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AsiaFortress Season 2 Readme + SERVER CONFIG

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This Thread Will Consolidate all the information you need to know about AsiaFortress Season 2

 

Tournament Details

Rules and Regulations

Asiafortress Server Config

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// Official AFL League Config

 

//Server Logging

log "on"

sv_log_onefile "1"

 

//Multiplayer Settings

mp_allowspectators "1"

mp_team_unbalance_limit "0"

mp_autoteambalance "0"

mp_autocrosshair "0"

mp_chattime "10"

mp_falldamage "1"

mp_footsteps "1"

mp_forcecamera "1"

mp_forcerespawn "1"

mp_fraglimit "0"

mp_timelimit "30"

mp_winlimit "5"

mp_bonusroundtime "0"

mp_showrespawntimes "1"

mp_teams_unbalance_limit "0"

mp_time_between_capscoring "0"

mp_waitingforplayers_restart "0"

mp_stalemate_enable "0"

mp_respawnwavetime "10.0"

mp_disable_respawn_times "0"

mp_forcecamera "1"

mp_friendlyfire "0"

mp_enableroundwaittime "1"

mp_weaponstay "0"

mp_idledealmethod "0"

mp_idlemaxtime "0"

 

//Server settings

sv_alltalk "0"

sv_cheats "0"

sv_voiceenable "1"

sv_voicecodec vaudio_speex

sv_pausable "1"

sv_minrate "20000"

sv_maxrate "30000"

sv_minupdaterate "40"

sv_maxupdaterate "66"

sv_mincmdrate "40"

sv_maxcmdrate "66"

sv_client_min_interp_ratio "1"

sv_client_max_interp_ratio "1"

sv_client_cmdrate_difference "30"

sv_allow_wait_command "1"

sv_timeout "60"

sv_pure "2"

sv_pure_kick_clients "1"

sv_allow_color_correction "0"

sv_allow_wait_command "1"

sv_allowdownload "1"

sv_allowupload "0"

 

//Tournament Mode

mp_tournament "1"

mp_tournament_stopwatch "0"

mp_tournament_allow_non_admin_restart "0"

tf_tournament_classlimit_demoman "1"

tf_tournament_classlimit_engineer "2"

tf_tournament_classlimit_heavy "2"

tf_tournament_classlimit_medic "1"

tf_tournament_classlimit_pyro "2"

tf_tournament_classlimit_scout "2"

tf_tournament_classlimit_sniper "2"

tf_tournament_classlimit_soldier "2"

tf_tournament_classlimit_spy "2"

tf_tournament_hide_domination_icons "-1"

tf_weapon_criticals "0"

tf_damage_disablespread "1"

tf_clamp_airducks "1"

tf_teamtalk "1"

tf_use_fixed_weaponspreads "1"

 

//TV Setting

tv_chattimelimit "5"

tv_delay "60"

tv_delaymapchange "1"

tv_transmitall "1"

tv_relayvoice "1"

tv_allow_camera_man "0"

mp_tournament_restart

 

say AFL (www.asiafortress.com) - Official League Config loaded (Version Date: 20.04.10) - Good Luck & Have Fun!

say ------

say *NOTICE: You are required to record POV-demos and provide screenshots of the results of each map. Start your demorecordings now.


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Rules

=====

 

Normal Game mode: 6on6, Medic- and Demoman limit 1,Class limit 2

 

Captures only count to decide a map winner

 

Use the match comments to record agreements on ringers, servers and other cases

 

1. Server

=======

 

1.1 Recommend neutral server

 

- Both teams can agree on a server which both maps are played on, or agree to play one map on each clans’ server. If you can’t agree on this then the game must be played on an AFL server (please contact an admin to arrange this)

 

1.2 Server needs password protection

 

- Server must be password protected at all times

 

1.3 Server needs AFL Config

 

- All servers used for AFL matches need to have the AFL Config loaded after every map change.

