Rules for the UT3 iCTF 2on2 OC Spring 2012


Last build:
13:13, May 28th

1. General

  1. The ClanBase UT3 iCTF 2on2 OpenCup is an online tournament for European, Russian or Israeli players only. The supervisors may only allow players from other regions after discussing this with the Chief of Cups and if pings are less of an issue. If enough players of another region sign up there is a good chance we will make an extra division for that region so those clans could play each other there.
  2. Playing with non-European, Russian or Israeli players in a European, Russian or Israeli clan is allowed but during a match 60% or higher of a clans players has to be European, Russian or Israeli at all times. The non-European, Russian or Israeli players ping will be considered the same as the worst ping of the European, Russian or Israeli players (unless the non-European, Russian or Israeli players have a lower ping) and must adjust to European, Russian or Israeli timezones.
  3. Clans are selected for EuroCup participation based on their stability (i.e. the ability to complete leagues) and their strength as proven by official match results (or the results of their players in other clans). Practice results are irrelevant. Unproven clans will only be considered if their players have completed competitions with top clans before. To broaden the international appeal of the EuroCup, the best clan of country A may get preference over the nth best clan of country B.
  4. Players are selected for participation based on their proven stability (i.e. the ability to complete leagues), their reputation and their experience with international online matches.
  5. Players who violate the following rules may be given a card. In serious cases the supervisors may consult with the and a decision to impose a temporary or permanent ban from all ClanBase competitions may be taken. A clan can be given 3 types of card:
    • Yellow card : This card is given out for small rule violations. When a yellow card is given in some cases a match result could be changed in favor of the opposing player. Other than that, this card mostly is a warning. A second yellow card is to be considered as one red card.
    • Red card : The match in which they received this card will be changed into a forfeit loss. In some cases this card is handed out together with one or more player bans. A second red card falls in the category 'Two red cards' below.
    • Two red cards: A player that has been given two red cards will be kicked from the cup. In some cases a second red card is handed out together with player and/or an entire clan ban(s) for 1 or more seasons.
    Only 1 card can be given for each match. In case of several violations only the most severe card will be handed out. However, all extra punishments for each of the rule that was violated are still applied. When a player is given a red card all previous given yellow cards are removed.
  6. Abusive behaviour towards a , Referee or opponent, at any time during the cup season, can be punished by the supervisor. Sanction: . If the abuse is severe a supervisor can also punish with a temporary or permanent removal from the cup of either the offending players or the entire clan.
  7. The Clanleader or Teamcaptain is responsible for his own members knowing and following the rules. A Clanleader or Teamcaptain breaking the rules may incur penalties against the whole clan in case of an OpenCup, EuroCup or country in case of a NationsCup.
  8. ClanBase reserves the right to broadcast every match. This can be done with online game broadcast tools for spectating purposes. The recording of such broadcasts can't be refused by the players. In many cases ClanBase will allow or ask third parties to broadcast the matches. Spectators may never be charged.


2. Tournament Layout

  1. You will play against each opponent in your group, playing one game per week. At the end of this group stage, the highest ranked clans will proceed to the playoff and play a knockout until the final game.
  2. For some Featured Cups we will run to a tighter schedule and play more than 1 match per week. For more details check the .
  3. Play-Off Tree 4 clans

    Semi Finals Final
    1st Group A
    #1 Winner #1
    2nd Group B
    #3 Cup Winner
    1st Group B
    #2 Winner #2
    2nd Group A
    Loser #1
    #4 3rd Place
    Loser #2


3. Supervisors

  1. The cup is supervised by Cup Supervisors who are responsible for enforcing the rules, scheduling matches that aren't scheduled on time by the clans, and recruiting and coaching Referees and Writers. For any problems, contact the Cup Supervisors on the cup's IRC channel or through the e-mail address linked below the menu on the of this cup.
  2. If several Referees are signed up the Cup Supervisor(s) decides who will referee the match.


