Masters CUP CTF rules

Written by LORD. Posted in ESM Web

1.INTRODUCTION

1.1. The Electronic Sports Masters™ | Masters CUP is an international competition 6vs6 in the “Capture the Flag” (CTF) modality. These rules are the same for all the competitions of ESM™ in said modality.

1.2. Free enrolment.

1.3. A minimum of 8 teams must be enrolled in order for the tournament to begin.

1.4. Should there be a draw in the ranking, it will be taken into account, from most to least important:

  • Captured flags
  • Flag touches
  • Kills
  • Deaths
  • K/D ratio
  • etc...

1.4. The teams may register in any conference they want as long as they meet the ping criteria. To know on which conference you will have to play each team must access the official servers and check their pings. If the ping does not exceed 150ms that will be the conference. The ESM™ provides the teams with a server in each conference to let them perform all the required tests before the competition starts.

1.5. Enrolment in the league means the understanding and acceptance of all the rules, being each one responsible for their acts and possible consequences.

1.6. The main language in the forums will be English.

1.7. Remeber that befor your join a tournament:
1. Register your team
2. Setup your roster with the min required players
3. Joine the tournament
 
1.8. The Organization expects a fair play on behalf of all the teams and players do not forget that this is just a game.
2.RULES

2.1.MANAGERS, PLAYERS AND TEAMS

2.1.1. Every enrolled team will must provide the name of an registered Manager and team Captain. The minimum number of enrolled players will be 6, with no maximum amount. After register the team with the min. of 6 players the Manager can JOIN the tournament, otherwise the Organisation can delete the team from the tournament in order that other one can take his place. After starting the tournament the teams can not change his roster.

  • Manager: They will be the responsible/representative people in the team (they may or may not be players). Managers will be in charge of managing and enrolling their team though the forums, providing the ID and nickname of the players. (See inscription form in the forums).
  • Captain: They will perform the duties of the Manager in their absence, and they need to be a player of the team.

2.1.1. Only players with a unique and valid ID will be allowed. Should two players be detected with an identical ID, they will be banned from the league, and they will lose all their personal records.

2.1.2. Any team that wish to enrol needs to have access to a private server game with the required official configuration (see rule 2.7.2) in which to play the games. Each group can enrol more than one team.

2.1.3. Players must be enrolled in only one team in the tournament.

2.1.4. Players can NOT be enrolled once the tournament has begun.

2.1.5. Should a team play with a player that is not officially enrolled, or with a different ID to the one given to the organization, the team will be punished with a severe infraction, and the match will be regarded as a loss.

2.1.6. Should a player receive more than 2 severe infractions, the player will be banned from the tournament.

2.1.7. The Organization reserves the right to refuse admission of any team or player.

2.2.MATCHES

2.2.1. Start date rule (Last week-end of each month)

Final	        Sunday / 20:00 CET
Third place	Sunday / 20:00 CET
Semi-final  	Saturday / 20:30 CET
Quarter-final	Saturday / 19:00 CET

2.2.2. To play a match every team must show up with at least half (50%) of the players for that specific match. Otherwise, the team who does not fulfil the rule will forfeit the match by 10 - 0 (5 points per round). The team will be also declared "not presented" and the proper sanction and possible exclusion of the competition. A team will forfeit the match if the minimal number of players is not reached after 5 minutes from the start time.

2.2.3. Should neither team be present, the match will be regarded as loss 10-0 to both teams. None of the teams will be awarded any points.

2.2.4. Only a delay of 5 minutes per round/start will be allowed for the match.

2.2.5. Both rounds must take place the same day, not allowing postponing any of them. Only due to server downtimes will it be possible, according to rule 2.2.13.

2.2.6. Teams (either one or both) are allowed to play with less but no more than 6 players (min. 3 players.

2.2.7. Matches will consist of two rounds in the same map and day, being each round of 30 minutes with a limit of 10 flags per round. Rounds will end in the regulation time or when a team captures 10 flags.

2.2.8. The local team will decide the side in which they want to play the first round (blue or green team).  After playing the first round the teams must switch sides, allowing a 5 minute break. After this time the second round will begin.

