Rules

play CS:GO Acer Predator Masters powered by Intel Qualification Europe

Last change: 16.07.2019 14:04

These are the rules for the CS:GO Acer Predator Masters powered by Intel Qualification Europe. We make every effort to ensure the rules are complete and up to date but this may not always be the case. You should also check the Info Page and News for additions, exceptions and modifications that may apply. The rules are a guideline and the decisions by admins may differ from them depending on the circumstances. If you have any questions about the rules, please write a support ticket.

1. Matchmedia

All match media (screenshots, demos, etc) must be kept for at least 14 days. In general, you should upload the match media from a match to the match page as soon as possible. Faking or manipulating match media is of course forbidden and will result in severe penalties. Match media should be named clearly based on what it is. It is not possible to file a protest or write a support ticket to complain about bad match media naming. However, if an admin is hindered in his work because of bad match media names, penalty points can be assigned.

1.1. ESL Anticheat / Linesman

ESL Anticheat is mandatory for all players to use for the full duration of all matches without exception. If a player cannot use Anticheat then they are not allowed to take part in a match.

For a missing or an incomplete Anticheat file the player/team will be punished. Apart from this rule are all players which have evidence (screenshot of a bug)) that ESL Anticheat stopped/crashed due to an error. The first time a player has no logout or no Linesman file, a warning will always be given, whether he can prove it was an error or not.

Warnings for a missing logout and linesman are valid for 14 days. We only handle and warn a missing logout if they are reported within a protest. A match won't be deleted if warnings have been given.

Another missing logout / missing Linesman file within that 14 days timespan will be treated like playing without Anticheat and will be penalized as such.

A match has to be postponed if the ESL website or AC-servers are down, making Anticheat unusable.

1.2. Screenshots

An admin may extend the upload period of the following matchmedia in special cases.

It is the responsibility of both sides to ensure all screenshots are uploaded to the match page within 24 hours of the end of the match. Screenshots must be uploaded in the following format: .jpg, .jpeg, .png, .bmp

1.2.1. Score screenshot

A screenshot of the scoreboard at the end of the match must be taken and uploaded to the match page within 24 hours. The screenshot must show the endresult of the match.

1.2.2. status screenshot

A status screenshot must be taken:

  • at the beginning of the match
  • in case of a server/player change
  • if a player reconnects

In order to take a status screenshot, you have to use the console command "status".

A missing status screenshot is no reason to open a protest.

1.3. Demos

It is mandatory for all players to record one point-of-view (POV) demo per map for the full duration of all matches without exceptions. A possible knife round is part of demo and has to be recorded. Possible overtimes have to be recorded as well. As long as one of the players/teams is able to upload the knife round on admin request, there will be no consequences for a missing knife round. In case no player/team can upload the demo on request the player/team will receive one (1) penalty point. Protests regarding missing knife rounds are not valid. Protests regarding spitted demos are also not valid.

In general not working demos will be treated as missing demos, although the final decision is up to the admin. If the demo is incomplete, the admin will decide whether or not it will be treated as a missing demo.

If a protest has been opened for a match, all matchmedia must be kept for at least 14 days until after the protest is closed.

1.3.1. Requesting demos

Demos can only be demanded up to a maximum of 30 minutes after a match via the 'Request match media (demos/replays)' function on the match details page.

A demo request must state the map, if more maps have been played.

If it turns out that your demo request was not made according to the rules, you can correct it within the 30 minutes by posting it as match comment or report. This is possible as long as the other side did not yet fulfill the previous request. If a demo request is corrected, the upload time limit will be extended by 30 minutes from the time of correction. If the demo request is wrong and has not been corrected (e.g. more demos than allowed were requested), the opponents do not have to upload any demos at all.

If a player or a team illegally aborts the match, they lose their right to demand demos.

It is not necessary to split the demo in two halves per Map. The request refers to one demo per map, so after a request the player have to upload the complete demo/map (one demo = one map of one player). Maximum amount of demos that can be requested:

    5on5: 4 demos per team
    3on3, 2on2: 2 demos per team

Both sides should check the demo requests of a match after the 30 minutes have passed. The requested demos must be uploaded to the match page within 24 hours. Please check cup rules for special deadlines.

If any demo is missing after 24 hours, you have to open a protest ticket within the 72 hour protest period to complain. The player will get an additional 24 hours from the opening of the protest to upload the requested demos.

If after this deadline the player(s) still have not uploaded their replay(s), the match may be deleted and the player(s) and team punished with 3 penalty points. If the player(s) do upload their replay(s) by this deadline, the player(s) and team will only receive 1 penalty point and the match stays rated.

