We reserve the right to change, modify, or adapt all rules as deemed appropriate by ESEA in order to uphold and maintain a spirit of overall fairness and good sportsmanship.
All players and teams are to uphold the spirit of fair play at all times.
Unsportsmanlike conduct of any type, including but not limited to racist or abusive remarks and attempts to circumvent or abuse any league policy as determined by ESEA is not tolerated and is subject to punishments including forfeits, expulsions, bans, or any other action deemed appropriate by ESEA.
The complete map rotation can be found on your team profile page.
For all non-Invite divisions with conferences with an odd number of teams, Week 9 will be used as a makeup week for teams that did not have two matches in each of the first 8 weeks. Teams with less than 16 matches will play against each other until everyone has 16 matches played or a single team is left over. All teams end the season with 16 matches played.
Payments - winners will be contacted within 14 days with the appropriate payment and/ or W9 forms. Players will have seven days to return the completed paperwork and team captains must provide the prize breakdown per player on the active roster. Prize winnings will be paid to all eligible participants within 90 days of receiving the completed paperwork.
For control point maps, each match will consist of two halves. The first half will end if the 3 target capture limit or the 30 minute time limit is reached.The second half will end if a team reaches the total 5 captures or the 30 minute time limit is reached. If at the end of the match, the scores are tied, overtime is played.
For attack and defend maps, such as cp_gravelpit, the home team will pick whether they would like to attack or defend first. In one round, each team will have a turn to attack and defend. The team with the most control point captures at the end of the round will receive a point, if both teams have the same amount of control point captures, the team that captured the points fastest will be awarded a point. The match is over once one team is awarded two points.
For king of the hill maps, each match will consist of two halves. The first half is over when one team reaches three captures. At the end of the first half teams switch side and the second half begins. When one team reaches four captures the match is over.
For a capture the flag map, each match will consist of two 20 minute halves. After both halves the team with the most captures wins.
Overtime - If at the end of the second half there is a tie, there will be an overtime period. If the map stalemates in overtime, teams will be switched and the overtime period continues without a ready up period. When a team captures out on the map, overtime is over and that team wins. For CTF maps, OT will be a 10 minute round where the team with the most captures wins.
Critical Shots will be turned OFF
High Five taunts are banned
Picking up weapons of dead players and using them is allowed.
All weapons that come out during the season are banned. All items that are currently on the whitelist that are changed during the season will be reviewed. Additionally, all sets are banned. If you complete one, intentionally or not, the punishment will be the same as using a banned weapon. Please review the list before your matches, a weapon not being blacklisted will not be an excuse. The bans are as follows:
A player will only be able to join a league team's roster once per seven day period.
All players must be Premium members to compete in matches.
All players must pay the specific entry fee for the division (e.g. CS 1.6 Open) they wish to play in. That entry fee gives you the right to only play in the division for which you paid (e.g. not CS 1.6 Main or TF2 Open). If you would like to switch divisions before registration closes, contact an admin who will be able help. If you would like to switch divisions after registration closes you will have to pay an additional entry fee for the division you wish to join and you will not be refunded for your original entry fee. This is done to discourage team and division hopping in addition to helping to boost division prize pots.
You may only play on one team per game, including multiple accounts.
Only 3 players may join a team's roster in a single week.
Rosters will be locked two weeks before the end of the regular season, except for the Invite division.
Once a match is assigned to a server, rosters will be locked and no new players will be able to join.
Invite rosters are limited to 6 starters, 3 backups, and 1 manager.
Invite rosters are limited to 5 player additions over the course of a season. The beginning of the season starts at the end of registration.
Invite players will be limited to two (2) Invite teams per season
For divisions above Open, excluding Invite, for a team's spot to be maintained between seasons, a team must have 2 players who participated during the prior season (through playing a match) on the roster at the close of registration. Failure to do so will result in a demotion to Open.
For divisions above Open, excluding Invite, for a team's spot to be maintained once the regular season begins, a team must use 2 players per match who participated during the prior season (through playing a match) in 3 out of the first 4 matches played (i.e. not including forfeits) of the season. Failure to do so will result in the team being removed from the League and any matches played after the 4 match probation period will be overturned.
ESEA reserves the right to invite teams to the Invite and Intermediate divisions directly in order to keep their average skill level high and to maintain a healthy number of teams in Intermediate.
Initiating a Match Offer - Either the captain or designated scheduler from the home or away team can initiate a match offer. When initiating a match offer, the captain proposes a match time and server from the pre-populated server list
Countering a Proposed Match Offer the opposing team's captain or scheduler has 24 hours to accept the offer or initiate a counter-offer. If the opposing team does not accept the match offer, then they can either:
"Reject" a proposed match offer, which will allow the captain to propose BOTH a new match time and server
"Accept Match Day & Reject Server" for a proposed match offer, which will allow the captain to propose a new server for the proposed match day. If a new server is selected that is different from the last server proposed, one of the two will be randomly selected to settle the dispute
Un-agreeable Match Offers - if both team captains cannot agree upon a new match time within 24 hours of the default match time, the match will automatically be assigned to the divisional default match time. The game server will then be randomly assigned to a random server within the conference
If the average ping difference between two teams is more than 25, teams can open a support ticketBEFORE the scheduled time, to contact an admin in order to evaluate and potentially re-assign the match to a server with the most fair pings. If you would like to have a server change because of a ping imbalance, be sure to have a screen shot with you so that an admin can verify your situation. If a team has players outside of their respective conference, the team will not be able to dispute the ping difference.
