Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> Counter-Strike: Global Offensive 5v5 Rules, Current as of v33
FISHY-
post Mar 26 2014, 12:15 AM
Post #1
Player

Posts: 8
Joined: 12-March 11
Next event:



EDIT: THESE ARE NO LONGER CURRENT AND SUBJECT TO CHANGE AS OF V36 (2020). Please read with CAUTION.

SERVERS:

Server information will be available at the event.

/////////////////////////////////////////////////////////////////////////

RespawnLAN Counter-Strike:Global Offensive 5v5 Map Pool

de_cache
de_cobble
de_dust2
de_mirage
de_nuke
de_overpass
de_train

/////////////////////////////////////////////////////

RespawnLAN Counter-Strike:Global Offensive 5v5 Ruleset

/////////////////////////////////////////////////////

1 - Game Play Requirements
1.1 - Information
1.2 - Player connections / dropouts
1.3 - Match Pausing
1.4 - Player Substitutions
1.5 - Players leaving early
1.6 - Choosing Teams
1.7 - Sportsmanship

2 - Match Environment
2.1 - Models / Skins
2.2 - Graphical Settings
2.3 - Sprites
2.4 - Outside Applications

3 - Exploits
3.1 - Map Exploits
3.2 - Illegal Boosting
3.3 - Illegal Bomb Plants
3.4 - Illegal Defuses
3.5 - Cheats / Hacking

4 - Server and Player Crashes
4.1 - Server Setup
4.2 - Server Crashes
4.3 - Player Dropouts
4.4 - Server Problems

5 - Disputes
5.1 - Player or Team Disputes
5.2 - Dispute Process
5.3 - Dispute Submission
5.4 - Evidence
5.5 - Discussion of Disputes
5.6 - Dispute Resolution




/////////////////////////////////////////////////////
1 - Game Play Requirements

1.1 - Information

RespawnLAN CS:GO matches must be played with the MR15 ruleset. In the event of MR15 overtime, MR3 rounds will be played until a winner is determined. A match is completed when a winner is determined. All matches must be played out.

A1: MR15 Ruleset
Two fifteen round halves.
First to sixteen rounds wins.
Fifteen / Fifteen round tie results in MR3 Overtime

A2: MR3 Ruleset
Two three round halves
First to four rounds
Three / Three round tie results in MR3 Overtime until a winner is decided

1.2 - Player connection / dropouts

Player connections are solely the responsibility of the individual. Should an issue arise regarding widespread connection problems to the server, then the match is either canceled or postponed upon team agreement.

Once a match has gone live (i.e. 'Live on Three'� has occurred), should a team drop to three players in the server they have four minutes from the moment the player leaves the server to get a fourth player back. If the fourth player or substitute player making up the fourth player, has not entered the match within the four minutes, the team forfeits the match. Any teams dropping to two or one players during the match period has a total of one round to get the minimum amount of players back in (see rule 1.3 - Match Pausing). Any problems arising due to connection issues are the sole responsibility of the players

1.3 - Match Pausing

RespawnLAN matches may be paused once per half, per team, and only during Freezetime. A match is only viable to be paused if players within either two teams drop out from the server. A maximum of three minutes of pause time is allowed.

Misuse of the pause system is strictly forbidden.

Breaking this rule will result in the offending team forfeiting.

1.4 - Player Substitutions

Teams are allowed to make substitutions of their eligible players at any stage of the match. The player coming in must wait until the player he is replacing has left the server, having more than five players in a server at any time is strictly forbidden.

Breaking this rule may result in the offending team forfeiting.


1.5 - Players Leaving Early

All players are expected to remain in the server until the conclusion of the final round of the match.

If an entire team leaves the server prior to conclusion of the match, any remaining rounds will be forfeited, including the current unfinished round.

1.6 - Choosing Teams

Teams decide sides by playing a knife round for side, the winning team chooses the side. Designated positions are to be agreed upon by teams.

1.7 - Sportsmanship

Players are required to uphold, observe and respect a reasonable level of sportsmanship. This level of sportsmanship is expected to be conducted prior to, during and after matches. Unsportsmanlike conduct is not allowed.

/////////////////////////////////////////////////////
2 - Match Environment

2.1 - Models / Skins

All players are required to use default or Valve-approved Counter-Strike: Global Offensive skins (player, weapon, grenade, bomb, etc). Using unofficial models or skins will result in punishment.

Breaking this rule will result in the offending team forfeiting the rest of the competition.

2.2 - Graphical Settings

If a player is found using any 3rd party/other applications/opengl32 files which alter the graphics in any way, it will result in the appropriate punishment from the RespawnLAN administration team.

Breaking this rule will be considered a cheating offence and the offending team will forfeit the rest of the competition.

2.3 - Sprites

All players are required to use default sprites and materials (players, maps, smoke, weapons, and crosshairs). If any player or team is caught using non-standard sprite during a match, it will be considered an infringement of RespawnLAN rules and will result in the appropriate punishment from the RespawnLAN administration team.

Breaking this rule will result in the offending team forfeiting the rest of the competition.

2.4 - Outside Applications

Using outside applications to manipulate, change or alter the Counter-Strike: Global Offensive gaming environment is a major offence. This will result in the immediate suspension/ban of a player and/or team and will be considered a cheating violation. players caught running 3rd party applications that alter the gaming environment will be forfeit.

/////////////////////////////////////////////////////
3 - Exploits

3.1 - Map Exploits

The use of any exploits or map glitches is strictly forbidden. The RespawnLAN administration team determines the following as either a map exploit or glitch: jumping to or standing on invisible (or unreasonably tiny) ledges, walls, or rooftops, throwing bugged flash-bangs and clipping.
The use of such exploits will lead to the appropriate punishment from the RespawnLAN administration.

