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 Post subject: Counter Strike:Source: Registration and Game Mechanics
PostPosted: Fri Aug 01, 2008 6:07 pm 
O ye humble site admin
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Location: Cebu, Philippines
Playing: CoD4, Team Fortress 2, Company of Heroes
Counter Strike:Source

Game Marshal
Lord_Ac

Will be played in a best 13 out of 24 format. Players switch sides after 12 played rounds and the game restarts.

Maps:
de_train
de_dust2
de_inferno
de_nuke
de_dust
de_aztec

Models / Skins
All players MUST use default models. If a player is found using ANY NON-STANDARD models during event matches, it will be considered a violation of the rules and will result in a loss, and immediate player termination, and possible team termination. This includes grenade, weapon, and bomb skins as well.

Sprites
All players MUST use default sprites. If a player is found using ANY NON-STANDARD sprite during event matches, it will be considered a violation of the rules and will result in a loss, and immediate player termination, and possible team termination. This includes all smoke, players, weapons, and crosshairs sprites.

Configuration Files

Players are NOT allowed to have any other configuration files inside the cstrike/configs directory other than a config.cfg and autoexec.cfg. Any other configuration files found will be considered in violation of the rules and will result in a loss while making the player and/or team subject to termination.

All players' Config.cfg files must include only default commands. There are to be no additions to this file under any circumstances. If any player chooses to add commands to this file, the player and or team are subject to suspension or termination from the event.

All players that choose to use an autoexec.cfg must do so using specific guidelines set by the MBM tournament FPS config. The commands found in this config are to be the only commands found in your autoexec.cfg. There are to be no aliases or double-binds outside of buy-binds in your autoexec.cfg.

Any player choosing to not follow the guidelines set by the MBM tournament FPS Config will be subject to termination from the tournament.

Illegal Configuration Files

All commands listed are either illegal or must be set to the value noted. This DOES NOT mean all other commands are legal. The ONLY commands you are allowed to have are listed below.
developer "0" // must be set to 0
cl_cmdrate "101" // Must be set to 100/101
cl_detaildist "1200" // Must be set to 1200+
cl_detailfade "400" // Must be set to 400+
cl_interp "0.01" // Must be set to .01
cl_interpolate "1" // Must be set to 1
cl_phys_props_enable "1" // Must be set to 1
cl_phys_props_max "50" // Must be set to 50+
cl_windspeed "0" // Must be set to 0
cl_updaterate "101" // Must be set to 100/101
mat_bloomamount_rate "0.05f" // Must be set to "0.05f"
mat_bumpbasis "0" // Must be set to 0
mat_debug // Illegal
mat_debug_autoexposure "0" // Must be set to 0
mat_debug_bloom "0" // Must be set to 0
mat_debug_postprocessing_effects "0" // Must be set to 0
mat_debug_process_halfscreen "0" // Must be set to 0
mat_debugalttab "0" // Must be set to 0
mat_debugdepth "0" // Must be set to 0
mat_debugdepthmode "0" // Must be set to 0
mat_debugdepthval "128" // Must be set to 128
mat_debugdepthvalmax "256" // Must be set to 256
mat_dxlevel 90 // Must be set to 81 or higher
mat_force_bloom "0" // Must be set to 0
mat_hdroverbrightrange "16" // Must be set to 16
mat_hdr_manual_tonemap_rate "1" // Must be set to 1
mat_hdr_tonmapscale_max "16" // Must be set to 16
mat_leafvis "0" // Must be set to 0
mat_loadtextures "1" // Must be set to 1
mat_norendering "0" // Must be set to 0
mat_picmip "0" // Must not be higher than 2
mat_show_texture_memory_usage "0" // Must be set to 0
mat_showlightmappage "-1" // Must be set to -1
mat_softwareskin "0" // Must be set to 0
mat_softwarelighting "0" // Must be set to 0
mat_surfaceid "0" // Must be set to 0
mat_surfacemat "0" // Must be set to 0
mat_texture_limit "-1" // Must be set to -1
mat_yuv "0" // Must be set to 0
r_ambientfraction "0.1" // Must be set to .1
r_avglight "1" // Must be set to 1
r_avglightmap "0" // Must be set to 0
r_drawdetailprops "1" // Must be set to 1
r_lightaverage "1" // Must be set to 1
r_lightcache_numambientsamples "162" // Must be set to 162
r_lightstyle "-1" // Must be set to -1
r_lod "-1" // Must be set to -1/0/1/2
r_maxdlights "32" // Must be set to 32
r_modellodscale "1" // Must be set to 1
r_propsmaxdist "1200" // Must be set to 1200
r_radiosity "4" // Must be set to 4
r_rootlod "2" // Must be set to 0/1/2
r_skin "0" // Must be set to 0
r_worldlights "2" // Must be set to 2
r_worldlightmin "0.0002" // Must be set to .0002
//+showbudget // Illegal
//+showbudget_texture // Illegal
//+showbudget_texture_global // Illegal
demo_recordcommands "1" // Must be set to 1
//flush // Illegal
//flush_locked // Illegal
jpeg_quality "100" // Must be set to 100
net_showevents "0" // Must be set to 0
rate "25000" // Must be set to 25000+
//timerefresh // Illegal
//wait // Illegal