 

1.4 Server needs to provide your opponent a playable ping

 

- All servers used must provide your opponent with a playable ping and not disadvantage them to much with packet loss. Any team who feels a server is unplayable should bring up the issue right away. If in the event that the server is unplayable then a new server should be found or a AFL server could be assigned. If you do not raise an issue with a server during the match the league cannot intervene at a later date.

 

1.5 Single ping problems needs to be proven

 

- A player who is having ping problems on a specific server has to prove their bad routing by a trace-route screenshot if other team asks for it.

 

1.6 Unusual server settings may classed as cheating

 

- Servers with abnormal settings may be banned for matches by the league and or classed as cheating.

 

1.7 Be sensible regarding servers

 

- Please try and be sensible regarding servers! We hope that Teams do not try and use bad servers purely to gain a winning advantage.

 

2. Weapons

=========

 

Medic Unlocks: Übersaw + Blutsauger + Kritzkrieg allowed.

 

Pyro Unlocks: Backburner + Flare gun + Axtinguisher allowed

 

Heavy Unlocks: Natasha + Sandvich + K.G.B. Allowed

 

Scout Unlocks: Energy drink allowed. Force-a-nature limited to 1. Sandman is banned.

 

Sniper Unlocks:Huntsman + Razorback + Jarate allowed

 

Spy Unlocks: Ambassador + Dead Ringer + Cloak and Dagger allowed

 

Demoman Unlocks: Scottish resistance + Charging targe + Eyelander allowed

 

Soldier Unlocks: Direct Hit and Equalizer allowed. Buff banner limited

to 1. Gunboats is banned

 

**New items banned ( e.g The Pain Train, Dalokohs Bar, Homewrecker)

 

3. Cheats & Scripts

==============

 

3.1 Any kind of “Bug-Using” is not allowed. Player using bugs will be punished.

 

3.2 Any kinds of cheats are not allowed. Player using cheats will be punished.

 

3.3 Using the normal “duck jump” by a binding is allowed.

 

3.4 Any kind of Massive-Duck-Jump-Spam-Script is forbidden. A player using a Massive-Duck-Jump-Spam-Script in an AFL2 match will be punished.

 

3.5 It’s forbidden to use a combination of Taunt and Jump or to taunt while falling from ledges.

 

3.6 It is not allowed to use scripts or binds that allow you to make sharp turns while charging with the targe.

 

**For any scripts not mentioned here, you can use as general rule of thumb: anything that allows you to do something that would be impossible without that script is forbidden.

 

When in doubt, the admins decide on the legality of the script.

 

4. Maps

======

 

4.1 Timelimit 30 for all non-Stop-Watch-Maps

 

4.2 Stop-Watch-Maps: cp_gravelpit

 

4.3 Gravelpit = 2 Rounds using ABBA style

 

- cp_gravelpit have to be played with 2 rounds (possible overall results: 2:0, 1:1, 0:2). After one round the teams have to be switched so each team will end up defending first. Reload the AFL config between rounds so the teams can be switched.

 

4.4 Possible Team Decider for Stop-Watch-Maps

 

- Any player from either teams are to have a 1v1 melee fight (scout) on Gravelpit B capture point)

 

4.5 cp_freight: Door bug is forbidden

 

- last point doors (http://www.mikemarcin.com/gaming/team-fo...icks-vol3)

 

4.6 cp_gravelpit: It’s not allowed to build a teleport in your spawn area.

 

4.7 cp_gravelpit: The stickybomb bug on gravelpit is not allowed

 

- You aren’t allowed to use a bug where you put stickies under capture point A and damage targets trough the floor.

 

4.8 cp_well: It’s allowed to jump over the train regardless of timing

 

4.9 cp_well: It’s not allowed to use the red lamp to jump over as Scout

 

4.10 cp_gullywash: Its not allowed to put stickies to damage through the wall (http://www.youtube.com/watch?v=bAv5p2D9oxE)

 

5. Match Rules

===========

 

5.1 League Config for all matches

 

- All AFL matches have to be played with the updated version(19.03.10) of our League Config. The config has to be loaded after every map change.

