Before teams play their first matches, all players should read and completely understand the rules.
We'll do our best to keep this section updated at all times, but in certain circumstances this may not be possible. In the case of a discrepancy, decisions made by DGL Staff will take precedence.
DGL reserves the right to make changes to any/all rules as deemed appropriate by DGL at any time in an effort to maintain the spirit of fair play.
For those just coming to competitive Insurgency, please look over THIS THREAD regarding player configs, configs using in game commands that only effect graphics are allowed (anything allowing one to see through walls or bullet origins, etc. is not allowed.) Any broken control variables should be brought to NWI's (the creators of Insurgency) attention.
All members are required to uphold and observe a universal level of sportsmanship. Any unsportsmanlike action which can include, but is not limited to racism, profanity, rude/vulgar acts, abusive remarks, and disrespect of an official are not tolerated. Users who engage in unsportsmanlike conduct are subject to suspension, match forfeits, or any other punishment that DGL deems necessary.
Participants must treat other participants with basic respect and decency. Seeking to cause significant distress to other participants is unacceptable and may result in round or match forfeit, or greater sanctions if warranted. Intentionally engaging in behavior that would reasonably cause significant distress to other participants may be punished even if no complaint is raised or harm can be shown. This includes taunting, insulting, flaming, or any negative comments over voice and text chat. Team Captains are the only ones allowed to communicate with the opposing team during an official DGL match. Anyone witnessing or experiencing uncivil conduct by a participant should record evidence and report it to a DGL admin.
Any accusations of unsportsmanlike conduct should be submitted in the form of a dispute and will be investigated by DGL staff.
2.2 Member Names
Member game handles containing any of the following will not be tolerated: profanity, racism, sexism, drug use, or general vulgarity. Players found with offensive names may be contacted by an official and asked to change their name to something more appropriate.
Team Captains are in control of every aspect of the team. Team Captains have the right to edit team information, add or remove members on the team, schedule matches, report scores, and file disputes. Every team is required to have a Team Captain.
3.2 Team Names
Team Names containing any of the following will not be tolerated: profanity, racism, sexism, drug use, or general vulgarity. Teams found with offensive names may be contacted by an official and asked to change their name to something more appropriate.
3.3 Team Name Changes
Team name changes are allowed at any time, but are limited to one change every 30 days.
A team is the actual collection of players on a roster together. A common name, group of origin, community, affiliation, or sponsor does not join two teams, a team is treated as an independent group. If a group has two different teams with different rosters, they are treated as independent teams and players cannot be freely swapped between the two teams.
The roster may consist of up to 11 players.
Team rosters are established during the registration period prior to the start of an event. Changes to team rosters may take place at almost any time before the event’s final roster lock, roster lock is typically a week before the start of the event.
Players are not eligible to play in a match unless they are on a team’s official roster and all teams are required to have the minimum number of players required to play a match on their roster to be considered an active team. New players or players from a lower division that join a team, must be on that roster for SEVEN (7) days before participating in a match. Players moving to another team below their current division or within their same division must wait FOURTEEN (14) days before participating in a match.
Player's are not allowed to be on more than one team worldwide (you cannot play for an NA and EU team at the same time), it was voted down HERE
Team captains please use THIS FORM to submit your roster additions.
For the NA league, teams are allowed 1 EU player to play in their match at any given time. Teams may have more than 1 EU player on their roster, but may only have 1 EU player in their match. One EU player may be subbed out for another EU player during the match, an EU player can be subbed for an NA player, and an NA player can be subbed for an EU player. No matter what, there will only be allowed one EU player playing for a team in a match at any given time UNLESS the other team agrees to allow more than one EU player in that match.
3.5 Team Captain Changes
Changes to the member designated as the Team Captain are permitted if the Team Captain would like to relinquish the leadership to another member on the team, has been terminated from the event by an official, would like to leave the team, or has been mutinied by the other members of the team.
