The following applies to VRCL's Onward Uplink 5v5 game mode
Any breach of VRCL rules should be immediately reported to VRCL in a ticket. To create a ticket, type /ticket in the discord server and follow the steps.
Section 1: Match Structure
The game mode for the league is uplink. Each game is played until one team wins 4 rounds. The first team to win 4 rounds wins the match. During the regular season, matches are played as a best of 3 maps, meaning the first team to win 2 maps wins the match. In the playoffs, matches are played as a best of 5 maps, with the first team to win 3 maps securing the match. Each round lasts 6 minutes, however if both teams agree to a different round timer, (Between 5 and 7 minutes) they must let the league know beforehand, and it will be allowed.
Section 2: Team Size and Composition
Matches are 5v5, with teams consisting of 5 players. A team can have up to 8 players on its roster. Reservists can be used as much as necessary, but the same reservist can only participate in 3 matches for the same team during the season. Players can be substituted at any time in a match, including between rounds. A minimum of 5 players is required to start a match, and failure to meet this requirement results in forfeiture.
Section 3: Map Selection and Bans
The league provides a pool of approved maps, divided into Core Maps (such as Bazaar, Cargo, and Downfall) and Custom Maps (such as Arctic and Shipyard). Maps cannot be played twice within a match. Before each match, both teams may ban two maps from the pool. The remaining maps will be used, with the home team selecting the first map. In regular season best of 3 matches, the home team selects the first map, the away team selects the second, and the team with the most round victories pick the third. In the result of a tie of the amount of rounds, the home team picks either map pick or side pick (Marsoc or Volk) In playoffs (best of 5 maps), the home and away teams alternate map selections.
Section 4: Recording and Transparency
All players are required to record their gameplay for every match. Recordings must start at least 2 minutes before the match and last until its conclusion. Team captains must submit these recordings within 24 hours of the match’s end. Players who fail to provide recordings may face penalties, such as forfeiture of the round.
Section 5: Communication and Coordination
Team communication must occur exclusively in-game through voice chat, and external communication platforms like Discord are prohibited. Violations of this rule can lead to disciplinary actions or forfeiture. Spectators are allowed only through official league channels, and all match casting must be delayed by at least 6 minutes. Outside coaching is prohibited.
Section 6: Pre-Match Procedures
Teams must have at least 4 players at the scheduled match start time. A 15-minute grace period is allowed, after which failure to field a roster results in forfeiture. Matches may proceed in formats like 3v4, 4v4, 4v5, or 5v5, but no other configurations are permitted. Map selection and bans occur before the match, as detailed in Section 3.
Section 7: In-Game Behavior
Players are expected to adhere to fair play principles and cheating or exploiting game bugs will result in disqualification and possible further sanctions. Exploiting map bugs or glitches (e.g., clipping into walls) is strictly prohibited. What constitutes an exploit is determined by moderators, and players found guilty will face consequences ranging from warnings to match disqualification. Results of exploit disputes will be posted in the "Ticket results" channel.
Section 8: Match Disputes
Disputes must be submitted within 24 hours after the match concludes, with supporting evidence such as video recordings or screenshots. League officials will review disputes and make a final ruling within 72 hours.
Section 9: Scheduling and Forfeits
Teams may reschedule matches up to 6 hours before the scheduled start time if both teams agree and notify the league. Failure to meet the minimum player requirement results in forfeiture of the map. Teams have 10 minutes to resolve player shortages between maps; otherwise, the match is forfeited.
Section 10: Equipment and Technical Issues
Players are responsible for ensuring their equipment works properly. If a player disconnects due to technical issues, the round continues as usual. Substitutes may be brought in between rounds, but there are no mid-round pauses. Each team can request one round reset per map but must provide a reason. Failure to justify a reset can result in round forfeiture.
Section 11: Penalties and Enforcement
Rule violations can lead to penalties such as round or match forfeitures, player suspensions, loss of league points, or bans. The league reserves the right to enforce penalties based on the nature of the violation.
Section 12: Season Format
During the regular season, the league will assign one match per week per team, with scheduling based on each team's MMR. Additionally, teams may challenge others within one rank above or below their own. Matches must be scheduled by Friday of the match week; otherwise, the default time will be Sunday at 9 PM EST for NA teams and Sunday 3 PM EST for EU teams. Teams may postpone a match by up to 6 days, but the league must be notified.