1.3.2. Uploading demos

Demos have to be compressed into a archive(.zip, .rar, .7z). Apart from that all match media has to be uploaded to the ESL website (the match page). You are not allowed to upload your match media to your personal web space or any other kind of external hoster.

1.3.3. Editing demos

It is strictly forbidden to edit demos. If a replay has been manipulated, the admin team will decide what penalty is appropriate.

1.3.4. Accusation of cheating by timetable

If you want to accuse your opponent(s) of cheating, you need to hand in a timetable within 72 hours after the requested replay of the accused player has been uploaded. Instructions on how to do this can be found on this page.

A timetable should be handed in along with the opening of the protest, so please make sure you have your timetable(s) ready when you open the protest. Nevertheless the timetable can still be handed in later (as long as it is within the 72h deadline) in case you did not do that along with the opening of the protest.

2. Settings

2.1. Player settings

2.1.1. Illegal scripts

In general, all scripts are illegal except for buy, toggle and demo scripts. Here are some examples for illegal scripts:

  • Jumpthrow scripts
  • Stop shoot scripts (Use or AWP scripts)
  • Center view scripts
  • Turn scripts [180° or similar]
  • No recoil scripts
  • Burst fire scripts
  • Rate changers (Lag scripts)
  • FPS scripts
  • Anti flash scripts or binding (snd_* bindings)
  • Bunnyhop scripts
  • Stop sound scripts

Violations of this rule will lead to a warning the first time. If in team matches more than 1 player played with wrong client settings and they have been warned before already, the match will be deleted.

2.1.2. In-Game overlays

All In-Game overlays - provided by the game itself - except the following are forbidden:

  • cl_showpos 1
  • cl_showfps 1
  • net_graph 0/1 (nevertheless you are not allowed to abuse the net_graph to help you aiming, like in this screenshot)

2.1.3. Custom files

The HUD can be changed as long as no information is deleted or falsified which is available in the standard HUD. If you use a custom HUD, it has to be readable. If an admin is hindered in his work because of unreadable HUDs, penalty points could be assigned. Protests or support tickets because of unreadable HUDs will be rejected immediately.

Custom files are only allowed for your HUD and GUI.

Other custom files are forbidden, including custom models, changed textures or sounds (volume, soundscapes).

2.1.4. Illegal software and hardware tools

Changing the game graphics or textures with the help of videocard drivers or similar tools is illegal. Furthermore any kind of overlay that displays the system performance while playing (e.g. Nvidia SLI Display, Rivatuner Overlays) is illegal. Tools that only display the FPS are legal.

You will be punished regardless of whether the changes have been made using external hardware or software and regardless of actively using them or not.

2.1.5. Color depth

The usage of a color depth of 16 bit is not allowed. Evidence of usage can only be given by ESL Anticheat. Trying to prove the use of 16 bit with screenshots is not allowed and protests about this will be rejected.

2.1.6. Content of the config folder

In the config folder you are only allowed to have config files. Pictures, demos, screenshots and zipped files are forbidden. If an admin is hindered in his work because of too many unclear config files, penalty points (1-3) can be assigned. Protests and support tickets opened because of this rule are illegal and will be rejected.

2.1.7. Gameaccount

It is mandatory to register a CS:GO SteamID in your player profile. If a player plays with no or a wrong CS:GO game account, the player/team might be punished. If the CS:GO game account you played a match with is missing, but that same game account is already entered in your profile as VERSUS game account or CS/CSS game account, you will be warned at first. If you simply made a mistake while entering your game account (e.g. copy/paste error, last digit is missing), you will also be warned at first.

2.2. Server settings

2.2.1. Server plugins

No server plugins except those listed below are allowed to be used.

2.2.1.1. VAC2

VAC2 must be enabled on the game server.

2.2.2. Config

You have to download the official ESL server config and upload them to your server in order to load the correct server config in-game. The server settings must be checked before the start of the match and may only be contested if they were changed during the match. A protest because of wrong server settings after the match started will be rejected!

2.2.3. sv_pure 1

The use of sv_pure 1 is mandatory in all matches. Please check this before the start of the match, as a protest after matchstart will be rejected.

3. Match rules

3.1. Before the match

3.1.1. Server choice

The ESL does not supply servers for matches, players and teams must provide their own and come to an agreement with their opponent as to which to use. The purpose of this rule is to determine which server is going to be used, if you can not agree on one.