Opengl32 Files
For no reason whatsoever should there be an opengl32.dll file in a player's counter-strike or cstrike directory. Any and all such files will be regarded as a cheating violation and will result in a loss, and immediate player termination, and possible team termination.

Outside Applications
The use of outside applications and programs to influence or manipulate the game environment is strictly prohibited. Any such situations will be regarded as a cheating violation and will result in a loss, and immediate player termination, and possible team termination.

Custom Sprays
The use of custom sprays, while frowned upon, may be used so long as they are not:
Sprays that replicate player models
Sprays that replicate map features or textures
Sprays that display pornography
Sprays that are deemed unsportsmanlike
The use of the above sprays will be considered a violation of the rules and will and will result in a loss, and a player warning, and possible termination. Termination of a player will be up to the discretion of the officials.

Game Violations

Map Exploits
It is illegal to use a map glitch/exploit for one's advantage when it was not in the original intent of the game or mapmaker. Teams found in violation of this rule will be penalized and forfeit three (3) rounds from the match score.


Map Exploits
Any spot that can be achieved by boosting be-it super-man boosting, jump boosting and any other form of boosting is legal. Any spot that is achieved by a triple boost is illegal. Any players or teams found performing any illegal boosts or exploits are subject to suspension and / or termination from the event.

Clipping
Clipping is when a player is either boosted through a solid layer, or when a player manipulates him/herself so that they can see over, under, and/or through any solid entity such as a wall or box. Officials have full discretion to determine if clipping was involved. Violations will result in a reversal of (3) rounds. If multiple infractions of this rule occur during the same match, the entire match may be overturned.
All boosts are legal so long as clipping is not involved.

Bomb Plants

Undefusable Bomb Plants
It is illegal to plant the bomb in places where it is impossible to defuse the bomb. Teams found in violation of this rule will be penalized and forfeit three (3) rounds from the final match score.

Floating Bomb Plants
It is illegal to "FLOAT" plant the bomb so that it is physically not touching the ground or man made structure. Teams found in violation of this rule will be penalized and forfeit three (3) rounds from the final match score.

Silent Bomb Plants
It is illegal to intentionally plant the bomb in a location where it makes no noise. officials are under full discretion to determine intent. Any rounds in which a bomb is planted silenty, regardless of intent, will be overturned if the offending team won that round. If officials determine the silent plant was intentional, offending team will be penalized and forfeit three (3) rounds from the final match score.

Illegal Defuses
It is illegal to fully defuse a bomb through any solid object. A part of the bomb must be in view to be considered a legal defuse. Any player or team not abiding by this rule face possible termination from the event.

Other Game Exploits
It is illegal to intentionally utilize any game exploits. Game exploits include, but are not limited to, the exploits defined in this section. For any exploits used that are not explicitly covered, officials have discretion to determine the intention and extent of the violation. The default penalty will be an overturn of three (3) rounds and possible. Officials have full discretion to modify the exactly penalty to suit the offense.

Speed Walking
Speed walking is defined as repeatedly tapping walk while moving in order to walk at a faster pace than normal, but still not generate sound. This is considered illegal and may be penalized by an overturn of three (3) rounds. Officials have discretion to determine the intention and extent of the violation and will set penalties accordingly.

Bunny Hopping / Pop Jumping
It is illegal to bunny hopping during a live round. If a player and/or team chooses to bunny hop during a live round, at least three (3) rounds will be overturned followed by a possible player or team suspension. The severity of the penalty is up to the discretion of the Official.

Cheating
Cheating in any form is considered a violation of the rules and will result in immediate player and/or team termination. Cheating / Hacking is considered any manipulation of server configurations, client configurations, models, skins, weapons, sounds, or anything that alters the predetermined settings listed within the rules. This includes aim bots, wall hacks, speed hacks, ESP hacks, or any third party program not deemed legal. Officials have the final word on what is deemed a cheat or hack.


