To all team leader try to check this rule where I manage to get from
Game Battles ist ok for us to apply this in future clan match

for friendly match

? Please give some opinion
TY ^^v
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SETTINGS
The default settings specified in these rules can be changed, but only if an option is available in the challenge. The staff will support no other agreements, (i.e. verbal, AIM, email). So unless specified otherwise in the match details, these default rules will be followed.
The following settings apply to all GameBattles matches, regardless of the Game Mode.
Spectating: Disabled (Does not apply for Search and Destroy). Spectating is to be Enabled when a Staff Member is present to spectate the match.
Friendly Fire: Enabled
Forced Respawns: Enabled
Wave Spawn Delay: None
ReSpawn Delay: None (Does not apply to Sabotage, Capture the Flag, Domination, and Demolition)
Radar Always On: Challenge Option
Max Health: Normal
Health Regeneration: Normal
Kill Cam: Enabled
Headshots Only: Disabled
Third Person View: Challenge Option
Allow Perks: Challenge Option
Killstreak Rewards: Challenge Option
Number of Lives: Unlimited (Does not apply to Search and Destroy.)
Join in Progress: Not Allowed
Hardcore Mode: Challenge Option
The following settings are specific to each Game Mode, so please read them carefully before setting up the server.
Team Deathmatch
Points to Win: 5000
Round Timer: 10 Minutes
Search and Destroy
Round Length: 3 Minutes
Bomb Timer: 45 Seconds
Number of lives: 1 Life
Plant Time: 7.5 Seconds
Defuse Time: 7.5 Seconds
Multi Bomb: Disabled
Score Limit: 4 Points
Round Switch: Every Round
Spectator: Team Only
Sabotage
Time Limit: 10 Minutes
Bomb Timer: 45 Seconds
Plant Time: 5 Seconds
Defuse Time: 5 Seconds
Respawn Delay: 7.5
Shared Bomb Timer: No
Note: In the event of a tie, the game will go into Overtime to determine the winner. If the Overtime results in a Draw, the map must be replayed until a winner is decided.
Domination
Time Limit: 10 Minutes
Score Limit: Unlimited
Respawn Delay: 5 Seconds
Capture The Flag
Time Limit: 10 Minutes
Score Limit: Unlimited
Respawn Delay: 5 Seconds
Note: In the event of a tie, the game will go into Overtime to determine the winner. If the Overtime results in a Draw, the map must be replayed until a winner is decided.
Demolition
Time Limit: 3 Minutes
Round Switch: Every Round
Bomb Timer: 30 Seconds
Plant Time: 5 Seconds
Defuse Time: 5 Seconds
Extra Time: 2 Minutes
Respawn Delay: 5 Seconds
Headquarters
Time Limit: 10 Minutes
Score Limit: Unlimited
HQ Lifetime: 1 Minute
HQ Activate Delay: 30 Seconds
If any of the above settings are incorrect, the hosting team forfeits that map. The team hosting is responsible to ensure all setting are correct prior to beginning any map. If the settings are incorrect, the map needs to end and the next map needs to be played. The team that was not hosting is responsible for obtaining valid proof to show that the hosting team did not have the settings correct. A ticket with valid proof must be submitted immediately after the match has been completed.
MLG VARIANT SETTINGS
All of the Settings changes that were made to the default Game Modes (Search and Destroy, Capture the Flag, and Demolition) are listed below. Settings that are not listed below should not be changed from their default state.
Maps and Modes
Highrise - Search and Destroy
Highrise - Capture the Flag
Highrise - Demolition
Invasion - Search and Destroy
Invasion - Capture the Flag
Invasion - Demolition
Karachi - Search and Destroy
Scrapyard - Search and Destroy
Scrapyard - Capture the Flag
Scrapyard - Demolition
Terminal - Search and Destroy
Terminal - Capture the Flag
Terminal - Demolition
Game Settings
Join in Progress: Not Allowed
Spectating: Disabled (Does not apply for Search and Destroy). Spectating is to be Enabled when a Staff Member is present to spectate the match.
Friendly Fire: Enabled
Forced Respawn: Enabled
Wave Spawn Delay: None
Radar Always On: Disabled
Max Health: Normal
Health Regeneration: Normal
KillCam: Enabled
Headshots Only: Disabled
Allow Perks: Enabled
Killstreak Rewards: Disabled
Number of Lives: Unlimited (Does not apply to Search and Destroy)
3rd Person: Disabled
Hardcore Mode: Disabled
The following settings are specific to each Game Mode, so please read them carefully before setting up the server.
