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AsiaFortress Cup 11 Rules
Last updated 5th January 2017
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1. Teams and Players
Teams will register for the tournament through the specified Registration thread.
Teams are subject to the following restrictions:
Minimum of 6 and maximum of 12 registered players per team
No team leader with an active AsiaFortress team leader ban
No players with active AsiaFortress competition bans
No players with a previous VAC ban for Team Fortress 2
Offensive team and/or player names may result in rejection, subject to the discretion of AsiaFortress administrators
1B. Team Captains
At least one player for each team must be nominated to act as the Team Captain to represent the team in organizing matches and liaising with AsiaFortress administrators.
The Captain(s) will be responsible for the team's timeliness in organizing matches and must be contactable within a reasonable time in the event of a dispute.
A maximum of three Team Captains is allowed per team.
1C. Roster Lock and Transfer Windows
Any roster changes during the season will be prohibited as soon as the Registrations close.
Teams will be allowed roster changes (player transfers, new player additions) during scheduled Transfer Windows.
The Transfer Windows will allow players who are a member of a clan competing in the tournament to move to another team, pending admin approval. While we appreciate the need for team to add additional players to their roster mid-season, our transfer approvals are based on the legitimacy of the transfer/addition.
The Team Directory will dictate each team's rosters. Teams which alter their rosters without approval will be subject to penalties.
Teams which disband during the course of the tournament before they are eliminated will face penalties.
The Captain of a disbanded team will not be permitted to lead another team in an AsiaFortress league. Where responsibility for an imminent disband is the sole fault of the captain, a simple majority of registered team members may elect to nominate a new captain or remove the captain entirely at any point during the season.
The team at large will then remain unpenalized.
To avoid a penalty, captains and team members should approach an AsiaFortress Administrator at the first sign of trouble to work through a solution.
2. Tournament Format
2A. Division Distribution
After Registration closes, teams will be allocated to their respective divisions (1, 2 or 3).
Allocated divisions are final and not open to dispute or change. The AsiaFortress administration will exercise their best efforts to distribute teams fairly to encourage even competition.
The regular season will be played in a Round Robin format.
The top 4 teams in each division at the end of the Round Robin will be advanced to the Playoffs.
Playoffs will be played in a Double Elimination format.
Note: Any team to win the final match will be the champion.
2C. Key Dates
Click here to view the AsiaFortress Cup 11 Key Dates.
These dates are subject to change by the AsiaFortress administration.
3A. Round Schedule
There will be match fixtures for every week, and all regular season match fixtures will be posted before the tournament begins.
Match discussion threads will be posted in the match discussion forum approximately 1 week before the upcoming round, for teams to negotiate a suitable day and time for their match.
The weekly round fixtures must then be played between the specified Tuesday and Sunday of the fixtures schedule.
Teams must post in the match threads the time and date they decide to play their match at least two days before their match. Failure to do so will result in penalties to both teams.
3B. Acceptable Match Times
Generally acceptable match start times for AsiaFortress Cup matches are as follows:
These times are only general guidelines and teams are given flexibility in finding mutually beneficial arrangements. However, where two teams are unable to agree on a time, an Administrator will set a match date and time using the above guideline.
3C. Negotiating Match Times
Once the match schedules for the round have been posted, teams can begin negotiating with each other to arrange a time and date for their match. It is important to note that only the Team Leaders can organise the match (as indicated on their team roster); Any player who puts forward a proposed time and day when he or she isn't the respective teams' Team Leader, whether jokingly or seriously, will be penalized.
There are two ways scheduling can be done:
- Teams can make contact with each other through mediums such as Steam Chat, and the arranged date and time must be posted in the match discussion thread.
- The home team is to initially propose (in the match discussion thread) three acceptable (see Section 3A/3B) time and dates for the match and also mention if they are able to organise an acceptable server (see Section 5B) for them.
The higher ranked team must then reply and either accept one of the proposed dates or, if none are acceptable, propose three new dates and if they are able to organize a server for them.
Repeat if needed until an agreement on the date and time is reached.
If it is proving difficult to get in contact with the other team or they are not making a reasonable effort to organise the match with you, please bring it to the attention of an AsiaFortress Administrator immediately.
Once teams have agreed to a date and time, the consent of both teams is required if there is a desire or need to organise a new date and time thereafter.
All match details must be finalized in the match thread at least two days before the match is scheduled to be played. This includes the map selections (Section 3H).
If for whatever reason a match cannot be played within the time frame outlined in Sections 3A and 3B, and both teams consent to a round extension, they are required to contact their division's assigned Administrator as soon as possible for approval.
3E. Postponing Matches
Each team is allowed a maximum of one (1) match postponement to the following week without penalty.
The team which postpones will have to play two matches the following week to compensate and keep the tournament on schedule.
A maximum of two (2) forfeits are permitted in the AsiaFortress Cup. On the third forfeit, a team is considered inactive and removed from the league. Exclusion penalties will then apply for future AsiaFortress participation.
