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ADL #1
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ADL - Terms & Regulations

Also refered to as the rules or the rule sheet.

version 11.3

Constituted by Welkin for the 2011/2012 season, with connection to the 2011 Regeneration Manifesto.

Note to players: Violations of the rules and other dubious behavior that results in punishment, may be held against you in upcoming issues of any competition.


1.2 Official IRC channel is #ADL on Quakenet, in which all participants are expected to be present when online on IRC. Any player unaccounted for may be considered absent and unavailable.
1.3 Official time zone is CET (Central European Time), meaning UTC +1:00. All timestamps in the #ADL IRC logs and on the ADL website (except for certain played games, as these timestamps refer to the local time of the server in question) therefor follow CET. To be able to view timestamps on the website correctly, "time shift" needs to be set to +1:00 in your Q2scene account settings (click here for tutorial).
1.4 The league is governed by the EDL Crew. The EDL Crew consists of admins. The Admins are supervised by the Head Admin, who in turn is supervised by the Supervisors.
1.5 Scenarios that are not covered by these rules and regulations, will be brought up for discussion among the Crew. Whatever the Head Admin ultimately decides, will be considered law in the incident in question.
1.6 This rule sheet may experience minor changes during the course of the league, if such changes are found to be necessary by the Crew.
1.7 This rule sheet may be deviated from, if the Crew finds a special situation to call for the need of such measures.
1.8 The Crew may not heed private arrangements, may they be in conflict with the rules or not.
1.9 Crew members and supervisors are allowed to participate in the competition, and they are subject to the same rules and regulations as any other player.
1.10 Complaints concerning admins – as either players or admins – are to be sent to the private email address of the Head Admin.
1.11 Complaints concerning the Head Admin – as either player or admin – are to be sent to a supervisor. The case will be handled in a democratic manner (ultimately meaning power by majority) among the Supervisors. They will decide on the possible need for correction, and the extent of a possible punishment.
1.12 The league shall elapse in a smooth, fair and stimulative manner, meaning that
1.12.1 there are no wild cards,
1.12.2 participants who show no interest in the league, or disturb its progress in any way (including but not limited to avoiding opponents and postponing matches repeatedly), may be punished,
1.12.3 participants who show a lack of sportsmanship (including but not limited to insults, extensive whine and premature quitting – a.k.a. rage quitting) may be punished.



2.1.1 The league may hold any number of divisions (a.k.a. tiers). The purpose of divisions is to separate players of considerably different skill levels. This separation process may be influenced by the composition of the players that have signed up, along with the ambitions of the Crew.
2.1.2 Each division shall have its own group phase. It is also most likely that each division will have its own playoff, but variations of the precept may be.
2.1.3 Participants will be seeded into the divisions and groups with the ambition to make each division hold a balanced skill level, and the groups equally difficult to pass through.
2.1.4 The number of players in each division and group will not be disclosed before completion of the seeding process. Neither will the number of players eventually advancing to playoffs, as it depends on the amount of players participating in the group phase of each division.
2.1.5 The seeding is done by the Crew, possibly with help from selected trustees that have the knowledge and insight that the Crew may lack in certain areas. Names of trustees will be made official, but the seeding process will not.


2.2.1 Each player will play every other player in the same group. The order of opponents is randomly generated, as is which player gets to be home team in a match.
2.2.2 A round is one week long. It starts and ends at midnight between Sunday and Monday.
2.2.3 Players are to carry out the game versus the opponent they are given for the round, during the course of the round.
2.2.4 A group with an odd number of players, will each round give a free pass to one of its players – meaning no game.
2.2.5 Playing more than one game/opponent per round is encouraged, but players are allowed to refuse to prematurely play games of future rounds.
2.2.6 When a player forfeits a full match (a.k.a. walkover, w/o), he/she will receive a penalty of -75 frags per map and -1 point (during group phase). In addition to that he/she will also receive a number of warnings, as stated in section 6.2.
2.2.7 Group phase point system:
- 2-0 : 3 pts
- 2-1 : 2 pts
- 1-2 : 1 pt
- 0-2 : 0 pts
- 0-2 (w/o) : -1 pt
2.2.8 If at the end of the group stage two players end up with the same amount of points, the outcome of their group stage match decides who gets the higher place. three players or more have the same amount of points, and for example; player A defeated player B, B defeated C, and C defeated A, the net will decide who gets the higher place.


