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RULES (as of 29th January 2007)

There are 5 main sections which the ACSL covers with rules:

Server Rules
Match Rules
Team Rules
Player Rules
Match Dispute Rules
Edited / Changed recently
SERVER RULES

RULE 1

ACSL matches may be played on any server agreed to by both teams.
RULE 2
ACSL servers can use any tickrate but 66 tick is the prefered setting.
RULE 3
ervers hosting ACSL matches must have the latest version of ZBlock installed. The latest version can be downloaded from: http://zblock.cs-resourced.net/?section=4
RULE 4
Servers hosting ACSL matches should have the following server settings enabled ...
sv_lan 0
sv_maxupdaterate 100
sv_minupdaterate 20
sv_unlag 1
sv_maxunlag .5
sv_voiceenable 1
mp_autokick 0
mp_autocrosshair 0
mp_autoteambalance 0
mp_buytime .25
mp_c4timer 35
mp_fadetoblack 0
mp_flashlight 1
mp_forcecamera 1
mp_footsteps 1
mp_freezetime 10
mp_friendlyfire 1
mp_hostagepenalty 0
mp_limitteams 5
mp_maxrounds 40
mp_playerid 0
mp_roundtime 1.75
mp_timelimit 0
mp_winlimit 0
mp_tkpunish 0
mp_startmoney 800
mp_dynamicpricing 0
mp_autokick 0
sv_airaccelerate 10
sv_allowdownload 1
sv_allowupload 1
sv_alltalk 0
sv_cheats 0
sv_friction 4
sv_gravity 800
sv_maxrate 30000
sv_maxspeed 320
sv_minrate 0
sv_stepsize 18
sv_stopspeed 75
sv_timeout 65
mani_stats 0
mp_allowspectators 1
decalfrequency 60
host_framerate 0
setpause 0
log on
RULE 5
"mp_fadetoblack 1" may be requested by either captain before the match begins or at halftime.
RULE 6
If requesting use of a dedicated ACSL server, please make the request along with the time and date at least 48 hours before the server is required. Servers can be booked in the "Server Booking" section of the ACSL Forums.
RULE 7
If Mani Admin is installed on the server, it should be switched to "War Mode" before any match begins.
RULE 8a
Match servers should use a LO3 config so no match start is made by mistake and players have a chance to start demos and NovaCap if not already running.
RULE 8b
A sample LO3 config might be:
*|[ lo3.cfg ]|*
// Aliases
alias w "wait"
alias w5 "w;w;w;w;w;"
alias w10 "w;w;w;w;w;w;w;w;w;w;"
alias w100 "w10;w10;w10;w10;w10;w10;w10;w10;w1...
alias lo0 "say --- LIVE ON THREE RESTARTS ---;"
alias lo1 "mp_restartgame 1; w100;w100;"
alias lo2 "mp_restartgame 1; w100;w100;"
alias lo3 "mp_restartgame 1; w100;w100;"
alias lo4 "say [------------];w10;lo5;"
alias lo5 "say [E-----------];w10;lo6;"
alias lo6 "say [VE----------];w10;lo7;"
alias lo7 "say [IVE---------];w10;lo8;"
alias lo8 "say [LIVE--------];w10;lo9;"
alias lo9 "say [-LIVE-------];w10;lo10;"
alias lo10 "say [--LIVE------];w10;lo11;"
alias lo11 "say [---LIVE-----];w10;lo12;"
alias lo12 "say [----LIVE----];w10;lo13;"
alias lo13 "say [-----LIVE---];w10;lo14;"
alias lo14 "say [------LIVE--];w10;lo15;"
alias lo15 "say [-------LIVE-];w10;lo16;"
alias lo16 "say [--------LIVE];w10;lo17;"
alias lo17 "say [E--------LIV];w10;lo18;"
alias lo18 "say [VE--------LI];w10;lo19;"
alias lo19 "say [IVE--------L];w10;lo20;"
alias lo20 "say [LIVE--------];w10;lo21;"
alias lo21 "say [-LIVE-------];w10;lo22;"
alias lo22 "say [--LIVE------];w10;lo23;"
alias lo23 "say [---LIVE-----];w10;lo24;"
alias lo24 "say [----LIVE----];w100;lo25;"
alias lo25 "say [----LIVE----];w100;lo26;"
alias lo26 "say [----LIVE----];w100;lo27;"
alias lo27 "say [----LIVE----];w100;lo28;"
alias lo28 "say [----LIVE----];w100;lo29;"
alias lo29 "say [Match is now LIVE!];"
alias ACSL "exec ACSL5v5.cfg;"
alias demos "say Start demos... Start NovaCap;"
alias set "say Removing maxrounds...;"
alias wel "say Welcome to the ACSL...;"
alias glhf "say Good Luck, Have Fun!"