Rank distribution follows this pattern:
Bronze (30%)
Silver (25%)
Gold (20%)
Diamond (15%)
Master (10% excluding Grand Master)
Grand Master reserved for the top 3 teams in the league.
In order to become diamond, you must beat a gold team, in order to become master, you must beat a diamond team, and in order to become grandmaster you must beat a master team. Once a team has become eligible to be a grandmaster, they must either hold that rank until the end of the season, to earn a star, or, if they become eligible in the first half of the season, they can earn the star for one half season, as long as they stay master at the end of the season. MMR is transferred through seasons; however, the first 3 games of a season count for 3 times MMR of a normal, first half match.
Section 13: Disciplinary Actions
13.1 Purpose
This section outlines the procedures and consequences for rule violations to maintain league integrity.
13.2 Types of Violations
Minor Violations: Unintentional breaches (e.g., not recording).
Moderate Violations: Actions affecting competition or player conduct (using unapproved strategies that significantly disrupt the flow of play).
Major Violations: Severe actions threatening league integrity (e.g., cheating or exploiting game bugs).
13.3 Reporting Violations
Violations can be reported by players, captains, or officials and must include:
Description of the incident
Supporting evidence (e.g., videos, screenshots)
If repeated false accusations are made, disciplinary action may be taken.
13.4 Investigation Process
League officials will review reports within 48 hours, gather additional evidence if needed, and determine appropriate actions.
13.5 Disciplinary Actions
Minor Violations:
Warning: Example: Not recording
Reprimand: For repeated minor offenses, such as failure to follow communication protocols.
3 Strike System: If a streak of 3 minor offenses in a season is reached, the player will be suspended for 1 week. Once the season is over, these strikes reset, the strikes also follow the player, even if they switch teams. Once the players initial 1 week suspension is over, the player will have 2 more strikes before they can be suspended again, if they once again become suspended, the suspension will last 2 weeks, each suspension adding another week.
Moderate Violations:
Match Forfeiture: For unauthorized external communication during a match.
Player Suspension: 1-3 matches for failure to adhere to banned weapons or using unapproved strategies that can be considered exploiting.
Major Violations:
Disqualification: For confirmed cheating or exploiting bugs in a match.
League Ban: Permanent bans for severe misconduct or repeated major violations.
13.6 Appeal Process
Teams and players can appeal actions within 24 hours, providing a statement and evidence. Final decisions will be made within 72 hours.
13.7 Confidentiality
Reports and investigations will be kept confidential during the review process. Once the investigation is concluded and disciplinary actions are implemented, the results will be made public to ensure transparency and maintain league integrity.
13.8 Inability to follow league rules:
If a player has an inability to follow league rules, for reason of hardware issue, software issue, or other inconvenience, make a ticket. When you make a ticket, a moderator will help you to fix your situation, if a solution cannot be found, an exception may be made.
Section 14: Broadcasting and Streaming Guidelines
Broadcasting Requirements
All match broadcasts must adhere to the following guidelines to ensure fair play and maintain the integrity of the league:
Check-In with Team Captains:
Each broadcaster must check in with the captains of both teams at least 15 minutes before the scheduled match time. This ensures both teams are aware of the broadcast and any specific requirements, as well as making sure the match is still to be casted. Both teams must agree to the match being casted.
Recording Delay:
Broadcasters must implement a minimum 7-minute delay on their live recordings. This delay helps prevent players from gaining an unfair advantage by viewing live streams.
Communication With Players:
Broadcasters are prohibited from communicating with players until at least 7 minutes after the conclusion of the match. This rule is in place to avoid influencing player behavior or decision-making immediately following gameplay. If there is any communication with the players during the duration of the match, it must be sent and reviewed by the league as to ensure there is no foul play.
All casted matches MUST be publicly visible for at least 48 hours after the match has concluded
Section 14: Reservists
Reservists are not allowed to be on a team. Reservists cannot be used if it is to make a match unfair, (if it's a 4v4 or a 3v3 neither team is allowed to get a reservist) Reservists are only allowed to play for a team a maximum of 3 times in a season. Reservists' win/loss rate will be public, as well as their MMR. League reservists can only be eligible to play with teams within 500 MMR points of their own, (May ask league moderator) the first 3 games as a reservist, the reservist can play for any team. A maximum of 1 reservist is allowed per match, even if the reservist has to leave. Reservists can join in at any point of the match, including between rounds. The team and the reservist must notify the league when a reservist is used.
Section 15: Player Eligibility
In order for a player to be eligible to play in a match, they must meet the following requirements.
