20  
  1  
  19  
Dice Nationals
Ruleset

DICE National Cup 2009 Ruleset
Counter-Strike 1.6 Australian Finals

This rulset is intended for the 5v5 DICE National Cup Competition.


General

  • The following are rules and regulations for the DICE National Cup Counter-Strike 1.6 Australian Finals.
  • The rules and regulations can be modified or changed at any time without notice. It is the player's responsibility to view this ruleset from time to time to be made aware of any changes.

Tournament Information and Basics

  • The DICE National Cup is a 5 vs. 5, Counter-Strike 1.6 tournament (5 players per team)
  • The initial stage of the tournament will be 4 groups of 4 teams. Post-groups, the tournament will be a single-elimintion 'best-of-three' format, comprised of the top 2 teams from each group, until a winner is determined.
  • Seeding for the event will be done by DICE admins.
  • A coin toss will be used for all matches to determine starting sides, Counter-Terrorist or Terrorist.
  • The winning team is the first team to win 16 rounds over the course of two 15-round halves.
  • During the group stage of the tournament, however, games will not be stopped when one team obtains 16 rounds. It will be continued until all 30 rounds are played out.
  • In group stages, a win will earn 3 points, a tie 1 point, and a loss 0 points.

Server-side Game Settings

The following server settings will be used for all matches:

pausable 1 decalfrequency 60
allow_spectators 1 mp_buytime 0.25
mp_roundtime 1.75 mp_friendlyfire 1
mp_c4timer 35 mp_freezetime 12
mp_forcechasecam 2 mp_forcecamera 2
mp_fadetoblack 1 mp_footsteps 1
mp_flashlight 1 mp_autocrosshair 0
mp_limitteams 0 mp_logfile 1
mp_logdetail 3 mp_logmessages 1
mp_autoteambalance 0 mp_autokick 0
mp_tkpunish 0 mp_hostagepenalty 0
mp_chasecam 1 mp_friendly_grenade_damage 1
mp_allowmonsters 0 mp_ghostfrenquency 0.1
mp_chattime 10 mp_timelimit 0
mp_winlimit 0 mp_mirrordamage 0
mp_timelimit 0 mp_maxrounds 15
mp_startmoney 800 sv_aim 0
sv_cheats 0 sv_maxspeed 320
sv_gravity 800 sv_maxupdaterate 101
sv_maxrate 25000 sv_clienttrace 1
sv_airmove 1 sv_airaccelerate 10
sv_alltalk 0 sv_allowupload 1
sv_bounce 1 sv_clipmode 0
sv_friction 4.000 sv_lan 1
sv_lan_rate 25000 sv_minupdaterate 101
sv_minrate 25000 sv_stepsize 18
sv_stopspeed 75.000 sv_wateraccelerate 10
sv_waterfriction 1 sv_proxies 1
sys_ticrate 10000 log on

Server settings may be changed by DICE at any time.

Client-side Game Settings

The following game settings must be used by all players:

ex_interp 0.01
rate 25000
cl_updaterate 101
cl_cmdrate 101
mp_decals 300
r_decals 300
gl_polyoffset 0.1
gl_monolights 0
fastsprites 0
s_a3d 0
cl_lw 1
cl_lc 1

32-bit Colour Quality

Client-side Launch options

The following Launch Option Commands may be used by all players:

-noforcemparms
-noforcemspd
-noforcemaccel
-freq ***

Any other commands found in the launch options will need to be approved by an admin. If any non-approved launch options are found they will be penalised.

Map Pool

The following maps will be used for the tournament:

  • de_dust2
  • de_inferno
  • de_nuke
  • de_train
  • de_tuscan

The map pool may be changed by DICE at any time, and 'Drax versions' of the maps will be used where applicable.

Map Selection: Group stage

For a match in Group stage, only one map will be played per 'round'. The map choice will be selected via the following procedure:

  • All maps from the map pool will be drawn out in a random order on the morning of the tournament.
  • This order will then be used for each round of the group stages respectively.
  • Different groups played at the same time will use the same map rotation. Groups played at a later time, however, will be re-assigned a new, random, map rotation done via the same method.

Map Selection: Best-of-three

For a match in 'best-of-three' format, the map choice will be selected via the following procedure:

  • Both teams will privately remove one of the maps from the map pool.
  • The remaining 3 maps will then be placed in a random order in which they will then be played.
  • If there are more than 3 maps remaining after each team has privately removed one, then all remaining maps will be placed in a random order and only the first 3 maps will be used for the best-of-three.
  • Each map of the best-of-three will have a cointoss to decide which team plays Terrorist and which team plays Counter-Terrorist at the start of a match.
  • The winner of the coin toss chooses their side for the first half of the respective map.