// Execute
mp_winlimit 0
mp_timelimit 0
mani_stats 0
bot_kick
lo0
ACSL
lo1
set
demos
wel
lo2
lo3
lo4
lo3
glhf

... you may use the following by copying into a lo3.cfg file and saving it to the cfg directory of your server. Use the "rcon exec lo3.cfg" command to run it.
RULE 8c
A sample ACSL config would be...
*|[ ACSL5v5.cfg ]|*
//Official AC:SL Match server config
//This is to be used during all offical ACSL Matches
//Upload this file and and the lo3.cfg into your "/SteamApps/cstrike/cfg"
//To use this config you type "exec ACSL5v5.cfg" in rcon
//To report any problems email leprech@hotmail.com
//Updated 08-24-2006

//rcon Setup
rcon_password t3333t

//Server Settings
hostname "OSHK:2 ACSL Match in Progress"

sv_lan 0
sv_maxupdaterate 100
sv_minupdaterate 20
sv_unlag 1
sv_maxunlag .5
sv_voiceenable 1

mp_autokick 0
mp_autocrosshair 0
mp_autoteambalance 0
mp_buytime .25
mp_c4timer 35
mp_fadetoblack 0
mp_flashlight 1
mp_forcecamera 1
mp_footsteps 1
mp_freezetime 10
mp_friendlyfire 1
mp_hostagepenalty 0
mp_limitteams 5
mp_maxrounds 30
mp_playerid 0
mp_roundtime 1.75
mp_timelimit 999
mp_tkpunish 0
mp_startmoney 800
mp_dynamicpricing 0

sv_airaccelerate 10
sv_allowdownload 1
sv_allowupload 1
sv_alltalk 0
sv_hltv 0 // 0 and 1 are legal values
sv_cheats 0
sv_friction 4
sv_gravity 800
sv_maxrate 30000 // legal values for this setting are between 9999 and 30000
sv_maxspeed 320
sv_minrate 0
sv_stepsize 18
sv_stopspeed 75
sv_timeout 65
sv_voicecodec vaudio_miles

mp_allowspectators 1
decalfrequency 60
host_framerate 0
setpause 0
log on

say ACSL config file has been executed
say Start Demos Immediately
say To report any problems email leprech@hotmail.com

RULE 8d
You may use the following by copying into a ACSL5v5.cfg file and saving it to the cfg directory of your server. Use the "rcon exec ACSL5v5.cfg" command to run it.
RULE 9
If using the 2 files above, please note that the LO3.cfg is designed to run the ACSL5v5.cfg automatically and the two files were written to work together.
MATCH RULES

