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Home arrow Compos

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Aan elke compo dienen minstens 5 teams/spelers deel te nemen. Indien dit niet het geval is zal de respectievelijke compo worden afgelast en indien mogelijk vervangen worden door iets anders.

Call of Duty 4 Compo

3 vs 3  S&D

maplist

  • mp_backlot
  • mp_bog
  • mp_broadcast
  • mp_carentan
  • mp_citystreets
  • mp_convoy
  • mp_crash
  • mp_crossfire
  • mp_overgrown
  • mp_pipeline
  • mp_showdown
  • mp_strike
  • mp_vacant


Match Format

ProModLive v2.04 with Maxrounds 10: This is the default option for CoD4 Search & Destroy ProMod matches. If this option is selected, the match is played over two maps with a roundlimit of 20 (= maxrounds 10). Total rounds in a match is 2x20 = 40. To properly configure ProMod on servers for Maxrounds 10 matches, use the appropriate command in the console:

/rcon promod_mode 2v2_mr10

Download Promod: http://www.modernwarfare.se/promod4/files/promod_cod4_release_live_v2.zip

The clients must have the latest client patch installed with PB up to date. ( client patch 1.7 ).

PBSetup download link: http://www.evenbalance.com/index.php?page=pbsetup.php

 

Cheating & Exploits

Default Skins/Models/Files/Maps
Default files ONLY, as installed from the CoD4 DVD or via Steam, are to be used. If it is proven that a team has modified or customised any accepted mods, that team will be subject to dismissal from the competition. Other cheats include but are not limited to, use of any player skins, weapon skins, textures, custom maps, enhanced sound mods, blood mods, sniper scopes, modified game files, illegal binds and hardware macros that simulate timed button presses.


Illegal Binds are defined as

  • Any binding of three or more keys.
  • Binds that alter the map model, i.e.: no fog, no foliage, etc.
  • Any binds pointed to any program or function that resides outside of the CoD4
    directory, with the exception of voice comms software.

Permitted Bindings include:

  • Changes to assigned stock single key game play binds.
  • Binding of not more than two motion keys (Example: bind a +leanright;+moveright)

 

Use of Exploits

Map exploits defined:
Map exploits are errors or oversights in map design made by the map developer that provide an unfair advantage to a player or a team.

Such exploits include but are not limited to:
the ability to lean through, pass through, shoot through, but not see through walls, doors, and windows, and use of clipped or defective map passages to access areas outside the normal playing area.

Proof of exploits:
Any dispute made for use of exploits must be supported with evidence. Any player, group of players, or team proven to be using illegal map exploits or boosting will be subject to loss of match points and possible expulsion from the Cup. Anyone found cheating will face a match forfeit and/or removal of team from the competition.

 

The Match Process

Starting the Match
Prior to starting a match all players should be on the server and each player matched against the teams list signed up for the Tournament. All players will join their respective starting sides. The knife round will be there to decide which map to begin. If anyone on the opposite team is injured by gunfire or grenade damage during the PB round the offending team forfeits the bash.

It is the responsibility of the team captain to insure that his/her team is on the match server at the time the match is set to be played, and with the minimum number of required eligible players, 3 (Three). If a team fails to appear with the minimum number of players required they must play with players short or report a forfeit loss.

Ending the Match
A match is considered officially completed when both sides of the map have been played and the time and/or rounds have expired.

If your team leaves before that your opponent will be awarded all other rounds. (example: 7-3 will be 13-3 if the team with 3 rounds leave)

Any team winning by forfeit shall receive a score of 6-0, not 1-0 or 13-0. If a team forfeits 2 times or more all that teams scores are removed, including previous forfeit scores.

Substitutions:
Only players signed up on the team list may be used as substitutes.

 

Server Setup

The servers will be setup and ready prior to the competition. This is to allow players to practice before the tournament starts. Any problems with the servers should be reported immediately to your compo admin

If the server crashes during the first round, the match will be restarted at 0-0. If the server crashes after the 1st round has completed, the server will be restarted and play will resume with the score at the time of the server crash.