2.2.9. Teams must take a screenshot of the results and player scores (both winners and losers) after each round. The winning team must upload the screenshots to the event thread (JoomSports Zone and "Scheduling" forum) of the match within 48 hours, and the loser team must confirm the results within 48 hours. If the winning team does not have the screenshots, the loser team must provide them. In case none of them can provide screenshots, the match will be regarded as loss 0-10 to both teams.

2.2.10. The scoring of the matches is:

  • Win: 3 point
  • Draw: 1 point
  • Loss: 0 point

2.2.11. In case of a first server downtime, the match will be restarted from scratch, unless there are only 5 minutes left to the regulation time and can be proved with screenshots. If there is a second server downtime, the match will take place on the away team server. Should there be another downtime, the match will take place on the day, time and place (server) that the Organization decides.

2.3.FORUM USE AND RESPECT

2.3.1. Everything with reference to the Masters CUP, result publication, member enrolment, and any other topic related to the management and/or organization of the competition has to be dealt through the official ESM™ forum. Any of these arrangements made out of the forum will not be valid.

2.3.2. Lack of respect, insults, or treating any topic not referent to the league are prohibited unless a forum is enable for off topic.

2.3.3. Any incident will be assessed by authorised people and in the "Complaint" forum set up for the matter and the representatives of the teams involved.

2.4.GAME VERSION, ADDONS, CHEATS AND LAG TEST

2.4.1. Every player must have the last official version (not DEV version) of the game. Should a new patch of more than 500 MB be released, teams may postpone their matches a week so every team can update their game clients and servers.

2.4.2. Mods, addons and custom faces are not allowed during the tournament.

2.4.3. Cheats are completely off-limits. The inability to fulfil this rule will mean the permanent ban of the player and the expulsion of the team from the league.

2.4.4. What is a “lag test” and how can we make it?

  • We recommend that before the different matches a “lag test” should be performed unless decided otherwise by both teams.
  • The round will begin announcing that a lag test is going to be carried out, leaving the mission running for a couple of minutes. Those minutes should be used to see if any player has desync.
  • Every player will go to the centre of the map. After they meet, the responsible person of a team will kill, one by one, all the rival players to see whether they die correctly. After that, the responsible player of the second team will do the same.

These are the maximum allowances stated by the ESM™:

  • MAX DESYNC ALLOWED = 0
  • MAX PING ALLOWED = 150ms
  • MAX PING DEVIATION AVERAGE between teams ALLOWED = 100ms

Maximum ping deviation average is calculated as follows:

  • Sum up all player pings from Team A and divide by the number of players. The result is Team A’s average. Do the same with Team B to get Team B’s average.
  • Calculate the highest ping average minus the lowest one, and the result will be the “PING DEVIATION AVERAGE”, which cannot be more than 100ms.

Example: 150ms (Team A) – 100ms (Team B) = 50ms (PING DEVIATION AVERAGE)

  • A “lag test” allows a team to change a player after checking that they have connection problems. The player has to abandon the server immediately to allow the new player to join, or the match will begin with one player less in no more than 5 minutes. In this situation it will not be allowed that another player joins in progress (JIP).

A team can request that a “lag test” should be repeated if:

  • A player present during the “lag test” disconnects and then connects again.
  • At the beginning of each round. (5 minutes after start)

2.4.5. What happens when the server on which we are going to play does not have the official configuration of the ESM™?

  • The scores obtained on the rounds played on it will be valid.
  • If anyone notice that the server is not configured as it should be before finishing one of the two rounds ten minutes will be given to solve this problem or the match will be moved to:

a. In the first place to the opponent's server.
b. If this one is on the same conditions then the match will be moved to the organization's official server.
c. If the organization's server is busy because of an official match the match will be postponed and it will have to be played during the following week as well as the one programed for that week, i.e., you will have to play the postponed match + the one corresponding to the next week.

NOTE - If a player has a ping of more than 150ms, it can be requested to move the match to one of the servers provided by the Organization. If it is still over 150 that player cannot play the match. The servers provided by the organization are the ones that will mark the maximum ping allowed to all the players.

