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Counter-Strike: Game Version: General

This document outlines the rules for a Counter-Strike 1.6 tournament including: - Teams consist of 5 players, with the first team to win 16 rounds declared the winner. Maps include Dust 2, Inferno, Nuke, Train, and Aztec. - Overtime rules are described in the event of a 15-15 tie. - Player equipment, map settings, allowed client settings, and prohibited practices like hacking are defined. - Disconnection rules and procedures for filing protests are also provided.

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0% found this document useful (0 votes)
156 views5 pages

Counter-Strike: Game Version: General

This document outlines the rules for a Counter-Strike 1.6 tournament including: - Teams consist of 5 players, with the first team to win 16 rounds declared the winner. Maps include Dust 2, Inferno, Nuke, Train, and Aztec. - Overtime rules are described in the event of a 15-15 tie. - Player equipment, map settings, allowed client settings, and prohibited practices like hacking are defined. - Disconnection rules and procedures for filing protests are also provided.

Uploaded by

Akash Kumar
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Counter-Strike

GAME VERSION: Counter-Strike 1.6


General :

• Competition Method: 5 vs. 5 (Team Play, 5 players per team)


Victory Condition: The first team to win 16 rounds is declared the winner.

• In first phase, all 30 rounds are played for standings purposes.


• A knife round will determine maps and starting sides, Counter-Terrorist or
Terrorist within 1 minute of round time otherwise both teams will forfeit.
• In the case of a 15-15 tie after regulation, the following steps will be taken:
a) If the match is in first phase, then the match will remain a tie and
each team awarded 1 point.
b) If the match is in second phase, then the match will have
overtime.
Overtime consists of 8 rounds with starting money of $10,000. Each team
will play 4 rounds as Terrorist and 4 rounds as Counter-Terrorist. The team
to win 5 rounds first is declared the winner. In the case of another tie,
the overtime will be repeated until a winner is declared.
 Maps:
1. De_Dust2,
2. De_Inferno,
3. De_Nuke,
4. De_Train and
5. De_Aztec
The map selection may be changed prior to the tournament. Players will be
informed of any such changes before the tournament
• Only team leaders are allowed to use public in-game messages
(messagemode1) within a match. The rule also applies when dead. Use of
messagemode1 by any member other than the team leader shall result in
a warning. Other team members must only use team message
(messagemode2), while in a match.
• The Server Master will record the process of the match.
• A player representing a team cannot switch to another team he
must play for that team only.
•As this is a competition for all universities all the participants are
required to have their ID’s as a student of a particular university.
•All participants are requested to be on time, any team failing to
appear after 15 minutes of normal time will be disqualified.
•All participants are requested to bring their gaming hardware
(keyboard, mouse, headphones etc) at their own risk otherwise will be
provided.
•Players will be given10 minutes to set up their gaming hardware
(keyboard, mouse, headphones) to make sure there are no issues
later in the match.
•Scoring criteria (per match) for pool matches will be as follows:
Win = 3 points, Loss = 0 point, Draw = 1 point, Walkover = 1 point,
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Forfeit = -1 point.
Substitutions:
•Teams are allowed to register 1 Substitute, no substitute is
allowed during the competition, violation of this will result in
disqualification.
•Team is only allowed to make one substitution per match in case
of emergency; more than one substitute will result in
disqualification.

General Game Setting :

• Rounds: 30 Rounds (Max rounds format): Each Team plays 15 rounds as


Terrorists and 15 rounds as Counter-Terrorists
• Round Time: 1 minute 45 seconds

• Tournament Server Settings


 mp_autokick 0
 mp_autocrosshair 0
 mp_autoteambalance 0
 mp_buytime 0.25
 mp_consistency 1
 mp_c4timer 35
 mp_fadetoblack 1
 mp_flashlight 1
 mp_forcechasecam 2
 mp_ forcecamera 2
 mp_footsteps 1
 mp_freezetime 15
 mp_friendlyfire 1
 mp_hostagepenalty 0
 mp_limitteams 10
 mp_logecho 1
 mp_logdetail 3
 mp_logfile 1
 mp_logmessages 1
 mp_maxrounds 0
 mp_playerid 1
 mp_roundtime 1.75
 mp_timelimit 0
 mp_tkpunish 0
 sv_aim 0
 sv_airaccelerate 10
 sv_airmove 1
 sv_allowdownload 0
 sv_allowupload 0
 sv_alltalk 0
 sv_cheats 0
 sv_clienttrace 1
 sv_clipmode 0
 sv_friction 4
 sv_gravity 800
 sv_lan_rate 25000
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 sv_maxrate 25000
 sv_maxspeed 320
 sv_maxunlag 0.5
 sv_maxupdaterate 101
 sv_minrate 25000
 sv_proxies 1
 sv_send_logos 1
 sv_send_resources 1
 sv_stepsize 18
 sv_stopspeed 75
 sv_unlag 1
 sv_voiceenable 1
 sv_unlagsamples 1
 sv_unlagpush 0
 sys_ticrate 10000
 allow_spectators 1
 decalfrequency 60
 edgefriction 2
 host_framerate 0
 log on
 pausable 0
• Allowed Setting Values for Client
 cl_updaterate 101
 cl_cmdrate 101
 rate 25000
 m_filter 1/0
 hud_fastswitch 1/0
 zoom_sensitivity_ratio
 fps_max 72-101
 cl_dynamiccrosshair 1/0
 gamma 1/3
 brightness 1/3
 cl_minmodels 1/0
 cl_shadows 1/0