Search and Destroy
Round Length: 2.5 Minutes
Bomb Timer: 45 Seconds
Number of lives: 1 Life
Plant Time: 7.5 Seconds
Defuse Time: 7.5 Seconds
Multi Bomb: Disabled
Score Limit: 4 Points
Round Switch: Every Round
Capture the Flag
Time Limit: 10 Minutes
Score Limit: Unlimited
Respawn Delay: 7.5 Seconds
Note: In the event of a tie, the Overtime tie-breaker will not be used, the map must be replayed until a winner is found.
Demolition
Time Limit: 3 Minutes
Round Switch: Every Round
Bomb Timer: 45 Seconds
Plant Time: 5 Seconds
Defuse Time: 5 Seconds
Extra Time: 2 Minutes
Respawn Delay: 5 Seconds
Banned Weapons
Grenade Launcher
Claymore
C4
Secondary Launchers
Blast Shield
Tactical Insertion
Riot Shield
Shotguns
Akimbo on all Secondary Weapons
Banned Perks
Bling
One Man Army
Note: Copycat must be used as the Death Streak
To play a match using MLG Variant Gameplay, you must first select the "MLG Variant" custom mapset from the drop-down. If this is not selected, maps that are not included in the MLG Variant Gameplay may be randomized and cannot be played. You must submit a ticket to have that match removed.
Second, you must select the "Yes - Use MLG Variant Gameplay" option from the MLG Variant Gameplay section. If this was not selected, the match will not be played with MLG Variant Gameplay and would use the settings found under "Settings" in the Settings section above.
Your selection for all options below the MLG Variant Gameplay section will not matter. All required settings for MLG Variant Gameplay are listed above in the "Settings" section and must be used.
General · Rosters · Challenges · No-Shows · Reporting · Tickets
Cheating · Referees · Proof · General Ladder · Settings · Matches
MATCH REQUIREMENTS
Prior to beginning a match, each player from both teams must go to the Xbox Live Dashboard. Both teams must be able to capture video or picture proof that each opponent player was at the Dashboard prior to the match. Please follow the below steps.
For 1v1, 2v2, 3v3, and 4v4 Matches:
Both teams must meet with their correct number of players in the game lobby. This is in accordance with rule number 11 under the Matches section below.
Both teams need to have one or more people dedicated to collecting proof.
The hosting team should create a Party Chat and invite in all players from both teams.
The hosting team, while in the party chat, is to leave the game lobby and go to the Xbox Live Dashboard.
The non-hosting team is to capture proof that each member of the hosting team went to the Dashboard by taking pictures or video of the players' statuses changing. The status should be changing to reveal when players are switching to the Dashboard.
The team that was not hosting is to leave the game lobby and go to the Dashboard to allow the hosting team to gather proof.
The hosting team is to re-enter or recreate the game lobby if needed.
The team that was not hosting must then return to the game lobby.
For 5v5, 6v6, 7v7, and 8v8 Matches:
Both teams must meet with their correct number of players in the game lobby. This is in accordance with rule number 11 under the Matches section below.
Both teams need to have one or more people dedicated to collecting proof. Teams must coordinate with each proof gatherer to add each other to their Friend’s lists. This will allow the people gathering proof to see if players go to the Xbox Live Dashboard.
The hosting team is to leave the game lobby and go to the Dashboard.
The non-hosting team is to capture proof that each member of the hosting team went to the Dashboard by taking pictures or video of the players' statuses changing. The status should be changing to reveal when players are switching to the Dashboard.
The hosting team is to re-enter or recreate the game lobby if needed.
The team that was not hosting is to leave the game lobby and go to the Dashboard to allow the hosting team to gather proof.
The team that was not hosting must then return to the game lobby.
Once both teams have gathered proof that their opponents have visited the Xbox Live Dashboard, the match can begin. If either team refuses to comply with these instructions, please contact a Staff member over Live Support for assistance.
If no one is available on Live Support, immediately submit a ticket informing us of the player(s) that would not comply with this rule. Include any proof that you have.
** No player can enter a game mid-map. If a player drops mid-map during a non kill dependent game, the team that lost the player must play shorthanded for the remainder of that map. After the map is over, the new/returning player can join the game lobby but he/she must follow the instructions above for visiting the Dashboard prior to the next map starting. A definition of what a kill dependent game mode is can be found in rule #9 under Matches.