4. Referees

  1. A Referee is someone who helps ClanBase during cups, he is not a part of and also not related to the ClanBase Crew and may not call himself a CB Admin. Referees are able to enter matchreports and matchresults for cup matches, outside that cup they are regular ClanBase users. Referees who abuse their position may be removed from the Referee lists.
  2. Referees are appointed by the Cup Supervisor. If you want to become a Referee, use the link in the cup menu and sign up there. You will also be required to supply further information such as evidence of your experience. Someone who is not (yet) appointed as a Referee may admin a match only if both clans are made aware of this and agree with it. Anyone who falsely pretends to be a Referee will be banned from ClanBase, and the maps he adminned do not count unless both teams agree that they should.
  3. A Referee makes sure the match is played according to the rules, records demos, takes screenshots, enters match results and makes match reports (with screenshots) on ClanBase.
  4. Clans may refuse a Referee for the following reasons:
    • The clan of the Referee is playing in the same group.
    • The Referee's clan is a likely playoff candidate.
    • The Referee has the same nationality as the majority of players in the other clan.
    • The Referee is a known friend of the other clan.
    If a clan wishes to refuse a Referee they must announce this as soon as the Referee is known. Once the match procedures (server testing, etc.) have started, a Referee can no longer be refused.
  5. If a clan breaks a rule without the Referee noticing, they are still liable for the consequences.
  6. Referees are free to chase any player during a match.
  7. Referees have the right to kick players who abuse them or their opponents and who continue to do so after one clear warning. A player that has been kicked is banned from the rest of the match and the clan must complete the rest of the map with a player short. No matter how wrong you think a Referee is, stay polite; being abusive won't ever help. If you think that the Referee has made the wrong decision, but you can't convince him of it at the time, inform the Cup Supervisor(s) of it after the match.
  8. When there are not enough Referees available for all matches, the matches of clans who have an active Referee in their ranks will get preference.
  9. If there is no Referee available to admin your match, please follow these steps:
    • Go through the server testing procedure as explained in these rules. In case of a conflict or disagreement, consult a supervisor or a cup admin on the cup channel or the game channel, not in the #clanbase channel.
    • Keep logs of everything that is said on IRC. Sanction: Yellow Card.
    • Send the match result and the screenshots to the supervisor by email immediately after the match.


5. Clans and Players

  1. Clans who quit the cup or who are removed from the cup for 2 noshows/forfeits are likely to be excluded from the next cup season.
  2. Players always have to be easily identifiable to cup admins, opponents and spectators. Therefore, players must use easily identifiable nicks which are the same as (or very closely resemble) those registered on their both on IRC and in-game. Sanctions: Yellow Card.
  3. A EuroCup and its corresponding OpenCup are considered to be one and the same cup in the following rules.
  4. A clan can use players during a match who are shown on their and have not played in the same cup for another clan. Using a player who is on your APL, but is not allowed to play (f.e they played for another clan in the same week) will result in a Red Card and match forfeit.
  5. All other players can only play after they're added to the Allowed Player List having fulfilled the criteria in the table below.
  6. A player must be on the Allowed Playerlist (APL) before being allowed to play a match. That means, a player must be added to your clan roster as well as to the APL before the official starting time, the scheduled start time of the match shown on the wid page. If a player plays who isn't on the APL the clan will receive a Red card and a forfeit loss. When a player would have been allowed to be added to the APL (thus would have no problem going through the new member procedure) the clan will only get a Yellow card and the match result will not be changed.
  7. Any player who has legitimately been on the clan's Allowed Player List during the cup (and then subsequently removed) can be re-added immediately provided they haven't played for any other clans since the removal. This player will not count towards the total of 3 new players during the Group Phase or 1 new player during the Playoffs.
  8. If a player is on the of more than 1 clan in the cup, they are only eligible to play for 1 clan of their choice. To play for another clan during the cup they must meet the following criteria.
    • Their new clan are not in a lower division than the previous clan.
    • The clan have not already added 3 new players during this Cup.
    • The clan have not already added 1 new player during the Playoff Stage.
    • The player must spend 1 matchweek (from Monday to Sunday) without playing for any clan in this cup. For Example if the player played on the Thursday of matchweek 1, they will not be eligible to play for their new clan until Monday of matchweek 3.
    • A matchweek is a week in which matches are scheduled to be played according to the official match roster, this includes the Wildcard week directly after the Group Stage. Any extra weeks off before playoffs/semi-finals etc are not considered to be a matchweek.