It is the team's responsibility to contact your division's Administrator as soon as possible if there is a change in circumstances that will affect your team's ability to field a team each round.
When a forfeit is recorded, the team they were scheduled to play will be awarded a default win unless both teams forfeited.
In the event that both teams forfeit, an AsiaFortress Administrator may allow a rescheduling or rule that no points will be awarded to either team.
3G. Technical Forfeits
A technical forfeit will be awarded in the following circumstances:
- Technical problems (e.g. Steam connectivity issues) prevent the match being played at the arranged time and the match cannot be rescheduled to a later date within the acceptable time frame outlined in Section 3A/3B
- Server/Network problems render the server unplayable, an alternative server cannot be found and the match cannot be rescheduled to a later date within the acceptable time frame outlined in Section 3A/3B
- If the server crashes during a match, rounds won are carried over to the next server and an additional 5 minutes will be added to the map time left before the server crashed (Screenshots are recommended)
- A new update is released which significantly alters gameplay through changes to a class, weapon, map or mechanic during the round in which it is scheduled, as declared at the Head Administrator or League Owner's discretion
In the case of a technical forfeit being awarded, teams may opt to reschedule the match, or split the points (awarding three points to each team). Technical forfeits, unlike regular forfeits explained in Section 3E, do not count against a team.
An AsiaFortress Administrator must be informed to seek approval as soon as a technical forfeit is being considered.
3H. Map Selection
In each match thread, the home and away team will be specified as well as the map pool for that round. Maps are fixed for each round.
Teams may play on an older version of the specified map if it isn't in the servers map list if both teams agree to it. Otherwise, the version specified for the tournament must be used.
4A. Pre-match Responsibilities
Both teams should be ready to start the match in the server no later than 15 minutes after the agreed match start time. For matches that are receiving stream coverage, players participating are required to use their proper aliases as specified in the Team Directory.
4B. Minimum Number of Eligible Players
Teams must have a minimum of four rostered (i.e. does not include any mercenaries) players ready in order to start or continue a match.
4C. Mercenaries (Regarding Teams)
A maximum of two mercenaries may be used during a regular season round, and a maximum of 6 mercenaries per season. In emergency circumstances, a maximum of one mercenary per team may be permitted during playoff matches, at the discretion of the AsiaFortress Administrator team.
A mercenary can be used without the permission of the other team if they are a member of a team currently active in the same division or below. If the proposed mercenary is not a member of any team participating in the AsiaFortress Cup 11 the opposing team’s captain and your division administrator must agree to allow them to play.
The following guidelines apply:
- It is clearly and honestly communicated to the other team who the mercenary is and why they are being used.
- A mercenary cannot be used in place of an available eligible player.
- The mercenary must be named when reporting or confirming results in the match thread.
4D. Demo Recording and Match Screenshots
Every player involved in a match (including mercenaries) must record a demo for each map of their matches (we recommend using P-REC) and keep it until at least one week after the end of the season. This is to facilitate rule-breaking investigations and to protect the players against false disputes and allegations of cheating.
In the event of a cheating accusation deemed worth further investigation, demos will be requested from the entire division involved.
Inability or refusal to produce the requested demos will result in penalties to players and their teams, and will result in far less benefit of doubt towards the accused player as the SourceTV demo will be ruled on as conclusive evidence.
While not compulsory, we recommend for all players to upload their demos after each match to the Demo Uploads page, to avoid situations where their demos are misplaced or lost.
Under no circumstances are spectators allowed in a game with the exception of casters and AsiaFortress Administrators (unless they are rostered members of either team). A team with more than 6 players in a server will be disqualified.
In the event of a team requiring a substitute player to enter the server, the game must first be paused, and the player being replaced must leave the server. The substitute may then join the server, and the game may be unpaused.
4G. Class Restrictions
The following class restrictions apply in AFC11:
- 1 Medic
- 1 Demoman
- 1 Heavy
- 1 Engineer
- 1 Spy
- 2 Scouts
- 2 Snipers
- 2 Soldiers
- 2 Pyros
4H. Random Elements and Weapon Unlocks
- Random Critical Hits: Off
- Random Damage Spread: Off
- Random Bullet Spread: Off
For a complete list for what unlocks are allowed, refer to the Unlocks page.
4I. Map Pool
Click here to view the current map pool for AFC 11.
4IA. Mirrored Maps (5CP)
First to win difference of 5 or 30 minutes.
4IB. KOTH Maps
First to 4 rounds wins. No time limit.
4IC. Draws and Golden Cap
The Golden Cap round will last until either team captures the enemy’s last point. There is no time limit to a Golden Cap round.
4J. Pausing in Game
Pausing during a match will now be allowed where players clearly exhibit technical issues that inhibit their gameplay. As a guideline, the pause should not last longer than five minutes before teams attempt to find a replacement. Both teams must give the all clear to un-pause.
