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. Preface

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.

  1. Team Structure

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.

  1. Platforms

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.

  1. Scheduling & Series

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)

  1. Map & Modes

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

  1. Away team bans one map
  2. Home team bans one map
  3. Away team picks Map 1 from the remaining maps in the pool
  4. Home team picks Map 4 from the remaining maps in the pool
  5. Home team bans one map
  6. Away team bans one map
  7. Home team picks Map 8 from the remaining maps in the pool

8.4        Search & Destroy (Map 2, 5, 7, 9) Away team is the Losers Final Winner

  1. Home team bans one map.
  2. Away team bans one map.
  3. Home team picks Map 2 from the remaining maps in the pool.
  4. Away team picks Map 5 from the remaining maps in the pool.
  5. Away team bans one map.
  6. Home team bans one map.
  7. Away team picks Map 7 from the remaining maps in the pool.
  8. Home team picks Map 9 from the remaining maps in the pool.

8.5        Control (Map 3, 6) Away team is the Losers Final Winner

  1. Home team bans one map.
  2. Away team bans one map.
  3. Remaining map is played as Map 3.
  4. Away team bans one map.
  5. Home team bans one map.
  6. Remaining map is played as Map 6.

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)