Table of Contents
Section 1 - Preface…………...……………………………………….2
Section 2 - Team Structure………………………………...…………3
Section 3 - Platforms……………………………………….…………3
Section 4 - Scheduling & Series……………………………………..3
Section 5 - Maps & Modes…………………………………………...6
Section 6 - Usable Items……………………………………………..6
Section 7 - Restricted & Banned Items……………………………..7
Section 8 - Veto Process…………………………………………..…9
Section 9 - Disconnects……………………………………………..10
Section 10 - Tiebreakers…………………………………………….11
Section 11 - Reschedule Policy………………………………….…11
Section 12 - Roster Changes & Substitutions…………………….12
Section 13 - Point System…………………….…………………….12
Section 14 - Monthly Map/Series Rotations………………………13
Change Log…………………………………………………………..15
Written by: Tyler Gray & Brian Morris
Approved by the OKSE Executive Board on 01/01/2024
1.1 The OKSE Spring 2024 Call of Duty: MWIII Rulebook is a living document that
applies to the regular season, playoffs, and state tournament in the Spring 2024
Season. This rulebook will go into effect on the first day of 2024 (January 1,
2024) and continue until the conclusion of the Spring 2024 State Championship. A log of changes will be maintained at the end of the document containing all changes to the OKSE Spring 2024 Call of Duty: MWIII Rulebook.
1.2 Players and coaches are expected to know and understand all rules listed in this
handbook and the Official OKSE League Rules and Handbook.
1.3 If conclusive evidence is found of exploitation of any rules listed below to
help/hurt a team, action may be taken against the involved parties at the discretion of the OKSE Executive Board.
1.4 In accordance with the Call of Duty League (CDL) & College Call of Duty League
(CCL), mouse and keyboard play is NOT ALLOWED. CONTROLLER ONLY!
1.5 In-person LAN events will be limited to PC or Xbox consoles dependent on
availability. Xbox controllers and consoles are recommended during the season
for this reason. Playstations are acceptable during monthly tournaments.
1.6 No controller USB converters will be permitted during in-person LAN events if
limited to Xbox only.
2.1 A team must have a minimum of four (4) eligible players on the roster to
participate in OKSE series and events.
2.2 A team is allowed up to three (3) substitute players on the roster for a total of
seven (7) players. For substitute rules; refer to Section 12.
2.3 Players are not permitted to change their In-Game Name (IGN) at anytime during
the regular season or playoffs without the consent of OKSE.
3.1 Eligible platforms include: Playstation 4, Playstation 5, Xbox One, Xbox Series
X/S, PC
3.2 Input is limited to controllers only.
3.3 In-person playoffs and state tournaments will be played on PC or Xbox
dependent on availability.
4.1 Each school will be matched up with at least three opponent schools for each
month. Schools will play a best of five (5) series with each school they
are scheduled against. Schools could occasionally get more or less than three
(3) opponents depending on the formats and must play a minimum of
eight series to qualify for playoff contention. Top 8 will qualify.
4.2 For example on the matchups, If Optic is in a quad with Faze, Surge, and
Thieves, the matchups would be as follows but in no particular order:
Optic v. Faze
Optic v. Surge
Optic v. Thieves
4.3 Series formatting for regular season matches are a best of five (5) series.
4.4 All regular season series, playoff series, and state tournament series, will have
pre-determined map selections and the map veto system will not be in use until the state championship best of nine (9) series.
4.5 The winners finals and the losers finals (third place game) of the state playoffs
will be a best of five (5) Series. The state championship or grand finals is a best
of nine (9) series.
4.6 A bracket reset will not be implemented if the undefeated team in the state
championship or grand finals loses the initial best of nine (9) series.