3.1.1.1. Usage of protected game servers

We recommend to play on a certified server. If one party is providing such a server, this server has to be used for the match.

3.1.1.2. Tickrate

If there is a server with 128 tickrate available, this one has to be chosen.

3.1.1.3. Tiebreaker

If both players/teams should have equal servers as defined previously in this rule, the match is going to be split over two servers. The server of the player/team which is on the left side in the match sheet will be used for the first half of the match. The other server for the second half of the match.

3.1.1.4. Ping

The internet is changing continuously and the connection to a server is not always perfect. Players and teams have to agree on a server that offers both sides an equal ping. Nevertheless every player should know, that they will sometimes have to play with a bigger ping difference. In this case we have to appeal to the sportsmanship and fairness of the players and teams. The right to change server or fake lag does not exist.

3.1.2. Nickname and clan tag

Each player has to use a nickname that is similar to the nickname he/she entered in his ESL player sheet. You are not allowed to change your nickname in-game. Protests or support tickets because of a violation of this rule will be rejected.

If an admin's job is hindered because of wrong or difficult nicknames and/or clan tags, penalty points can be given to the players and teams.

3.1.3. Warmup

Before the start of the match, both teams must state that they are ready to start the match. Should a player or a team have temporary problems, the opponent must be informed and the start must be repeated.

3.1.4. Number of players

A match can only start when the following minimum number of players are available:

  • 2on2: only 2on2 is allowed.
  • 3on3: only 3on3 is allowed.
  • 5on5: 4on4, 4on5 and 5on5 is allowed. (If one player in a team is missing the team can nevertheless play the match. The opposing team can decide freely whether they want to play with all players or with one player less as well.)

Only players who were in the team at the initial play-date are allowed to play in the match. New players have no permission to play the match, except the opponent teams explicitly grants it.

This rules only relates to the number of players which have to be available at match start, in case a player should drop see rule 4.2.3. Player drop

3.1.5. Coaching

Coaching is possible if both parties agree. Only team participants are allowed to coach on the server. ESL Anticheat is mandatory for coaches to use for the full duration of all matches without exception. If a coach cannot use Anticheat then they are not allowed to coach in a match. Also it's mandatory for the coach to join with the correct game account and a status screenshot must be taken.

3.1.6. Broadcasting

3.1.6.1. GOTV

Broadcasting a match via GOTV is allowed, as long as one team wants to do so and is able to provide the necessary server. The GOTV delay must be set to 90 seconds or higher.

3.1.6.2. Streaming

Other kinds of broadcasts such as streaming are in general allowed as well. Please check rule 1.4. Game Coverage of the global rules for more information.

3.2. During the match

3.2.1. Choice of side

A knife round must be played to determine who starts on which side. The winner of this knife round will choose the side. Only knives and kevlar vests are allowed to be used.

3.2.2. Server crash

If the server crashes before three rounds have been completed (in a half), the server must be restarted and the half's score will be reset to 0-0.

If the server crashes after the third round has been completed, the half must be restarted with startmoney 2000 and the score will be counted from the last completed round. The start money is set to 2000 and the team that lost the last round kills itself using "kill" in the console. This round does not count. The half continues with the following round. The start money has to be set to 800 again.

3.2.3. Player drop

If a player drops before the first kill has been made in the first round, the match will be restarted. If a player drops after the first kill has been made, the server will be paused at the end of the current round (see rule Usage of Pause function).

The waiting time for a dropped player is 15 minutes. If the player or a substitute rejoins the server and both teams are ready, the game can be resumed. In case the dropped player does not reconnect within 15 minutes and there should be no substitute available, the team must continue playing with one less player.

3.2.4. Change of players

Players can be changed at any time but the opposing team has to be informed in advance. If necessary the game can be paused (see rule Usage of Pause function). This change may not take more than 5 minutes. After the waiting time the match can also be continued without the full team and the player can join in the running game. Changed players must be registered in the team with their CS:GO SteamID and it is recommended to take another status screenshot when a new player arrives on the server.

3.2.5. Game intermissions

If the match is interrupted, the match is valuated up until that point. The match will be continued according to the following procedure:

  • The start money is set to 2000 for the remaining game time.
  • The team that lost the last round kills itself using the command “kill” in the console. This round does not count.
  • The game begins with the next round.
  • Should further maps have to be played after this map, the start money must be set back to the normal value (800).

This rule serves the purpose of covering unexpected intermissions that are not wilfully brought about by the teams. So if a game is interrupted but cannot be continued on the same day, the remaining game time can be played at a later date but within seven days. If the teams/players fail to agree on a date, an admin will determine the date. If a team/player fails to appear an admin will decide whether the match is rated as 'did not show up' or 'match abort'.

