Day of Defeat 1.3 Competitive Ruleset
Note: These rules govern the KTP competitive league for the Half-Life: Day of Defeat mod. They may be updated as needed (see Rule 1.1). All teams and players are expected to know and abide by these rules. Failure to do so can result in penalties, including suspensions and forfeits.
1. General Rules, Games, and Servers#
Section Summary: This section covers league administration, definitions of terms, server requirements, and general match procedures.
1.1 Rule Modifications#
KTP reserves the right to modify or update any league rules at any time as needed. This includes changes necessitated by game updates, new releases, or other factors deemed necessary to the league. Any rule changes will be posted here AND announced publicly (via Discord, website, etc.). Teams are responsible for checking the rules regularly (especially before matches) to ensure they remain in compliance. Best faith efforts will be made to ensure no one misses a rule change.
1.2 Penalties for Rule Violations#
Upon an infraction of the rules listed here or the rules listed in the KTP Community Rules, the league may apply penalties. Depending on severity, any combination of the following may occur:
- A player (or multiple players) can be suspended
- A single game can be forfeited
- An entire match can be declared a forfeit loss for the offending team
1.3 Definitions: Games vs Matches#
| Term | Definition |
|---|---|
| Game | A single contest between two teams on one map consisting of two halves (teams switch sides at halftime) |
| Match | May consist of multiple games between the same teams (e.g., a best-of-three can include up to three separate games on possibly different maps) |
Important: Suspensions are typically given in terms of a number of games (or a length of time), rather than entire matches. This distinction is critical for understanding penalty durations.
1.4 Valid Game Requirements#
For any official game to be valid, the following conditions must be met:
- The correct map must be played (as scheduled)
- The correct KTP league config for that map must be used
- The game must take place on a KTP-approved server
1.5 KTP-Approved Servers#
All matches must be played on a server that has been approved by KTP admins. To qualify as approved, a server must meet the following requirements:
| Requirement | Description |
|---|---|
| Dedicated server | Must be a dedicated (non-listen) server |
| Logging enabled | Server logging must be set to record |
| HLTV requirement | An HLTV spectator proxy must be running with a minimum 120-second delay to prevent ghosting |
| Configuration | Server and HLTV must be configured with official KTP settings |
| Final approval | Admin approval required before server can be used for KTP matches |
1.6 Admin Access to Servers#
Server owners who wish to host league matches must provide KTP admins with full access to the server:
- Any HLTV passwords
- Server rcon (remote console) password
- Access to the server's control dashboard
- FTP access to server files/logs
1.7 Server Crash Procedure#
Crash within first 5 minutes of a half:#
The half must be fully restarted from the beginning (score 0-0)
Crash after first 5 minutes of a half:#
- The half will be restarted with the score and time remaining set to what they were at the moment of the crash
- Round the time up to the nearest full minute
- The score will need to be manually restored via server commands
- No player substitutions are allowed during this mid-game restart
Mandatory notification: Teams must inform a league admin immediately when a crash/restart occurs.
Note: These same crash procedures apply during overtime periods. The 5-minute threshold applies to each overtime half independently.
1.8 Technical Pauses (Trial Period)#
Each team receives 5 minutes of technical pause time per game (regulation) to address legitimate technical issues. Unused regulation pause time does NOT carry into overtime. Each overtime period provides a fresh 5 minutes of pause time per team. In best-of-three series, each team receives 5 minutes per individual game.
1.8.a Pause Mechanics#
The match plugin automatically triggers a pause 30 seconds after any player disconnect unless the affected team cancels it by typing .nodc (or .stopdc) in chat during the countdown. Teams may also initiate manual pauses using .tech commands. Through use of the plugin, all pauses require confirmation from the opposing team to unpause, followed by an automatic countdown before play resumes. Teams are not charged pause time while waiting for the opposing team to confirm an unpause.
1.8.b Valid Technical Issues#
Technical pauses are authorized for disconnects, game crashes, hardware failures, and similar genuine technical problems only. Pauses for tactical discussions, waiting for late players, or deliberate delays are prohibited.
1.8.c Good Faith Requirement#
Both teams must act in good faith when using the pause system. Teams must confirm unpauses promptly when their issue is resolved. Abuse of the pause system—including tactical pausing, deliberately delaying unpause confirmation, or false technical claims—will result in warnings, player suspension, or match forfeiture.
1.8.d Trial Status#
This pause system is under TRIAL evaluation and may be modified or even completely removed based on community usage, feedback, or at admin discretion. This could happen at any point this season.
See also: Rule 1.7 for server crash procedures.
1.9 Map Exploits and Illegal Spots#
Using restricted or unintended areas of a map is strictly prohibited:
- Standing on tiny invisible ledges or edges not meant to support players
- "Pixel-walking and hanging" (e.g., perching on the ladder in dod_harrington via an exploit)
- Entering any area that is only reachable by using a pixel walk
Violations may result in player suspension and/or forfeiture of the game or match.
1.10 Tie Games and Overtime#
In the event of a tie game, overtime must be played immediately to determine a winner.
