Version 1.05.2022.rio, May 2022
The goal of the Major is to bring together the best Counter-Strike players in the world to a LAN setting, provide them an opportunity to claim their title, and to demonstrate to millions of CS:GO players around the world just how high the Counter-Strike skill ceiling is.
The Major represents the pinnacle of Counter-Strike skill and provides an open invitation for the best in the world to participate regardless of their means or access.
Historically, the rules and requirements for Majors have been communicated publicly through different channels or to partners privately. By consolidating them into a single document, we hope to eliminate inconsistencies across Valve-sponsored events and allow tournament operators to prepare their staff well in advance of their events.
This document does not contain all of the rules of the tournament; only the ones we require to be uniform across all Major events. For the complete body of tournament rules for your event, contact the tournament organizer.
If you would like to contact the CS:GO team with questions or comments, feel free to send an email to csgoteamfeedback [at] valvesoftware.com, with the subject #MajorsRule.
What is expected of tournament organizers with respect to this document.
The Tournament Organizer (“TO”) will include this document in its tournament rules. Event admins are expected to be familiar with the contents. Any conflict between these and other tournament rules are to be resolved prior to the publication of the event rules.
These are the main deliverables outlined in this document that are required of the TO, along with their due date (relative to the start of the event).
|Final Rosters||10 days prior||✔|
|Agreements||48 hours prior||✔|
|CoI Disclosures||24 hours prior||✔|
|Final Rankings||End of event||✔||✔|
|Server Demos||End of event||✔|
|Mugshots||End of event||✔|
Rules and procedures for determining who is to participate in the events.
Major invites are sent to the teams of five players who earned an invitation from the most recent RMR. If a team used a substitute, an invitation is extended to the five who played in the last match they won.
A team cannot adjust their roster between the RMR and the Major. However, they can register a different coach or substitute player.
The Major features 24 teams
RMR invites are sent to teams of three or more players who played together in the Legends Stage of the previous Major. If a team used a substitute, the five players that are considered to have “played together” are the five who played in the last match they won.
Separating world-wide competition into regions that allow players to compete with low latency is important to measure skill on a level playing field.
Regional Major Ranking events (RMRs) sort teams within their region, and the top teams from each region receive Major invitations.
RMR regions roughly correspond to their geographic equivalent. On the edges, countries should be assigned to the region that provides teams the lowest latency in qualifiers.
The 3 RMR regions are
In the event that the RMRs must be held online, there will be 5 RMR regions
A team’s region is determined by the citizenship of the majority of its players. In case of a tie, the team chooses between the two.
The number of teams invited from each region depends on the performance of that region in the preceding Major. Legends and Challengers invitations are allocated according to the number of teams from the region that earned their respective position in the Major:
Teams that earn an invitation for their region (i.e., top 16 teams from the Major) are given a chance to defend their regional invitation at the following RMR. If a team is able to–and opts to–play in a different region, their previous region loses an invitation and their new region gains an invitation. In other words, teams that change regions take their invites with them.
Additionally, 8 Contender invitations are distributed to regions.
Note that for the purposes of RMR, regions represented by more than 8 teams will be subdivided into groups of 8 or less, so that each group can be resolved with one of the available RMR formats.
Invitations will be sent to intact teams, per the invitation requirements above.
If a team declines an invitation, or is no longer intact, the next-highest ranked team receives their invitation. If there are no additional teams available then the remaining slots are to be determined by a last-chance regional qualifier.
The TO needs to collect the following of all registered participants and deliver them to Valve (Excel or CSV).
The TO must inform participants that this information will be transferred to Valve.
New players’ nicknames are to be registered and represented as they are commonly known in third party esports media (e.g., hltv and liquipedia). Players that have previously registered for a Major event and are using the same Steam account are to use their previously registered nicknames.
Team names and logos are to be registered and represented as they are commonly seen in their own media and in third party esports media.
If there are multiple teams whose commonly known names share the same title sponsors, only one of them may use the title sponsor at the event.
Players and teams are required to accept the following agreement (verbatim) in order to participate in the event. The TO will distribute (physically or digitally) and collect signatures or equivalent from all registered participants and team representatives and deliver them to Valve. The acceptance must be legally binding (e.g., valid signatures).