2.5.INCIDENTS AND PENALTIES

2.5.1. Every accusation has to be made through the "Complaint" forum, and has to provide visual evidence (video, screenshot, or server logs). Without evidence, any complaint will be dismissed, and will mean the disqualification for the rest of the tournament to the team member that has committed this defamation.

2.5.2. Trying to cheat on the Organization with fake evidence will end in the permanent ban of the member.

2.6.LEAGUE MAPS AND BUGS

2.6.1. Only the maps provided by the Organization can be used in matches. Under no circumstances will these maps be modified. Should any modification be detected, the match will have to be retaken on a date that the Organization see fit. The map election for each round will be held by ballot, it means that between the team registration closure date of the CUP (monday) and the Thuersday from this same week, everyone who wants to play should vote for the map he/she likes the most.

The most voted map will be played on Sunday, while the second-placed will be played on Saturday. In the event of a draw in the votes, the maps will be chosen in alphabetical order.

2.6.2. Each match, the home team will decide the side to begin the game.

2.6.3. Maps will have a “No entry area” surrounded by signposts marking the area where, in case of entering, the player will die. It is allowed to shot in or out of that area. There will be a script that will kill any enemy entering that line (“No entry area”)

2.6.4. There will be a small “respawn” area protected by both buildings and a script preventing spawn-killing. Shooting any person or vehicle in that area will no have a penalization.

2.6.5. Bug abusing is forbidden. Proving with visual evidence that a team abusing game bugs, such as walking through walls, containers, be under a building, or doing any physically impossible activity, the team that is abusing those bugs will be regarded as loser. Should any scripting or editing problem arise, these have to be communicated immediately to the Organization so they can supervise it. If the problem is game breaking, the Organization will decide if the map should be swapped or the problem solved. If the map has to be swapped, only the complainant team and any team with a pending match will have to change the map.

2.6.6. Maps have 4 civilian slots (2 for each side: BI CAM) that can be used to supervise/stream in the following cases The streaming slots can only be used by the organization or people designated by it.:

  • A team asks the Organization to supervise the match. Depending on availability of the Organization, the match will be supervised or not.
  • Stream the match by an Official ESM™ broadcaster. This can only be done if a minimum of 10 minute delay is applied to the emission. 

2.7.PING, SERVER CONFIGURATION AND PLAYER PROBLEMS

2.7.1. Maximum ping allowance is 150ms provided that desync is 0. If a player has desync they cannot play, even if it is very low (Desync = 0). If a team member detects a player with desync that has to be communicated to the manager or Captain through in-game chat, taking a screenshot as evidence. If after 5 minutes the player still has desync ≠ 0 the player will have to leave the server immediately. Should the player not leave after a second warning, the complainant team may ask in the forum to be awarded the game as Win by a minimum score (10 - 0), only if the provide evidence through screenshots proving the pass of time, the desync and two warnings to the player.

2.7.2. Every server must have the same configuration to play a match. This configuration is: (file available on our download zone)

  • Elite mode
  • 3ª person disabled
  • Crosshairs disabled
  • verifySignatures=1;  (to avoid unsigned addons creating problems in the server)

2.7.3. Should a player drop connection he can reconnect as much as needed, but only if that player was already in the game.

2.7.4. Player changes will not be allowed in a round unless done before the start of the game. If a player drops connections during a game and cannot reconnect, the affected team has to play with one player less during the round. Players cannot be replaced by other player.

2.7.5. If a team starts the round with less than 6 players, the rest of the players can join the match any time until the agreed player’s number is reached.

2.7.6. Third place match and final will be played at the Official ESM™ servers.

3.ORGANIZATION OF THE ELECTRONIC SPORTS MASTERS™ | ESM™

The Organization may modify, adapt, or improve these rules as long as they see fit for the good running of the tournament.

