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Author Topic: AAO 2.5 CUP Rules  (Read 19089 times)

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Offline KARI-30

AAO 2.5 CUP Rules
« on: Wednesday, July 03, 2013, 11:47:25 AM »
AAO25CUP RULES:

1) All teams from all over the world are welcome to participate in the AAO25CUP, however the cup staff reserves the right to remove any clan from the tournament if it violates cup rules. The whole tournament is going to be played with 4 players each side. (4vs4)

2) Cup staff also reserves the right to remove any player from the tournament who is violating rules or has recent unclean gaming history. If the team does not accept the removal of the player of the team, it will result in removing the whole team from the tournament.

3) It is forbidden to use any 3rd party applications and in-game hacks during a match that are not allowed from AAO25 admins. Teamspeak viewer is allowed to be used ingame.

4) Bugusing of any kind is strictly forbidden. For example jumping on the roof of the West objective building on Urban Assault. Doing so will result in a warning or may lead a to direct loss of the round. Pronebugging also isn't allowed. (Meaning shoot and go prone at same time.) If you are uncertain if it is counted as bug or not, simply don't use it. Fast weapon swap is allowed.

5) There may be a cup staff member observing the match as "AdminConsole" in case there are indications of rules violations. Both teams will be informed before the match who and why is watching the game. Any team may request a cup admin to observe the match if they have feelings that the opposing team is violating rules or intending to do so.

6) It is up to the teams to decide on which server the match is going to be played. If there is not an agreement, the match will be played on a server located in Europe. You may ask the cup staff to prepare an official cup server for the match. The server is located in Central Europe, with low pings and minor lags.

7) Before a match the two teams need to select their maps from the maplist and the overtime map. Each team eliminates 5 maps from the mappool. Home team starts eliminating 1st map, Away team eliminates 2nd map, Home team 3rd, Away team 4th and so on until 10 maps are scratched from the list. After the 10th map is eliminated the Home team picks a map as his map of choice. Then the Away Team picks his map. (Can be the same like the home teams)

8) The overtime map is being selected in the same way, only there are going to be only 4 maps eliminated from the maplist. The Home team starts eliminating the 1st map, then the Away team eliminates the 2nd map. Home team then eliminates the 3rd map and the Away team eliminates the 4th map. The last map that wasn't scratched is the overtime map to be played in case of a draw after the first two maps.

9) It is possible that one map can be played 2 or even 3 times.

10) The home team's map will be played first. The away’s team map starts immediately after the first map is completed. To win a match you have to win 2 maps. Winning 7 rounds on the map automatically wins you the map. It is mandatory to finish all rounds. But may be discarded if there is time pressure, that depends on both teams agreement. If the situation occurs where one map has been finished with the result 6:6, the map will be counted as tie and teams proceed to the 2nd map. If there is a tie also after in the 2nd map 6:6 the overtime map will follow with the rules described below.

11) If there is a tie after the 2 maps, an overtime map is played. The same rules apply for the overtime map. 7 rounds win the map. If there is a tie 6:6 the game continues as long as one team has one 2 rounds in a row for example: 8:6, 10:8 and so on. After the 6:6 state the server needs to be reconfigured so the "Swap Sides Every: 1 round" is enabled. This makes sure the teams change sides after 1 round. So one team plays 1 round Assault, 1 round Defense. Not playing 2 Defense rounds in a row. If the the result is still at 10:10, the match needs to be reseted and goes on until a team wins 2 rounds in a row. It is recommended to setup "Rounds Per Match: 20 rounds" so there are no more delays.

12) All players of all teams have to type "demorec" in console in the planning round before every match. That way the admins can demand the demorec file in case there has been a complaint about rules violation. The team must provide the demanded demorec files to the cup staff.

13) In case of a "Spawn bug" (meaning a player of a team did not spawn / start a round) the round must be immediately discarded by both team captains. In case the team captain of the team who didn't have the spawn bug doesnt discard the round, the round won’t be counted.

14) A team captain cannot ask for a discard after the 1st death of the round has happened. That applies also if a player has a critical error during the round and someone has already been killed. If someone has critical error before someone got killed it is possible to discard the round.

15) On a map where there are multiple objectives and both teams can secure them for example Urban Assault and MOUT McKenna. If one teams has secured 2 objectives and the other teams has secured only 1 objective, the team with 2 objectives wins at the end of the round. Same when one team has 1 and the other 0. Simply the team who has secured more objectives than the other wins the round when the round is over. If the teams have secured the same number of objectives at the end of the round, the round is considered a tie.

16) The team that is registered in the AAO25CUP has read, understood and accepts the rules above


MAPLIST: (Round length)
Border (6)
Bridge Crossing (5)
Bridge SE (6)
Collapsed Tunnel (3)
Dusk (4)
Headquarters Raid (4)
Insurgent Camp (4)
JRTC Farm Raid (5)
Mountain Ambush (6)
Mountain Pass (6)
Mountain Pass SE (8)
MOUT McKenna (3)
Pipeline (4)
Radio Tower (7)
River Basin (5)
SF Arctic (5)
SF Blizzard (5)
SF Courtyard (5)
SF CSAR (5)
SF Dockside (4)
SF Extraction (4)
SF Hospital (5)
SF Oasis (5)
SF PCR (5)
SF Pipeline (4)
SF Recon (8)
SF SandStorm (4)
SF Taiga (6)
SF Village (6)
SF Water Treatment (5)
Steamroller (5)
Swamp Raid (4)
Urban Assault (3)
Weapons Cache (5)
Weapons Cache SE (6)
Woodland Outpost (5)