If it is found that a player crashes a server on purpose, that player and possibly his team may face a suspension.

 

Server settings
All CoD4 Search & Destroy ProMod matches should be played with the following server settings:

  • 6 second strat time
  • 3 SMG limit - with the promod smg fix
  • 1 sniper - with awp fix
  • No-sway fix
  • 45 second bomb fuse
  • 1:45 minute round length
  • 5 second plant time
  • 7 second defuse time
  • LMG Disabled
  • Red-dot sight disabled
 

Counterstrike Source Compo

Maplist

  • de_aztec
  • de_cbble
  • de_dust
  • de_dust2
  • de_inferno
  • de_nuke
  • de_prodigy
  • de_train

In addition to the maps in the maplist, you may request any of the custom maps made available by the storm crew, alltough your opponent may decline to play this custom map and a map from the maplist must be chosen.

 

General Match rules

  1. All matches are played using the MaxRounds 12 scoring system by default.
  2. Each team can pick one map to play
  3. Each map will be played one time as CT and one time as T.
  4. Before the start of a map, the teams will do a knife round. The winner of that knife round picks the side they want to play first (CT or T). During this knife round, all guns and the bomb must be dropped in the spawning area. Failure to do so results in an automatic loss of the knife round.
  5. All matches will be played using the latest counterstrike source update.
  6. All matches will be played with the storm  server config, and all matches have to be played on an official CS Source Server. Server information for your match can be granted by a tournament admin.
  7.  In case of a draw the tournament admins will pick a 3rd map and  maxrounds is set to 3. This map will be repeated until there is a winner .
  8. If there is insufficient time to complete a match, the tournament admins may at any time declare one team the winner, if that team holds a clear advantage in that match. It is the responsibility of the tournament admins to decide whether a team holds a clear advantage. This rule will only be used as an emergency measure.
  9. Default CS source models must be used.

 

Client settings

 

  • Usage of external programs to modify client settings is strictly forbidden.
  • Changing the default value of the following commands is not allowed and will be considered in-game cheating:
·         r_screenfademinsize 0
·         r_screenfademaxsize 0
  • The usage of the following commands is stricly forbidden
·         mat_dxlevel 80

 

SERVER SETTINGS

All matches are played with the following server settings. If you have rcon access to the server, you can use this script to automaticly set all the settings correctly. Changing one or more server settings during a match will result in a forfeit loss.

  • mp_allowspectators 1
  • mp_autokick 0
  • mp_autoteambalance 0
  • mp_buytime 0.25
  • mp_c4timer 35
  • mp_chattime 5
  • mp_decals 300
  • mp_fadetoblack 1
  • mp_flashlight 1
  • mp_hostagepenalty 0
  • mp_footsteps 1
  • mp_forcecamera 1
  • mp_freezetime 6
  • mp_friendlyfire 1
  • mp_limitteams 20
  • mp_logecho 0
  • mp_logfile 1
  • mp_maxrounds 10
  • mp_roundtime 1.75
  • mp_spawnprotectiontime 0
  • mp_startmoney 800
  • mp_timelimit 0
  • mp_tkpunish 0
  • mp_winlimit 0
  • decalfrequency 60
  • host_framerate 0
  • setpause 0
  • log 1
  • sv_lan 1
  • sv_unlag 1
  • sv_hltv 1
  • sv_maxunlag .5
  • sv_accelerate 5
  • 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_minrate 2500
  • sv_maxupdaterate 101
  • sv_minupdaterate 30
  • sv_maxspeed 320
  • sv_pausable 1
  • sv_stepsize 18
  • sv_stopspeed 75
  • sv_timeout 65
  • sv_voiceenable 1
  • sv_wateraccelerate 10
  • sv_waterfriction 1
  • phys_pushscale 1
  • sv_turbophysics 0
  •  