1. Rights Release 1.1 (a) “CS:GO” means Counter-Strike: Global Offensive, and future versions thereof. (b) “Likeness” means my appearance, performance, name, biographical information, and statements, and any audio or video depiction produced by me (i) during the CS:GO event, or (ii) provided by me or my team to Valve Corporation (“Valve”) or the event operator. With respect to a team, Likeness also includes team trademarks, logos, or other team intellectual property that the team may decide to provide Valve or the event operator outside of the CS:GO Workshop. 1.2 I agree that Valve may use, distribute and display my Likeness (a) in CS:GO, or (b) in media relating to CS:GO or to a CS:GO event that Valve licenses or sponsors. I agree that Valve will retain these rights for so long as I continue to participate in CS:GO events. I also agree Valve may retain these right to use, distribute and display my Likeness related to historical CS:GO events forever. 1.3 I agree that Valve has no obligation to submit to me any material using my Likeness for any further approval and that Valve may edit my Likeness as Valve deems reasonable for the uses permitted by paragraph 1.2. However, Valve is not obligated to make any use of any of the rights set forth in this agreement. 1.4 To the extent Valve and I separately agree to terms governing my Likeness depicted in a submission to the CS:GO Workshop, the agreement(s) regarding the Workshop will apply to the Workshop submission instead of this agreement. 1.5 I warrant and represent that this release does not in any way conflict with any existing commitment on my part. Each team also warrants and represents that its players may make this without any conflict with any existing commitment on to the team or by the team. 1.6 I agree that my promises are intended to have lasting effect as described in paragraph 1.2. The promises in this agreement will bind and benefit any heirs, successors and assigns of me or Valve. 2. Conflicts of Interest 2.1 Teams and players should not have any financial interest in the success of any team that they are competing against. To participate in this Tournament, players and teams are required to affirm that they have no conflict of interest (including any business entanglement such as shared management, shared ownership of entities, licensing, and loans) with any other participating team or its players. 2.2 I am not currently aware of any conflict of interest that I might have with another participating team or any player on another participating team. If I currently have a conflict of interest, or become aware of one over the course of the event, I will immediately provide detail to the CS:GO development team explaining the nature of my relationship with the other party, and a plan for resolving the issue in the future.
The TO needs to provide Valve with player avatar images for all participating players.
The TO will not qualify, nor allow in any qualifying event, any player who has been “Valve Anti-Cheat” banned (“VAC Banned”) in CS:GO. Any player who is VAC Banned on any of their accounts must be approved in writing by Valve in order to be eligible to participate in the event. Any team on which a banned player has played during the period starting with the first qualifier and ending with the end of the event, will be banned (“Banned Team”). Valve also reserves the right to disqualify any player, team, broadcaster, commentator or producer in its sole discretion. The TO will immediately disqualify such person or team upon notice from Valve.
Any event winnings by such player or such Banned Team will be forfeit. No player from a Banned Team will be eligible to compete in the event with any other team.
Individuals (including coaches) that are prohibited from participation in the event are not to be employed or partnered with the TO for the event (including streaming partners). Nor are they to have access to team/staff-only areas.
Rules, procedures, and definitions that pertain to the format and structure of the competition.
The RMR format for a region is determined by the number of slots for that region. All teams not directly invited due to RMR position are to qualify in through open qualifiers. The formats are as follows:
1-2 invites: 4-team GSL Group
Best of 3: all matches.
3-4 invites: 8-team double-elimination bracket
Best of 3: all matches
5 to 8 invites: 16 team Swiss bracket
Best of 3: Decider matches (e.g, matches where a team reaches their third win or third loss).
At times, it will be necessary to identify Legends and/or Contenders among a group of teams with identical records. In that case the following process should be used to separate them:
1 team: one of the two 3-0 teams. - The two 3-0 teams play a best of 3 and the loser is eliminated. 2 teams: both 3-0 teams. 3 teams: both 3-0 teams and one of the three 3-1 teams. - The three 3-1 teams are first sorted by difficulty score. - The lower two teams play a best of 3 and the loser is eliminated. - The remaining two teams play a best of 3 and the loser is eliminated. 4 teams: both 3-0 teams and two of the three 3-1 teams. - The three 3-2 teams are first sorted by difficulty score. - The lower two teams play a best of 3 and the loser is eliminated. 5 teams: both 3-0 teams and all three 3-1 teams. 6 teams: both 3-0 teams, all three 3-1 teams, and one of the three 3-2 team. - The three 3-2 teams are first sorted by difficulty score. - The lower two teams play a best of 3 and the loser is eliminated. - The remaining two teams play a best of 3 and the loser is eliminated. 7 teams: both 3-0 teams, all three 3-1 teams, and two of the three 3-2 teams. - The three 3-2 teams are first sorted by difficulty score. - The lower two teams play a best of 3 and the loser is eliminated. 8 teams: both 3-0, all three 3-1, and all three 3-2 teams.