2.3.1 Whether a playoff will be single or double elimination, may be announced as late as shortly before it is to take place.
2.3.2 During playoffs a player may have to play more than one game per week.
2.3.3 Initial positioning of players in the playoff tree, in case of one group in a division, will have the higher placed player match up with the lower placed player (among those who advance). For example: #1 vs #8, #2 vs #7, #3 vs #6, etc. in case of several groups in a division, will have players from different groups match up against each other. The higher placed player in one group gets the lower placed player (among those who advance) of the other. For example: A1 vs B8, A2 vs B7, A3 vs B6, etc.
2.3.4 Home team in games during the first round of the playoffs (regardless of single or double elimination), will be the higher placed player. in games during rounds after the first (in single elimination and winners bracket in double), will be the player who has; 1) the better net (+/-) of maps during the playoff stage, or 2) the better net of score (frags) during playoffs. in losers bracket games, will be the player who has; 1) played more winners bracket games, 2) the better net of maps during the playoff stage, or 3) the better net of score during playoffs.



3.1.1 By signing up for this league, the player vows that he/she understands this rule sheet and acknowledges its validity. The player also agrees to treat crew members and fellow players with respect and dignity.
3.1.2 Players must sign up with their "real" nicknames (most often meaning the nicknames they are most well known under). Signing up with a fake or alternative nickname may result in punishment – such as being directly kicked from the league. Consult the Crew if you have any doubts.
3.1.3 When signing up for the league, the player must provide the Crew with an email address on which it will be possible to reach him/her at any time. Preferably by sending an email to quake2adl at gmail dot com, with a message text containing the nickname of the player. Failure to do so before the sign-ups deadline, may annul the player's registration. Email addresses are collected as a step to lighten the work load for the Crew during season. It will not be shared with anyone outside the EDL Crew, or used for any other purpose than ADL related affairs.


3.2.1 Players are expected to schedule their games on their own, without help from the Crew, using the comment section on the individual webpage of each match. To access these webpages, simply click on "schedule" (in the left menu on the main ADL site), and then on the match's "date" link (located to the left of the players' names).
3.2.2 No later than by the start of each round, shall each player submit a comment (as stated in 3.2.1) with all dates and times during the course of the round when they are able to show up and play. This should be followed by a dialogue between the players, where they agree on a specific time and date (preferably by continuing using the comment feature).
3.2.3 Any comment made on the website that has been edited, may be considered invalid.
3.2.4 If the players are able to come to an agreement and schedule the game in any other way, they are naturally allowed to skip 3.2.2. However, be warned, if an argument arises, the Admins may not heed anything other than the comments submitted on the game's webpage.
3.2.5 Postponing a group stage game is only allowed if both players can agree on a specific future round to postpone it to. Such an agreement - with the number of the round stated - shall be proclaimed by both players in the comment section of the game's webpage. When the future round comes, 3.2.2 is in effect. Playoff games (except Grand Finals) are generally not allowed to be postponed.
3.2.6 When a game has been scheduled (or rescheduled), the players should inform the crew, so that the match details can be updated on the website.
3.2.7 If a game fails to get scheduled and/or played before the end of the round, and neither player submitted a comment as explained in 3.2.2, the game will be forfeited on account of both players. and only one player submitted a comment as explained in 3.2.2, the game will be forfeited in that player's favor. but both players were actively trying to schedule it in line with 3.2.2, the game will be forced accordingly to 3.2.8-10.
3.2.8 Players in a game that is pending to be forced, must submit new dates and times (by the 3.2.1 procedure) no later than Wednesday the week after the round. Submitted dates and times must refer to Friday, Saturday and/or Sunday, the week after the round.
3.2.9 If one player provides considerably more dates and times than the other, that player may be favored when the game is forced.
3.2.10 Forced games will be scheduled to a reasonable time (considering both players' time zones, but around 18.30-23.00 local time during weekdays, and 11.00-23.30 during weekends) between Friday and Sunday. Date and time will only be announced through an update of the match details on the website, anytime during Thursday.
3.2.11 Players may reschedule a game that has been forced, if they are able to come to an agreement.
3.2.12 Failure to show up on a scheduled date and time will be interpreted as forfeiting the match.
3.2.13 Games prior to semi-finals (a.k.a. 1/2 finals, in both brackets) may be played without a match admin being present and involved. 1/2 finals and so on may not.
3.2.14 A player may refuse a particular admin, if the neutrality of this admin is questioned, but never on the day of the match. The player must at the same time name two Admins that he/she wants instead. The date and time for the match may then be decided by the other player and either of the two Admins (within the reasonable times mentioned in 3.2.10).