For a GameBattles match to be played, this rule must be followed. Tickets that claim a “Wall Hack” was used will no longer be reviewed. By playing the match, you are telling us that these rules were followed prior to the start of the match; therefore, any tickets submitted after the match with claims of “Wall Hack” will be closed immediately without review. It is your responsibility to follow the rules and comply with each stipulation.
False accusations or fake proof will result in a permanent ban from GameBattles.
General · Rosters · Challenges · No-Shows · Reporting · Tickets
Cheating · Referees · Proof · General Ladder · Settings · Matches
MATCHES
All matches must be played in their entirety unless both teams agree to postpone or cancel the match. Teams can play a best of 3 (first team to win 2 maps wins the match) or a best of 5 (first team to win 3 maps wins the match). If no selection is made, a Standard Ladder Match will be played best of 3 maps.
Randomized maps MUST be used. Users cannot pick maps or change options selected in the challenge details. The staff will support no other agreements, (i.e. verbal, AIM, email). Unless specified otherwise in the challenge details, these default rules will be followed.
The higher ranked team at match time will host the first map. The higher ranked team is the team ranked closer to “1” on the ladder. If there is a tie in rank (i.e. both are unranked), the Team ID closest to 0 will host first. The lower ranked team at match time will host the second map. This will alternate for each map until/if a tie breaker map is needed. If a tie breaker map is needed, the lower ranked team will host the final map.
The team that is not hosting will pick which side to play on.
A "Lag Test" must be completed prior to starting the match. This is a test round that does not count and uses the standard game settings that will be used during the match. For the lag test, a map that is not scheduled for play must be used. If the game lags during this test, a new host must be chosen. If both teams cannot find or agree upon an acceptable host, the match needs to be removed. To have the match removed, both teams need to submit tickets asking that the match be canceled.
Teams may not delay the match for more than 5 minutes between each map. If a team delays the start for longer than 5 minutes between maps, they will forfeit that map. The team that did not delay must submit a ticket with valid proof showing that this delay did occur. First, the match must be completed and the scores must be reported correctly. Do not dispute the match on purpose. After the match is complete, submit a ticket containing the URL link of the proof.
If a player/host disconnects during the initial launch of a map, the map will be restarted. The initial launch is defined as within the first 30 seconds or before the first kill. If both teams disagree over when the disconnection took place, video proof must be provided. First, the match must be completed and the scores must be reported correctly. The URL link of the proof must be submitted in a ticket once the match is completed.
If the host disconnects after the map has started, the host's team forfeits that map. After the map has started is after 30 seconds or after the first kill. If both teams disagree over when the disconnection took place, video proof must be provided. First, the match must be completed and the scores must be reported correctly. The URL link of the proof must be submitted in a ticket once the match is completed.
A "Kill Dependent Game Mode," often referred to as Deathmatch, Sharpshooter or Slayer, is a game mode whose winner is decided by the overall number of kills, or points gained from kills. Because this mode relies on the number of players present, a team can never play shorthanded when playing this mode. A Team that loses a player during this game mode, after the first kill has occurred, forfeits that map.
If a team loses players during a map, they can find eligible substitutes prior to beginning the next map. For a “Kill Dependent Game Mode”, a team can never play shorthanded.Teams are allowed a 5 minute grace period to find eligible substitutes between maps. Please follow the steps in rule number 6 if the match is delayed longer than 5 minutes between maps.
A team can start a map shorthanded unless it is for a "Kill Dependent Game Mode"(for a description of what a "Kill Dependent Game Mode" is, please see above). You can only be shorthanded by one player. For example, in a 4v4, a team can start a map with 3 players. If you are missing more than one player, you cannot start a map. This rule applies to all matches except for 1v1s.
We highly recommend that all players appear offline during their match. Users are not to dispute a match on purpose if the other team did not appear offline. If random players enter the room, ask them to leave. If they leave immediately without disrupting the match, the match can continue. If the player disrupts the match, the match is to resume from the score at which the player(s) entered.
We strongly recommend that you set your Friends List to "Private".
If a map results in a tie, the map will be replayed with the same sides and settings.
Deliberate and repeated team-killing or committing suicide on purpose during Team Deathmatch will result in a forfeit of the map. If a team is accused of violating this rule, the accuser must provide valid video proof. First, the match must be completed and the scores must be reported correctly. The URL link of the proof must be submitted in a ticket once the match is completed. An Admin has the ability to overturn the match if valid proof is provided.
Leaving a Demolition match during the second round will result in a forfeit of the map.

i'm so lazy to read all....so long, like karangan....
i do agree banned for OMA, TUBE AND RPG for future clan match ...yg lain2 tu merapu je xyah ikut sgt