Tournament Procedure

  • Players are responsible for configuring in-game settings and peripherals. Editing the operating system registry or installing software other than peripheral drivers is strictly prohibited.
  • Players may alter in-game configurations through either the option menu or via the console.
  • A coin toss is used to decide which team plays Terrorist and which team plays Counter-Terrorist at the start of a match. The winner of the coin toss chooses their side for the first half of the match.
  • The match will be comprised of two 15-round halves, with one team Terrorist and the other Counter-Terrorist. Each round is 1 minute 45 seconds in length, and ends when all 5 players from one team have been eliminated, the Terrorists successfully plants and detonates the bomb, the Counter-Terrorists successfully defuses the bomb, or the round time expires before the bomb explodes.
  • The first team to win 16 rounds from two halves will be considered the winner.
  • During the group stage of the tournament, however, games will not be stopped when one team obtains 16 rounds. It will be continued until all 30 rounds are played out.
  • If a team presumes themselves to being a victim of rules violations during a match, players must not to stop the game by any means and are to properly finish it. Once the match is over, the team captain may officially ask for an investigation to tournament officials. It is strongly advised to provide valuable information that may help the tournament director in his investigation. Unjustified and repetitive use of this right may be sanctioned.

Player Substitutions

  • Exact team lineups must be confirmed prior to the event. Player substitutions will not be allowed after this confirmation date.
  • All teams must use the same 5 players for the entire duration of the tournament.
  • No player substitutions from these original 5 players will be allowed on the day of a match unless for extreme circumstances.
  • Each individual player is only allowed to play for 1 single team throughout the entire tournament. 

Disconnects

A disconnect is defined as any disconnection of the connection between match players due to system, network, PC, or power issues.

When a disconnect occurs:

  • If disconnection occurs before the 3rd round has begun, the half will be restarted.
  • If disconnection occurs after the 3rd round has begun, the teams will resume the round with the same scores and number of rounds left in the match.
  • If one of the players crashed or is disconnected, he must come back as quickly as possible. A team may pause the game at the end of current round to allow the player to come back. A team can’t pause the game during the current round for any reason unless it has been expressly authorized by the tournament officials.
  • No compensation will be given for the money earned in game and lost due to the disconnection of a player.

If all players are disconnected, or unnable to play due to an unintentional, unforeseen accident (such as a server crash):

  • Before the 3rd round stars: The match will be restarted.
  • After the 3rd round starts: the score at the end of the most recently completed round prior to crashing will be kept, and all players will resume the match with this score. Each team will start off with $800 startmoney.

Upon judgment by the referee, any players disconnecting intentionally will be charged with a loss by forfeit.

In the case of a match tie

  • If the match is in first phase (group stage), then the match will remain a tie and each team awarded 1 point.
  • If the match is in second phase, then the match will have Overtime.
  • Overtime consists of 6 rounds (mr3) with starting money of $16,000. Each team will play 3 rounds as Terrorist and 3 rounds as Counter-Terrorist. The team to win 4 rounds first, is declared the winner.
  • In the case of another tie, the overtime will be repeated until a winner is determined.

In the case of a group stage tie

  • In group stages, a win will earn 3 points, a tie 1 point, and a loss 0 points.

Should teams in the same group be on equal points once all their group stage games have been completed, the process to determine the rankings will be the following:

2-way tie:

  • Should a 2-way tie occur, Head-to-Head will determine who places higher.
  • If the result of the Head-to-Head match between the 2 tied teams does not give a clear winner (as in their group stage match ended in a 15-15 tie), then Total Rounds Won of all respective group stage games will be the next determining factor.
  • Should the 2 tied teams still be tied after Head-to-Head and Total Rounds Won is taken into account, then a re-match will be played on a randomly selected map, with game-settings mr3 and startmoney $16,000.

3-way tie:

  • Should a 3-way tie occur, Total Rounds Won of all respective group stage games will determine who places higher.
  • Should teams still be tied after the Total Rounds Won has been calculated, then a re-match will be played on randomly selected map(s), with game-settings mr3 and startmoney $16,000.

Allowed actions

The following actions are allowed:

  • Throwing grenades over buildings/walls/etc in all maps is allowed.
  • Boosting (stepping on top of own team player) is allowed.
  • “Shoot-boosting” (i.e shooting a gun below a player to push him up) is allowed.
  • There is no restriction on amount of grenades/smokes/flashes bought per round.
  • Bunny hopping is allowed - without a script.
  • "Russian walking" or "Silent running" is allowed - without a script and without mouse wheel being bound to "+duck"
  • Defusing the bomb through a wall, box, etc, is allowed, regardless of whether or not the defusing player has vision of the bomb.

The following positions are allowed on de_dust2. Looking over walls/textures/etc from these positions that were not intended to, however, is strictly forbidden and will be penalised:

allowed boost on dust2
allowed boost on dust2

The following positions are allowed on de_nuke:

allowed boost on nuke
allowed boost on nuke

The following positions are allowed on de_inferno:

allowed boost on inferno

Looking under the boxes in the A bombsite of de_inferno is allowed:

allowed inferno spots
allowed inferno spots
allowed inferno spots

If a team presumes themselves to being a victim of rules violations during a match, players must not to stop the game by any means and are to properly finish it. Once the match is over, the team captain may officially ask for an investigation to tournament officials. It is strongly advised to provide valuable information that may help the tournament director in his investigation. Unjustified and repetitive use of this right may be sanctioned.