Overtime format:
- Two additional halves of 10 minutes each (teams switch sides for the second OT half)
- If still tied, continue playing additional 10-minute overtime halves until a winner is decided
Penalty: Failure to complete required overtime rounds is treated as a forfeit by whichever team caused it, scored under §1.13.b. Where both teams are responsible, the match is voided under §1.13.c and neither team collects — it is not recorded as a loss for both.
Note: In best-of-three matches, overtime applies to each individual map if that map ends in a tie. Each map must produce a winner.
1.11 Spectators#
No unauthorized spectators are allowed in the game server during official matches. The only spectators permitted are:
- KTP admins
- Official broadcasters (e.g., HLTV proxy with required delay, or league-sanctioned casters)
1.12 Team Admission and Participation Eligibility#
KTP reserves the sole and absolute discretion to approve or deny entry to any team. Teams may be denied entry or removed for:
| Reason | Description |
|---|---|
| Disruptive Conduct | Behavior intended to provoke conflict, interfere with gameplay, or violate league policies |
| Operational Unreliability | Patterns of forfeits, missed matches, excessive roster turnover, or behavior disrupting league scheduling |
1.13 BYEs and Forfeit Scoring#
A BYE is a regular season week in which a team has no match because its division holds an odd number of teams. A forfeit is a match awarded without play.
1.13.a Scoring a BYE#
A BYE is worth the average of the scores the division's other teams posted that week, on that week's map. Each match played in the division that week contributes two scores — one per team — and the BYE team is credited with their mean as points scored only. Nothing is credited against it: a BYE has no opponent, so there is no score to concede.
Only a played match contributes scores to that average. A forfeited or voided match has no scoreline, so it feeds nothing — it receives the average rather than supplying it. A team is also never part of its own average. Where a week contains a second BYE or a forfeit, the average is taken from whatever matches that division actually played.
The average is taken per week, because each week is played on one map and maps do not score alike. It is never taken across the season.
The average is a fraction and is kept as one. Standings carry it to four decimal places and display it trimmed — a whole number shows no decimals. It is never rounded to an integer before the tiebreakers are applied, because rounding eight scores to whole points can reorder a division.
Worked example. Silver has nine teams, so one sits out each week. In week 4, on dod_harrington, the other eight play four matches finishing 429-243, 312-300, 500-180 and 260-411. The eight scores average 329.375, so the team on BYE is credited 329.375 points for and 0 points against.
A BYE therefore moves a team's point differential by the whole of that average, which can move a team on the differential tiebreak (§1.14). A BYE is not a result — it adds no win and no loss, and it does not make records comparable between teams that have played a different number of matches.
1.13.b Scoring a forfeit#
A forfeited match is scored the same way — the average of the scores the division's other teams posted that week — and is credited to the non-forfeiting team only. The team that forfeited receives no points for that match, neither scored nor conceded.
The non-forfeiting team is credited that average as points scored only, exactly as a BYE is under §1.13.a. Nothing is credited against it.
A team that turned up to a match its opponent did not play is in the same position as a team on a BYE: it had no opponent, through no fault of its own. The team that caused that is not owed the same treatment, and the loss on its record is not the whole of the consequence.
A forfeited match contributes nothing to the average it is scored from. It has no scoreline.
Where both teams forfeit, the match is voided instead (§1.13.c) — neither team collects.
1.13.c When each becomes final#
- A BYE is final as soon as no other match that division played that week is still awaiting a result — that is, once every one of them has been recorded, forfeited, or voided. It does not wait on the rest of the season. Until then it is provisional and moves with each result. A forfeit in that week does not hold the BYE open. A forfeited match has an outcome the moment it is declared; what waits until the end of the regular season is the forfeit's own credit (§1.13.b), not the week's completeness. A voided match neither holds the week open nor feeds the average.
- A forfeit is scored only at the end of the regular season, once it is settled that no makeup match will be played. Until then the non-forfeiting team is credited nothing, so a fixture that is eventually played instead never carried a credit.
A match voided by admin decision scores nothing for either team, does not contribute to any average, and does not hold a BYE or the season open.
1.14 Standings and Tiebreakers#
Standings count regular season matches only. Playoff matches never affect the league table. A match voided by admin decision counts for neither team — not a win, not a loss, and in no total.
Teams are ordered by:
- Record — most wins. Losses are shown for information only and never order the table: a BYE is not a result (§1.13.a), so within a division every team's wins and losses add up to the same total, and a further step on losses could never separate teams that wins had not.
- Head-to-head — the results between the teams that are level on record (see below).
- Point differential — round points scored minus round points conceded across the whole regular season.
1.14.a How head-to-head is applied#
- The tied group is every team in the division that is level after step 1 of §1.14 — the same number of wins. Head-to-head is applied to the whole group at once — it is not a series of pairwise comparisons. Comparing pairs is not transitive: with three or more teams it produces a different answer depending on which pair is compared first, and can produce no answer at all.
- The group is ranked on a mini-table of the matches those teams played against each other, counting the same matches the standings count (regular season, played or forfeited). Head-to-head reads the win and the loss only, never the scoreline. That is why a forfeit is a head-to-head result like any other: it has a winner from the moment it is declared, even though it carries no score until the end of the regular season (§1.13.c).
- The mini-table is ranked on record only — most mini-table wins, then fewest mini-table losses. Mini-table point differential is deliberately not used, at any step. See §1.14.c.