 

5.2 Status + Scoreboard screenshots have to be made

 

- One representative of each team has to make a status screenshot before a match is starting and after every player switch. Also a scoreboard screenshot has to be made at the end of every map/round. All relevant screenshots have to be uploaded by one team leader when submitting the result.

 

5.3 Every player has to record Demos

 

- Every player is supposed to record Demos of every map and keep them for at least 2 weeks. A player and his team who can’t manage to bespeak a requested demo will be punished.(Format : afl2_roundx_name_vs_opponentteam_map.dem)

 

5.4 Scheduled Match can only be postponed if both teams agree

 

- AFL admins must be witness that both teams agree on the postponed date. Postponed date must be within the tournament period

 

5.5 Delay of 15 minutes is allowed

 

- A delay of 15 minutes for showing up for a match is allowed. If a team fails to have a complete team ready on the server 15 minutes after the match was supposed to start, the other team has the possibility to claim a Default Win.

 

*Additionally, after a map change the teams get 10 minutes to organize, starting when the first player joins the server. The same default win situation is in effect here, however only for the map concerned, not for the entire match.

 

5.6 No ringers allowed

 

- 12 slots per team is more than sufficient therefore no ringers is allowed.

 

5.7 Minimum of 5 players needed to play a match

 

5.8 Player changes during a match

 

- You can theoretically switch all players after a map change (as long as they are entered correctly on your rosters’ page). A player change during a running map is only possible if a player has technical problems to play on.

 

5.9 Every player has to play with the nickname of league site

 

- You are supposed to play with the nickname you have registered on the AFL site.

 

5.10 Only authorized spectators allowed

 

- No spectators are allowed unless they are authorized by the league or for the use of a Source TV.

 

5.11 Abusive chat, nicknames and avatars aren’t welcome

 

- Try not to use the chat function during the match to comment on anything unless it’s in a positive manner. Chat abuse will be punished. Racist names and avatars will not be tolerated.

 

5.12 Both teams not showing for a match -> Default

 

- If both teams fail to show up for a Season Match, a 0:0 will be entered for both maps.

 

5.13 Normal Map Overtime is counting on all matches

 

- A possible “normal” Map Overtime which is coming up if a team is capping a point at the end of a timelimit or if an intelligence is being captured counts and has to be played by both teams.

 

5.14 Pause if players drop

 

- Teams may request a pause at any time during a match.

Reasons for pausing include:

- Player drop

- Server problems

- Your game is unplayable due to network issues

 

**If you need to pause, you must clearly request a pause and give a reason for it (for example: “Pause please, player drop”). The other team is then, by rule, expected to pause at the first appropriate time in a sensible and sportsmanlike manner (e.g. not in the middle of a push). Teams will have to pause within 15 seconds of being asked. Not responding to a pause request will lead to penalties like a minor warning accompanied with the forfeit of the round in question, or, in extreme cases, a major warning and forfeit of the map.

 

**You may not unpause the game under any circumstances without giving proper warning to the other team.

 

**Each team has the right on one pause per map and a pause may not last longer than 5 minutes.

 

6. Players

=======

 

6.1 All players are welcome

 

6.2 Only correctly entered players are allowed to play

 

- You are only allowed to use players who have correctly entered their nicks and Steam ID that are verified on your teams’ roster.

 

Team change in the competition is not allowed (A player is not allowed to do any team change during a competition. Any player is not allowed to change team even though their team is dead.)

 

6.3 Switching line-ups or hijacking teams is not allowed

 

- It is not allowed to let another team or a new lineup take over the place of a team that is registered in AFL seasons. The AFL will look at teams breaking this rule and holds the right to remove them from the league.

