should meet following the requirements:
If the server doesn't meet these requirements other team or referee shall pick the server instead.
Game can be played a server which doesn't meet these requirements only if both teams agree.
mp_blockscripts 0
mp_consistency 1
mp_combattime 15
mp_drawdamage 0
mp_falldamage 1
mp_flashlight 1
mp_footsteps 1
mp_friendlyfire 1
mp_killdelay 3
mp_team1damagepercent 100
mp_team2damagepercent 100
mp_timelimit 0
mp_tournamentmode 1
pausable 0
sv_aim 0
sv_cheats 0
sv_clienttrace 3.5
sv_maxspeed 4000
sv_minrate 10000
sv_maxrate 25000
sv_minupdaterate 40
sv_maxupdaterate 100
sv_proxies 5
ensl_minfps 50
ensl_maxfps 300
ensl_minrate 10000
ensl_maxrate 25000
ensl_minupdaterate 40
ensl_maxupdaterate 150
ensl_mincmdrate 50
ensl_maxcmdrate 150
ensl_snapshots 1
ensl_checkids 1
ensl_checkrates 1
ensl_ffclock 1
ensl_merclimit 1
ensl_teamlimit 1
ensl_speclimit 1
ensl_reflimit
ensl_combatmode 2
Six or more players should not have their ping changing more than 13ms within 30s.
Any attempt to try to fake your ping will bring an instant default loss and a player suspension.
If either of the team's average ping is over 50ms, maximum (teams' average) ping difference (MPD) between servers should be below 40ms.
EU server must be used always when demanded by any team. It is up to admins to decide which servers are "EU" in border cases.
- Server #1: Team A (150ms) vs Team B (50ms), Team B's server
- Server #2: Team B (200ms) vs Team A (10ms), Team A's server
- Server #1: Team A (140ms) vs Team B (50ms)
- Server #2: Team B (160ms) vs Team A (40ms)
ENSL HLTV is mandatory and be able to connect to the server unless ENSL doesn't have free HLTVs.
Own HLTV's can be used additionally as long as they have atleast 90s of delay.
You can request a referee for a match on #ensl -channel in Quakenet.
Teams must inform their referee or an admin minimum of 15 minutes before the match time of their server choice (ip and password).
Whenever an admin or referee is trying to reach a team for a match, a leader should able to respond within 20mins to message, sent +-20mins around the match time, on their channel. If a response is not received, the team is considered to be unavailable and will receive a forfeit loss.
Referee represents ENSL and should act fairly and objectively following these rules. The referee should take care of HLTV and configuration checking.
Teams are responsible for
Match time has been considered started when HLTV joins the server.
If a team lacks players 10 minutes after the match time (or previous round end) an admin is to be called unless there is a referee on the server
Teams should never F4 when they feel a rule has been violated, but contact the referee or, if referee does not respond or there is not one, play until the end of the round and then contact the referee or an admin. If a team F4's without permission, they may lose the round even if other team violated a rule. This is a very important addendum to all rules and should be kept in mind.
Only authorized players may play during a match. For further details, please read Section 2.2.
Players should always (including during server tests) have these values:
If a player uses different values during the match or changes them, the plugin will kick them. If repeated, referee may punish the team by forfeit loss.
No spectators allowed except the referee(s), admin(s) and the HLTV. Each team is allowed to have one player in readyroom (not in spectator mode), in case a player drops for any reason.
If a player joins the other team by mistake, this team can ask for an immediate replay, but only 20 seconds after the mistake.
If player gets high ping or warps continiously, referee will request the player to leave. In case there is no referee, demos will be inspected after the game and a forfeit loss may be given.
Script (eg. flashlight) spamming is not allowed. The first two punishments are warnings, the third one is forfeit loss.
All map bugs (eg. building inside walls) are punished by a forfeit loss.
Blocking welded double vents in ns_veil is is unallowed. Punishment is suicide of the player(s) involved and aliens are disallowed to use the vent or shooting projectiles through.
Player reconnecting / crashing from onos belly cannot join the team until 50 seconds has passed. If noticed and the player does not leave within 10 seconds when asked, team receives a forfeit loss.
If a player gets stuck during the game, they may get a reround but only if the other team agrees.
Any kind of cheating is punishable by player suspension and total forfeit loss of the game.
When snapshots are enabled, players need to keep the snapshots located in ns folder for a week atleast.
If a player does not provide snapshots when he/she should have them, the player gets suspended for atleast 2 weeks.
Referee will validate the score on the website after the match and may write a match report. He also acts as a witness in any conflict regarding the match. If you have a complaint regarding referee, you can contact a Head Admin. HLTV demos will be used to solve the conflict.
Contact an admin after the match to enter the score. In case of conflict, HLTV demos will be used.
No insults of any kind will be tolerated. Your team-leader (or their deputy) should be the only one to talk in non-private chat. Too much talking in public chat might lead to sanctions if it disrupts the game.
Any insults towards the referee or admin will result in a default loss. The players involved in this will get a league suspension (for at least 1 week). Same respect applies towards all of the ENSL staff.
Each team is expected to remain very respectful of the other after a match. If a complaint is to be filled, no disrespect will be tolerated. If a team insults another one after a game, they won't be able to fill a complaint at all.
We want to encourage fair play and good sportsmanship. There are some unwritten rules and no-one should try their luck exploiting things just because rules mention nothing specifically about such.