Cheating and abuse

  1. It is not allowed to take advantage of or abuse bugs. Any kind of bug abuse is considered cheating and will lead to a forfeit loss, unless otherwise mentioned specifically in the game-related rules.
  2. All programs or files, either changed game files or new files, that change the game or add to its functionality, or which interact with the game in any way, are strictly forbidden. Modified versions of the game's resource files are always forbidden, regardless of what they do. The use of any forbidden program or file by any clan member during a match, leads to a forfeit loss, and could lead to a removal and ban from ClanBase in major cases.
  3. Programs that do not interact with the game in any way are allowed, even if they can be used and operated simultaneously with the game. Voice communication programs are examples of such programs.
  4. The following scripts are forbidden:
·         No-recoil scripts
·         Strafejump scripts
·         Bunnyhop scripts
·         Turn scripts (180 degrees or similar)
·         -mlook scripts (e.g. centerview)
·         Buyscripts are allowed.
  1. Custom skins (weapon, player, textures, hud, crosshair, ...) are not allowed and will cause a forfeit loss. The only exceptions to these rules are:
·         Steam skins
·         Scoreboards
·         Fonts
  1. Any sort of map bug exploiting is strictly prohibited and will result in withdrawing 2 roundwins from the abusing team and giving them to the opponent. Due to a lot of questions, we list a few here:
  • ·         Defusing through walls, crates or any other object is not allowed, not even fake-defusing!
  • ·         Throwing grenades/flashbangs/smokes across walls in maps is allowed (f.e. on de_dust2)
  • ·         Silent plant is not allowed (e.g. planting inside a wall)
  • ·         Boosting is not considered a bug
  • ·         Flashlight defuse (making flashlight sounds while defusing) abuse is not allowed
  • ·         It is allowed to boost with several players except to disallowed places.
  • ·         Highplanting is allowed
  • ·         Buying and using multiple grenades is allowed
  • ·         Moving inside walls or the sky ('map swimming') is not allowed
  • ·         Abusing flashbang and/or HE grenade bugs is not allowed.
  • ·         Sky jumping is not allowed.
  • ·         Standing in a place with no visible ledge to stand on is not allowed.

Game version

Starcraft II: Wings of Liberty
Elke speler moet een "valid" battle.net (EU) account hebben.

 

Game Settings

Competition Mode : 1vs1
Race Selection: Free Choice
Game Speed: Fastest

 

General

De volledige compo wordt gespeeld in een Double Elimination bracket systeem.
Alle rondes tot aan de kwart finals worden gespeeld met een Best of 1.  De kwart en halve finales worden gespeeld met een Best of 3.
De finale in een Best of 5.

De map die gespeeld wordt tijdens de Bo1 rondes zal random bepaald worden uit onderstaande maplist.
Voor de Bo3 en Bo5 rondes zal de eerste map ook random bepaald worden. De volgende map wordt gekozen door de verliezer van vorige ronde.  Een map mag tijdens één match niet meer dan één maal gespeeld worden.

Elke deelnemer is verplicht zijn replays te bezorgen aan de crew. Hier zal een FTP server voor opgezet worden, latere details volgen op de Lan zelf.

 

Maps List

- Blistering Sands
- Steppes of War
- Scrap Station
- Lost Temple
- Metalopolis
- Kulas Ravine
- Delta Quadrant
- Xel’Nage Caverns

 

Disconnect

Wat verstaan we onder "Disconnect".
Elke disconnect in een match door systeem, pc, power en/of netwerk probleem.

Wat bij een "Disconnect"
Als de disconnect voorkomt binnen de eerste 3 minuten van de match: match zal herstart worden
Als de disconnect voorkomt na de eerste 3 minuten van de match.

Als beide spelers overeenkomen om de match te herspelen, zal de match restart worden.
Als beide spelers niet overeenkomen om de match te herspelen, zal de admin een winnaar kiezen door analyse van de match replay.
Als de admin geen winnaar kan kiezen bij door het bekijken van de match replay, zal de match herspeeld moeten worden of zal zal de match geforfeit worden.