4.7 Best of five (5) mode format
Game 1: Hardpoint (HP)
Game 2: Search & Destroy (S&D)
Game 3: Control (CTRL)
Game 4: Hardpoint (HP)
Game 5: Search & Destroy (S&D)
4.8 Best of seven (7) mode format
Game 1: Hardpoint (HP)
Game 2: Search & Destroy (S&D)
Game 3: Control (CTRL)
Game 4: Hardpoint (HP)
Game 5: Search & Destroy (S&D)
Game 6: Hardpoint (HP)
Game 7: Control (CTRL)
4.9 Best of nine (9) mode format
Game 1: Hardpoint (HP)
Game 2: Search & Destroy (S&D)
Game 3: Control (CTRL)
Game 4: Hardpoint (HP)
Game 5: Search & Destroy (S&D)
Game 6: Control (CTRL)
Game 7: Search & Destroy (S&D)
Game 8: Hardpoint (HP)
Game 9: Search & Destroy (S&D)
5.1 The modes for series will be:
CDL Hardpoint
CDL Search & Destroy
CDL Control
5.2 Maps (Subject to change during season per Call of Duty ® League)
CDL Hardpoint | CDL Search & Destroy | CDL Control |
Invasion Karachi Skidrow Sub Base Rio | Highrise Invasion Karachi Terminal Rio | Highrise Invasion Karachi |
6. Usable Items (Fluid List, can update daily depending on GAs)
6.1 Primary Weapons
Assault Rifle | Submachine Gun |
MCW | RIVAL 9 |
6.2 Secondary Weapons
Secondary | ||
RENETTI | ||
6.3 Attachments; any combination of these for each weapon
MCW | RIVAL 9 | RENETTI | |||
Optics | Slate Reflector MK.3 Reflector | Rear Grip | Rival Vice Assault Grip | Optics | Slate Reflector |
Muzzles | T51R Billeted Brake L4R Flash Hider | Muzzles | Purifier Muzzle Brake S | Barrel | MLX Competition Barrel |
Barrel | 16.5 MCW Cyclone Long Barrel | Barrel | Rival-C Clearshot Barrel | Rear Grip | EXF Eclipsor Grip |
Stock | RB Regal Heavy | Stock | MTZ Marauder | ||
Underbarrel | DR-6 Handstop XTEN Phantom | Underbarrel | FTAC SP-10 Angled Grip, XTEN Phantom-5 Handstop, DR-6 Handstop, Bruen Pivot Tactical Grip | ||
Rear Grip | RB Claw-PSL Grip |
6.4 Perks
GLOVES: Quick Grip, Assault Gloves, Ordinance Gloves
BOOTS: Lightweight Boots, Covert Sneakers
GEAR: EOD Padding, Tac Mask
6.5 Throwables
LETHAL: Frag Semtex
TACTICAL: Stun, Smoke; Refer to 6.5a
6.5a Smoke may be used in Search and Destroy only. Only one player per team can utilize
a smoke within the mode
6.5 Vest
Infantry Vest
6.6 Field Upgrades
Field Upgrades | ||
Trophy System (Only 2 per team) Dead Silence | ||
6.7 Killstreaks
Killstreaks | ||
Cruise Missile |
6.8 Any weapon camo unlocked via in-game challenges and CDL team camos are
usable.
7. Restricted & Banned Items
ALL OTHER PRIMARY WEAPONS, SECONDARY WEAPONS, TACTICALS, LETHALS, GEAR, VESTS, FIELD UPGRADES, AND KILLSTREAKS NOT LISTED IN THE USEABLE ITEMS ARE RESTRICTED!
7.1 All weapon blueprints, tracers, & attachment variants are restricted and banned.
7.2 Any weapon camo that is not unlockable via in-game challenges or that is not a
CDL team camo is restricted and banned.
7.3 Shooting your gun while ledge hanging is RESTRICTED.
7.4 GLITCHES (Regular jump spots that don’t require exploitation are allowed)
Using any in game exploit will result in a forfeit of the round the exploit was used in.
8. Veto Process
8.1 Home team is the team that is marked ‘Home’ on the schedule or has a seed
closer to 0. For non-seeded instances, the team on the top of the bracket will be
the home team.
8.2 For any matches without a seeded team or a bracket there will be a coinflip to
determine which team gets to choose to start as the home or away team.
8.3 Hardpoint (Map 1, 4, 8) Away team is the Losers Final Winner
| ||
8.4 Search & Destroy (Map 2, 5, 7, 9) Away team is the Losers Final Winner
| ||
8.5 Control (Map 3, 6) Away team is the Losers Final Winner
| ||
9. Disconnects
9.1 Hardpoint - If a player disconnects before the cumulative total of 200 points
scored and the team with the disconnect is within 50 points, the hosting team
must end the map and restart the lobby and the teams will replay the map with
the same sides.