If a team does not have six players in the server "readied up" after 15 minutes from the originally scheduled match time, then the opposing team can force them to play with five. If they cannot field five, then the other team will be able to submit a forfeit win. The captain of the team should use the ".reportffw" in the game in order to submit the forfeit win.
Once a team receives four forfeit losses they will be marked inactive for the remainder of the season.
Game Servers - all matches must be played on the assigned ESEA game server. Team captains will have the ability to propose which location they want the server to be played on and all team members will be notified of the final server assignments. The entire match must be played on the assigned server - you cannot play each half on a different server
Steam ID - be sure your Steam ID in your ESEA profile is consistent with the Steam ID you are using to compete with. All rosters are automatically validated by Steam ID upon joining the server. Only registered and eligible participants from the assigned teams will be allowed in the assigned game server
Client - all participants must be running the ESEA Client at all times during their matches or they will automatically be kicked by the server. Any attempt to circumvent the Client will result in a forfeit loss and expulsion from the league. You can join your assigned match server through the ESEA Client
Once a match goes live, it cannot be restarted, if a player disconnects, pause the match.
Statistics - box score statistics will immediately be available for viewing on your team and individual profile page immediately following all league matches (as they are with pugs and scrims). Weapon and map statistics will also be added to your cumulative individual statistics and can be filtered out individually under the "Game Stats" page in your profile.
SourceTV Demos - SourceTV demos are available for download and viewing on your team and individual profile pages within five minutes of the conclusion of each match. Download the demo and submit your best shot in our Clip of The Week contest to win ESEA Points!
POV Demos - all POV demos will be recorded, stored locally, and accessible under the "Demo Browser" tab of the ESEA Client. POV demos must be submitted to an ESEA administrator within 24 hours if requested to do so. All players must keep their POV demos for a period of 14 days
IRC Scorebots - IRC scorebots will automatically join the home team's IRC channel (as inputted in their team profile page) and begin when the match starts. If no home team irc channel is set then the bot will join the away team's, and if the away team also does not have an irc channel specified in their team profile page then the bot will create and join #esea.match00x. The channel for each match and the results will be announced in #esportsea upon the start and completion of the match
Exploits will be judged on a case by case basis. Ignorance will NOT be a valid excuse for using an exploit, whether it be known or not. If you think something is possibly an exploit, or you are unsure as to whether or not it is, don't do it!
Dispute Resolutions - all disputes must be filed via a website support ticket within three hours of the conclusion of the match along with the demo, specific infraction, and the round in which the infraction occurred. Disputes will be resolved by League Administrators and all decisions are final
Exploit & Infraction Penalties - exploits and infractions will be dealt with on a case by case decision, but standard resolution for the below infractions include overturning the round in which the infraction occurred if the infraction had a direct impact on the outcome of that round
Betting - If a player, team manager, or team sponsor is found betting on their own match, regardless of their bet placement, the league match will be overturned and the offending player, team manager, or team organization that placed the bet will be banned for a calendar year. This also encompasses placing bets with a secondary account or through a third party. We will also be offering an incentive for coming forward with indisputable evidence of a player placing bets directly or through a third party. All disputes will be handled on a case by case basis.
Set Up Time - Killing during set up time is legal, as long as the map permits it. Jumping over the trains on well or shooting through the cracks is legal
Scripts - All scripts that alter a player's hit box, or give a player an unfair advantage over others are illegal
Particle exploits of any kind are illegal
Map Exploits - It is illegal to use a map glitch to ones advantage when that was not the original intention of the map maker
Building a teleporter that can't be destroyed by the opposing team is illegal (i.e. teleporter within red spawn on the computer near the right door on cp_gravelpit)
Shooting through the doors on cp_freight is illegal
If a team is found to have been using a ringer during a match, the match will be overturned, and the player will be banned from the ESEA Network for account sharing. At the admin's discretion, the leader of the team who had a ringer can be banned for a week.
If a player is found to be cheating and/or using illegal customization on any server that is part of the ESEA Network, any matches played by the user for the team he/she is on at the time of the detection (not the time of the ban), in addition to any matches played for any other team after the time of the detection, will be overturned.
If a player/account is found to be ban evading on the ESEA Network, any matches on any team that he/she has played in the last 30 days will be overturned.
If you receive the following bans while playing on any of our products, they will carry over to the league.
Server Crash - if a server crashes, contact a League Administrator with a support ticket. All captures prior to the server crash will count, and the round will be played out on a new server with the exact time remaining
Player Disconnect - if a player disconnects, ONLY the Captain (or a designated player if the Captain disconnects) of the disconnected team may pause the round. The match will remain paused for five minutes, at which point the match can be unpaused by either team after issuing a 5 second warning. This means that games can be paused for longer than 5 minutes if the non-disconnected team agrees with extending the pause. Not unpausing the match will be seen as tacit approval of a pause extension. Teams are limited to 2 pause during regulation and 1 pause per each overtime set.