- Head-to-head applies only when every team in the group has played at least one of the others. If any tied team has played none of them, head-to-head is skipped for the entire group and the tie is settled on point differential. An unplayed head-to-head is never treated as an 0-0 record.
- Teams still level after the mini-table fall through to point differential. The mini-table is applied once; the rule does not recurse into a smaller tie inside the group.
1.14.b Worked example#
Two teams finish 5-2. One is +500 on differential, the other +100. The +100 team won the match between them, so it finishes ahead — head-to-head is applied before differential. The visible columns cannot show this on their own, which is why the standings page marks such a row and names the result that placed it.
1.14.b.i Teams still level after all three steps#
Placement note. This rule is numbered under §1.14.b (the worked example) but applies to §1.14.a and to the tiebreakers generally, not only to the example above. The identifier and heading level are left unchanged deliberately: the site builds anchors from the rule number, and both translations mirror this structure line for line.
If two or more teams remain exactly level after record, head-to-head and point differential, and the order decides a playoff berth, a playoff seed, or a relegation or promotion position, a KTP admin rules on the order and the ruling is recorded publicly. No further automatic criterion is applied. Where the order decides none of those three things, the teams stay tied and no ruling is made.
⛔ The order shown on the standings page is not authoritative in this case. The site breaks the remaining tie on an internal identifier purely so the table does not reshuffle between page loads. That has no sporting meaning. Treat those rows as unordered until an admin has ruled — and for good, where no ruling is triggered.
1.14.c Why the mini-table ignores point differential#
In a circular three-way tie every team is 1-1 inside the group, so the mini-table separates nobody and the tie falls through to overall point differential. This is settled league precedent: the Season 4, 5 and 8 Silver three-way ties were all resolved that way. Adding a mini-table differential step would reverse those results. The step is absent on purpose — it is not an oversight to be tidied up later.
1.15 Language and Translations#
The English text of this ruleset is the official and controlling version. Translations into other languages are provided for convenience only.
Where a translation and the English text differ — in wording, in meaning, or through an error or omission in translation — the English text governs. All rulings, penalties, and dispute decisions are made on the basis of the English rules, and no ruling may be appealed on the ground that a translation said something different.
Important: If a translated rule is unclear or appears to conflict with the English, read the English version or ask a KTP admin before acting on it. A misreading of a translation is not a defense to a rule violation.
2. Teams, Regions, Home/Away, and Ringer Rules#
Section Summary: This section covers team composition, scheduling, server selection by region, roster management, and rules for using substitute players (ringers).
2.1 Team Composition (International vs NA)#
| Team Type | Definition |
|---|---|
| International | 4 or more rostered players based outside North America (EU, SA, etc.) |
| North American | Any team that is not International |
Four is a majority of the six a team fields (§2.10), which is where the threshold comes from — not a majority of the ten-player maximum roster (§2.7).
Measured against the roster at lock, not the lineup on the night. A team's type has to be known before the schedule is generated, because the default match time is stamped once (§2.2). A team with four or more international players is therefore International even if it fields fewer on a given Sunday — the classification errs toward granting the accommodation, not withholding it.
2.2 Scheduling Default Match Times#
2.2.a Standard Default Time#
Sunday at 9:00 PM Eastern Time (ET — US Eastern, observing daylight saving).
2.2.b International Default Time#
When one or both teams have majority EU players east of UTC -2, the default match time is Sunday at 3:00 PM Eastern Time (ET — US Eastern, observing daylight saving).
Times may adjust for daylight savings time.
2.3 Home Team Advantage#
2.3.a Standard Matches#
The team listed on the schedule as the HOME team has the choice of server usage for both halves as well as the choice of which side (Allies or Axis) to join first.
2.3.b Best-of-Three (BO3) Matches#
Each map is treated independently. The team that picked a map is considered the "home" team for that map.
Home status for a map carries the full §2.3.a advantage for that map: the server it is played on and which side to join first. The server moves with the map — the team that picked a map selects the server for it, so the server may differ from one map to the next within a series. §2.4 still governs which locations are eligible for each of those choices. ⚠️ Exception: in an NA vs EU match the server does not follow the map at all — §2.4.c gives every map's server to the NA team, and §2.4.e gives it every side choice.
2.4 Server Selection by Region#
2.4.a NA vs NA — Home Team Server Selection#
For matches between North American teams (no International team involved), the HOME team selects the game server location from the following KTP-approved locations:
| Location | Status |
|---|---|
| Chicago | Available |
| Dallas | Available |
| Denver | Available |
The HOME team may propose an alternate KTP-approved server location not listed above, but this is subject to the opposing team captain's approval. If the opposing captain does not approve the alternate location, the HOME team must select from the three standard locations listed above.
Important: Matches may never be played on non-KTP-approved servers regardless of mutual agreement.
Trial Policy: This home team server selection policy is being introduced as a trial to evaluate its impact on competitive balance and match quality. The league will monitor usage and may adjust available locations, revert to neutral server assignment, or modify the selection process based on community feedback and competitive outcomes.