  9. I want to add a new player to my APL!
    1. Has the player already played for another clan in this cup? Yes Higher Division: not allowed
    Same or Lower Division: NMP, go to step 4.
    No Go to step 2
    2. Did the player play in the corresponding cup in the Fall 2011 Season? Yes Player can only play 1 division lower than last season, go to step 3.
    No Go to step 3
    3. Has the player already played for your clan in the cup? Yes Add the player, they can play right away.
    No Go to step 4
    4. Do you want to add during the Group Stage? Yes NMP, max. 3 players per season
    No Go to step 5
    5. Do you want to add during the Playoff Stage? Yes NMP, max. 1 player per season
    (if Group Stage total is <3)
    No I think you did something wrong!
    What is the New Member Procedure (NMP)?
    1. Add the player to your clan
    2. The player must spend or have spent 1 entire matchweek (Mo-Su) during or after the group phase without playing for any clan in the cup.
    3. Fill out the
    4. Happy gaming!
  10. A player who played a match for a clan whilst not being on the will receive the following punishment for player and clan:-
    • If the player would have been allowed to play, but was not on the then the clan and player receive a Yellow Card.
    • If the player would NOT have been allowed even if he was on the then the clan and player receive a Red Card (and forfeit the match).
  11. Any attempt by a clan to deceive the Supervisors by letting a player fakenick, or providing deliberately false information (including faking match scores) will result in the clan being removed from the cup. Additionally any players involved in the match may be banned if it can be proven that they were aware of an attempt to break the rules. If this attempted deceit occurred in the last week of group matches or later then the player(s) will also be banned from the next cup season. In serious cases (e.g. lying even when warned) the Cup Supervisors may consult with the Cup Chiefs and a decision to impose a temporary or permanent ban from all ClanBase competitions may be taken.


6. GUIDs

  1. GUID's are unique identifiers used in games to recognize players. Examples: SteamID, PB guid, CoD2 guid, UT2004 guid, SLAC ID, UAC User ID and Xbox Live Gamertag.
  2. Every player must register their GUID on the UT3 GUID page before they play any matches.
  3. The last change of a GUID can not be done later than 24 hours before a match. Players who did not register the correct GUID more than 24 hours before a match will be rewarded with a Red card and match forfeit for their team unless the supervisor was informed in advance with a valid reason. If no supervisor is around at the time of the match this must be done by a private message to both Cupsupervisors on ClanBase (stating a clear reason).
  4. Only the last entered GUID (the one you can see on your account's page) in the changelog will be considered as valid to play with. If the clan can prove beyond reasonable doubt that it is the correct player who played, only a Yellow card is given and the match result will not be changed.
  5. Rule exception for HL2/CS:S/DoD:S/L4D/TF2 SteamID: If the first number in player's GUID (x in STEAM_x:y:yyyyyyyy) is wrong (0 is written as 1 or vice versa), the player will not be treated as a freelancer because that number can vary in different games even if you use the same Steam account.
  6. You can enter your UT3 GUID to CB .


7. Demos and screenshots

  1. Demos:
    1. All players must record demos from the whole match. Demos can be requested and must be kept until the result has been accepted on ClanBase.
    2. In case of a conflict: both clans may request in-eye demos from the other clan, but the following is required or the conflict will be discarded:
      • The clan must explain their reason(s) for their demo request.
      • The clan must immediately state the exact demos they want; players and maps.
    3. The amount of in-eye demos that can be requested are: 1on1: all, 2on2: 1 per map, 3on3: 2 per map, 4on4: 3 per map, 5on5: 4 per map, 6on6: 5 per map etc. 1 demo is a 1 complete map demo of one player. A clan can only request demos once in a conflict, other requests apart from the first one will be ignored. Failure to upload requested demos or uploading demos that are broken or missing will lead into a forfeit loss.
    4. Players who repeatedly fail to upload demos can be suspended from playing according to the .
  2. Demo is not valid if it's missing 2 or more minutes of match time.
  3. If a working server-side demo is uploaded to ClanBase, players don't need to give the requested in-eye demos any more.
  4. Screenshots of the scoreboards should always be taken by each clan or player and kept until 2 weeks after the match result has been confirmed. Only screenshots can be accepted as proof when there is a dispute about the score. Screenshots can be requested by supervisors at any time.