9 or more invites: subdivide teams by Final Ranking, placing teams into as few groups as necessary for each to have a maximum of 8 invites. The resulting groups are to use the format appropriate for that number of invites, per the above.
In order to ensure that the resulting groups are as similar in strength as possible, the highest and lowest ranked invitation slots are paired and placed into a group, and this process continues for each subsequent group.
E.g., given 16 EUR regional slots, pair slots according to the rule above and split into two groups:
|EUR 1||EUR 2|
|1 and 16||2 and 15|
|3 and 14||4 and 13|
|5 and 12||6 and 11|
|7 and 10||8 and 9|
The resulting groups are:
|EUR 1||EUR 2|
|Avg. Strength = 8.5||Avg. Strength = 8.5|
Within each RMR, the highest-ranked invited teams are paired with the lowest-ranked qualifying teams.
E.g., In opening matches, the top-ranked EUR1 team would be paired with the lowest-ranked qualifying opponent.
|Eur 1||Eur 2|
|1 vs. 32||2 vs. 31|
|3 vs. 30||4 vs. 29|
|5 vs. 28||6 vs. 27|
|7 vs. 26||8 vs. 25|
|10 vs. 24||9 vs. 23|
|12 vs. 22||11 vs. 21|
|14 vs. 20||13 vs. 19|
|16 vs. 18||15 vs. 17|
All Major and RMR events are to use the following map pick-ban process for determining which map (bo1) or maps (bo3) are played.
Coming into the event, all 24 teams are seeded based on the Next Major Slot from the prior Major.
For all Swiss matchups (e.g., the Challengers and Legends stage, and Swiss RMR formats), after the initial matches, seed is determined (in order) by:
Each team’s Difficulty Score is tracked for the purpose of tie-breaking.
The Difficulty Score is the sum of current wins minus the sum of current losses for every opponent a team has faced.
Team A’s prior opponents are 2-0 and 1-1. Team A’s Difficulty Score is 2 (prior opponents have 3 wins total, and 1 loss total, so 3-1 = 2)
Team B’s prior opponents are both 1-1. Their Difficulty Score is 0 (prior opponents have 2 wins and 2 losses in total, so 2-2 = 0)
Therefore, if both Team A and B have the same win-loss record, Team A gets the higher seed because it played against teams that were more difficult to defeat.
Requirements that pertain to the technical setup, configuration, and execution of the RMRs and Majors.
The TO is to use the up-to-date in-game versions of the maps in the Active Duty Map Group.
Players can have workshop maps on their competition machines provided that
Competition PCs are to have no internet access aside from what is minimally required to log in to Steam and CS:GO and run the game.
Block access to everything and allow only UDP traffic to AS32590 blocks (http://bgp.he.net/AS32590#_prefixes) to avoid any content hosted on 3rd party sites from getting onto the tournament machines. Blocking all non-UDP traffic, primarily TCP access, even to our AS32590 blocks is also required, because our IP ranges still deliver game content, and malicious participants can have game content masquerading as different appid on Steam Greenlight, Early Access, or the Workshop.
Have the tournament LAN ports 27017-27025 open for TCP and UDP to Valve network AS. This will just allow WebSocket connections to be used for logon traffic.
Ideal implementation will be proactively dropping non-UDP connections with TCP resets or similar low-level packets sent to initiating clients, which should hopefully help the client timeouts to be reasonable (as opposed to blackholing outgoing traffic and forcing the client to be stuck waiting for prolonged periods of time).
Set the player machines to use local host (127.0.0.1) for DNS, otherwise players will experience stalls while trying to reach an external DNS due to the network restrictions.
Competition PCs are to be secured and managed by event staff and restricted down to what is minimally required to log in and run the game.