Only players who were in the team at the initial play-date are allowed to continue the game. New players have no permission to play the match, except the opponent teams grants it.

3.2.6. Usage of pause function

If you have a problem that prevents you from playing on, you are allowed to use the pause function. The pause function has to be used at the beginning of the next round (during the freezetime). You have to announce the reason before or immediatly after you used it. If no reason is given, you may unpause the game and continue playing. Unpausing or pausing the game without any reason will lead to penalty points (see Unsportsmanlike behaviour). If the problem can't be solved (max. 10 minutes pausetime) see rule 4.2.5. Game intermissions.

The pause function can be used by every player on the server using this command: "cmd pause"

3.2.7. Overtime

Playing overtime is mandatory and will be forced by the server. The overtime will be played MR3 (maximum of 6 played rounds) with $10.000 start money. For the start of the overtime, teams will stay on the side which they played the previous half on, during half-time sites will be swapped. Teams will continue to play overtimes until a winner has been found.

3.2.8. Bugs and forbidden actions

3.2.8.1. Weapon choice

3.2.8.1.1. AIM/AWP Ladder

Allowed are all weapons that can be found on the map including grenades. The usage of purchased weapons or equipment is not allowed. Failure to comply with this rule will result in the deduction of three rounds.

3.2.8.1.2. Handgun Ladder

Only pistols and grenades are allowed. Failure to comply with this rule will result in the deduction of three rounds.

3.2.8.2. Bomb

To plant the bomb in a way that it cannot be reached anymore is forbidden. Places that can be reached with the help of a team mate are allowed. Violating this rule will result in the deduction of 3 rounds.

3.2.8.3. Climbing

Climbing with the help of team mates is in general allowed. Not allowed are positions where textures disappear in walls or grounds if a special movement (e.g. a jump) is required.

3.2.8.3.1. Boosting, sky walking, sharking

Boosting through walls, ceilings or the ground, invisible pixels or surfaces, sky walking, map swimming, floating and sharking are all forbidden.

3.2.8.4. Grenades

Throwing grenades inside walls is not allowed. Throwing them above walls and roofs is allowed.

3.2.8.5. Self-Kills

Self-kills by console in order to shorten the round time is strictly forbidden.

3.2.8.6. Other

The use of bugs is in general not allowed. Should a bug that is not listed be used, an admin will decide if a penalty is necessary.

3.3. After the match

3.3.1. Right to write a support ticket/file a protest

Only players/teams involved in a match are allowed to write a support ticket or to file a protest. Players can open a protest up to 72h after match start.

3.3.2. Game abort

If a team aborts a match before it is finished, a win may be granted to the remaining team if the match advanced to a point where the end result can be determined. If your opponent should deliberately leave the match, you must definitely file a protest. You are not allowed to enter a result yourself. This can be penalized as a fake result.

4. Cup rules

Unless specified otherwise, in all of our cups the ladder rules are valid as well. There are some special rules in place for cups:

4.1. Special rules

4.1.1. Deadlines

request a demo: within 30 minutes after the match

upload the demo: within 24 hours after the request

open a protest: within 10 minutes after the match

The deadlines are determined by Anticheat logout time.

4.1.2. No show

If your opponent is not present 10 minutes after you have posted the IP and password and the last match of your opponent is already finished for 10 minutes, you have to open a protest to request a default win. This is the fastest way to get your match checked, as the admins can not check all matches of a tournament manually.

4.1.3. Servers

The ESL does not rent any servers for a cup (exceptions will be announced in the cup news). If you and your opponent do not have a server, please open a protest. In general both of you will be disqualified.

4.1.4. Overtime

In case of a draw, an overtime must be played to determine the winner of the match, following this procedure: The overtime will be played MR3 (a maximum of 6) with $10.000 start money. For the start of the overtime teams will stay on the side which they played the previous half on, during half-time sites will be swapped. Teams will continue to play overtimes until a winner has been found.

4.1.5. Adding new players

All players on a team at the official start time of the cup are eligible to play in all matches. After the official start time only two new players are eligible to play. Using more than two new players during the cup will result in a default loss.

4.1.6. ESL Anticheat/Linesman/wrong clientsettings

Missing logout: warning

Missing Linesman: warning

Missing Anticheat file: default win to the opponents

Wrong client settings: warning

By reaching the number of 2 warnings in different matches during a cup the team will be disqualified.