2.4.b International vs International#
For matches between International teams (majority EU/SA players per Rule 2.1), the HOME team selects the game server location from the following KTP-approved locations:
| Location | Status |
|---|---|
| Atlanta | Available |
| New York | Available |
The HOME team may propose an alternate KTP-approved server location not listed above. The alternate location requires the opposing team captain's approval. If the opposing captain does not approve, the HOME team must select from the standard locations listed above.
Important: Matches may never be played on non-KTP-approved servers regardless of mutual agreement.
2.4.c NA vs EU — Server Selection#
For matches between a North American team and a European team (majority EU players east of UTC -2 per Rule 2.1), the NA team selects the game server location from the following KTP-approved locations, with priority given to New York. This overrides the home team's server choice under §2.3.a, and the per-map server choice under §2.3.b — the NA team selects for every map of the series, whichever team picked it. Together with §2.4.e's side choice it offsets the earlier default kickoff §2.2.b gives the European team:
| Location | Status |
|---|---|
| New York | Primary |
| Atlanta | Backup only (if New York is unavailable) |
New York must be used whenever it is available. Atlanta may only be selected if no New York servers are available at the time of scheduling or match start. These East Coast locations provide reasonable compromise latency for trans-Atlantic connections.
"At the time of scheduling or match start" is inclusive: New York being unavailable at either moment is enough for Atlanta to be selected. Where the two moments disagree, match start governs, because that is when the match needs a server — a New York server that is available at match start is used even if none was when the match was scheduled, and one that has become unavailable by match start does not hold the match to New York. In a best-of-three the server is chosen per map (§2.3.b), so this test is applied at each map's start, not once for the series — a series may therefore run in different locations from map to map.
The NA team may propose an alternate KTP-approved server location not listed above. The alternate location requires the opposing team captain's approval. If the opposing captain does not approve, the NA team must select from the standard locations listed above, following the priority order.
Important: Matches may never be played on non-KTP-approved servers regardless of mutual agreement.
2.4.d NA vs SA — Server Selection#
For matches between a North American team and a South American team (majority SA players west of UTC -2), the HOME team selects the game server location from the following KTP-approved locations:
| Location | Status |
|---|---|
| Atlanta | Available |
| New York | Available |
These locations provide reasonable compromise latency for South American connections.
The HOME team selects here, unlike §2.4.c. That is deliberate: the NA team's server and side choice in §2.4.c/§2.4.e exists to offset the earlier kickoff time, and a South American team does not receive one — §2.2.b's 3:00 PM default is for majority-EU teams east of UTC -2 only. A South American team is International under §2.1 and still plays at the standard time, so there is nothing to offset.
The HOME team may propose an alternate KTP-approved server location not listed above. The alternate location requires the opposing team captain's approval. If the opposing captain does not approve, the HOME team must select from the standard locations listed above.
Important: Matches may never be played on non-KTP-approved servers regardless of mutual agreement.
2.4.e Side Selection for NA vs EU#
When a North American team plays against a European team (majority EU players east of UTC -2 per Rule 2.1), the NA team always chooses which side (Allies or Axis) to play on first, overriding the home team advantage defined in Rule 2.3.a. This offsets the scheduling advantage EU teams receive from the earlier default match time.
The NA team also selects the server under §2.4.c, so in an NA vs EU match both the side and the server sit with the NA team, on every map, regardless of which team is HOME or picked the map. A European team gains neither by being HOME nor by picking a map; what it holds instead is the earlier default kickoff time under §2.2.b.
2.5 Use of Suspended Players#
Teams may not roster or play any individuals who are suspended by KTP. Violations result in:
- Team removal from the league
- Possible suspension of all team members
- Suspension of anyone lending accounts to evade bans
2.6 Team Name Changes#
A team is allowed to change its name once during the course of a season. After using this single name change, the team's name is locked for the rest of the season.
2.7 Rosters and Roster Locks#
| Rule | Details |
|---|---|
| Maximum roster size | 10 players |
| Lock timing | End of team registration period |
| After lock | No changes to team name, player handles, or SteamIDs. No roster additions except through the window in Rule 2.7.1. A drop is always allowed — see Rule 2.7.a |
| Exception | Changes may still be made by admin decision — see Rule 2.7.a |
2.7.a Requesting a Roster Change#
Roster changes are requested on the league website (ktpleague.gg) under your account settings, not by support ticket.
| When | Captain | Player asking to leave |
|---|---|---|
| Registration open | Edits the roster directly; admins are notified of what changed | Files a request |
| Registration closed, before the lock | Files a request; staff review it | Files a request |
| After the lock | The captain's form closes for additions — ask an admin. A drop applies at once | Leaves at once |
A player may leave a roster at any time, before or after the lock, from their own account settings, and a captain may drop a player at any time. A drop applies immediately. It is not a request and needs no approval: removing a player adds nobody and can create no competitive advantage, so the roster lock has nothing to protect against it.
A transfer out lowers the origin team's roster exactly as a drop does, and is treated as one here. Two departures are held rather than applied, for the same reason — each would leave the team unable to play:
- one that would leave a team with no captain is not applied until another captain is in place;
- one that would leave a team with fewer than four rostered players is not applied until the team has four again, because Rule 2.10 requires four rostered players in every match.
The floor reads the roster a player leaves, never the one they join, and it counts the roster — not the six fielded in a match.