8. Group Rankings

  1. Group rankings are worked out by the following rules, in order of importance:
    1. Number of Wins.
    2. Number of Draws.
    3. Result of the matches between the tied clans.
    If the clans are still tied (E.g. in the case of a three way tie or more) the following rules are applied to determine final rankings (in order of importance):
    1. Net Secondary points between the tied clans which are shown on the ranking page (E.g 24/10 - Net Secondary points are 24 - 10 = 14). Be that flags / mapwins / rounds / tickets.
    2. Positive Secondary points which are shown on the ranking page (E.g for 24/10 Positive Secondary points are 24).
    3. Least number of forfeits/noshows.
    4. The Net Sheet of a summary of frags/caps/points.
  2. A forfeit loss corresponds to a loss of all maps. No map scores will be entered. A no-show is regarded as a forfeit loss.
  3. A clan that forfeits a group match for the second time will be removed from the Cup.
  4. If a clan leaves the cup with only one match to go, then the last match will be considered a forfeit loss and all the clan's matches will count for the ranking. This rule does not apply however to clans that had already forfeited a match or that had won or lost all their previous matches.
  5. If a clan leaves the cup after having qualified for the playoffs, it can be replaced by the clan ranked below it in its group.


9. Wildcards

  1. Each clan is given 1 wildcard, which it can use to cancel and reschedule a planned group match, for whatever reason. Clans are strongly advised to cherish their wildcard until they really need it because of bad luck (e.g. connection problems). Using the wildcard lightly and then losing a later match because of real problems would be a painful way to be eliminated from the cup.
  2. The wildcard can be used up until the match start time as shown on the . If a clan attempts to use a Wildcard after the match start time they will forfeit the match.
  3. A wildcard used against a clan that later quits the cup is not restored.
  4. Clans that try to use their wildcard a second time lose by forfeit. It is not the cup admins responsibility to check whether a clan already used its wildcard.
  5. When a wildcard is used, the clans have to reschedule the match immediately to one of the days into the same or the following matchweek of the original match date, and inform the supervisor. If no agreement is communicated to the Supervisor within 48hrs of the original match time, he may force the match to be played as he sees fit.
  6. Wildcards can not be used for playoff matches. A playoff match can only be postponed by decision of the supervisor. Problems that affect only 1 player will never be sufficient reason to postpone a playoff match.


10. Cheating and Abuse

  1. ClanBase's applies to this cup.
  2. All programs or files, be they changed game files or new files, that change or edit the game or add to its functionality, or that interact with the game in any way, are strictly forbidden. The use of any forbidden program or file by any clan member during a cup match will lead to the exclusion of the clan from the cup and a ban according to the general cheating and abuse policy. The use of such program or file outside the cup may lead to the same sanction.
  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. 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.
  5. For situations not covered by the rules, the supervisors will consult with ClanBase's and together they will make decisions based on the spirit of the existing rules and in the interests of justice.
  6. Freelancing (playing for 2 different clans at the same time or as 2 different players, even when having both accounts linked), is not allowed. All matches where the freelancer has played will be turned into a forfeit loss. The freelancer will be banned from the cup and will receive a temporary 3 months ban from ClanBase. In case of a returned freelancer, he will receive a further ban. In case a freelancer has 2 different unlinked accounts, his newest active account will be deleted and the other one banned. This may also lead to the exclusion of the clans involved from the cup.
  7. Any attempt to mislead a referee or a supervisor will be handled according to ClanBase's Abuse policy.
  8. If a player or clan is caught cheating after a cup is finished but before prizes have been handed out, ClanBase reserves the right to withhold the prizes.


11. Changes and Exceptions

  1. These rules are subject to change at any time. Changes made after the start of the season will always be reported on the cup page. All clans are expected to know all the rules; not knowing them is no valid excuse for not following them.
  2. Any issue that affects a Cup Supervisor's own clan may not be handled by that supervisor. It must be handled by the other supervisor or by the or as last option: a . For problems that the supervisors can't solve, or for complaints about the supervisors, competitors can mail to . Mails containing abusive language, a case in which the rules have been correctly applied or any issue that has not been discussed with a supervisor first will all be ignored.