Register now! :)
5 persons per team.

---

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 Post subject: Re: Counter Strike:Source: Registration and Game Mechanics
PostPosted: Sun Aug 10, 2008 12:15 am 
Joined: Thu Aug 07, 2008 9:57 pm
Posts: 2
Playing: with myself
Team Name:[mIp] Mix Of Individual Players
Team Leader: Samuel Lim Chio
Contact Number: 09167006959


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 Post subject: Re: Counter Strike:Source: Registration and Game Mechanics
PostPosted: Mon Aug 11, 2008 6:19 pm 
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Joined: Sat Dec 08, 2007 6:43 pm
Posts: 998
Location: Busy with "Data Gathering"
Playing: Anything that's worth playing
Please register your team @ http://bfwgaming.com/alp under CS:Source tournament. :thumright:

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 Post subject: Re: Counter Strike:Source: Registration and Game Mechanics
PostPosted: Thu Aug 14, 2008 12:18 am 
Joined: Thu Aug 14, 2008 12:02 am
Posts: 5
Playing: CS:S
@Lord_Ac:

Why not use the maps used in competitions? :mrgreen: :thumright:

de_season
de_russka
de_contra
de_cpl_strike
de_cpl_mill
de_cpl_fire

IMHO, these two listed aren't really what I would call a fair map on 5 v 5. One is too big and the other two small.

de_dust
de_aztec

Also de_aztec is'nt used in competitions, because of the effects like rain and such because they reportedly lower fps or something. Same with de_inferno whose water effects also cause some fps probelms, reportedly.

Most of the maps I suggested above are fps optimized. No water and other moving objects like cans, bottles.


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 Post subject: Re: Counter Strike:Source: Registration and Game Mechanics
PostPosted: Thu Aug 14, 2008 12:26 am 
Moderator
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Joined: Sat Dec 08, 2007 6:43 pm
Posts: 998
Location: Busy with "Data Gathering"
Playing: Anything that's worth playing
Add me up via YM. Maybe we can appoint you to be the CS:S Game Marshal.. if you're interested of course.

sedicious_ac@yahoo.com

We really need someone who knows CS:S inside out. Last time I played a CS:S clan match was 4 years ago.

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 Post subject: Re: Counter Strike:Source: Registration and Game Mechanics
PostPosted: Thu Aug 14, 2008 8:33 pm 
Joined: Thu Aug 14, 2008 12:02 am
Posts: 5
Playing: CS:S
Lord_Ac wrote:
Add me up via YM. Maybe we can appoint you to be the CS:S Game Marshal.. if you're interested of course.

sedicious_ac@yahoo.com

We really need someone who knows CS:S inside out. Last time I played a CS:S clan match was 4 years ago.


Already added you. :D

But anyways...Game Marshall? :scratch:

I'd like to respectfully decline lang, sir. :) I don't really have any expereince in being a Game Marshall for Counter Strike. I'm actually just a fan of the game, since Beta 6.5 and then going all the way to CS: Source. :colors: :salut:

However, I would'nt call myself as "someone who knows CS:S inside out." :geek: I just made the suggestions above, beause of what I read through my frequent surfing through the net and watching some CS:S matches on youtube.

If default CS:S maps lang gyud inyo gamiton for the match, mas better gyud na de_dust2, de_nuke, de_train ang gamiton. Pero stay away from de_inferno, it has some strange effects on a players' fps, unless of course your tournament computers have a Geforce 86xx series or higher video card and an adequte processor, RAM, etc., etc.

Anyways that's it for now. Hope that would help you in the tournament. :)


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 Post subject: Re: Counter Strike:Source: Registration and Game Mechanics
PostPosted: Thu Aug 21, 2008 12:10 am 
Joined: Thu Aug 07, 2008 8:46 pm
Posts: 2
Playing: Online Games
I agree with grss1982...dust map is too small for 5v5 match but about the maps he suggested its too late for us to practice that maps.


Ahmm.. anyways its up to the Marshall to decide, we're just here to have some fun. :razz:


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 Post subject: Re: Counter Strike:Source: Registration and Game Mechanics
PostPosted: Thu Aug 21, 2008 3:41 am 
War. War never changes.
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Joined: Fri Dec 07, 2007 11:41 pm
Posts: 770
Location: Minnesota, USA
Playing: World of Goo
de_dust I think is a great map for 5v5 in competitive matches. But that's just me.

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