A swap is judged on its end state. Two teams exchanging players each finish with the roster size they started with, so a swap does not breach the floor even though either move, taken alone, would appear to.
A swap moves players, not captaincy. Its end state is who is on each roster; it never decides who leads one. A player arriving in a swap joins as a player or co-captain, and a team whose only captain is one of the two halves does not swap until another captain is in place — the same hold that governs any other departure. Captaincy changes on its own, afterwards, through the roster form.
⛔ These holds bind captains and players. They do not bind admins. An admin may move a player at any time, including during a lock — that is what makes a hold safe rather than a trap, and a team stuck behind one should ask an admin.
⚠️ While rosters are locked, a player who leaves cannot join another team for the rest of the season. Additions are governed by Rule 2.7.1's window, and outside that window there is none — an admin may still place them, but nobody should count on it. A player leaving a team mid-season should be told this before they act.
An addition remains a request in every case.
Every request and every decision stays on the record.
2.7.1 Mid-Season Roster Window#
One roster addition window will occur mid-season, announced at least one week in advance. It governs additions only — drops are always allowed and are never gated by it (Rule 2.7.a).
| Division | Requirements |
|---|---|
| Highest division | Additions approved if roster slot available (up to 10) |
| Other divisions | Admin approval required (preserves competitive integrity) |
2.8 No Bypassing Rules by Agreement#
No agreement between team captains can override official rules or active suspensions. Such agreements are invalid and constitute a rule violation.
2.9 Ringers#
A ringer is a player not on your official roster, temporarily used to fill in. Using ringers requires approval from the opposing team captain before the match begins.
2.10 Roster Minimums in Matches#
| Requirement | Details |
|---|---|
| Rostered players | At least 4 of 6 players must be from official roster |
| Maximum ringers | Up to 2 approved ringers allowed |
2.11 Team Forfeits and Removal#
A team that forfeits twice in a season may be removed from the league at admin discretion. That is the only threshold.
Only a forfeit charged to a team counts toward it. A forfeit win (§5.3) never counts against the team that turned up — that team is in the same position as a team on a BYE (§1.13.b), and is not charged for an opponent who did not appear.
A forfeit is charged when it is scored under §1.13.c — at the end of the regular season, once it is settled that no make-up match will be played. A fixture recovered by a make-up is never charged, so a team that was declared a no-show under §5.3 and then played the match does not count it toward this threshold.
Where a match is voided because both teams forfeited (§1.13.c), the forfeit is charged to each team.
3. Cheating, Penalties, and Disputes#
Section Summary: This section outlines what constitutes cheating, the dispute process, evidence requirements, and penalties for violations.
3.1 Admin Authority#
League administrators reserve the right to issue suspensions, forfeits, or other penalties as needed. All decisions are aimed at preserving fair play and competitive integrity.
3.2 Investigations and Evidence#
KTP admins may investigate any player or team for suspicious behavior, including:
- Requesting player POV demos at random, and reviewing KTPAntiCheat records
- Conducting spot-checks at any time
Failure to provide requested materials can result in:
- Forfeit of the game/match in question
- Suspension of the player
3.3 Zero Tolerance for Cheating#
Any player found cheating will be suspended (or banned) from KTP, and any influenced match results are subject to being overturned or forfeited.
3.3.a Scope of a Ban#
A ban may be applied to a player, and where there is evidence of ban evasion, to the hardware used to evade it. A ban applies across all KTP-operated servers.
Where hardware is shared — a venue machine, a household, a shared computer — a hardware ban must not be applied without evidence connecting the specific player to the evasion. A person affected by a hardware ban who was not party to the evasion may contest it under Rule 3.9.a and, on a successful contest, must be restored.
3.4 Definition of Cheating#
Cheating includes (but is not limited to):
- Wallhacks (seeing enemies through walls)
- Aimbots (automatic target acquisition)
- Illegally modifying game files
- Any external program giving unfair advantage
- Input multiplication — "Snap Tap" / SOCD null-cancel, "Rapid Fire" / Turbo (auto-repeat) modes, or any bind, script, or device feature that produces more than one input from a single physical actuation, accelerates firing, or bypasses stamina (see Rule 4.6)
3.5 Allowed & Prohibited Game Files#
Only default game files may be used, with these exceptions:
Permitted Modifications:#
| Modification | Status |
|---|---|
| Approved custom scoreboard HUD/UI | Allowed |
| Custom HLTV models | Allowed |
| ClientScheme.res modifications | Allowed |
| TrackerScheme.res modifications | Allowed |
| Custom crosshair (non-sniper weapons) | Allowed |
| Custom crosshair for sniper rifle | NOT Allowed |
3.6 In-Game Spectator Rule (No Spectating Once Live)#
Once a match has gone "live", no player is allowed to use spectator mode. Spec hopping is considered cheating.
Exceptions:
- Player killed at exact moment of full map capture
- Player becomes stuck in map geometry
3.7 Filing Disputes#
Disputes must be filed by the team captain within 24 hours of match completion.
| Season Phase | Dispute Limit |
|---|---|
| Regular season | 2 cheating disputes |
| Post-season (playoffs) | 1 cheating dispute |
Note: Valid disputes (where accused is found guilty) do not count against your limit.