1 Not on "Hopper Stopper"
2 Registered to the team.
3 Must have no penalties in the past week regarding lag
Hopper Stopper:
Hopper stopper is a means to dissuade players from playing on a numerous number of teams in a season. If a player leaves a team in the first half of the season, they have no time penalty for the first instance, however, if the player moves to another team after that, they have a 3 week phase where they are not allowed to play in a league match (From the day they switch.) For example, if a player leaves Tuesday, January 1st, they will not be eligible to play until Tuesday, January 22nd.
Exclusions:
If a player leaves a team and joins back within 24 hours, they will not be ineligible for any play, nor will it count as their team switch.
Section 16: Responsibilities of Team Captains
Team captains are the people who must organize the following for their team
-Rosters: Captains must accept or decline requests to join their team
-Tickets/Disputes: Captains must make the disputes for any of their teams matches
-Results: Captains must confirm scores with the other captain, then submit them to VRCL
-Team Changes: Captains assume the role to change their teams name, profile picture, or description. Profile pictures, names, and descriptions cannot be vulgar or offensive in any way.
-Reservists: Captains are in charge of making sure a reservist is eligible, and ready to play for a match, the captain is also responsible for submitting the results with the names of the reservist used in the match.
-Scheduling: Captains are in charge of scheduling matches and challenge matches with the other team captain, when the match is scheduled, the captain must post in the "game-scheduling" the agreed upon match times.
-Communication: If anything happens, in game or out of it, the team captain is responsible for communicating with the other team.
Section 16: Unintentional/Incidental Bugs
In the event a bug which is not under the control of the player occurs at the beginning of the round, (Glitched into the floor, can hear other team's audio, can hear people in the tent) teams must round reset in order to solve it. If a bug affecting round points occurs, teams must keep track of the score on the map, and move to a different lobby, hosting the same map, on the same sides, and adjust the scores to how they were previous to that round. Whatever team won the round will win the round again to get the points they were owed.
Section 17: Illegal In Game Behavior
Minor offenses:
Unintentional playspacing-Warning
Unintentional clipping-Warning
Muting microphone-Warning
Slight ping issues-Warning
Accidental server set up issues (5-minute rounds, forgetting to enable casters)-Warning
Giving up while downed-Warning/Possible round overturn
Moderate violations:
Major server set up issues (Enabling VR spectating)-Possible map overturn (If only 1 map hosted on those settings)
Illegal movement-Possible round overturn
Intentional playspacing-Possible round/map overturn
Intentional clipping (>50%)-Possible round overturn
Ping issues resulting in possible major changes in round trajectory-Possible round/map overturn
C4 clipping-Possible round overturn
Intentional downing of self/teammate-Possible round/map overturn
Kicking a teammate to gain an advantage-Immediate map forfeit
Glitching into walls, inaccessible areas, or a glitching through a wall via recentering-Match forfeiture + 2-week suspension
External communication-Match forfeiture + 3-week suspension
Casted match not publicly available- Team has a 3-week suspension from casting. Caster has a 6-week suspension from casting.
Kicking opposing player- Map forfeiture
Major violations:
Caster altering match- Caster banned from casting if a team was involved, they immediately forfeit the match, as well as all their players being suspended for 3 weeks, leading to all match forfeits.
Illegally streaming match-Depending on severity Match forfeiture + 2-week suspension to Match forfeiture + 4-week suspension
Using hacks/external code-Immediate league ban, appealable after 6 months + match forfeiture.
Use of VPN/Network manipulation-Match forfeiture + 4-week suspension
Index:
Playspacing: Moving in one's real-life surroundings in order to either get into spots otherwise inaccessible, (Not including going prone, crouching, or standing on your toes.) or to move in a way unintended by downpour interactive. One may lay down in their playspace, but not crawl.
Clipping: Moving one's virtual body either partially, mostly, or fully into a wall.
Jiggle peeking: Quickly peeking a wall and then immediately moving back extremely quickly.
Reservist: A player who signs up as a reservist may play in matches for a team if they are eligible, despite not being on the team's roster.
Caster: Someone who broadcasts a match, from a spectator's perspective.
Ranks: Ranks are MMR based generalizations for how good a team is. For example, a gold team may have 1200 MMR while a master team may have 1700.
MMR: The league's measure of determining how good a team is.
Forfeit: A loss by disqualification or acceptance of defeat, will result in a score of 4-0, 4-0, 4-0 as a win for the team who did not forfeit.