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4.8 cp_well: It’s allowed to jump over the train regardless of timing

 

For this rule, you guys should consider enforcing the 5 seconds remainder to start time to jump over the train.

 

Reason is because any demoman can just jump over and spam the other team and even forcing the other team to uber before the game starts. This would give a huge disadvantage to the opposite team, and a huge advantage to demomans that manages to pull that stunt. Possibly a team wipeout even if the demoman is skilled and playing against a less experienced team. The timer to count down is there for a reason I guess?

 

I spoke to spammah and he said that it might be difficult to enforce this rule. However, I don't feel it's a valid reason to allow such a rule. I'm not sure where the major leagues stand on this rule, but I think this rule would make it difficult for more inexperienced teams.


One team change per competition allowed (A player is allowed to do one team change during a competition. A player changing from a dead team doesn’t count as real change.)

 

This rule is a little strange. Mind explaining it in details? Thanks!

 

If I interpret it correctly, if you team forfeits in the middle of the league, you are not allowed to join another team? BTW, why are we even allowing players to change team when our league is only 2 months O_O?

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sv_maxrate "60000"

why is the maxrate 60000

isnt it supposed to max at 30000

and um we should lower the tv delay 90 is default but a bit less would've been better

i highly recommend while the people are inside the source tv use cl_interp .1 since the tv delay is high ^^ but the higher the delay the smoother the footage....

___________________________________________________________________________

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There wont be any enforcing on the 5 seconds rules, as we are playing group stages and there will be a lot of matches , we do not have enough admins. It is also to prevent any teams from disputing over this issue. Maybe we will enforce it in the next competition.

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Default setting for tv_delay is 60 if i'm not wrong, But for competitive setting, its is usually set between 90 to 120.

 

i highly recommend while using source tv use cl_interp .1

I don't really understand how does using source tv affect cl_interp.

For cl_interp, if i remember correctly, 0.1 is usually set for LAN games while 0.01 is set for online games.

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Default setting for tv_delay is 60 if i'm not wrong' date=' But for competitive setting, its is usually set between 90 to 120.

 

i highly recommend while using source tv use cl_interp .1

I don't really understand how does using source tv affect cl_interp.

For cl_interp, if i remember correctly, 0.1 is usually set for LAN games while 0.01 is set for online games.

 

Try spectating in a STV with lots of people it will be like 900 ping i swear STV takes quite time to render so if we higher the interp it makes out things smooth but that is for the ppl in the stv not for anyone else just use it when in stv

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allow wait command should be left at default (enabled)

 

you will break player's scripts.

 

also that command is duplicated in your config

 

maxupdaterate is duplicated and mincmdrate should not be 66.

 

btw, the reason why server class are restricted is because to prevent players from spawning exceed class limit and coming out of resup.

 

e.g: you can skip respawn time as medic or any other restricted classes.

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Wow. Great to see no one followed up and edited the server config in the first page. Good job. Okay so,

 

sv_allow_wait_command is set to "1" now

All classes are restricted to "2" except for Medic and Demo ("1").

 

I hope the server admins will update their server configs accordingly.

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5:28 PM - dizziness [W40K]Life: mp_respawnwavetime "10.0"

5:28 PM - dizziness [W40K]Life: why 10 sec?

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wave time doesnt indicate the seconds... its more like a setting, 10 is the average settings. TF2 respawn times are dynamic rmb

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5:28 PM - dizziness [W40K]Life: mp_respawnwavetime "10.0"

5:28 PM - dizziness [W40K]Life: why 10 sec?

 

um Kin it is the starting freeze time which freezes you at the start of the round.. and it should be 10 :)

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No. mp_respawnwavetime is the cvar for normal respawn time.

"10.0" and "10" is the same, just that if its set to "10", the server will be tagged with "respawntimes".

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Ok. It's disappointing to see most of the servers not using the latest AFL config. People, please help spread the word to all the server admins you know and get them to update to the latest SVR cfg as seen in post #2. Thanks.

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