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AFC13 Suggestive Rule set [WIP]

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Suggestive Rule set for AFC13 and onwards

Definition of Terms

  • Season - the entire duration of the tournament
  • Playoffs - the final stage of the tournament.
  • Qualifiers - the initial stage of the tournament.



Article I: The Rules Above All

Section 1. The administrative staff reserves the right to alter, change, and remove rules if deemed necessary. The alterations will take place immediately as soon as the rules has been modified in the rule website.

Section 2. The administrative staff also has the right to make decisions under circumstances that are not specifically indicated in the rules.

Section 3. In the event that a rule is invalid, misrepresented or unusable, the validity of all the remaining unaffected rules will remain and will still apply.

Section 4. The administrative staff respects the confidentiality of its members during correspondence towards each other and information will not be allowed to leak outside the administrative staff.

Section 5. In the occurrence that both opposing teams have entered into agreement, especially when it breaks AFC rules, the administrative staff will assume no agreement transpired and will judge accordingly through the rules.




Article 2: Team Composition, Weapons and Map Win Conditions

Section 1. Each team is required to have at least six (6) players in their roster during the season.

  • Section 1.1. A minimum of six and maximum of ten total players, inclusive of team captains.
  • Section 1.2. A maximum of one primary captain, maximum of two secondary captains. Captains are responsible for all aspects of team management, including but not limited to scheduling, attending matches, and liaising with AsiaFortress administration in the event of a dispute. The primary captain will be our main point of contact and the secondary captains will be contacted in the event they are uncontactable.
  • Section 1.3. Rostered players must not be subject to an active AsiaFortress Cup ban.
  • Section 1.4. Rostered captains must not be subject to an active AsiaFortress Cup captain ban.
  • Section 1.5. Rostered players must have never received a VAC ban for Team Fortress 2.
  • Section 1.6. All teams and rostered players must have appropriate names. If a name is deemed to be inappropriate, the team captain will be informed at the earliest convenience and be given until Division seeding is announced to submit a different name to the AsiaFortress administration. Should the team captain fail to do so within the given time frame, the AsiaFortress administration will select a different name at their own discretion.
  • Section 1.7. Each player may only be on one team's roster.

Section 2. During a match, each team must have four (4) players in their roster within a server and ready to play excluding mercenaries.

  • Section 2.1. Mercenaries will be considered as players not in the roster of a team during a regular season.
    • Section 2.1.1. Each team will be allowed the usage of eight (8) mercenaries throughout the full season.
      • Section Each team can only utilise a maximum of two (2) mercenaries/mercs during the qualifiers.
      • Section Each team can only utilise a maximum of one (1) mercenary/merc during the playoffs.

Section 3.  The following list will be the class limits for the season. As long as the team does not exceed the class limit, they are not breaking any rules

1 Heavy
1 Medic
1 Demoman
2 Soldiers
2 Scouts
1 Engineer
2 in every other class

Section 4. All matches must follow the configuration and settings provided by the administrative staff which can be located HERE (no link yet)

Section 5. The following are win conditions for all the different types of game modes.

  • 5cp - The team with the higher amount of points wins or the team that exceeds the points of the enemy team by five (5).
  • KOTH - The first team that wins four (4) points wins the round.

Section 6. In the event that maps are differing in version, an admin must be called to judge if the match can still be played in the map.

Section 7. AFC will follow the global whitelist which can be located HERE (no link). In no circumstances will any team be allowed to play with weapons listed in the global whitelist.




Article 3: Scheduling and Servers

Section 1. A match week is defined as the duration from Tuesday 00:00 (UTC+8) to Monday 23:59 (UTC+8).

Section 2. The default schedule for matches for all division would be Friday 23:59 (UTC+8) of the match week.

  • Section 2.1. Teams that cannot play in the proposed default schedule must communicate with the opposing team's team captain through the comments in their respective match thread and discuss other times that both team are available.
    • Section 2.1.1. In the event that both teams cannot reach a conclusion or cooperation on schedules, both teams must play on the default schedule.
    • Section 2.1.2. If both teams have not posted the results of the match with screenshot and logs, it will be considered as a loss for both teams.

Section 3. The match schedules will be posted on Tuesday (UTC+8) of the match week

Section 4. Once both teams have played, it is prudent for the winner of the match to post the match results in the match thread but the league allows anyone from the team to post match results with accompanying proof.

Section 5. Disputes on match validity or proof must be given to the divisional admin that is within your division.

Section 6. The server selected to be played on must have slots for nineteen (19) players.

Section 7. Servers that are deemed unplayable by teams are only judged if the average ping difference between two teams is more than 80, the team may opt to contact an admin BEFORE the scheduled match with screenshots of the ping in question. It is under the jurisdiction of the admin to choose the server that would balance both teams.




Article 4: Match Process

Section 1. In order for the match to commence, each team must have four (4) players in their roster inside the server. 

Section 2. Teams must not use players that break the rules in Art. I, Sec. 1.1-1.7.

Section 3. In the event that the enemy team does not have enough players or at least meet the number requirement inside the server for 15 minutes, the team must contact the division admin immediately.

Section 4. Each team will have one (1) pause per map. 

  • Section 4.1. Pauses must not exceed five (5) minutes.
    • Section 4.1.1. In the event that the pause time exceeds five (5) minutes, both teams are given the authority to unpause but the unpausing team must send a message that they are unpausing.
  • Section 4.2. If all the pauses are utilised and a team wants to initiate a pause, permission must be given to pause by the enemy team.
    • Section 4.2.1 Agreed/agreement pauses will be treated as a default pause and rules applying to it will still be applicable.




Edited by K A C H O W

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