3.6 Team Rights to Terminate a Team Captain (Mutiny Rule)
The members on a team reserve the right to oust the Team Captain at any time during the event. For a team to enact this rule, a simple majority of the members on the team must cast their votes for a new Team Captain. In the case of a mutiny, the player with the most votes will be set as the new Team Captain
3.7 Ringers, Subsitutions, and Alternate Teams
If a team is met with the situation of having less than 5 eligible players from their roster available to play in a given match, there are options. First, a team must have at least 4 eligible players on THEIR roster in game to play. A team may call upon a ringer, or substitution to play. This ringer MUST be a REGISTERED and eligible DGL player. The opposing team MUST approve the use of the ringer as well. A team also has the option of playing with 4 if they so choose to play with a man down. Bear in mind the "ringer" must have been a REGISTERED DGL player for at least 1 week prior to the start of that match week (i.e. if the matchweek is week 3, which starts Nov 18, they must be have been registered by Nov 11. We expect both teams to operate with professionalism and sportsmanship in the event of a needed ringer.
4.1 Game Server Settings
Server being played on must be using current DGL Theater file (316) and config (8 round halves, 9 rounds to win, pistol round, 3:30 min rounds, etc.)
Pistol round will be used to determine starting side (grenades, smokes, and flashbangs are prohibited during pistol round)
Maps are decided before the season starts. There is a specific map for each week. This map MUST be played.
4.3 Pistol Round
The pistol round is played to determine the team that has the right to choose which side to start the match as (security or insurgents). The higher seeded team chooses side for the pistol round.
4.4 Warm Up
Before the start of the match, both teams must state that they are ready to start the match. Should a player or a team have temporary problems, the opponent must be informed and the start must be repeated.
4.5 Beginning the Match
When both teams have their players on the server, a vote to restart the game shall be cast. The pistol round then starts when the vote is complete and the game is restarted.
The pistol round is played like a normal round with objective captures and respawns. You are not allowed to use any guns except pistols. Any usage of explosives (grenades, smoke, flash etc.) is strictly forbidden. You can play with any kind of attachments on your pistol, also with any kind of armor that is equippable. The use of chest rig / carrier is allowed.
4.6 No Show
If your opponent is not present 15 minutes after you have posted the IP and password and the last match of your opponent is already finished for 10 minutes, you have the right to open a protest to request a default win. Please try and be accommodating and sportsmanlike.
In case of a tie in firefight (8:8 after 16 rounds played), overtime will have to be played.
The overtime is played first to 4, 3 round halves. Only one session of overtime will be played. Teams will start playing on the side they had at the 0:0 score (1st round). After 3 rounds played, teams switch sides. If a team wins in overtime, the reported score will be 9:8 or vice versa. If the teams tie in overtime, the match is declared a tie at 8:8.
4.8 Server Crash
If the server crashes before the first round has been completed (in a half), the server must be restarted and the half's score will be reset to 0-0. If the server crashes after the first round a screenshot must be made showing the current score, the server should then be restarted and play will resume with the previous score-line.
Both of the teams are required to take screenshots of the end screen from the game. This should clearly show all the players involved and whether or not the team won or lost the game.
4.10 Match Aborts
If a team aborts a match before it is finished, a win may be granted to the remaining team if the match advanced to a point where the end result can be determined. If your opponent should deliberately leave the match, you must definitely file a protest. You are not allowed to enter a result yourself. This can be penalized as a fake result.
Substitutions may occur after a round is complete not in the middle of a round. One substitution may be performed per half. A substitution is counted for ANY reason one player leaves and another joins.
4.12 Time Out
A team will be allowed a full 5 minute time out each half (or increments adding up to 5 minutes). We encourage every team to communicate properly if an emergency arises as life does happen. It is also encouraged to always have a substitute player on hand should a real life emergency occur.
No player may stream a match (this includes private stream) without written approval in chat by the opposing team's captain while recording a demo and subsequently taking a screenshot. A player must be recording a demo before asking in the in-game chat for approval to stream the match. If no approval is given and the opposing team loses, the opposing team may dispute the match results and a decision for punishment will be determined by DGL admins which may include forfeiting the entire match to the opposing team.
If there is any doubt by the person who wants to stream the match whether or not the team will approve of the stream, they should not stream the match to prevent any future disputes.
Teams possess the right to deny shoutcasters the right to stream the match for any reason.
All shoutcasted matches must have a delay of at least 2 minutes. All streamed matches must have a delay of at least 2 minutes.
To ensure events are swift, we may disqualify a team if they are readying up or playing unreasonably slowly to the point that it's delaying the event in a seriously detrimental manner.