OVERTIME MAPS:
MOUT McKenna (3)
SF Dockside (4)
SF SandStorm (4)
Steamroller (5)
Urban Assault (3)


MATCH SERVER SETUP:

CONFIGURATION:
Minimum Player Honor Level: 1
Maximum Player Honor Level: 100
Maximum Players: 8
Auto-Balance Option: Never Auto-balance Teams
Game Play Mode: Force Live-Fire Weapons


RULES:
Enable Multiplayer Cheats: NO
Show Death Messages: YES
Rounds Per Match: 13 rounds (12 in fact, but 1 extra round to make sure the game doesnt crash)
Round Time Limit: (depending on map)
Spectating Rules: Players Only First Person View
Scoreboard Display Rules: Scoreboard Always Available
Friendly Fire ROE Limit: 400
Kick Players For Early ROE: NO
ROE Violation Options: Ignore Violations
Idle Player Kick Minutes: Disable
HUD Options for Enhanced Difficulty: ALL NO

TOURNAMENT:
"Home" Team: (The first team)
"Away" Team: (The second team)
Require Team Password: YES (optional)
Request Pause Length: 90
Swap Sides Every: 6 rounds
Swap Delay: 60
Mission Planning Time: 4 minutes
Captain Request Delay: 30 seconds
Delay Between Rounds Time: 5 seconds
Tie-Breaking Rules: Allow Ties
Use ENDEX Rule: NO
Allow Team Captains: YES
Open All Weapon Slots: NO
Random Side Starts: NO
« Last Edit: Tuesday, July 23, 2013, 11:05:25 AM by KARI-30 »

Offline [SWISS]Merlin

Re: AAO 2.5 CUP Rules
« Reply #1 on: Wednesday, July 03, 2013, 13:05:17 PM »
but jesus, do not copy it from desbl :)

Offline [HT]-d0n-@-KeIIo-

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Re: AAO 2.5 CUP Rules
« Reply #2 on: Wednesday, July 03, 2013, 13:39:26 PM »
it is not copied ...

aber merlin du könntest uns mit servern für den cup aushelfen wen es geht?

wir würden uns dan noch mahl melden wen alles soweit vertich ist..

Offline Ganja

Re: AAO 2.5 CUP Rules
« Reply #3 on: Wednesday, July 03, 2013, 20:14:16 PM »
Nice clear rules. Anyone want me in his team? I have no ts and I suck balls :(

Offline [SWISS]Merlin

Re: AAO 2.5 CUP Rules
« Reply #4 on: Thursday, July 04, 2013, 03:45:52 AM »
it is not copied ...

aber merlin du könntest uns mit servern für den cup aushelfen wen es geht?

wir würden uns dan noch mahl melden wen alles soweit vertich ist..

klar, kein Ding. mache ich.

Offline bollie

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Re: AAO 2.5 CUP Rules
« Reply #5 on: Thursday, July 04, 2013, 06:09:58 AM »
Nice clear rules. Anyone want me in his team? I have no ts and I suck balls :(

But ur a nice crazy guy!

Offline insidiae

Re: AAO 2.5 CUP Rules
« Reply #6 on: Thursday, July 04, 2013, 08:01:08 AM »
The amount of shitty maps the below average players will be fully stratting and geeking..

Offline KARI-30

Re: AAO 2.5 CUP Rules
« Reply #7 on: Thursday, July 04, 2013, 08:29:50 AM »
What you mean and suggest?

Offline Petrol

Re: AAO 2.5 CUP Rules
« Reply #8 on: Thursday, July 04, 2013, 09:52:52 AM »
Quote
Rounds Per Match: 13 rounds (12 in fact, but 1 extra round to make sure the game doesnt crash)
Set 12 rounds per match, but add new ServerName entry in file System/server/aa25srv.ini just after
Code: [Select]
[Engine.GameReplicationInfo]
ServerName=
it should looks like:
Code: [Select]
[Engine.GameReplicationInfo]
ServerName=
ServerName=Petrol nocolor server

Offline KARI-30

Re: AAO 2.5 CUP Rules
« Reply #9 on: Thursday, July 04, 2013, 11:47:28 AM »
Petrol so after the rounds ended players wont get critical error? We can try it.

Offline Petrol

Re: AAO 2.5 CUP Rules
« Reply #10 on: Thursday, July 04, 2013, 13:23:27 PM »
Tak kurwa nie jebnie!

Offline [Majestic]tidididi

Re: AAO 2.5 CUP Rules
« Reply #11 on: Thursday, July 04, 2013, 13:49:23 PM »
LOL

Offline zoxee

Re: AAO 2.5 CUP Rules
« Reply #12 on: Thursday, July 04, 2013, 14:00:40 PM »
First time hot knifing hash oil, sent me to the moon, zombified. Not a whole lot of fun.

Offline [HT]-d0n-@-KeIIo-

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Re: AAO 2.5 CUP Rules
« Reply #13 on: Thursday, July 04, 2013, 14:06:53 PM »
Tak kurwa nie jebnie!

i think it is not help nono  :D

Offline waNted

Re: AAO 2.5 CUP Rules
« Reply #14 on: Friday, July 05, 2013, 09:41:26 AM »
How about remove all the maps with random spawn/obj?
they see me ROLLIN' they HATIN'

 

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