Unfair play

Gebruik van Map Hack programma.
Fake disconnect.
Gebruik van andere settings dan voorgelegd.
Onnodige chat tijdens de match (flames, etc).
External condities (players spectator, etc) die de speler voordelen kunnen geven tegenover zijn tegenstander.

Speler die gebruik maakt van een van de volgende opgesomde dingen, zal automatisch uit het tournament gezet worden. Tenzij een admin anders beslist.

Trackmania Nations Forever

Time Attack

Dit is een eenmalig event en er zal op op de lan aangekondigd worden wanneer deze competitie zal doorgaan, na de start van het event mogen geen extra spelers meer joinen

De server(s) wordt voorzien door lan ( storm ) zelf, hieronder de settings.

De regels:

Server Settings

Game Mode: TimeAttack
Max Players:
Comment: user-defined
Ladder Limit Min: 0.0
Ladder Limit Max: 50000
Password: user-defined (but we advise to have one)
Max Spectators: user-defined (You have to arrange a number with your opponent)
Password Spectator: user-defined (but we recommeond to have one)
Ladder Mode: Forced
Time Limit: 00:07:30
Warm-up phase duration: 0
Allow track download: enabled
Callvote Threshold: 51%
Callvote Timeout: 1:00
Chat Time: 0:10:00
Accept referees: disabled

 

De maps:

Exacte maplist (en bijhorende download links) wordt binnekort bekend gemaakt.

Indien een speler met een bepaalde map niet meedoet wordt hij voor de rest van de competitie gediskwalificeerd .

De winnaar wordt bepaald door alle scores (tijden) op te tellen en diegene met de laagste tijd wint.

Blur

Skirmish mode

Dit is een eenmalig event en er zal op op de lan aangekondigd worden wanneer deze competitie zal doorgaan, na de start van het event mogen geen extra spelers meer joinen

Server settings:

  • Session Type : skirmish racing
  • Car Type: afhankelijk van de klasse
  • Upgrades: 100%
  • Players:  10*

 

Maplist:

Vermits we werken met Skirmish racing is het onmogelijk om een vaste track list te creëren.

Hierdoor kan het gebeuren dat host 1 een andere tracklist heeft dan host 2.

Aantal maps word later bepaald.

 

*Indien er meer dan 10 deelnemers zijn word dit opgeplist in meerdere servers , met een maximum van 10 spelers per server en indien mogelijk een gelijk aantal spelers per server.

 

Afhankelijk van het aantal deelnemers gaan de  eerste 2/3 door naar de finale.

Verdere regels worden binnekort bekend gemaakt.

Poker Compo
Texas Hold’em


Tournament details
•   Every color of chip will have a different value (TBD)
•   All players will be divided into tables (no. players a table TBD)
•   The small- and big blind will be raised every 30 minutes.
Every hour the table’s dealer will suggest a small break (5-10 min), every table has to decide if they want to take the break.

Round procedure
1.   The player to the left of the button posts the small blind.
2.   The player to the left of the small blind posts the big blind.
3.   Each player, beginning with the player to the left of the button, is dealt two cards facedown (the pocket cards or hole cards).
4.   The first round of betting begins with the player to the left of the big blind. The minimum bet (bring-in) for each round of betting is the amount of the big blind. The small and big blinds may fold, check, call, or raise, as appropriate, when called upon to act.
5.   The dealer burns one card and turns three community cards face-up (the flop).
6.   The second betting round begins with the first active player to the left of the button.
7.   The dealer burns one card and turns one community card face-up (the turn).
8.   The third betting round begins with the first active player to the left of the button.
9.   The dealer burns one card and turns one community card face-up (the river).
10.   The fourth betting round begins with the first active player to the left of the button.
11.   Card showdown with the pot being awarded to the winner(s).
12.   The button is advanced clockwise one player.