3.3.1 During official ADL games, the players must use the nicknames under which they have signed up.
3.3.2 Players should meet on IRC 20-30 minutes before the game. During this time they are to make all the necessary preparations, such as agreeing on server(s), changing the server settings, etc.
3.3.3 Both players are equally responsible for making sure that the game is carried out correctly (as stated in section 4). For example; games with incorrect and/or incomplete server settings may be invalid, and may not be considered official until replayed.
3.3.4 Both players must always record demos, in order to abide by 3.4.1-2.
3.3.5 Both players must take screenshots of the maps' final scores, in order to abide by 3.4.4.
3.3.6 On non-OpenTDM servers: Players may not touch buttons/lifts during countdown, since it may change the state of the map at the start.
3.3.7 If a player is able to see the opponent's team messages (messagemode2), he is expected to inform the opponent straight away. A time-out called for this will not be considered one of the kind covered by 4.3.4-5. This may only happen on Tourney servers.
3.3.8 ID mode turned on (showing the opponent's name when aiming at him/her) during the game may result in punishment, and possibly even forfeit of maps where the Crew considers its use to have been of considerable value. It is toggled on/off with the "id" command.
3.3.9 A player does not have the right to demand observers to leave the server, or to have the server locked down by an Admin. However, he/she may ask courteously.


3.4.1 All players are forced to publish their POV demos, meaning their own recorded point of view (no spectator demos are valid), from all maps played.
3.4.2 Players must upload their demos to the official demo website (, within 48 hours of having been provided the URL for the uploading webpage (by email or other means). Any degree of failure to do so may result in a number of warnings, as stated in section 6.2.
3.4.3 Warnings issued for failure to abide by 3.4.2 may be down-sized if the Crew finds the demos to be uploaded within reasonable time. Players need to inform the Crew of such activity, as this is not done automatically.
3.4.4 Before 19.00 CET the day after the game, both players are expected to provide an admin – preferably by email – with screenshots of each map's final score, plus information on the order in which the maps were played and who picked which. If screenshots from the game have not been provided, both players may be punished. This as a step to lighten the work load for the Crew during season, and being able to keep the scene updated.


4.1 MAPS

4.1.1 Map pool: frdm3, bloodrun, broken3, ohmdm4, q2duel2, q2rdm10, q2rdm5, vascular, wasted
4.1.2 Games during group stage are played best out of three maps ("bo3").
4.1.3 Games during playoffs (except the Grand Final) are played best out of five maps ("bo5").
4.1.4 The Grand Final is played best out of seven maps ("bo7").
4.1.5 A player may only pick one map in each match - even in the playoffs.
4.1.6 No map may be played more than once in the same match.
4.1.7 Home team (meaning the player in the antecedent position on the game's webpage) always picks the first map. Away team picks second map.
4.1.8 After having finished playing both players' map picks in a playoff game, the following two (or four in the Grand Final) maps to play are chosen through map elimination. Whoever has earned the higher net value (own score minus opponent's score) in the first two maps, will choose who starts eliminating the remaining maps. Also, the player who did not start eliminating, will pick which map (out of the chosen two or four) to play first. The following maps in the Grand Final, are picked by turns.
4.1.9 In case of a tie, the decider map is to be picked like this: For games played on a neutral server, the player who has earned the higher net value (of score) in the match, will choose who starts eliminating the remaining maps. For games played "home/away", the player who has earned the higher net value (of score) in the match, may choose either the server or present the opponent with two maps to choose between. The player who gets to pick server will be given two maps to choose between by the other. The server must be one of the two servers used for the previous maps.
4.1.10 In the event of 4.1.8-9 and both players having the same net value (of score), an old-fashioned "blaster fight" in the q2dm1 arena determines who will be given the benefits of otherwise having had the higher net value.
4.1.11 In the Grand Final, the winners bracket winner only has the advantage of being home team.
4.1.12 Going up to the roof on ztn2dm2 and not instantly committing suicide, will result in a map forfeit. If you end up there by mistake, type "kill".