3.8 Dispute Process for Accused Players#
3.8.a Evidence Submission Deadline#
Players have 24 hours from notification to submit:
- POV demos
- Any other requested materials
3.8.b Consequences and Investigation#
- Failure to provide files may result in suspension and/or forfeit
- Admins may review demos and KTPAntiCheat records from prior/subsequent matches
- Player may be subject to additional scrutiny in future games
3.9 KTPAntiCheat Records#
KTPAntiCheat records are produced automatically by the client and held by the league; players are not required to submit them. In the event of a dispute or random check, players must provide their POV demos from the match in question.
Every session is scored on KTP's servers from the submitted evidence. Sessions may be re-scored when detection methods change, including sessions from earlier in the season; a re-score can change a previous outcome in either direction.
Retention: Session uploads are retained indefinitely for integrity review, so a finding can always be re-examined from the original evidence. Match telemetry is kept for 30 days; session records and outcomes are kept for the season. A finding resting on telemetry can only be re-examined while that telemetry is still retained.
3.9.a Contesting a KTPAntiCheat Finding#
A player may contest a KTPAntiCheat finding, including a coverage finding, by notifying an admin within 14 days of being informed of it. Findings are re-examined from the original evidence where it is still retained (see Rule 3.9).
A player may review their own uploaded sessions at any time through the KTP league website (ktpleague.gg), including screenshots, configuration files, and device inventory, and may download their own copy. Individual artifacts may be withheld from that copy where releasing them would disclose how KTPAntiCheat detects cheating. Where anything is withheld, the player is told that material was withheld, and an admin who did not make the original finding will explain the reason on request. Withheld material is still examined in full when a contest under this rule is reviewed.
An admin who did not make the original finding reviews the contest. The outcome is one of: finding upheld, finding withdrawn, or finding varied. The player is told which, and why.
Automated output is never by itself a final outcome — a person reviews any finding before a penalty is applied.
4. Player Rules#
Section Summary: This section outlines player registration, identity requirements, recording obligations, file retention, and prohibited behaviors.
4.1 Player Registration and Identity#
4.1.a Community Rules and Conduct#
All players agree to abide by the KTP Community Rules at all times.
4.1.b Alias and SteamID Registration#
- One in-game alias and one Steam account per player
- Allowed to change alias and/or SteamID once per season
- Changes must be reported to league admins
4.1.c In-Game Identity Requirements#
- Must use exact registered SteamID
- Must use team tag and registered player handle
- Minor formatting variations allowed (color codes, abbreviations)
4.1.d File Integrity and CVAR Checks#
All players must comply with file-integrity, CVAR, and anti-cheat checks. Players must not interfere with or bypass these systems.
4.1.e KTPAntiCheat#
Every player must run the current version of KTPAntiCheat for the duration of each match they play. A match is covered when the player's KTPAntiCheat session is running before the match begins and remains running until it ends.
Players must not alter, tamper with, or interfere with the client, its session records, or its uploads, and must not submit or cause to be submitted any record that is not their own.
A player whose match is not covered is subject to the same handling as any other Section 4 violation. Repeated failure to cover matches may be treated as evasion.
Coverage is determined from KTPAntiCheat's own records. A player may contest a coverage finding under Rule 3.9.a.
Technical failure — a crash, a disconnect, or a KTPAntiCheat outage — is not a violation, provided the player reports it to an admin before the next match. Admins may accept an uncovered match at their discretion where the cause is evident.
4.1.f POV Demos and Screenshots#
Record every half. Start your POV demo before the first round and stop it when the half ends. Each overtime half gets its own demo. HLTV records the match from the server, but that is not your demo, and neither is a stream or a video capture (Rule 4.2). If an admin asks, only your own recording counts.
Take the screenshots. One before the match starts, with at least one player from each team in the shot: it shows which models and skins were in use. Then one of the scoreboard at the end of each half. Your captain attaches both halves to the score report, which is how the result gets recorded, so keep your own copies in case the two do not match.
Stay to the end. Do not disconnect before the match is over. If you crash, rejoin and start recording again.
Keep all of it until the season ends (Rule 4.3), and be ready to send it within 24 hours of an admin asking (Rule 3.8.a). Admins ask at random as well as during disputes, so you will not know in advance which match matters. A file you no longer have counts the same as one you refused to send: the game can be forfeited and you can be suspended (Rule 3.2).
4.1.g Character Name Length and Format#
All player aliases (handles), team tags, and full in-game names must comply with the following technical requirements to ensure compatibility with the game engine:
Maximum Length: Player aliases and team tags must not exceed 30 visible characters. Full in-game names (team tag + player handle) must also not exceed 30 visible characters total.
Character Set Restriction: Only standard ASCII characters are permitted. This includes:
- Letters: A-Z, a-z
- Numbers: 0-9
- Basic symbols: ! @ # $ % ^ & * ( ) - _ = + [ ] { } | \ ; : ' " , . < > ? / ~
- Spaces (though excessive spacing is discouraged)
Prohibited: The following are not allowed in player names or team tags:
- UTF-8, Unicode, or multi-byte characters (e.g., emoji, non-Latin alphabets, special symbols like ™ © ®)
- Characters outside the standard ASCII range
- Any characters that may cause display issues or engine instability
Enforcement: Player names or team tags that violate these requirements must be changed before match play.