ESM™ Official Arma 3 server details

  • EUROPE
Name: Electronic Sports Masters™ | OFFICIAL SERVER 1 [EU#FR]
IP: 5.196.76.23
Port: 2316
Pass: ESM1
Name: Electronic Sports Masters™ | OFFICIAL SERVER 2 [EU#FR]
IP: 5.196.76.23
Port: 2366
Pass: ESM2
Name: Electronic Sports Masters™ | OFFICIAL SERVER 3 [EU#FR]
IP: 5.196.76.23
Port: 2386
Pass: ESM3
  • UNITED STATES
Name: Electronic Sports Masters™ | OFFICIAL SERVER 4 [US#KS]
IP: 142.54.169.114
Port: 2312
Pass: ESM4
ESM™ Official TeamSpeak 3 details

Adress: 5.196.76.23:1337
Pass: no pass

  

Electronic Sports Masters™ | Where the challenge begins ...

Electronic Sports Masters™ | Hall of Fame

Written by LORD. Posted in ESM Web

Here you can check the names of the teams that became a piece of ESM's historty since 2015. The first board corresponds to the teams that achieved a trophy and below you can take a look with more detail into each one of the Masters CUP, A-Series and PRO-Series events. (Check the complete "Team List" here)

 

HOF1

 

 

Electronic Sports Masters™ | Hall of Fame

OVERALL CLASIFICATION
 Electronic Sports Masters™ Best of the Best teams
Rank Year Logo  Team  Name Country Tag Game Masters CUP A-Series PRO-Series OP. ST.
trophy 1 2015  KnD.Squad ru KnD arma3ico 0 1 0 6  arrow2
trophy 2 2015  88th Co."Walking Death" es [88] arma3ico 0 1 0 4  arrow2
trophy 3 2015  Red Mosquitoes ru [RMC] arma3ico 0 1 0 2  arrow2
OP. = Overall points  ST. = Status

 

Electronic Sports Masters™ | Top 3 Clasification

SEASON 2015 | A-Series CTF World League
 Total teams: 14
Rank
Year
Logo 
Team  Name
Country Tag
Game
P W D L
+FS
-FC Pts.
trophy 1
2015
 KnD.Squad ru KnD arma3ico 8 7 0 1 59 3 21
trophy 2
2015
 88th Co."Walking Death" es [88] arma3ico 8 6 0 2 40 5 18
trophy 3
2015
 Red Mosquitoes ru [RMC] arma3ico 8 4 0 4 23 27 12

Complete clasification

 
Electronic Sports Masters™ | Where the challenge begins ...

Procedure and the norms related to the booking and usage of the servers

Written by LORD. Posted in ESM Web

How to book an official ESM™ server?

First you need to be registered in our forums to be able to see the option in the menu. Once you are logged in, you have to follow these steps:

1. Select RESERVATION | ESM™ SERVERS from the left menu.

 

2

 


1.1 Section: YOUR INFORMATION

  • By default you will see your username and email you use to log in in the website.

 

3

 

1.2 Section: OFFICIAL SERVER RESERVATION

  • Title (Read info) *: Here you must use always the following format --> WEEKX: [HOME TEAM] vs [VISITOR TEAM] ej.: WEEK1: [TEAM A] vs [TEAM B].
  • Category *: Here you have to select an available server. We advise you to check the availability in AVAILABILITY | ESM™ SERVERS  of the server before trying to book it.

 

4

 

1.3 Section: SELECT DATE &TIME

  • Start Date: Select the day and then with the help of the scroll bars choose the booking start time (hour and minutes).

 

5

6

 

  • End Date: Same as you did with Start Date. For good management it is mandatory to establish an end time equal to 90 minutes after the start time. Ex.: Start Date = (09/10 at 22:00) + (90 min) = End Date (09/10 at 23:30).

 

7

 

IMPORTANT: Once you type the reCAPTCHA y click on Reserve Your Server, you confirm that you understand and accept the procedure and the norms related to the booking and usage of the servers.

 

8

 

Regulations regarding the use of the ESM™ official servers

  • You can only book the ESM™ private servers.
  • You cannot book an official server before reaching an agreement with the opposing team and only after checking that both servers (local and away) present problems. The order of priority for a match will always be: local server, away server, official server.
  • In the same topic where the match is proposed you have to explain why an official server must be used. If this info is not available or clear enough the Organisation can cancel such reservation without notice.
  • The server admin will always be a player of the local team (manager or captain if possible) unless it had been handed over to the away team.
  • Banning or expelling a player is forbidden in the ESM™ servers. Only the admins certified by the ESM™ can ban or expel a player. Only in extreme cases and justifiably an admin will be allowed to use the kick command in an private server, for example when an unknown player joins during an official match.

