Half-Life® : Counter-StrikeTM 1.6
Game Version: Counter-Strike : 1.6
ESRB Rating: Mature 17+
General
Competition Method : 5 vs. 5 (Team Play, 5 players per team)
The first team to win 16 rounds wins the match. Extra rounds will be played until the winner is decided
WCG may install third party program and/or join as an observer for tournament
operations purposes, such as verifying match results or gathering match data
General Game Setting
Rounds: 30 Rounds (Max rounds format): 15 rounds as Terrorists and 15 rounds as
Counter-Terrorists per team (If a team scores 16 rounds first, the match is ended
immediately.)
Victory Condition: The first team to win 16 rounds.
Round Time: 1 minute 45 seconds.
Counter-Strike, Terrorist will be announced before the match or decided by coin
toss.
In the case of a tie after regulation, 6 extra rounds will be played.
(3 rounds as Terrorists / 3 rounds as Counter-Terrorists per team)
Extra Round restart money: $10,000
In the case of a re-tie after 6 extra rounds as stated above, 6 more extra rounds will
be played until the tie is broken.
Official Maps: De_Dust2, De_Inferno, De_Nuke , De_Train
(* Each map may be modified by the WCG committee. Players will be informed before the tournament of any such modifications)
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 be record the process of the match.
Approved Grenade Amounts Per Round
Flashbangs: 2 Grenades: 1 Smoke Grenades: 1
Approved Commands
1) Adjust_crosshair 2) Left Hand 3) A user can use Activate In-Game-VGUI Command
Default skins must be used.
Any other use of map or program bugs can result in a warning at the minimum or
loss by default for the offending team after deliberation and decision by the board of
referees at its sole discretion. The gamma rate can be changed in the video graphic driver.
Tournament Server Settings mp_autokick 0
mp_autoteambalance 0 mp_consistency 1 mp_fadetoblack 1 mp_forcechasecam 2 mp_footsteps 1
mp_friendlyfire 1 mp_limitteams 10 mp_logdetail 3 mp_logmessages 1 mp_playerid 1
mp_timelimit 0 sv_aim 0 sv_airmove 1 sv_allowupload 0 sv_cheats 0
sv_clipmode 0 sv_gravity 800 sv_maxrate 25000 sv_maxunlag 0.5 sv_minupdaterate 101 sv_proxies 1 sv_send_resources 1 sv_stopspeed 75 sv_voiceenable 1 sv_unlagpush 0 allow_spectators 1
mp_autocrosshair 0 mp_buytime 0.25 mp_c4timer 35 mp_flashlight 1 mp_forcecamera 2 mp_freezetime 15 mp_hostagepenalty 0 mp_logecho 1 mp_logfile 1 mp_maxrounds 0 mp_roundtime 1.75 mp_tkpunish 0 sv_airaccelerate 10 sv_allowdownload 0 sv_alltalk 0 sv_clienttrace 1 sv_friction 4 sv_lan_rate 25000 sv_maxspeed 320 sv_maxupdaterate 101 sv_minrate 25000 sv_send_logos 1 sv_stepsize 18 sv_unlag 1 sv_unlagsamples 1 sys_ticrate 10000 decalfrequency 60
edgefriction 2
log on Allowed Setting Values for Client
cl_updaterate 101 rate 25000 hud_fastswitch 1/0 fps_max 101
host_framerate 0 pausable 0
cl_cmdrate 101 m_filter 1/0 zoom_sensitivity_ratio cl_dynamiccrosshair 1/0 brightness 1/3 cl_shadows 1/0
gamma 1/3 cl_minmodels 1/0 Players Must be use WCG2007 CS GUI
Following Client Settings May Not Be Changed (Must use the default values)
cl_weather mp_decals max_smokepuffs ex_interp 0.01 for LAN (0.1 for Online)
mp_corpse_stay max_shells fastsprites
Unfair Practices Subject to Penalty
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 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.
The players are not allowed to move silently by pressing the Duck key repeatedly. A
player found using this method may be given a warning or lose by default at the referee’s sole discretion. (NOTE: This is different from moving while the Duck key is pressed down.)
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 warning at the minimum or loss by
default for the offending team.
Use of personal model/skins (includes weapon skins)
Use of personal map texture
All cheat programs
Use of map bugs in play (e.g. map swimming, auto aim, etc.)
Use of unfair but available scripts (e.g. silentrun, attack+use, centerview script,
norecoil script, etc.)
The server master can and will check for the use of any unfair practice or script,
even those not listed above, during each match.
If referee decides that external conditions (Press, Team Leader, Player, Spectator,
etc) give unfair advantage to a player, the team may be given a warning or lose by
default at the referee’s sole discretion.
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
- To test for HLTV flash bugs, players must follow the directions of the server master or referees.
If disconnection occurs during a match
If all the players cannot play due to an unintended, unforeseen accident such as
server stoppage, - Before the 3rd round starts: restart the match - 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)
If up to 3 of all players are unintentionally disconnected: The score for that round is discarded. The game is paused after the round during the freeze time, and all players wait until the disconnected players are connected to the server. When all players are connected, the match may continue by unpausing the game.
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 (ie: 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.
These rules are for the WCG 2007 National Championship and are subject to modification in the following aspects.
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These are not the official rules for FFC4, but we my use it as a core. If you have some other suggestions, feel free to post here.