4.2 VODs Are Not Acceptable Replacements#
Video recordings or Twitch VODs are NOT substitutes for demos or KTPAntiCheat. You must still record in-game demos and run KTPAntiCheat even if streaming.
4.3 File Retention#
Retain all match files for the duration of the season:
- POV demos for each half
- All required screenshots
Note: There is no anti-cheat file for players to keep — KTPAntiCheat records are produced and retained by the league (see Rule 3.9).
4.4 Player Boosting#
Boosting is allowed only if the destination area is reachable by a single player without a boost. Boosting to access glitched or unintended areas is illegal.
4.5 Voice Commands and Signals#
Voice commands should be used for team communication only. Excessive use to taunt, annoy, or "neg" opponents is not allowed.
4.6 Input Bindings & Device Features#
Principle: one physical actuation equals one in-game input. A device may change when a single key registers (its actuation/reset point); it may not multiply one physical action into several inputs, auto-repeat an input, or resolve an input for you.
Permitted: Rapid Trigger and adjustable actuation points — these change only where in a key's travel a single press registers. One press is still one input, so the player remains the rate limiter. ("Rapid Trigger" is the industry-standard term — used by Wooting, Razer, SteelSeries, Corsair, etc. — for a dynamic/continuous reset point on Hall-effect/analog keyboards and analog mouse switches. Rapid Trigger is permitted on both keyboards and mice. It is not the same as the prohibited "Rapid Fire" / "Turbo" auto-repeat below.)
Prohibited:
- A key bound to
+attackmust issue+attackand nothing else. Binding or aliasing+attacktogether with any additional command — directly, through an alias, or through an exec'd config — is prohibited. - Binding
+attackor+duckto the mousewheel (accelerates firing / bypasses stamina restrictions) - "Rapid Fire," "Turbo," or multi-tap keyboard/mouse modes that emit repeated inputs from a single press
- "Snap Tap" / SOCD handling / null-cancel binds that auto-release one of two opposing movement keys (SOCD is the generic term; "Snap Tap" is Razer's brand name)
Notes:
- Rebinding is unaffected.
+attackmay be bound to any key, and other commands may have their own keys. Only combining them on the fire key is prohibited. - Stock commands are not suspicious in themselves.
+lookup,+lookdown,+left,+right, andcenterviewship as Half-Life defaults and appear in most configs. - Wheel
+jumpremains permitted (bunny-hopping).
4.7 No Automated Scripts#
Players may not use scripts to automate:
- Player attacking
- Player movement
- Rapid-fire ⚠️ “Rapid-fire” here means auto-repeat — one press producing repeated inputs. It does not mean Rapid Trigger, the analogue actuation feature of Hall-effect keyboards, which §4.6 permits explicitly. Rapid Trigger shortens when a key registers; it never multiplies a press into more than one input. See §4.6.
- Auto-recoil compensation
- Automated jumping or movement patterns
4.8 Exploiting Movement/Animation#
Players may not use hand signals, voice commands, or cvar toggles with movement commands to make their player model harder to hit. Any tactic that warps, jitters, or misaligns your hitbox is illegal.
4.9 Glitches and Exploits#
The following are considered cheating:
| Exploit | Description |
|---|---|
| Weapon Spawning | Spawning extra weapons/ammo to bypass class limitations |
| Grenade Glitch | Duplicating grenades or bypassing normal mechanics |
| Map Bugs | Clipping through walls, getting under/above map |
| Pixel Walking | Using unintended collision spots for unfair positioning |
| Wall Glitching | Making player model poke through walls to see/shoot other side |
General principle: Any exploit not part of fair, intended gameplay is illegal, even if not explicitly listed.
5. Captain Rules#
Section Summary: This section outlines the specific responsibilities and requirements for team captains.
5.1 Captain's In-Game Duties#
5.1.a Readable Scoreboards#
Captains must configure their client settings via a customized client scheme so end-of-half scoreboards are easy to read in screenshots (high-contrast, clear font).
5.1.b RCON Status Screenshot#
Captains must take one rcon status screenshot per game to prove player SteamIDs.
5.2 Communication and Availability#
- Captains must not be banned from KTP Discord
- Must be reachable and respond to scheduling messages promptly
- If absent, designate an acting captain and inform admins
5.3 Match Punctuality and Forfeit Wins#
| Time | Action |
|---|---|
| +10 minutes | Document and alert an admin if no word from opposing team |
| +15 minutes | Admin can officially call no-show and award forfeit win |
The clock runs from the match's actual scheduled start time — the time on the match page, which is the time the captains agreed to where the match was rescheduled. It does not run from the §2.2 default. A rescheduled match that both captains agreed to is the real appointment.
A no-show at +15 does not normally end the fixture. KTP prefers a make-up match, and admins arrange one wherever both teams can still play. The +15 mark is what entitles an admin to call the no-show and start that conversation — it is not a result. A forfeit win is generally awarded only at the end of the regular season, for a fixture no make-up ever recovered.
§1.13.c already sets this out from the scoring side: a forfeit is scored “only at the end of the regular season, once it is settled that no makeup match will be played.” A forfeit declared and a forfeit credited are different moments, and neither is automatic — both are admin decisions.