9.2 Search & Destroy - If a player disconnects before the first kill during an S&D
round, the host team end the map and restart the lobby using the round score
and sides from the time of the disconnect. If a player disconnects out of these
parameters, the round should be completed and then the host team must end the
map and restart the lobby using the round score and sides from the end of that
round.
9.3 Control - If a player disconnects during a round of control, before a point is
completely captured, the hosting team must end the map and restart the lobby
using the round score and sides from the time of the disconnect. If a players
disconnects outside the parameters, the map should be played out as if there
was not a disconnect.
9.4 Repetitive disconnects or purposeful disconnects could result in a forfeiture of the
map being played or the series as a whole.
10. Tiebreakers
10.1 For playoff contention, the teams will be ranked depending on the following
Tiebreakers.
Completed Series
Match Win Percentage
Head to Head Record
Head to Head Map Win Percentage
Map Win Percentage
Strength of Schedule
10.2 If after these parameters there is a two (2) or more way tie there will be a single
game consisting of Search & Destroy.
10.3 If after these parameters there is a three (3) or more way tie there will be a round
robin consisting of a single game of Search & Destroy.
11. Reschedule Policy
11.1 All series are expected to be played no later than the default match times once a
month during the OKSE monthly Saturday tournaments.
11.2 If a team has an emergency or technical reasons to which extent they cannot
compete in the series as scheduled, they may request a make-up series so long
as both teams agree.
11.3 Reschedules must be completed within seven (7) days of the original scheduled
date and time.
11.4 If a team states they cannot play at the scheduled time and the opposing team
does not agree to reschedule it after the initial match has been scheduled, it will
be considered a forfeit for the team that cannot play at the original scheduled
time.
11.5 Once a team has stated they will forfeit or the series has been deemed a forfeit,
the forfeit will not be reversed.
11.6 If there is a conflict surrounding the circumstances of a Series Forfeit, elevate the
issue to an OKSE Executive member.
12. Roster Changes & Substitutions
12.1 Roster changes & substitutes can only be changed after a completed series and
NOT between maps and modes within a series.
13. Point System
13.1 Points for a series win: +10
Points for a loss: 0
Points for a bye: +5
Points for a loss by forfeit: -15
QUALIFIER I (JANUARY) | ||||
Round One | ||||
Hardpoint | Search & Destroy | Control | Hardpoint | Search & Destroy |
Invasion | Highrise | Karachi | Sub Base | Terminal |
Round Two | ||||
Hardpoint | Search & Destroy | Control | Hardpoint | Search & Destroy |
Karachi | Invasion | Highrise | Terminal | Skidrow |
Round Three | ||||
Hardpoint | Search & Destroy | Control | Hardpoint | Search & Destroy |
Skidrow | Karachi | Invasion | Invasion | Highrise |
QUALIFIER II (FEBRUARY) | ||||
Round One | ||||
Hardpoint | Search & Destroy | Control | Hardpoint | Search & Destroy |
Sub Base | Terminal | Highrise | Karachi | Invasion |
Round Two | ||||
Hardpoint | Search & Destroy | Control | Hardpoint | Search & Destroy |
Rio | Rio | Invasion | Skidrow | Karachi |
Round Three | ||||
Hardpoint | Search & Destroy | Control | Hardpoint | Search & Destroy |
Invasion | Highrise | Karachi | Sub Base | Terminal |
QUALIFIER III (MARCH) | ||||
Round One | ||||
Hardpoint | Search & Destroy | Control | Hardpoint | Search & Destroy |
Karachi | Invasion | Karachi | Rio | Rio |
Round Two | ||||
Hardpoint | Search & Destroy | Control | Hardpoint | Search & Destroy |
Skidrow | Karachi | Invasion | Invasion | Highrise |
Round Three | ||||
Hardpoint | Search & Destroy | Control | Hardpoint | Search & Destroy |
Sub Base | Terminal | Highrise | Karachi | Invasion |
Change Log
January 31, 2024 – L4R Flash Hider added to MCW Muzzle Attachments (PAGE
February 7, 2024 – Skidrow removed from Search and Destroy map pool replaced with Rio, Terminal removed from Hardpoint map pool and replaced with Rio. (PAGE 13 + 14)