4.2.1 Only servers listed in the Allowed Servers list should be used. Games played elsewhere may not be considered official until replayed on a listed server. This rule is not enforced until we have had several servers updated! An email will be sent out when this is.
4.2.2 During group stage; non-OpenTDM servers may only be allowed if 4.4.2-6 can be set.
4.2.3 During playoffs; non-OpenTDM servers may only be allowed if 4.4.2-9 can be set.
4.2.4 If the players are not able to agree on a neutral server, they may play the game "home/away", meaning they instead agree on two servers. If possible, the ping advantage on the first server should be similar to the ping advantage on the second - preferably no more than a 30-40 ping difference in total.
4.2.5 Players have the right to refuse to play on non-European servers, but are encouraged not to.
4.2.6 When the game has started (i.e. the end of the countdown), the map must be played out on the one and same server. Change of servers may only take place between maps.
4.2.7 When a game is played on "home/away" servers, the home team's map is to be played on the away team's server, and vice versa.
4.2.8 When "home/away" in a playoff game, the third map (as well as the fifth in the Grand Final) is played on the server used for the first map, and the fourth map (as well as the sixth in the Grand Final) on the server used for the second map.

4.3 MISC.

4.3.1 Leaving a map prematurely – not staying in the team until the time limit is hit – may be interpreted as forfeiting the map. The forfeiting player may receive a penalty of -75 frags added to the map score, as well as a number of warnings (as stated in section 6.2).
4.3.2 Leaving a match prematurely – leaving maps completely unplayed – will be interpreted as forfeiting the remaining maps. The forfeiting player will receive a penalty of -75 frags/map, as well as a number of warnings (as stated in section 6.2).
4.3.3 A player who has forfeited more than one map in a match, will receive the match forfeit penalty of -1 point.
4.3.4 During one map; if a player holds the game for more than a total of five minutes, or calls more than two time-outs, he/she may get the map forced to a forfeit and/or a number of warnings.
4.3.5 During a full match; if a player holds the game for an average of more than a) three minutes per map, and/or b) 1,5 time-outs per map, he/she may get the match forced to a forfeit and/or a number of warnings.
4.3.6 If a player overflows and is unable to return in time to rejoin the team before the end of the time-out, the map is replayed with the time limit that was left plus three minutes. The scores from both parts of the map count. You are recommended to add "set joincode xxxx" (replace the x'es with numbers of your choosing) to your config, so that rejoining the team will be possible.
4.3.7 A player that is suspected of overflowing on purpose, and/or has a suspicious overflowing rate, may be punished.
4.3.8 If the server crashes, the map is replayed with the time limit that was left plus three minutes. The scores from both parts of the map count.
4.3.9 If 4.3.6 or 4.3.8 happens when a player is in such a considerable lead that it is beyond all reasonable doubt that the other player will lose the map, the map may be considered completed with the score that was before the interruption.
4.3.10 If the players can't agree on who to wear which player skin, home team will use female/athena and away team male/grunt.
4.3.11 A game may not be paused in between maps for more than a total of 30 minutes, and only if both players agree to it.


Click here for a script to paste into your config, which will make it easier and quicker to vote for the numerous server settings.

O = OpenTDM (a.k.a. OTDM) T = TeamPlay DM (a.k.a. TDM) BG = Battleground (a.k.a. Battle)