4.1.7. Disqualification

To keep the delay during the cup as slightly as possible we reserve the right to disqualify teams from the tournament. This will only be done in cases were a team shows no real effort to get a match done or is even obviously blocking. In hard cases this can even effect both teams.

5. Penalty points

In general, a player and the team can receive up to 6 penalty points per match, unless a single violation has a higher punishment. A team is only punished once per violation, regardless of how many players. Where a player or team receives penalty points for multiple violations, the penalty points are added together.

Rule violation Number of penalty points
General
No show Team: 3; Player: 2
Reject compulsory challenge Normal: 1
Intense (top 10): 2
Abort match Player / Team: 2
Use of ineligible player
Inactive barrage Player / Team: 3 and match deletion
Barraged Player / Team: 6 and match deletion
Unregistered player Player / Team: 3 and match deletion
Missing Premium (where required) Player / Team: 3
Missing Trusted (where required) Player / Team: 3
Ringer/Faker Player / Team: 6 and match deletion
Playing with wrong gameaccount Player / Team: warning / 3 and match deletion
Playing without a registered gameaccount Player / Team: warning /3 and match deletion
Unsportsmanlike behaviour
Multiple/Fake accounts Warning / 1-3 penalty points
Faking country/nationality Warning / 1-3 penalty points
Deception Player / Team: 1 - 4
Fake result Player / Team: 4 and result correction
Fake match media Player / Team: 6 and match deletion
Fake match Player / Team: 6 and match deletion
Cheating Player: 12 / Team: 6 and match deletion

Matches get only deleted if the team/player violating the rules won points in the match, that means either by winning or a draw. In cup and league matches default wins are given instead of a match deletion.

5.1. Illegal graphic settings

The use of illegal software and hardware tools in order to change the game graphics or textures will in general be punished with 6 penalty points.

5.2. Illegal scripts

Using illegal scripts will be penalized with 2, 4, 6 or 12 penalty points. The amount of penalty points given depends on the script and it is up to the responsible admin to decide this. It does not matter whether the script has been used or not. If the config files of a user contain illegal scripts or parts of illegal scripts, he will be penalized, regardless of active use. Players with a jumpthrow script in their config will get a warning as first time punishment.

The use of no flash and no recoil bindings/scipts in any and all forms will be punished with 6 penalty points after the first violation without active use and 12 penalty points after repeated violation or after active use of them.

5.3. Weapon choice in special ladders

Using a restricted weapon will result in the deduction of three rounds for each violation.

5.4. Idling in Ladders

If a player/team is idling in the ladder without playing any match, penalties can be given.

5.5. Recreation of Teams

The recreation of team accounts is forbidden if active penalty points and/or barrages are bypassed, the ranking of the ladder gets faulty or if the participants aim for an advantage. If needed, active penalty points will be assigned to the new account and the barrages thereof will be kept. Teams which were created by bypassing this rule can be deleted. In case of recurrence the players may directly be punished.

  • If a new team is created to bypass good or bad statistics the new team could be deleted and if the circumstances require penalties will be given to the players. Played matches keep rated.
  • If penalty points were bypassed, the new team will be deleted and corresponding penalties will be given to the old team. The played matches keep rated.
  • If a barrage is bypassed, the new team will be deleted and the barrage is reset on the old team account. The played matches are deleted.

The bypassing of this rule is no reason for a protest. Protests because of this will be rejected. All hints have to be submitted via support ticket. Afterwards the appropriate arrangements will be initiated against the team and/or players.

5.6. Game specific penalties

Settings
Illegal config setting Player / Team: warning / 2 per setting and match deletion
Illegal script Player / Team: 2, 4 or 6 and match deletion
Custom files Player / Team: 2 and match deletion
Wrong models Player: 3 - 6 and match deletion  / Team: 3
Wrong server settings Team: 2 - 4
Match media
Missing/incomplete demos Player / Team: 3 and match deletion
Missing status screenshot Player / Team: 1
Missing/incomplete ESL Anticheat Player / Team: 3 and match deletion
Missing/incomplete Linesman Logfile Player / Team: warning / 2
Missing, incomplete screenshots Player / Team: 1
Missing matchmedia with cheat suspicion Player / Team: 6 and match deletion
Unsportsmanlike behaviour
Bug use Player / Team: 2 per use
Self-Kills Player / Team: 2 per match
Other Player / Team: Up to 4

Matches get only deleted if the team/player violating the rules won points in the match, that means either by winning or a draw. In cup and league matches default wins are given instead of a match deletion.