Setting up auditing rules should be done on player machines so if a player is called into question there are records of actions taken on the machine. It should be noted that on some hardware this could potentially cause performance issues so once auditing rules have been set the machines should be tested and benchmarked to ensure that the game will still run smoothly.
Enter the following commands into an elevated command prompt:
NOTE: Make sure the /user:proplayer is changed to reflect the account name the players will be using.
Clients should have the following convars set as such:
cl_invites_only_mainmenu 1 cl_invites_only_friends 1
All server convars are to be set to competitive defaults (cfg/gamemode_competitive.cfg) except for the following exceptions.
sv_minupdaterate 128 sv_maxupdaterate 128 tv_snapshotrate 128 tv_snapshotrate1 128 tv_enable 1 tv_enable1 1 tv_dispatchmode 0 sv_maxusrcmdprocessticks 3 sv_max_dropped_packets_to_process 3 mp_freezetime 20 tv_broadcast 1 tv_allow_autorecording_index 0 sv_steamauth_enforce 1 mp_autokick 0 sv_matchend_drops_enabled 0 sv_damage_print_enable 0 sv_reliableavatardata 2 sv_invites_only_mainmenu 1 mp_spectators_max 10 sv_matchpause_auto_5v5 1 sv_clockcorrection_msecs 0 mp_overtime_enable 1 mp_warmup_pausetimer 1 mp_warmuptime 60 mp_halftime_pausematch 1 mp_competitive_endofmatch_extra_time 155 mp_warmuptime_all_players_connected 0 sv_spec_hear 4 tv_relayradio 0 sv_vote_allow_spectators 1 sv_vote_issue_loadbackup_spec_only 1 sv_vote_issue_loadbackup_spec_authoritative 1 sv_vote_issue_pause_match_spec_only 1 sv_vote_creation_timer 25 sv_vote_failure_timer 25 sv_vote_command_delay 0 sv_occlude_players 0 sv_force_transmit_players 1 sv_force_transmit_ents 1 mp_team_timeout_time 30 mp_team_timeout_max 4 sv_holiday_mode 0 cash_team_bonus_shorthanded 0 game_mode 1 game_type 0 log on mp_logdetail 3 mp_logdetail_items 1 mp_logmoney 2 sv_gameinstructor_disable 1 sv_invites_only_mainmenu 1 tv_allow_camera_man_steamid <STEAM_ID_OF_OBSERVER>
mp_disconnect_kills_players mp_do_warmup_period mp_halftime_pausetimer mp_overtime_halftime_pausetimer mp_win_panel_display_time occlusion_test_async spec_replay_enable sv_allow_votes sv_allow_wait_command sv_clockcorrection_msecs sv_dc_friends_reqd sv_forcepreload sv_hibernate_postgame_delay sv_hibernate_when_empty sv_kick_ban_duration sv_kick_players_with_cooldown sv_lan sv_load_forced_client_names_file sv_max_queries_sec sv_maxcmdrate sv_maxrate sv_maxuptimelimit sv_memlimit sv_mincmdrate sv_minrate sv_pausable sv_pure_kick_clients sv_pure_trace sv_server_graphic1 sv_server_graphic2 sv_steamgroup sv_steamgroup_exclusive sv_voiceenable sv_vote_issue_pause_match_spec_only sv_vote_quorum_ratio sv_vote_timer_duration tv_advertise_watchable tv_allow_static_shots tv_autorecord tv_broadcast_origin_auth tv_broadcast_url tv_chatgroupsize tv_chattimelimit tv_debug tv_delay tv_delay1 tv_delaymapchange tv_deltacache tv_maxclients tv_maxrate tv_name tv_overridemaster tv_relay_whitelist_cidr tv_timeout tv_title tv_transmitall
Servers must be configured to submit logs in order for the match results to present in the client to all users.
Below is a step-by-step test to confirm that GOTV and caster camera/audio are working correctly.
Get a vanilla CS:GO game server install using SteamCMD >> app_update 740 validate.