No-limit rules
1.   The number of raises in any betting round is unlimited.
2.   The minimum bet size is the amount of the minimum bring-in, unless the player is going all-in. The minimum bring-in is the size of the big blind unless the structure of the game is preset by the house to some other amount (such as double the big blind). The minimum bet remains the same amount on all betting rounds. If the big blind does not have sufficient chips to post the required amount, a player who enters the pot on the initial betting round is still required to enter for at least the minimum bet (unless going all-in for a lesser sum) and a pre flop raiser must at least double the size of the big blind. At all other times, when someone goes all-in for less than the minimum bet, a player has the option of just calling the all-in amount. If a player goes all-in for an amount that is less than the minimum bet, a player who wishes to raise must raise at least the amount of the minimum bet. For example, if the minimum bet is €100, and a player goes all-in on the flop for €20, a player may fold, call €20, or raise to at least a total of €120.

3.   All raises must be equal to or greater than the size of the previous bet or raise on that betting round, except for an all-in wager. Example: Player A bets 100 and player B raises to 200. Player C wishing to raise must raise at least 100 more, making the total bet at least 300. A player who has already acted and is not facing a full size wager may not subsequently raise an all-in bet that is less than the minimum bet or less than the full size of the last bet or raise. (The half-the-size rule for reopening the betting is for limit poker only.)

4.   Multiple all-in wagers, each of an amount too small to qualify as a raise, still act as a raise and reopen the betting if the resulting wager size to a player qualifies as a raise. Example: Player A bets €100 and Player B raises €100 more, making the total bet€200. If Player C goes all in for less than €300 total (not a full €100 raise), and Player A calls, then Player B has no option to raise again, because he wasn’t fully raised. (Player A could have raised, because Player B raised.)

5.   A wager is not binding until the chips are actually released into the pot, unless the player has made a verbal statement of action.

6.   If there is a discrepancy between a player's verbal statement and the amount put into the pot, the bet will be corrected to the verbal statement.

7.   If a call is short due to a counting error, the amount must be corrected, even if the bettor has shown down a superior hand.

8.    If a player tries to bet or raise less than the legal minimum and has more chips, the wager must be increased to the proper size (but no greater). This does not apply to a player who has unintentionally put too much in to call.

9.   Because the amount of a wager at big-bet poker has such a wide range, a player who has taken action based on a gross misunderstanding of the amount wagered may receive some protection by the decision-maker. A "call" or “raise” may be ruled not binding if it is obvious that the player grossly misunderstood the amount wagered, provided no damage has been caused by that action. Example: Player A bets €300, player B re raises to €1200, and Player C puts €300 into the pot and says, “call.” It is obvious that player C believes the bet to be only €300 and he should be allowed to withdraw his €300 and reconsider his wager. A bettor should not show down a hand until the amount put into the pot for a call seems reasonably correct, or it is obvious that the caller understands the amount wagered. The decision-maker is allowed considerable discretion in ruling on this type of situation. A possible rule-of-thumb is to disallow any claim of not understanding the amount wagered if the caller has put eighty percent or more of that amount into the pot.
Example: On the end, a player puts a €500 chip into the pot and says softly, “Four hundred.” The opponent puts a €100 chip into the pot and says, “Call.” The bettor immediately shows the hand. The dealer says, “He bet four hundred.” The caller says, “Oh, I thought he bet a hundred.” In this case, the recommended ruling normally is that the bettor had an obligation to not show the hand when the amount put into the pot was obviously short, and the “call” can be retracted. Note that the character of each player can be a factor.

10.   All wagers may be required to be in the same denomination of chip (or larger) used for the minimum bring-in, even if smaller chips are used in the blind structure. If this is done, the smaller chips do not play except in quantity, even when going all-in.

11.   Since all a player’s chips may be put at risk on a hand, the house has the right to set a maximum amount for the buy-in to help control the effective size of a game.


