Blitzkrieg Gaming - Counter-Strike 1.6
 
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General Rules:

 

Competition Method: 5 vs. 5 (Team Play, 5 players per team)  

The first team to win 11 rounds(for prelims 16 from quarter finals) wins the match.  

Extra rounds will be played until the winner is decided  

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 decided by knifing. 

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.  

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  

Approved Grenade Amounts Per Round  

1) Flashbangs: 2

2) Grenades: 1  

3) Smoke Grenades: 1  

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.


Tournament Server Settings

 

mp_autokick 0                                  mp_autocrosshair 0
mp_autoteambalance 0                 mp_buytime 0.25
mp_consistency 1                            mp_c4timer 35
mp_fadetoblack 1                            mp_flashlight 1
mp_forcechasecam 2                     mp_forcecamera 2
mp_footsteps 1                                 mp_freezetime 15
mp_friendlyfire 1                             mp_hostagepenalty 0
mp_limitteams 10                            mp_logecho 1
mp_logdetail 3                                   mp_logfile 1
mp_logmessages 1                           mp_maxrounds 0
mp_playerid 1                                   mp_roundtime 1.75
mp_timelimit 0                                  mp_tkpunish 0
sv_aim 0                                               sv_airaccelerate 10
sv_airmove 1                                     sv_allowdownload 0
sv_allowupload 0                             sv_alltalk 0
sv_cheats 0                                         sv_clienttrace 1
sv_clipmode 0                                   sv_friction 4
sv_gravity 800                                  sv_lan_rate 25000
sv_maxrate 25000                           sv_maxspeed 320
sv_maxunlag 0.5                               sv_maxupdaterate 101
sv_minupdaterate 101                   sv_minrate 25000
sv_proxies 1                                        sv_send_logos 1
sv_send_resources 1                       sv_stepsize 18
sv_stopspeed 75                               sv_unlag 1
sv_voiceenable 1                              sv_unlagsamples 1
sv_unlagpush 0                                 sys_ticrate 10000
allow_spectators 1                          decalfrequency 60
edgefriction 2                                    host_framerate 0
log on pausable 0

 

Allowed Setting Values for Client

 
cl_updaterate 101                            cl_cmdrate 101
rate 25000                                           m_filter 1/0
hud_fastswitch 1/0                         zoom_sensitivity_ratio
fps_max 101                                       brightness 1/3
cl_minmodels 1/0                            cl_shadows 1/0

 

Following Client Settings May Not Be Changed (Must use the default values)

 
cl_weather                                          mp_corpse_stay
mp_decals                                           max_shells
max_smokepuffs                              fastsprites
ex_interp 0.01 for LAN (0.1 for Online)

 
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. 
 
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.
 
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 role discretion.
 

If disconnection occurs during the 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.


P.S.: The above mentioned rules can be modified by the organizers and their decision will be final.

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