 

Electronic Sports Masters™ | Where the challenge begins ...

ESM™ | Official TeamSpeak 3 rules

Written by LORD. Posted in ESM Web

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Main purpose and operation

What we want to offer is a public area for Arma 3 PvP fans where they can communicate with other players during a game which considerably increases the fun and of course improves teamwork. Another purpose is to offer to enrolled teams on any of the ESM™ competitions and that do not own a TeamSpeak 3 server a temporal private channel for their matches.

 

ESM™ | OFFICIAL TEAMSPEAK 3: 92.222.217.14

 

In this case a team would have to request their channel by contacting the organization (This email address is being protected from spambots. You need JavaScript enabled to view it.) giving us this data:

  • Team's name
  • Channel's password
  • Names of the team's manager and captain

Another of the main purposes of having a TeamSpeak 3 server is to have an alternative download zone aside the one we already have on our website. We set up a channel for said purpose and it is called WELCOME TO ESM™ LOBBY.

Now lets see the different user groups and the purpose of each channel.

TS3 a   ESM™ Administrator
TS3 c   ESM™ Collaborator
TS3 c   ESM™ Caster
TS3 r   Team Representative (Team responsible & manager)
TS3 g   Guests
USER GROUPS DETAILS
TS3 a   ESM™ Administrator These users will have a total control on TS3 Server structure to create, delete, and edit channels and user’s accounts.
TS3 c   ESM™ Collaborator           Users with limited rights, able to move, kick or ban users from channels, but unable to create, delete and edit channels and user’s accounts.
TS3 c   ESM™ Caster                     Users with limited rights, able to move, kick or ban users from channels, but unable to create, delete and edit channels and user’s accounts
TS3 r  
Team Representative 
(Team responsible & manager)
These users will be able move and kick users of the same or a lower category from channels. They will also be able to upload files to channel’s Lobby.
TS3 g   Guests                They will be able to download the files in the lobby and to navigate between the public channels.
MAIN TEAMSPEAK 3 CHANNELS

WELCOME TO ESM™ LOBBY

  • Will be used mainly as alternative download zone or FTP (*.zip file forma) where anyone can download the official ESM™ maps. Every user will be able to download these and everyone of the "Team representatives" will be able to upload files too.
  • AccessTS3 g TS3 r TS3 c TS3 a

# PUBLIC AREA

  • Area free for everyone with a subchannel for every ESM™ server.
  • AccessTS3 g TS3 r TS3 c TS3 a

# STREAMING | DND

  • Anyone willing to stream on their own a match can use this channel for this purpose
  • AccessTS3 r TS3 c TS3 a

# STREAMING | MicOne

  • Channel with restricted access for the certified streamers/casters of the ESM™
  • AccessTS3 c TS3 a

ESM™ PRIVATE AREA

  • Exclusive channel for the ESM™ staff.
  • AccessTS3 c TS3 a

# AFK | AWAY

  • Public channel for afk users
  • AccessTS3 g TS3 r TS3 c TS3 a
COMMON RULES AND BEHAVIOUR ON TeamSpeak 3

1.1. The ESM™ TeamSpeak 3 server is free to use with limits established by the user group of each user.

1.2. As there is limited number of simultaneous available slots, some of them will be reserved the Admin, Collaborators, Casters and the representatives of each team.

1.3. The “WELCOME TO ESM™ LOBBY” channel is enabled as FTP alternative for the webpage and will allow to download all the official ESM™ in *.zip format.

1.4. It is strictly prohibited to broadcast music or any other type of sound in the channels.

1.5. Do not monopolize the channel, let other users speak and do no interrupt them.

1.6. The user undertakes to use TeamSpeak 3 in his/her complete game name. Behind this, each user can also gladly put his/her first name or nickname. All those who log with a false identity and a "fake-name" will be, after a single request, permanently banned from the server. Name used for advertising purposes, negative statements or provocative allusions are not allowed on the TeamSpeak 3.