MISDEALS
1.   Once action begins, a misdeal cannot be called. The deal will be played, and no money will be returned to any player whose hand is fouled. In button games, action is considered to occur when two players after the blinds have acted on their hands.

2.   The following circumstances cause a misdeal, provided attention is called to the error before two players have acted on their hands.


•   The first or second card of the hand has been exposed by a dealer error.
•   Two or more cards have been exposed by the dealer.
•   Two or more boxed cards (improperly faced cards) are found.
•   Two or more extra cards have been dealt in the starting hands of a game.
•   An incorrect number of cards has been dealt to a player, except the top card may
•   be dealt if it goes to the player in proper sequence.
•   Any card has been dealt out of the proper sequence (except an exposed card may
•   be replaced by the burn card).
•   The button was out of position.
•   The first card was dealt to the wrong position.
•   Cards have been dealt to an empty seat or a player not entitled to a hand.
•   A player has been dealt out who is entitled to a hand. This player must be present
at the table or have posted a blind or ante.

Dead hands
Your hand is declared dead if:
•   You fold or announce that you are folding when facing a bet or a raise.
•   You throw your hand away in a forward motion causing another player to act behind you (even if not facing a bet).
•   The hand does not contain the proper number of cards for that particular game
•   You act on a hand with a joker as a hole card in a game not using a joker.
•   Cards thrown into the muck may be ruled dead. However, a hand that is clearly identifiable may be retrieved and ruled live at management’s discretion if doing so is in the best interest of the game. An extra effort should be made to rule a hand retrievable if it was folded as a result of incorrect information given to the player.
•   Cards thrown into another player’s hand are dead, whether they are face up or facedown.

Irregularities
1.   In button games, if it is discovered that the button was placed incorrectly on the previous hand, the button and blinds will be corrected for the new hand in a manner that gives every player one chance for each position on the round (if possible).

2.   You must protect your own hand at all times. Your cards may be protected with your hands, a chip, or other object placed on top of them. If you fail to protect your hand, you will have no redress if it becomes fouled or the dealer accidentally kills it.

3.   If a card with a different color back appears during a hand, all action is void and all chips in the pot are returned to the respective bettors. If a card with a different color back is discovered in the stub, all action stands.

4.   If two cards of the same rank and suit are found, all action is void, and all chips in the pot are returned to the players who wagered them (subject to next rule). A player who knows the deck is defective has an obligation to point this out. If such a player instead tries to win a pot by taking aggressive action (trying for a free roll), the player may lose the right to a refund, and the chips may be required to stay in the pot for the next deal.

5.   If there is extra money in the pot on a deal as a result of forfeited money from the previous deal (as per rule #5), or some similar reason, only a player dealt in on the previous deal is entitled to a hand.

6.   A card discovered face up in the deck (boxed card) will be treated as a meaningless scrap of paper. A card being treated as a scrap of paper will be replaced by the next card below it in the deck, except when the next card has already been dealt facedown to another player and mixed in with other down cards. In that case, the card that was face up in the deck will be replaced after all other cards are dealt for that round.

7.   If you play a hand without looking at all of your cards, you assume the liability of having an irregular card or an improper joker.

8.   One or more cards missing from the deck does not invalidate the results of a hand.

9.   Before the first round of betting, if a dealer deals one additional card, it is returned to the deck and used as the burn card.

10.   Procedure for an exposed card varies with the poker form, and is given in the section for each game. A card that is flashed by a dealer is treated as an exposed card. A card that is flashed by a player will play. To obtain a ruling on whether a card was exposed and should be replaced, a player should announce that the card was flashed or exposed before looking at it. A down card dealt off the table is an exposed card.

11.   If a card is exposed due to dealer error, a player does not have an option to take or reject the card.

12.   If you drop any cards out of your hand onto the floor, you must still play them.

13.   If the dealer prematurely deals any cards before the betting is complete, those cards will not play, even if a player who has not acted decides to fold.

