Call of Duty 4

Call of Duty 4 Rules

Call of Duty 4 Rules

Anti-Cheat Information


CyberGamer Call of Duty 4 Competition INFORMATION

  • All matches are played in a 5v5 format.
  • League Matches consist of a maximum THIRTY rounds (two FIFTEEN round halves), Ladder Matches TWENTY-FOUR rounds (two TWELVE round halves). In the event of a draw, the overtime system comes into the fold, consisting of SIX rounds (two THREE round halves) until a winner is found. Thus, no match will result in a draw.
  • Bomb Timer is set at FORTY-FIVE seconds.
  • Bomb Planting time is FIVE seconds.
  • Bomb Defusal Time is SEVEN seconds.
  • There is a limit of ONE sniper rifle, ONE shotgun and TWO Spec-Ops per team.
  • The CyberGamer Competition Server mod, called PROMOD LIVE is used on all League and Ladder Servers.
  • Weapons and arsenals disabled by the CyberGamer server mod: grenade launcher attachments, stun grenades, all semi-automatic sniper rifles (Dragunov, M21, Barrett M107), all 3 heavy machine-guns (M249 SAW, M60E4, RPD), all submachine-guns except MP5 and AK74u, all rocket launchers (RPG-7, FGM-148 Javelin, FIM-92 Stinger), C4, claymores, helicopters and air strikes.
  • Dead rounds/Timeout: A dead round allows a team to bring an extra player if the need arises (situations such as lag-outs, disconnections, etc). A player can call a timeout which can be accessed via Promod Commands section of voice chat (Default B key). When a timeout is called by a player, the next round will revert to Ready Up mode.
  • The round in which the dead round was called will be played out as normal. Timeouts has a maximum duration of FOUR minutes or when all players are ready. Abusing the dead round/timeout system for causes other than the aforementioned will result in a reprimand at the discretion of a ladder administrator.
  • In the leagues CGi, CGm and CGa, any team that drops out in the first two weeks will be replaced (the replaced team must be in to play the 3rd week). It is very important that only serious/stable teams compete in leagues.
  • In the leagues CGi, CGm and CGa, when a team is on the verge of disbanding, they cannot give their spot to another team. Roster changes can only be made during RECRUITMENT WEEK.