Both teams are given a maximum of 3 pauses per game. Further pauses must be agreed upon by the enemy team.
Excessive use of this function or use for inappropriate and/or unfair purposes will be heavily punished. Reporting such inappropriate use should be done as a dispute to a match upon which the League Administrators will make a ruling.
4K. Post-Match Responsibilities
Both teams must reply to the match discussion thread with the results of both maps within three hours of the match ending. Screenshots of each map must be attached to the thread.
Teams must clearly state who the winner of each map was and by what margins
cp_granary: 4-1 to execute crew
cp_badlands: 3-4 Golden Cap win to inA
If a team has used a mercenary, they must post the mercenaries' name in the same post which reports the outcome of the match.
If only one team submits results, then they will be accepted without verification, so make sure you either confirm the posted results or challenge them if they are incorrect.
In the case of neither team submitting results, a forfeit will be recorded against both teams.
4L. In-Game Penalties
Misconduct by any members of a team will be actively enforced in AFC 11. Teams found breaching unacceptable behavior or caught intentionally breaking any AFC 11 rules during live matches will face collective penalties as outlined below. The severity of a breach will be handled case by case.
The following guidelines apply:
- First minor team offence: Warning
- Second team offence: 1 point group stages penalty
- Repeated or major team offences: Technical forfeit (loss of all points won that round)
- Gross misconduct or cheating: Removal from current and potentially future AFC competitions
- Teams with offending players under probation, see rule 6E: Will not be afforded a first-offence warning.
4M. Disputing a Match
To lodge a dispute or report misconduct, please contact your Division Administrator at the earliest opportunity.
Disputes and reports made more than 48 hours after a match has ended, and/or have insufficient evidence will be disregarded.
5A. Server Configuration
Instructions on how to download and install AFC 11 configs can be found here.
5B. Acceptable Servers
In the event of AsiaFortress servers being unavailable or unsuitable for a match, acceptable servers may be played on as an alternative.
To be regarded as acceptable, alternative servers must:
- Give both teams no more than a 100 ping difference on average
- Have the AFC 11 configs and whitelist installed and be running on sv_pure 2
- Have SourceTV set up and running to record demos
If teams cannot agree on a server, an official AsiaFortress server must be arranged by contacting an Administrator via Steam, or over the forums.
5C. Foreign Teams
Any match pitting a foreign team against a local team must use an alternative Asian server, if one is available, that provides a fairer playing field if AsiaFortress servers are found unavailable or unsuitable. This server must also meet the acceptable server criteria outlined in rule 5B.
It is the foreign team's responsibility to bring this to the attention of the local team when negotiating the match details and book or organise the server in advance.
However, if an agreement can not be reached, the match will be played on an AsiaFortress server giving as fair latency to both teams as possible.
6. Cheating, Exploits, Bans, and Alias Account
Exploiting game or map bugs or flaws for an unfair advantage, whether they are listed in the rules or not is prohibited.
The following is an incomplete list of known unfixed exploits:
- Exploiting flaws in map design to enter areas that put you underneath or above the map.
- Causing damage through the Control Point A floor on cp_gravelpit.
- Building Sentry Guns, Dispensers or Teleporters in indestructable areas.
- Shooting through gates or walls during the setup phase.
- Using any map entities to reach areas that cannot be mirrored by the other team in the same situation
- Using scripts, macros or key combinations that allow you to bypass movement restrictions (e.g. the "Mega Jump" exploit).
- Any other script which is deemed disruptive to hitboxes or gameplay.
- Medics changing hat/items/weapons in spawn to back spawn and preserve Über percentage.
- If you are unsure if something is considered an exploit, please contact an AsiaFortress Administrator and request a ruling be made before performing it.
6B. Third Party Software
The use of any third-party addons, hooks, programs or wrappers that interact with or alter the Team Fortress 2 client, its appearance or behavior for the purposes of gaining an unfair advantage are banned.
Custom HUDs and hit sounds are allowed.
6C. Malicious Server Administration
The use of any server commands, variables or plugins for the purposes of gaining an unfair advantage or to interfere with an AFC 11 match is prohibited. Once the match is underway, the server administrator must let the match run its course and not make any changes without the consent of both teams.
6D. Steam Account Sharing
A Steam account may only be used by its owner in any AFC 11 match. Sharing your login details with a third party for use in an AFC 11 match is strictly prohibited and if found out will result in harsh penalties for all involved parties.
Alias accounts - Additional steam accounts (also known as alias accounts) owned by the same player may not be rostered without explicit admin permission.
6E. Alias Account
Players who are found to be using an alias account will be subject to suspension and/or banishment from AsiaFortress. Suspension will also apply to the player's main account. Teams who roster such players will be disqualified.
Edited by Aqua, 07 January 2017 - 06:44 PM.
Typo with "Janurary"