1.7. Copyright violations will not be tolerated. Importation or broadcasting of music is an example.

1.8. It is forbidden to use Voice Changer on the TeamSpeak 3.

1.9. Advertising for other servers or websites, is forbidden except with the express permission of a server administrator.

1.10. Attacks against the server with so-called "Flood-tools" are strictly prohibited and will, if necessary, lead to a prosecution of the offender.

1.11. Recording is prohibited.

1.12. If you have background noise, use the "push to talk" option.

1.13. Do not switch between channels rapidly, this is extremely annoying for the other users.

1.14. ESM™ reserves the right to deny admission.

1.15. Respect! If you do not know how to live around people, this place is not for you.

1.16. This TeamSpeak 3 server is only for Arma 3 PvP purpose.

1.17. The use of the ESM™ TeamSpeak 3 server is strictly prohibited for purpose not linked to ESM™ or Arma 3 PvP games of ESM™.

1.18. For users with such rights, it is strictly prohibited to move, kick or ban any user without prior advice.

1.19. Any suggestions or useful criticism may be raised via email at: This email address is being protected from spambots. You need JavaScript enabled to view it.

1.20. Take into account the Admin information and advice or you might get banned. The server admins do not need to justify their actions or decisions to other users.

 

Above all these rules are the common sense and the respect between users. This project is merely an attempt to create a place to meet for Arma 3 PvP lovers.

 

Enjoy...

Electronic Sports Masters™ | Where the challenge begins ...

How to place a bet || ESM™ bet FAQ

Written by LORD. Posted in ESM Web

 

How to place a bet

After giving all games informations and publish them by the administrator, Punters could make their own bets as illustrated in the following screenshots :

 

Bet format 1X2 - (Home / Draw / Away)

The 1x2 markets are the most common for bettors and are the simplest way for a punter to understand the cost of a bet. 1x2 betting is also known as three-way betting, and simply refers to betting on a home win, a draw or an away win. 1x2 betting is on the outcome of a match, 1 denotes a home win, x a draw and 2 an away win, Two betting types are available for this bet format : Single bets and Accumulators.

Single bet is one pick on one game, and an accumulator (also known as a parlay or multiples) is a combination of two or more picks on one or more games, To win your bet, you must correctly predict all of your selections. The more games you select, the higher the odds increase and the bigger the potential win if all of your selections are correct.

1

 

Bet format: Correct Scores

A Correct Score bet allows you to predict what the final score will be in a game. :

2

 

When the punter click on sumbit to place their own bet on a choosen sport match, the following bet screen appears :

3
 

After that, the administrator enters the final scores at the Back-end then the component automatically computes the number of points given to each member depending on his bet value.

 

Statistics

Users can view statistical history of all members sorted by their ranking and showing their scores in the competition from 1 to however many members chose to play.

4

 

Statistics per round

Users can view statistical history per round of all members sorted by their ranking and showing their scores in each competition.

5

 

Bet history

Users can view bet history of all other users sorted by date and time :

6

 

User bet history

Users can view their personal bet history in the competition (match result, bet, bet time,bet type "Single" or "Accumulate", bet amount and bet status "Bet win" or "Bet lost") :

7

 

Electronic Sports Masters™ | Where the challenge begins ...
Full Reviw on best bokmaker - Ladbrokes Ladbrokes full information

Electronic Sports Masters™ Open Ladders

events        
  active ESM™ | A-Series CTF #West Conference [00/14 JOIN
  active ESM™ | A-Series CTF #Center Conference [04/14 JOIN
  active ESM™ | A-Series CTF #East Conference [01/14 JOIN
   
 

Electronic Sports Masters™ Open CUP's

ESM CUP MASTERS SS      
   active  ESM™ | Masters CUP #West Conference [00/08 JOIN] 
   active  ESM™ | Masters CUP #Center Conference [04/08 JOIN] 
   active  ESM™ | Masters CUP #East Conference [00/08 JOIN] 
   
 

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