CyberGamer Call of Duty 4 Competition RULES

  • All players must record a demo of their matches. To do this: Open console (~ key), type /record and press ENTER. You must keep the demos of your matches for at least a month.
  • All players are urged to use their CyberGamer account name or a name similar to, however misleading/different names used by opponents (unless in direct conflict with another player*s name) is not justification for a match dispute.
  • If uncertain of a player’s identity, ask for their CyberGamer name OR open console (~ key), type /pb_plist, record PunkBuster GUID of player in question and compare with the CyberGamer GUID database (http://www.cybergamer.com.au/cod4/guid). Playing a player that is not on your roster will result in a forfeiture of the match. Teams are strongly urged to keep their rosters up to date, and all players must display their Cod4 GUID on their profile.
  • Smurfing in a match (playing for a team that you arent in the roster for) will result in you being banned for 1 week and the match result will be overturned. This includes creating multiple alias accounts. On the second offence you will be banned for 3 months. 3rd offences etc will be dealt with on a case-by-case basis...
  • If a player is going to be playing from a different physical location (Different IP Address), this player will need to have strict permission from a Ladder Administrator to do so. Otherwise the team will receive an instant automatic forfeit from their match and the player(s) will be banned for smurfing.
  • Both teams have FIFTEEN minutes from the match start time to have a minimum of FOUR of their own players in the server. However, teams are welcome to leave once one side has won the match (once they reach 13 rounds), if they choose to do so, the team that leaves first will forfeit all of the remaining rounds. Teams are encouraged to play out matches.
  • Teams are allowed to substitute players through the match, provided they quickly join their team.
  • If a team drops to 3 players during the match, they have a maximum of 5 minutes to get a 4th player back in or they will forfeit all of the remaining rounds of the match. If a side has less then 4 players at the 15 minute mark then the match should not go ahead, the team with less then 4 players forfeits, however if both sides agree to play the match with less than the minimum required players then the match result will stand, READYING UP ASSUMES YOU AGREE TO PLAY THE MATCH. If you start the match, the result will stand, you cannot try to forfeit a team afterwards...
  • If you both agree to play a match then you cant try to forfeit for something that you should have forfeited for at the beginning of the match... don’t waste peoples time and you may receive a ban for bad sportsmanship.
  • During half-time (including half-time of overtime), all players have a maximum of FIVE minutes to be on ready mode. This also applies to the starting time of each overtime sessions.
  • Failure to produce a demo at the request of a ladder administrator after a match can warrant a ONE match ban for the player and/or forfeiture of the result, even if it is up to a month after the match date. Only in exceptional circumstances are these penalties modified.
  • Do not talk excessively in global chat in-game, especially when you are asked by the other team. Being abusive will lead to a forfeit of the match at the ladder administrator's discretion.
  • Using the mousewheel to shoot is considered illegal.
  • The use of binds to rapidly switch cl_maxpackets between 30 and 100 (or similar) to gain an unfair advantage is considered illegal.
  • Glitching and scripting are considered illegal and unfair and will result in the loss of any rounds where they are used.
  • The use of cl_maxpackets < 30 and rate 10000 is illegal.
  • The use of an exploit bypassing Promod's cvar restrictions to use illegal commands, such as 333 FPS, is severely illegal and you will be banned for 3 months.
  • Glitching by definition: where a player is in a position that allows him to see his opponent however his opponent cannot see him. Weaponry (rapid fire shooting - for example: the use of G3 semi-automatic rifle) and jumping scripts (
  • sequenced* jumping or "sequenced grenading" etc) provide an unfair advantage, thus their use is illegal.
  • Any bind that has a "wait" command in it is going to be considered "scripting", except for the exact bind "weapnext; wait [x]; weapnext", where [x] is any number. A player or team caught engaging in these activities will be penalized a forfeiture of the round in which they engaged the illegal activity as a minimum. Having an illegal bind in your config will also result in potential ban for a period of time as determined by a ladder admin. Lastly - this spot on mp_crash is legal, many rumours have been started that it is not legal for some reason: Legal spots on crash. Also, these spots on the stock Backlot and Crash are deemed to be illegal: Light box Glitch thread. Although you cannot be shot from behind the lights on other maps, it is very easy to still kill the enemy, however this position is different.
  • There are no referees in CyberGamer matches. Permitted spectators are GameStah shoutcasters whom hold the right to hold a shoutcast broadcast in whichever match they wish.
  • Unsportsmanlike behaviour will be dealt with at the discretion of a ladder administrator.
  • Making false/useless disputes will be dealt with at the discretion of a ladder administrator.
  • All players should have less than 150 Ping. If 3 of your players have more than this, then you forfeit the match, unless the other team specifically allows the match to go ahead.
  • A person who is blatantly warping around the map deserves an admin's attention to deem whether they should continue playing the match.
  • To be eligible to play in the match, each player needs to have been added to your team roster BEFORE the match has been accepted. Players added after the match has been accepted will appear as "Not eligible" on your team page.
  • Secondly, players added to your team roster are only allowed to play in the match provided the player has not played in another CyberGamer match for another team in the current week (a week starts on a Sunday). So you can only play for one team between any Sunday->Saturday. Meaning if you play for one team on Sunday, and another on Thursday, you are breaking the rules.
  • A ladder administrator may request a player or team’s demo at any time, whether or not a dispute has been put forward. Not complying with administrator’s request can be grounds for a temporary ban against the player in question or a forfeiture of the match, depending on the circumstances.
  • Inappropriate Team Names or Player names will see your team removed from the ladder; a warning will usually be issued first.





CyberGamer Call of Duty 4 Open Ladder - Software Information/Rules:
  • A team can only challenge an opponent half their own rank or four places higher than themselves, whichever is greater. For example: a team ranked 38th can challenge up to a team that is ranked 19th.
  • Upon receiving a notice of challenge, the team has TWO days to accept a time and date provided by the challenger for the match, otherwise it is deemed that the defendant has forfeited.
  • If a team successfully defends their position, the ladder automatically grants a “protected” status for FORTY-EIGHT hours, awarding immunity from challenges!
  • Challenging and winning will leave you with a normal status of "free".
  • If you lose a "Challenging" match you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.
  • If you lose a "Defending" match you will become "vulnerable" for TWELVE hours where you will be unable to challenge.
  • If you do not accept a challenge or you decline the challenge you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.
  • Following a match, it is crucial that each team must submit the result or select to dispute the match by 11:30PM AEST on the night of the match. Subsequently, the submitted results will be calculated and the teams will be granted either “challengeable” or “protected” statuses. Disputes can be handled among the two teams; otherwise a ladder administrator takes appropriate action.
  • A team may not play the same team in two successive matches - 7 days after the first match the ladder will allow you to challenge them again.