Match rules

12. Server Settings

  1. Checking the server settings is both clans' responsibility. If a certain setting is wrong they should alert the referee immediately. Matches will not be replayed or restarted because of a wrong setting that could have been reported before or in the beginning of the match.
  2. It is not allowed to change any server settings after the match has started without both clans agreeing to it. Failure in following this rule will result in a default loss of the match.
  3. 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.
  4. At meeting time, the two opponents must provide a userlogin name and adminpass to ALL servers they propose to be tested.
  5. No spectator spots on the server. If your match has a designated Cup admin (or one of Cup Supervisors wishes to spectate the match) then and only then you may set the server for a spectator place.
  6. The server must have 'Allow Taunts' set to off. However, if for some reason it has not been set correctly: Excessive use of voice taunts is not allowed. Taunt/Fire and/or Taunt/Movement binds are not allowed.
  7. The server has to be patched to v2.1. Servers which are not running the current settings cannot be used for cup wars.
  8. Games are played with the following settings:
    • Power Ups - Off
    • Game Speed - 1.00
    • Air Control - 0.35
    • Translocator - Off
    • Goal Score - 0
    • Time Limit - 20 minutes
    • Friendly Fire Scale - 0.00 (0%)
    • Spawn Protection Time - 0.00
    • Allow Behind View - Off
    • Allow Taunts - Off
    • Force Respawn - On
    • WeaponsStay - Off
    • Players Must Be Ready - On
    • Max Players - 4 (for a default team size)
    • Max Spectators - 0 (Unless requested by an Admin)
    • Mutator:
      • UTCompIII V4 beta2 - download here
      • Dodge Jump Mutator - download here
      • Xray Player Reporter - download here
      • Wrex Anticheat Mutator - download here
      • Xray Player Reporter version 3.02 must be installed on the server. Wrex Anticheat latest version must be installed on the server (1.0.2.2 so far). If no server can be found where both are installed, the war must be canceled


13. Client Settings

  1. Clients must be running the latest official Unreal Tournament 3 patch which currently is patch 2.1. The patch can be found here.
  2. There are no rules on netspeeds for the UT3 cups. Dynamic Netspeed is optional but not prohibited.
  3. Excessive use of voice taunts is not allowed.
  4. Excessive use of “say” binds is not allowed (eg. after a flag capture or frag).
  5. Taunt/Fire and/or Taunt/Movement binds are not allowed.
  6. Behindview in any use or form is forbidden.
  7. Any file which tweaks or improves in any way the user’s game may not be used.
  8. In order to play you must run Wrex Anticheat Scanner and do a complete scan with it before starting the game.


14. Match Rules - general

  1. Group matches are predefined by the .
  2. The maplist for this cup is:
    • CTF-Bloxeh2008
    • CTF-Power-CB
    • CTF-Impasse
    • CTF-W00tabulous
    • CTF-Carnage
    • CTF-FastAction
    • CTF-Politicos
  3. Announcing maps:
  4. Both clans should tell the referee their choice of map(s) (in order of preference) at meeting time.
  5. If at 30 minutes before the start a clan has still not informed the referee of it's map(s), the referee will remind them and give them one more minute. After that time the topmost map(s) in the map list (that were not picked by the other clan) are chosen as the first clan's map(s).
  6. As soon as the referee knows both clan's mapchoice, he will toss a coin to decide which clan's map gets played first. The maps will be publically announced and put in the channel topic. If more than one map is picked per team, the map order alternates between each clan's picks (i.e team1 map, team2 map, team1 map, team2 map).
  7. If no referees are available for the game both teams should announce their maps 30 minutes before the start in the matchchannel. If one team fails to do this then the maps picked will be the topmost in the maplist not picked by their opponent.
  8. Abusing known or unknown mapbugs is not allowed. If a new bug is found you may not take an advantage from it. Notify the cup admin and/or Supervisor about it.
  9. A clan can only pick each map one time in the groupstage. If a clan picks the same map twice they will automatically receive a Yellow Card and forfeit that particular map.
  10. Excessive use of 'say' messages is not allowed during the match, doing so may result in a default loss. If the match has already been played, the Supervisor may change the result of the match as he deems appropriate if this rule has been broken.
  11. If a player gets caught breaking one of the above rules, he receives a penalty based on the situation. When he does it again in the cup, he can be thrown out. Only the supervisor can decide on this, based on the demos after the game, so every map has to be played until the end (in case the cup admin was wrong).
  12. Serverside demos of all maps played must be recorded. If it is not possible to make serverside demos then all players must record in-eye demos of all maps played. Then the demos must be uploaded (serverside or in-eye) to ClanBase's FTP within 96 hours after the match. Failure to do this will result in a yellow card (two yellow cards means forfeit loss for that particular map).
    The two opponents are allowed to request the serverside demos or any in-eye demos (in case no serverside demo was made) within 1 hour after the match has ended. This request should be communicated to the opponent, cup admin and supervisor as soon as possible. Demos may only be requested when cheating is suspected. Failure to supply a demo on an opponent's request will result in a forfeit loss for that particular map.
  13. If you are using a different connection than normal (tunnel, friends house, etc) connection to play you must inform the admin and/or opponent about this before server testing begins.