5.4 Fair Scheduling#
Captains must schedule with integrity:
- Be proactive in communication
- Offer multiple reasonable times
- Reply promptly
- Keep records of scheduling communications
5.4.a Regulation Scheduling Deadline#
All regular-season matches must be completed by the midnight that ends the final regular-season Sunday (00:00 Eastern on the following day). A match still unplayed or without a confirmed time at that deadline is referred to the admin team together with its full scheduling record — every proposed time, every response, and every reminder the league attempted to deliver.
- No automatic forfeits. The deadline flags a match for admin review; it never decides a result. Admins rule under §1.13 and §3.1, weighing who proposed times, who went silent, and — as a distinct fact — whether a team's captains could be reached at all.
- A team whose captains were unreachable by every channel the league has is a different case from a team that was reached and did not respond. The scheduling record shows which is which.
5.5 Roster and Ringer Checks#
Captains must verify player eligibility before match starts:
- Check opposing players match roster names and SteamIDs
- Verify any ringers have been approved
Important: Once a match is completed, you cannot dispute based on an ineligible player if you had the opportunity to catch it beforehand.
5.6 Reporting Scores#
Results are reported on the match page at the league website (ktpleague.gg) within 1 hour of match completion. The obligation to report within the hour rests on the winning team captain; either captain may enter the result, and a losing captain who enters it first discharges it.
Reporting is two-sided. One captain enters the result, the opposing captain confirms it, and the result is recorded — and the standings move — only on that confirmation. A captain cannot confirm their own team's report.
Reporting captain:
- Enter each team's final point total for the match
- Check the winner the site names back to you before sending — a reversed score is the common mistake, and the other captain is the only person who can catch it
Opposing captain:
- Confirm the result, or dispute it with a reason, within 24 hours of being asked to
A captain who disagrees with an entered result disputes it instead of confirming it. A disputed result is never recorded; it goes to the admin team with both captains' accounts of it.
The 1-hour duty is a conduct matter for the winning captain, not a condition of the result. A result the opposing captain confirms inside their 24 hours stands whenever it was entered; a late report is a matter for the captain, and never voids the result. If neither captain has entered a result 24 hours after the match's scheduled start (§5.3), the fixture goes to the admin team for adjudication. Nothing is awarded automatically.
Screenshots are not uploaded with the report. Captains still take them (Rule 5.1.a, Rule 5.1.b), retain them for the season (Rule 4.3), and must produce them on request — a disputed result is settled from them.
Note: Playoff series results and forfeits are recorded by admins, not through captain reporting. Send playoff scores to an admin when the series is done. In playoffs the duty to record the result is the admin's, and no 1-hour clock runs on a captain while an admin is present. Captains report only if no admin is present when the series ends — and then the 1-hour clock applies.
If the site cannot take the report: post it in the designated KTP Discord scores channel within the same hour and tell an admin. That is a fallback for an outage, not a second reporting route. A result posted there still needs the opposing captain's confirmation, within the same 24 hours, before it is recorded — Discord is a channel for reporting, not a second authority. The one exception is an admin entering the result directly, which supersedes captain reporting.
5.7 Playoff Map Vetoes#
Vetoes are run for playoff matches only. They take place in the veto room on the match page at the league website (ktpleague.gg): both captains act in turn — bans, picks, and starting sides — against the published playoff map pool. The site decides whose turn it is and refuses an illegal move, so there is nothing to submit anywhere else.
Captains must complete the veto at least 72 hours before the round's default match start time (Rule 2.2). The deadline is measured from the default time, not from any later time the two captains agree between themselves.
A playoff round is a scheduled week with a date, exactly as a regular-season week is. A round's default date is its week's Sunday, and the 72 hours run back from the §2.2 default time on that date. ⚠️ Playoff rounds are not always consecutive Sundays — a bracket can hold a bye week. Season 10's rounds fall on 15 November, 22 November and 6 December, with 29 November off — so the anchor is the round's own published date, never "the following Sunday".
Penalty: If the veto is not complete at that deadline, admins perform the outstanding steps on the late team's behalf. A step taken that way is marked as a staff action in the match's veto log, which is public.
Series length is set by admins on the match. Most playoff matches are best-of-three; the veto runs the same way for a best-of-one or a best-of-five.
5.7.a When a Round Resolves Late#
A playoff match has no teams until the round before it is decided. Where both teams become known less than 72 hours before the round's default start, the 72-hour deadline cannot have been met and is not counted against either team. The veto is instead due as soon as both captains have had a reasonable chance to run it, and admins may perform outstanding steps once the match is otherwise due to be played.
Both captains have had a reasonable chance once the full 72-hour window of §5.7 has elapsed with the fixture reachable by both of them — both teams known, and the veto room open to both captains — measured forward from the moment it became reachable. A match is otherwise due to be played when it is scheduled within its own playoff week.
5.8 Captain Accountability#
Captains are responsible for ensuring team members understand and follow all rules. Repeated team violations may result in captain suspension for negligence.
End of Rules Document
Last Updated: August 2026
Questions? Contact KTP Admins via Discord or the league website.
Maintained in KTP_Documentation. Changes there appear here automatically.