Create your game server login token for CS:GO AppID 730 at: https://steamcommunity.com/dev/managegameservers
Launch the game server using bash on Linux
./srcds_run -debug -game csgo -console +game_type 0 +game_mode 1 +mapgroup mg_dust247 +map de_dust2 -tickrate 128 +sv_setsteamaccount TOKEN_FROM_PREV_STEP +tv_enable 1 -ip 10.10.10.12
On the game server enable GOTV camera man SteamID (and optionally set a shorter TV delay for testing):
sv_spec_hear 4 tv_delay 7 tv_allow_camera_man_steamid STEAM_ID_OF_OBSERVER (optionally start GOTV+ broadcast upload)
Connect players to the game server:
Run the game on observer computer with -interactivecaster launch option
Connect observer’s game to the server as spectator (connect XX.XX.XX.XX:27015, then press ‘M’ to switch to spectator, will appear on the scoreboard as ‘SPEC’)
Adding ID:XXXXXXXX to active caster list!
Verify on the game server that players are connected as expected:
map : de_dust2 gotv: port 27020, delay 7.0s, rate 32.0 userid name uniqueid connected ping loss state rate adr 2 1 "Player1" STEAM_1:1:XXXXXXX 11:35 14 0 active 786432 X.X.X.X:27005 7 "GOTV" BOT active 32 10 3 "Player2" STEAM_1:0:XXXXXXX 07:11 17 0 active 786432 X.X.X.X:27005
--- GOTV Status --- Online 11:01, FPS 128.0, Version 8378 (Linux) Master "GOTV", delay 7, rate 32.0 Game Time 10:54, Mod "csgo", Map "de_dust2", Players 2 Local Slots 128, Spectators 1, Proxies 0 userid name uniqueid connected ping loss state rate adr 2 1 "Viewer1" STEAM_1:1:3 07:37 35 0 active 196608 X.X.X.X:27005
GOTV viewer should enable caster camera control and caster voice via scoreboard
Observer should start switching camera and narrating the action
GOTV viewer in our test sees camera switching and caster’s in-game voice narration matching the camerawork
Rules and procedures that pertain to the active administration of the tournaments.
Each team can substitute a player with their registered substitute once during the event.
The TO will prevent players from bringing any electronics (e.g., pagers, cell phones, etc.) aside from permitted gaming peripherals (mouse, keyboard, etc) to the competition area by employing a metal detector security detail at the entrance.
Any other items players wish to bring on stage must be inspected by the TO staff.
Aside from the TO staff, only the five players and the team’s pre-registered coach are permitted in the competition area during event matches.
Coaches are not to communicate with (i.e., be seen, heard, or felt by) the players by any means at any time with the exception of warmup, half-time, and tactical timeouts.
Coaches that wish to call a timeout are to do so by notifying an admin.
In the case of any matches where event admins are not physically present (e.g. online matches), no team staff, including the coach, may be physically or virtually present or communicate with the players at any time during the match.
Servers must be configured to submit logs and data is to be entered for each match.
log on mp_teamname_1 <Team Name 1> mp_teamname_2 <Team Name 2> logaddress_token_secret <match password> logaddress_add_http <Valve supplied URL>
Return to the Control Room and click the
SAVE FINAL SCORE button. This will close out the match in the game for all users and allow them to claim souvenirs.
Final Major Rankings are determined by (in order)
|#||Team||Position||W/LL||DL||W/LC||DC||Initial Seeding||Next Major Slot|
|1||FaZe Clan||Major Champion||EUR1 #1
|2||Natus Vincere||Grand-finalist||EUR2 #1
|3||Team Spirit||Semi-finalist||3-0||EUR1 #2
|5||Ninjas in Pyjamas||Quarter-finalist||3-1||EUR1 #3
|6||Copenhagen Flames||Quarter-finalist||3-2||3||EUR2 #3
|9||G2 Esports||-||2-3||2||EUR2 #4
|10||Team Vitality||-||2-3||-4||EUR2 #5
|11||Imperial Esports||-||2-3||-7||AMER #2
|15||Bad News Eagles||-||0-3||2||EUR2 #7
|16||Team Liquid||-||0-3||1||AMER #3
|20||Complexity Gaming||-||-||-||1-3||4||AMER #5
|21||Eternal Fire||-||-||-||1-3||-1||EUR1 #8
|22||IHC Esports||-||-||-||1-3||-5||ASIA #1
|23||9z Team||-||-||-||0-3||2||AMER #6
Final RMR Rankings for Swiss Formats are determined by (in order)
Final RMR Rankings for all other formats are determined by final placements.
The final standings for each RMR must be delivered to Valve upon completion of the event.