4.4.1 On OpenTDM servers with curl interface activated, the EDL webconfig should always be loaded – "vote webconfig edl". If that is possible, ignore 4.4.2-11.
4.4.2 Timelimit 15 min – O/T/BG: "vote tl 15"
4.4.3 Powerups off – O/T/BG: "vote powerups 0"
4.4.4 BFG off – O: "vote weapons –bfg" / T/BG: "vote bfg 0" Except on q2dm2, where BFG must be on.
4.4.5 Telemode normal – O: "vote telemode normal" / T/BG: n/a
4.4.6 Switchmode/fastweapons, dmflags, tp, etc, must be set to their "normal" values. Rarely does this require attention.
4.4.7 Tiemode overtime – O: "vote tiemode ot" / T: n/a / BG (admins only): "overtime timed 2"
4.4.8 Overtime 2 min – O: "vote overtime 2" / T: n/a / BG: same as above
4.4.9 Spectator chat invisible – O: "vote chat 1" / T/BG (admins only): "obsmode whisper"
4.4.10 All gameplay bugs fixed – O: "vote bugs 0" / T/BG: n/a
4.4.11 1v1/match mode on – O: "vote mode 1v1" / T: n/a / BG: "vote mode match"
4.4.12 ID disabled – O/T: n/a / BG: "vote disallow id" See 3.3.8.
4.4.13 Skins: male/grunt & female/athena. – O/T/BG: e.g. "teamskin male/grunt" See 4.3.10.


To check players for anticheat status, modified files and Q2 client, type aclist.
To check players for Q2 client version, type !version. Note that this is only reliable if the given response corresponds with the client name (e.g. R1Q2) in the "aclist".

5.1 Bots, wallhacks, speedhacks, spiked models and any other generally considered cheat is strongly prohibited, and admitted and/or proved use of either at any time may result in punishment - such as being directly kicked and/or banned from the league.
5.2 Valid Q2 clients: R1Q2, AprQ2, Q2PRO and EGL, together with the anticheat.dll module (available on and a valid renderer (e.g. R1GL, default opengl or the software renderer).
5.3 Use of a file that enables cheating is not permitted and may be punished.
5.4 In the event of an investigation into suspected cheating activities of a player, his incapability of providing requested material that may act as evidence, may be interpreted against his favor.
5.5 A player may be requested to make camera recordings during games (ΰ la David). Failure to comply will lead to punishment. These videos may be made publicly available. Sensitive information in such publications may be removed if the player explicitly wishes. The request will be made by email and/or in the match description on the game's webpage.



6.1.1 Any violation of the rules may result in punishment.
6.1.2 A warning is a form of punishment.
6.1.3 Reaching the warnings limit may result in being kicked from the league. Players are allowed an average of one warning per opponent, meaning players in different groups may have different limits. Advancement to playoffs expands a player's limit.
6.1.4 Warnings are not official until issued by an Admin and published in the Record of Warnings - never before.
6.1.5 Certain violations are considered severe enough to result in multiple warnings, or even directly being kicked from the league.
6.1.6 When removed from the league during group stage, all the player's group stage games (past and future within the season) are turned into forfeits on his/her behalf, and each map score is changed to "o:w" ("0:0" if the opponent has also been removed).
6.1.7 Before the season is announced to be completed, any participating player can receive warnings for any activities related to the league. Meaning players can theoretically be kicked out of the league even after having finished their last game.
6.1.8 A player who is kicked from the league, forfeits any possible prize.
6.1.9 Only the Head Admin or an appointed Deputy Head Admin is authorized to kick a player from the league.
6.1.10 Players that are especially prone to violations or have a history of irregularities and/or suspicious behavior, may be placed on the Red List. Such players will face further restrictions and/or lower allowances, as specified in the Red List document.


Click here to access the current Record of Warnings.

6.2.1 During group stage; forfeiting one map in a match may result in one warning.
6.2.2 During group stage; forfeiting more than one map in a match may result in two warnings.
6.2.3 During playoffs; forfeiting one map in a match may result in one or two warnings. If the map was at least 80% complete by the time of the forfeit, only one warning may be given.
6.2.4 During playoffs; forfeiting more than one map in a match may result in three warnings.
6.2.5 Any forfeiting in games during or past the semi-final stage, may result in any number of warnings.
6.2.6 A warning may be given for every single demo not uploaded accordingly to 3.4.2.
6.2.7 Multiple warnings may be given for every single demo, from games during or past the semi-final stage, not uploaded accordingly to 3.4.2.
6.2.8 Considerably poor, abusive and/or disrespectful behavior – in any relation to the league – may result in any number of warnings.
6.2.9 Warnings issued may be down-sized if found justified by the Crew.
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