KODE5 Germany Qualifier #3
Rules
KODE5 2010 Rules and Regulations
Counter-Strike 1.6 Regional Qualifiers

Section A: General  

A-1.     The following are rules and regulations for the KODE5 Counter-Strike 1.6 Regional Qualifiers. As an official KODE5 event, all general KODE5 Tournament Regulations apply.    

A-2.     The following rules may experience minor modifications from local organizers, depending on regional circumstances. Any material changes will be made known on the KODE5 website (http://www.kode5.com).  

Section B: Competition Structure  

B-1.     The KODE5 Counter-Strike Regional Qualifiers are 5v5 events.  

B-2.     Preliminary rounds will be played in single elimination format. The competition then uses a double elimination format until a winner is determined.  

B-3.     Team seeding will be done by local country partner.  

B-4.     All players are to save the demo files for each match.  

B-5.     The winning team is the first team to win 16 rounds over the course of two 15-round halves.
 
(i)      In the case of a tie after regulation, 6 extra rounds will be played. (3 rounds as offense / 3 rounds as defense per team)  
(ii)         In the case of a re-tie after 6 extra rounds, 6 extra rounds will be played until a winner is determined.  
(iii)    Startmoney will be set to 16,000 in overtime and a knife-round will be played. The team winning the knife-round can decide if they want to play as terrorists or counter-terrorists first.  

B-6.     At the conclusion of each tournament round, all demo files are to be submitted to KODE5 officials.  

Section C: Game Settings  

C-1.     All matches will use Counter-Strike version 1.6.  

C-2.     Game settings to be used for all matches are as follows:  
  • Max rounds: 15
  • Round time: 1:45
  • 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 must record the process of the match.
  • Binding of weapons or team messages allowed.
  • Default skins must be used.
  • Boosting (stepping on top of own team player) is allowed in play.
  • Throwing grenades over buildings in all maps are allowed.
  • The gamma rate can be changed in the video graphic driver.  

C-3.     Server settings to be used for all matches are as follows:  
pausable 1
  • allow_spectators 1
  • mp_buytime 0.25
  • mp_roundtime 1.75
  • mp_friendlyfire 1
  • mp_c4timer 35
  • mp_freezetime 10
  • 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_logaddress log.gamesense.net 27100
  • 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 0
  • 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_minupdaterate 0
  • sv_minrate 2500
  • sv_stepsize 18
  • sv_stopspeed 75.000
  • sv_wateraccelerate 10
  • sv_waterfriction 1
  • sv_proxies 2
  • sys_ticrate 1000
  • fps_max 100
  • log on  
Server settings may be changed by KODE5 officials at any time.  

C-4.     The map pool to be used is as follows: 
  • de_dust2 (drax version)
  • de_inferno
  • de_nuke (drax version)
  • de_train (drax version)  
The map pool may be changed by KODE5 officials at any time and will be arranged in a pre-set cycle at the beginning of the tournament.

Section D: Competition Procedure

D-1.     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.  

D-2.     A coin toss is used to decide which team plays defense and which team plays offense at the start of a match. The winner of the coin toss can choose their role for the first half of the match.   

D-3.     The match will be comprised of two 15-round halves, with one team assuming the role of offense and the other team assuming the role of defense. Each round is 1 minute 45 seconds in length, and ends when all 5 players from one team have been eliminated, the offense successfully plants and detonates the bomb, the defense successfully defuses the bomb, or the round time expires before the bomb explodes.  

D-4.     The first team to win 16 rounds from two halves will be considered the winner.  

Section E: Player Substitutions  

E-1.     Team member substitutions are allowed only for a maximum of two team members one day prior to a scheduled match.  

E-2.     No substitutions will be allowed on the day of a match.  

E-3.     If a team must request more substitutions than the number allotted for some truly unforeseen circumstance, the operations staff will make consideration and a decision at its sole discretion to allow or disallow such requests.  

E-4.     Substitution requests based on false information will result in team disqualification.  

Section F: Disconnects  

F-1.      A disconnect is defined as any disconnection of the connection between match players due to system, network, PC, or power issues.   F-2.      When a disconnect occurs:   (i)      If disconnection occurs before the 3rd round starts, the half will be restarted.   (ii)     If disconnection occurs after the 3rd round starts, the teams will resume the round with the same scores and number of rounds left in the match. Game money will not be replaced.  

F-3.     If up to two (2) of all players are unintentionally disconnected, the round played at that point will be ignored. Then the next round will be played after confirmation of all players’ connection to the server according to the server master’s pause option. The money amount for all players will be reset to $800.   

F-4.      Upon judgment by the referee, any players disconnecting intentionally will be charged with a loss by forfeit.  

Section G: Unfair Play  

G-1.     Actions that constitute unfair play include:  

(i)      The use of any map hack or other cheat program.  
(ii)     Disconnecting intentionally.  
(iii)    The use of any settings outside of the standard and permitted settings.  
(iv)    Illegally communicating with third parties during a match, or with team members while dead during a match.  
(v)     Use of personal model/skins (includes weapon skins)  
(vi)    Use of personal map texture  
(vii)   Use of map bugs in play (e.g. map swimming, auto aim, etc.)  
(viii) Use of unfair scripts (e.g. silentrun, attack+use, centerview script, norecoil script, etc.)  

G-2.     During the course of any match, the KODE5 official overseeing the match may determine other actions to embody unfair play at any time.  

G-3.     Unfair play will result in an automatic match loss at a minimum and a possible disqualification from the tournament by KODE5 officials depending on the severity of the infraction.