Spectating matches in-game is not permitted unless it is for official business (i.e. casting) or both teams have consented and not withdrawn their consent. Spectators found to have interfered in any way with the game (not including official referee-type actions) will be punished. Should a team contest the current or previous presence of a spectator, the burden is upon the spectator to have proof that both teams consented. DGL Staff is permitted at any time to spectate a match for any reason.
Players and teams have to agree on a server that offers both sides equal ping (usually a central location, i.e. Chicago or Texas in NA). As it stands now, players with ping greater than 200 ms to a central server located in the league region will not be allowed to play. Nevertheless every player should know that they will sometimes have to play with a bigger ping difference. In this case we have to appeal to the sportsmanship and fairness of the players and teams.
6.1 Overlays and Audio Alerts
Overlays and Audio Alerts conveying otherwise-concealed game information are prohibited.
6.2 Custom Files
You may not modify critical game files, i.e. texture or sound replacement circumventing consistency checks and pure settings.
Console commands, launch options, and autoexec.cfg settings are permissible to tweak, as long as nothing clearly exploitative is done.
6.3 Application Tampering
You may not tamper with the game application in a way that causes unnatural functioning.
Console commands, launch options, and autoexec.cfg settings are permissible to tweak, as long as nothing clearly exploitative is done.
6.4 Connection Tampering
You may not interfere with your connection quality or connection settings aside from rare tweaking if there are issues during a match. This rule includes automated tampering systems. This rule includes all systems between you and the server, not just your game client.
6.5 Macro-Like Systems
Anything similar to hotkeys, macros, automated programs, scripts, and/or other systems for executing the equivalent of multiple keystrokes/inputs with a single keystroke is banned in DGL events, including matches and contests. (This includes console inputs. Chat macros and admin/casting tools used legitimately by an admin/caster are the only exceptions.) Any hotkey, macro, script, keybind, and/or automated program that artificially alters the fire rate (such as a fire macro that turns the m16 into an automatic rifle), causes unnatural aim adjustment or movement compensation, or causes other unnatural actions, are against our rules. Field of View Changing Macros are banned. Scroll wheel firing or macros used to fire a weapon are banned. One keystroke per “trigger pull”.
6.6 Player Suicide
Using the kill command during a match is prohibited. Intentionally killing oneself through game actions is forbidden, unless an opponent is legitimately and very feasibly targeted as part of the act.
It is mandatory for all players to record point-of-view (POV) demos for the full duration of all matches without exceptions. The pistol round is part of the first half and has to be recorded. Possible overtimes have to be recorded as well and are part of the second half. As long as one of the players/teams is able to upload the pistol round on admin request there will be no consequences for a missing the pistol round. In case no player/team can upload the demo on request the player/team may result in a penalty point (2 penalty points will result in a round or match forfeit). Protests regarding missing the pistol rounds are not valid.
To record a demo, open up the in-game console and write and press enter. To stop a recording open up the console and write “stop”.
Example: “record s4w1match”
Missing demos may result in match forfeit, partial demos may result in round forfeits.
Teams have 1 week to request a demo after their match played date. They can request a maximum of 2 demos per match. Demo's will not be released to either team and will be viewed by neutral parties.
6.8 Demo Retention
Demos and any other required recordings of matches should be retained at least until 14 days after the end of the relevant season, tournament, or event.
6.9 Uploading Demos
The original match demo file must be the file uploaded. The burden is upon the uploader to ensure anyone with a legitimate request to view it is able to view the relevant portions with ease and swiftness.
6.10 Editing Demos
Original match demos may not be edited.
6.11 Dysfunctional Demos
In general, dysfunctional or manipulated demos will be treated as missing demos, although the final decision is up to the admin. If the demo is incomplete, the admin will decide whether or not it will be treated as a missing demo.
7.1 The DGL permits any player with a singular VAC ban (singular means one VAC ban in total per person NOT per account) of over 3 years (1095 days) to play in the DGL events, seasons, and tournaments. Any player caught cheating in another game will be barred from DGL competitive play including PUG nights and regular DGL PUGs. Any player found with more than one VAC ban in a single account or across multiple accounts will be barred from DGL play. A player's VAC ban is considered only at the START of an event. Should a player become eligible (VAC ban becomes over 3 years since applied) mid event, mid season or mid tournament, that player will still be barred from the event but may join the next event, season, or tournament.