Examples can be found below.

Consistently breaking this rule will result in one round deduction for each offense.

3.2 - Illegal Boosting

Boosting one user to an intended spot created by the map maker is allowed and encouraged. However, any form of projectile boosting such as flash-boosting, or any boost which results in clipping at anytime during its process is not allowed.

Breaking this rule will result in one round deduction for each offence.

3.3 - Illegal Bomb Plants

It is illegal to plant the bomb in places where it is impossible to defuse the bomb. This includes places where an entity will block the bomb or interrupt defuse attempts. Other illegal bomb plants include:
* Floating Bomb Plant - The bomb must be planted on a flat surface, physically touching the ground or an intended entity within the bombsites specified plant zone.
It is not acceptable to plant the bomb on an object that can be moved or manipulated within the game.
The RespawnLAN administration team will determine if a situation falls into the category of an illegal bomb plant.

Breaking this rule will result in a one round deduction for each offence.

3.4 - Illegal Defuses

At least half of the bomb must be in view to be considered a legal defuse. It is illegal to complete a defuse through any solid object or entity if less than half of the bomb can be seen by the defuser.

Breaking the rule will result in one round deduction for each offence.

3.5 - Cheats / Hacking

Cheats / Hacking includes any unauthorised manipulation of: server configurations and server variables, client configurations and client variables, models, skins, entities, textures, weapon, sounds, or anything else that subverts the RespawnLAN CS:GO Rules. Hacking includes but is not limited to: wallhacks, aimbots / auto aimers, speed hacks, ESP, or any other third party program which alters the game in a way that the game developer did not intend for.

/////////////////////////////////////////////////////
4 - Server and player crashes

4.1 - Server Setup

All matches must be played on a server provided by RespawnLAN. Any scores or details of a match played outside the jurisdiction of RespawnLAN are void to RespawnLAN.
Servers are automatically set up ten to fifteen minutes prior to a designated match time. If the server is not up five minutes prior to your match time, players must immediately contact an admin.

Note: Requesting support using the in-game message chat is unacceptable as a form of communication.

4.2 - Server and Player Crashes

In the event that the server crashes while the game is live, if the game is with in the first 4 rounds the game is then re-lived, resetting the scores back to 0-0. In the event that the server crashes when 4 or more rounds have been played out, the score resumes from the round the server crashed, with both teams getting a starting cash of 10k.

4.3 - Player Dropouts

In the event that a player times out/crashes, the game may be paused by either team during the next freezetime (THE GAME MUST NOT BE PAUSED MID-ROUND) refer to 1.3. Each team is allowed one pause per half for a maximum of 3 minutes. Half restarts will not occur unless both teams agree.

4.4 - Server Problems

Should an issue arise regarding widespread connection problems to the server (e.g. lag) and a RespawnLAN CS:GO admin acknowledges this, then the match may be paused, cancelled, rescheduled or continued. If there is no referee in game then both teams must agree that there is widespread connection problems (screenshot agreement), and both captains must agree to dispute the match.
RespawnLAN requests that players attempt to play out their game for as long as possible before the widespread connection problems affect the game - if the problems persist, contact an admin.
If both teams do not agree that there are widespread connection issue at play, then the match is to played out and teams may dispute post-match. The RespawnLAN admin team will review all relevant evidence to determine whether or not there was significant widespread connection issues. Rescheduling of matches will be done by the RespawnLAN CS:GO admins.

/////////////////////////////////////////////////////
5 - Disputes

5.1 - Player or Team Disputes

Post-match when teams would typically submit their scores, they may dispute their match and provide their grounds and details of their dispute. The grounds of the dispute will be reviewed by a RespawnLAN CS:GO admins - if the admin believes that there are no reasonable grounds for the dispute, it will be resolved and match scores will stand. If the admin believes there are reasonable grounds, the dispute will proceed and follow the RespawnLAN CS:GO Dispute process (Section 5.2). The opposing team needs to provide meaningful evidence for any dispute.

5.2 - Dispute Process

As it is a RespawnLAN requirement to play out matches until they are finished, all disputes will be made post-match - if a team fails to complete a match (forfeit) then they will not be eligible to dispute - except under extreme circumstances. Players must respect and observe the admins authority in dispute matters - disrespect or ignorance towards admins will not be tolerated. RespawnLAN makes no guarantee as to the speed at which disputes will be resolved, numerous factors affect these speeds and therefore there is no general time frame. If a team cannot wait for the administration to resolve a dispute patiently then they are advised not to dispute.

5.3 - Dispute Submission

A dispute made by a team will only become official when the captain of that team lodges an official dispute. When making a dispute please make it as understandable as possible and have evidence if applicable. Players are not allowed to make individual disputes themselves, and these will be ignored. All disputes a team may have must be lodged by the designated team captain.

5.4 - Evidence

Submission of evidence is done so confidentially (within the teams and admins) and will not be released to the public by any admin. RespawnLAN reserves the right to upload demos and logs of matches at their own discretion. Guilty subjects' evidence will not be released.

5.5 - Discussion of Disputes

Disputes are not to be discussed outside the privilege of RespawnLAN admin panel. Admins respect and uphold a confidentiality agreement with both teams while handling disputes. The RespawnLAN admin team work at a reasonable pace, relevant to the grounds of the dispute.

5.6 - Dispute Resolution

All disputes will be subject to admin discretion in conjunction with the RespawnLAN CS:GO ruleset.

///////////////////////////////////////////////////
Rules are subject to change. It is advised all teams are up-to-date with the current ruleset.
Last update: 27/04/2016
Profile CardPM
Go to the top of the page
+Quote Post

Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 2nd November 2024 - 05:35 AM