Illegal actions

The following actions are strictly prohibited during a game:

  • The use of any map hack or other cheat program.
  • Shields must not be used. If a shield is purchased accidentally it is to be dropped immediately out of the way and not be picked up again.
  • Disconnecting intentionally.
  • Retrying or reconnecting to the server, unless it is not necessary to do so (eg. due to a lag out or disconnection from the server), will result in a loss of three rounds which will be removed at the end of the game from the final score (eg. a team who wins 16-10, who is found to have a player retry/reconnect, will be deducted 3 rounds and will result in a score of 13-10). The team with the higher score post-penalty will be declared the winner. Should both teams be on the same score post-penalty then an overtime will be played, mr3 $16,000, to determine the winner. This round deduction will be applied once per each illegal action. This illegal action includes, but is not limited to; reconnecting due to an accidental death or suicide (a player is only able to be alive once in a round. If they accidentally suicide or die in any way they are not permitted to rejoin the server), reconnecting to gain money, etc.
  • Using bugs which change the game principle (i.e. spawn bugs) is illegal.
  • Moving through walls, floors and roofs is strictly forbidden. This also includes skywalking.
  • "Silent plants" (i.e. the planting of a bomb which doesn't make a sound ) are illegal. Such an offense may result in a warning or loss rounds at the sole discretion of the admins.
  • Planting bombs so that they cannot be defused is illegal. This does not include plants where multiple players are needed to defuse.
  • The use of any settings outside of the standard and permitted settings.
  • “Flashbugs” are forbidden. A team or a player which uses a flashbug, whether it be voluntary or involuntary, will lose three rounds which will be removed at the end of the game from his score. (eg. a team who wins 16-10, who is found to have flashbugged, will be deducted 3 rounds and will result in a score of 13-10). The higher score post-penalty will be declared the winner. Should both teams be on the same score post-penalty then an overtime will be played, mr3 $16,000, to determine the winner. This round deduction will be applied once per each illegal action.
  • “Mapswimming“ or "Floating“ is illegal.
  • Binding “+duck“ to mousewheel/scrollwheel is forbidden. If it is found that plalyer(s) have mousewheel bound to "+duck" during the course of a match it will result in a 3 round deduction per player with the bind (eg. a team who wins 16-10, who is found to have a player with the illegal bind, will be deducted 3 rounds and will result in a score of 13-10). The higher score post-penalty will be declared the winner. Should both teams be on the same score post-penalty then an overtime will be played, mr3 $16,000, to determine the winner.
  • Use of 16-bit Colour Quality is strictly forbidden. 32-bit is enforced and must be used at all times. If a player is found to be using 16-bit during a match then that team will receive a forfeit loss for that game.
  • Use of personal or custom model/skins (includes weapon skins)
  • Use of personal or custom map texture
  • Use of map bugs (e.g. map swimming, auto aim, looking through walls, bopping down ramps in freezetime to gain a spawn advantage, etc.)
  • Use of unfair scripts (e.g. silentrun, attack+use, centerview script, norecoil script, turn script [180° or other values], -mlook script, burstfire-script,  jump/bunnyhop-script [jumping is only allowed as: bind “x“ “+jump“], walking should be done by using “+speed“ and not by any other command or script, etc.)
  • External conditions (Spectators, Press, etc) giving unfair advantage to a player or team.

Watching underneath, or through, the walls is not allowed on de_train and de_dust2:

forbidden train spots
forbidden dust2 spots
forbidden dust2 spots

Any use of any offences, listed or non-listed, as well as any other map, program or game bugs may result in, but is not limited to; a warning, round(s) deduction, match forfeit loss, disqualification from the tournament, all depending on the severity of the infraction and admin discretion.

During the course of any match, an admin overseeing the match may determine other actions to embody unfair play at any time.

Warnings and Sanctions

A player may be cautioned and receive a warning if they commit any of the following offences:

  • Refuses to follow tournament admin's instructions.
  • Shows dissent by word or action.
  • Uses insulting language and/or gestures in an abusive manner.
  • Is guilty of unsporting behavior.

A player may be cautioned and be penalised if they commit any of the following offences:

  • Receives more than one warning.
  • Is guilty of violent conduct.
  • Uses any unlawful or unfair proceedings
  • Mislead or dupe any tournament official
  • Violates a rule of this regulation.

The severity of the penalty will be up to admin discretion, and can include, but is not limited to; a warning, round(s) deduction, match forfeit loss, disqualification from the tournament, etc.

After study of the infringement by the admins, a player or team may be subject to additional sanctions such as multiple match forfeit loss, disqualification of the player/team, and banishment from future DICE online and offline events.

If a player or team is disqualified, they will automatically lose all his next matches by default and loses all rights and prizes that would have been awarded.