RULE 1

All teams are expected to show up on time with 5 members. If a team does not have at least 4 players available 15 minutes after the scheduled match time, they forfeit the match.
RULE 2
If a team only has 4 members available, the match will still be played, 4v5. This also includes timeouts and if a player needs to leave for any reason. The match will not be paused and should continue.
RULE 3
If both teams cannot field at least 4 players, the match may be postponed but must be played later that evening or later that week. Postponing a match for a period longer than 6 days will result in the team judged to be responsible for the delay, to forfeit. If neither team can agree on a time or date, both teams will forfeit.
RULE 4
During the match, a substitute may be introduced if a team is a player short. (time out or disconnect) Either the missing player or the substitute must join their team immediately on entering the server, and may not join spectator.
RULE 5
Up to two substitutes may be made at half time (15 rounds). Half time substitutions are allowed. If a player has to leave before half time, see rule 4.
RULE 6
Standard match rules apply. The best of 30 rounds (first to 16) with the sides changing after 15 rounds.
RULE 7
At the start of the match, all players will enter spectator mode and the two team captains will join to knife fight to decide which side their team will start the match on.
RULE 8
During warm-up, before the match and at half time, while the teams are discussing tactics, killing the opposition is not allowed. No restarts will occur. You may leave spawn, but may not go to the other team's spawn. If you kill or attack the opposition in their spawn during warm-up, you lose a round and the other team gains a round. Most teams use ingame voice and players cannot communicate tactics if they are dead.
RULE 9
Bomb plants in areas that require a 2 man boost are not allowed and will result in the loss of that round.
RULE 10
Bomb diffuse through objects or walls are not allowed and will result in the loss of that round.
RULE 11
Planting the bomb in areas where objects interfere with diffuse, or hiding the C4 with objects is illegal. The goldfish pond in de_inferno is an example of where object can prevent a diffuse, or covering the C4 with a barrel in de_dust2 is another example. Planting in these circumstances will result in the loss of that round.
RULE 12
Using map exploits to skywalk, see through or into areas not intentionally visible is illegal in the ACSL and thus will result in the loss of the match and possible player suspension.
RULE 13
Recording a demo is optional but prefered by the ACSL.
RULE 14
Demos uploaded become the property of ACSL and on occasion, may be made available for the public to download as a example of high standard league play.
RULE 15
Team captains or leaders are responsible for checking the oppositions Steam IDs and Roster. Failure to do so may result in any disputes being overruled.
RULE 16
Team captains should take a screen shot of the score at half time and again at full time. These screenshots should be saved in case of any dispute.
RULE 17
On conclusion of the match, the team captains should post the match results in the ACSL forum for inclusion in the ACSL league table. Both captains are required to agree on the match results in the forums.
RULE 18
3 points are awarded for a win and 1 point is awarded for a draw in league play.
RULE 19
League play is based on a single map.
RULE 20
If after 30 rounds, the scores are level, the match is declared a draw with both teams receiving 1 point. There is no overtime.
RULE 21
On conclusion of the match, players should not immediately disconnect until the team captains have had a chance to take a screenshot of the final scoreboard.
RULE 22
All team managers are responsible for ensuring that their players are aware of and abide by the rules. Not knowing a rule will not avoid any penalties for breaking it.
RULE 23
All rules are subject to change and the ACSL will inform Teams of any changes by means of this website.
TEAM RULES

RULE 1

Every team must submit a Team Roster to the ACSL. The number of players submitted must be between a minimum of 5 and a maximum of 10. If the team manager, or team contact, is not a player and won't be taking part in the matches, the list may contain up to 12 names.
RULE 2
Steam IDs should also be submitted with this list along with the following information ...
1. Player Name - Steam ID
2. Player Name - Steam ID
.
.
.
10. Player Name - Steam ID
RULE 3
Other than ACSL Match Officials, spectators are not allowed. Teams should organise that a substitute be on standby and ready to play if needed, but they may not be present on the game server itself.
RULE 4
Teams are expected to be available and on time. All matches will be organised between the two sides in advance. Failure to show up within 15 minutes of the start time will result in forfeiting the match.
RULE 5
Cancelling a match because you are missing your best players is not allowed. Your team can have up to 10 players on the roster. Every team should have enough players available to cover any eventuality.
RULE 6
Please remember that your team is representing your country / region. Always treat others with the respect they deserve.
RULE 7
Matches must be arranged through the ACSL Forums. If fixtures are discussed via email, msn, or otherwise, the forum must be updated. If a match does not take place, the team that tried to organise a time and a date via the forums will be awarded the points and the other team will forfeit. Team contacts must check the forums regularly in order to arrange fixtures with other teams.
RULE 8
Prior to every match, the team must check that all players are running NovaCap and understand the rules.
PLAYER RULES