14.   If the dealer fails to burn a card or burns more than one card, the error should be corrected if discovered before betting action has started for that round. Once action has been taken on a board card, the card must stand. Whether the error is able to be corrected or not, subsequent cards dealt should be those that would have come if no error had occurred. For example, if two cards were burned, one of the cards should be put back on the deck and used for the burncard on the next round. On the last round, if there was no betting because a player was all-in, the error should be corrected if discovered before the pot has been awarded, provided the deck stub, boardcards, and burncards are all sufficiently intact to determine the proper replacement card.

 15.   If the deck stub gets fouled for some reason, such as the dealer believing the deal is over and dropping the deck, the deal must still be played out, and the deck reconstitutedin as fair a way as possible.

 

 UT2004 ICTF compo rules

Match rules

You may not enter 'we'll see' or 'don't know' etc. as your map choice when challenging or accepting matches. If you do so, then you must play CTF-Citadel as your choice of map, and no other.

Matches are always (and only) Played 2v2.

Each match consists of two maps (one picked by either clan). With the total number of caps in each map being added up to decide the victor. Sudden death is not played.

Each clan may choose colour on their opponents map.

Maplist
The maplist for UT2004 iCTF 2on2 is: 

    • CTF-Bloxeh
    • CTF-Checkmate-CWL
    • CTF-Citadel
    • CTF-Drunklet-PRO2
    • CTF-Gardenofheaven101
    • CTF-Geothermal
    • CTF-Impasse
    • CTF-SpaceLego
    • CTF-Switchback-PRO2
    • CTF-Tutorial-PRO
    • CTF-UrbanUprising2003
    • CTF-w00tabolous2k4

      In addition to the maps in the maplist, you may select "custom map" on the challenge form and 2 text boxes will show up where you can enter the names of the maps you want to play. This way you'll be able to challenge your opponent on any map, but your opponent may decline the challenge freely.

Client settings

Players must be running the latest version of non beta patch for Unreal Tournament 2004. We suggest you do not install beta patches to prevent yourself getting kicked by server security.

Any change of net speed during the entire match is forbidden. The minimum netspeed you may use is 3000, and the maximum is 15000.

Players are allowed to change their FOV in game by using a bind such as e=fov 80 | onrelease fov 120. Only FOV's within the range 80 - 120 may be used.

Server settings

Games are played with the following settings: 

    • Cross-Team Priv. Chat - Off
    • Adrenaline - Off
    • Superweapons - Off
    • Power Ups - Off
    • Mutator=xgame.mutinstagib
    • Zoom instagib - Off
    • Game Speed - 1.00
    • Air Control - 0.35
    • Translocator - Off
    • Goal Score - 0
    • Time Limit - 20 minutes
    • Friendly Fire Scale - 0.00
    • Spawn Protection Time - 0.00
    • Allow Teammate boosting - Off
    • Allow Behind View - Off
    • Allow Taunts - Off
    • Force Respawn - Off
    • Players Must Be Ready - On
    • Allow Admin Pausing - On (suggested setting only)
    • World Stats Logging - On (suggested setting only)
    • Kick Idlers Time - 0 (ie off)
    • Max Players - 4
    • Max Spectators - 0
  1. The server must use the Anti TCC and run the latest non beta server patch. Clans may freely refuse to use servers not running the latest versions. Often patches are released for Linux/Windows at different times, please bare this in mind. We suggest you don't run beta server patches - though you may do so if you and your game server provider wish.
  2. The "NetServerMaxTickRate" settings in [IpDrv.TcpNetDriver] and [Engine.DemoRecDriver] must be set to a value of 30-35 - and it must be the same value in both places. Under certain circumstances (namely an unpatched pre-2.6 linux kernel), a higher tickrate value is allowed - however, the maximum packets sent by the server must not exceed 35 at all times. This can be checked by pressing F6 (or typing STAT NET in the console) and viewing the IN' value on the 'packets' line. The tickrate can be checked by typing 'Mutate AntiTCC GetServerTickRate' in the console.

 

 
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