• Following Client Settings May Not Be Changed (Must use the


default values)
 cl_weather
 mp_corpse_stay
 mp_decals
 max_shells
 ex_interp 0.01(for LAN)
 max_smokepuffs
 fastsprites

¤In case of use of any unfair practices listed below,the


offending team will be given a warning at the minimum or loss
by default at the sole discretion of BCTKEC LAN COMMITTEE:
• Team members may communicate verbally if they are alive in the match or
when all team members are dead.
• The player is deemed dead when the screen is completely faded to black.
If a bug occurs and the screen doesn’t fade to black, the player is
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deemed dead three seconds after he/she has fallen.
• Any player who has died cannot communicate by ANY means (No
gesture or verbal communication will be allowed) with any other team
member or opponent until the beginning of the next round.
• If a player continues to communicate after he/she is killed, the team may
be given a warning or lose by default at the referee’s sole discretion.
• Boosting (stepping on top of own team player) is allowed in play.
• Binding Duck to scroll wheel is not allowed.
• Approved Grenade Amounts Per Round
a) Flashbangs: 2
b) Grenade: 1
c) Smoke Grenade: 1
Any use of more than the approved amount of grenades by any player, will result
in a warning, loss of round or even match loss by forfeit.
• C4 must be installed at a viewable location. Installing C4 at a location
where a boost is required is allowed.
• Silent C4 installation is considered bug play. Such an offense may
result in a warning or loss of all remaining TR rounds at the sole
discretion of the board of referees.
• Throwing grenades over buildings in all maps are allowed.
• Any use of the flash bang bug will result in a -3 round score for the
offending team.
• If the use of the bug is decided as unintentional, the game continues as
normal. If the use of the bug is decided as intentional, the offending
team will be given a warning at the minimum or loss by default.
• Use of personal model/skins (includes weapon skins) is not allowed.
• Use of personal map texture is not allowed.
• Use of any cheat program or hack program will result in match loss.
• Use of map bugs in play is not allowed.
• Use of unfair but available scripts (e.g. silentrun, attack+use, bunny hopping,
centerview script, norecoil script, etc.)
• The restricted areas for each map will be notified at a later date.
• If a problem occurs with flash bang bug, the referee reviews the demo file
and the offending team loses the round. The match continues normally.
• HLTV Proxy will join the game servers for Tournament Broadcast.

¤BCTKEC may install third party program and/or join as an observer for
tournament operations purposes, such as verifying match results or
gathering match data.

¤If disconnection occurs during a match


• If all the players cannot play due to an unintended, unforeseen accident
such as server stoppage,
o Before the 3rd round starts: restart the match
o After the 3rd round starts: Disconnected player must re-
connect to the server.
• The round is continued unpausing, and if the disconnected player
cannot connect to the server, all players must wait during the freeze
time after the round until the disconnected player connects to the
server. At this time, the match may continue by unpausing. (Not a
restart)

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• In the case of intentional disconnection, the referee may decide to end
the match with the offending team losing by forfeit.
• Protests can only be filed by the team leader (e.g. a player that
represents the team)
• If a player does not agree to any rules, he/she can express his/her protest
to a referee before the completion of a match. Any intentional refusal to
connect to the match server can result in a default loss for that team
with the decision to be made at the sole discretion of the referee.
• If a rematch is decided by the head referee, the team that does not
follow this decision will be subject to disqualification.

NOTE: Any changes made in the above rules will be announced during the
competition.
NOTE: KEC LAN GAMES COMMITTEE holds the authority to change the rules
at any time for any reason. The decision of Administrators is official and is final.
We hope you cooperate with us and try to make this competition competitive and
fun for all.

Page 5 of 5 akash211@gmail.com

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