RULE 1

A player may only represent one team. Using a "ringer" or a "merc" is illegal. Any player found playing for another team will lead to that player being banned from all ACSL play and servers. The team they were playing illegally for will forfeit any league matches they used an illegal player for. Repeated violations will lead to the team's dismissal from the ACSL.
RULE 2
A player may only play in a league match if they are registered as one of the 10 players for that team. A player on their team's roster may only play for their team 2 weeks after being added to the roster. A player cannot be added to a team roster and expect to play immediately. Changes to the roster will only be made prior to the competition and in the first week of every month.
RULE 3
A player is expected to treat all other players and teams with respect. Bad manners, swearing, or abuse of any kind, will lead to the player's suspension from the league and their team forfeiting the match if the offence took place during a match. A suspended player may not be replaced on the Team Roster. This also applies to the ACSL forums.
RULE 4
Racism will not be tolerated and will result in the immediate ban of both the player and their team.
RULE 5
Use of tactical sprays will result in a two match suspension and your team losing a round every time a player uses it.
RULE 6
Use of inappropriate sprays, such as porn, will result in a one match suspension.
RULE 7
Your player name should not be offensive or rude. You must use the player name you are registered as. Failure to do so will lead to a 1 match suspension.
RULE 8
Prior to every match, the team must check that all players are running NovaCap and understand the rules.
RULE 9
Use of custom skins, models, weapons, and textures is not allowed. To play competitively, you must use the game's default textures. Failure to do so will result in a one season ban and your team forfeiting all previous results of matches you played in.
RULE 10
The anti-cheat tool "NovaCap" must be used by all players for every match. This tool takes random screenshots throughout a match and the screen captures can't be edited. The result is a slideshow of captured screenshots that will aid in detecting cheating violations and/or proving player innocence in the case of disputes. This tool requires far less resources than recording demos and will run on older computers without affecting gameplay. The captured file size is 90% smaller than a demo and will be easier to upload if requested.
MATHCH DISPUTE RULES

RULE 1

All players MUST record every match using NovaCap. Every file must be kept for at least two weeks after a match, but ACSL recommend keeping them for the entire season. On receiving a dispute, all players involved must upload the NovaCap files to an ACSL Official for review. Failure to do so will result in a match forfeit. If NovaCap files have been altered, they will generate an error when viewed by officials. The player will have 24 hours to re-upload the file. If errors continue, the match result will be forfeit.
RULE 2
All players are recommended to record a demo of every match they play in and to keep demos for at least two weeks after a match. ACSL recommend keeping all demos throughout a season. Although demo recording is NOT a rule, uploading a demo to match officials will help them in dispute cases.
RULE 3
On conclusion of the match, the team captains must post the match results in the ACSL forum for inclusion in the ACSL league table within 48 hours of the match being played. Both captains are required to agree on the match results in the forums. If one captain does not confirm the result, they will forfeit any points from the game.
RULE 4
A team that has won a match may not raise a dispute.
RULE 5
A team raising a dispute may only only make a complaint about an individual player, not a whole team.
RULE 6
A team may only raise a dispute twice in one season. More than 2 disputes will be ignored.
RULE 7
If a result is disputed, the captain of the team making the dispute must post in the "Dispute" within 24 hours of the match being played.
RULE 8
An ACSL official will determine if the dispute is valid. If the match official decides that the match result is fair, no further action will take place, and there is no appeal process. If the match official decides that the dispute requires investigation, demos and NovaCap from the player in question will be requested and a decision made within 48 hours of the dispute being received.
RULE 9
Team captains are NOT allowed to contact the other team captain to request a player's NovaCap or Demo file. If they suspect a problem, they may raise a dispute by posting in the "Dispute" within 24 hours of the match being played.
RULE 10
An ACSL member handling a dispute must discuss both the dispute and the resolution with at least one other ACSL representative before making a decision public.
© ACSL 2006 - 2007
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