15. Match Rules - qualifier matches

  1. A player may only play a qualifier with 1 clan.
  2. Players who played for the winning clan in a qualifier will not be allowed to play for any other team in the cup (EuroCup + OpenCup) during the first 3 match weeks. This rule seeks to discourage players who do not intend to compete with the clan from 'helping' it qualify.
  3. Players who played for the losing clan in a qualifier must first go through the new member procedure (as described in the Clans And Players section) before they can play for another clan.


16. Match Rules - group matches

  1. A group match is played on 2 or 3 maps. A map win results in 2 match points for the winner and 0 for the loser, a map tie results in 1 match point for both clans. Winning a decider map will award you 1 match point. The first clan to get 3 match points wins the match.
  2. Only the first two maps may end in a tie. In the 3rd map sudden death (overtime) is played if needed until one clan makes a cap.


17. Match Rules - playoff matches

  1. A playoff match can be decided in 3, 4 or 5 maps. A map win results in 2 match points for the winner and 0 for the loser, a map tie results in 1 match point for both clans. The first clan to get 5 match points wins the match.
  2. Both clans select two different maps from the map list before the start of the match and inform the Referee about this by sending a private message to him. The Referee will annouce the map list when he has received both clan's choices by changing the topic of the match channel. The Referee decides whose map is played first by flipping a coin.
  3. Only the first four maps may end in a tie. In the 5th map sudden death is played if needed until one clan makes a cap. If the server has no sudden death, the map is restarted and replayed until one clan makes a cap.
  4. If a 5th map needs to be played, it is selected like this: the clans take turns eliminating maps from the list of un-played maps until one map remains. The clan with the most caps after 4 maps can decide who eliminates a map first. If both clans have the exact same number of caps after 4 maps, then the clan that won a map first gets to decide who eliminates a map first. If all maps ended in a tie, the admin flips a coin.
  5. Both clans choose colour on their opponent's maps. For the decisive map the colour is chosen by the clan that did not eliminate the last map.


18. Roster and Scheduling

  1. A predefined roster determines which match must be played in which week. Group matches are to be played in the week specified in the roster. However if both clans request it, a match can also be scheduled on the monday of the next week.
  2. The exact match date and time must be arranged by the clans before the Sunday that precedes the match week. The exact scheduling deadline is Saturday midnight CET.
  3. To challenge another clan, use the Roster page. To accept a challenge or make a counter challenge, use the Pending page. A challenge that was accepted can still be rescheduled until the scheduling deadline.
  4. If by Saturday midnight CET the clans still haven't succeeded in scheduling the match, the following procedure is to be followed:
    • Both clans have to send an email to the supervisor before Sunday 22h CET, in which they explain what the problem is and specify all the dates and times (during the match week) on which they can play.
    • After 22h CET on Sunday, the supervisor will force any matches not scheduled by the clans themselves without further consulting them.
    • If both clans mailed the supervisor then he will pick a date on which both clans can play if there is one. If there isn't then the supervisor will favour the more flexible clan; i.e. the clan that can play on the most dates. If there is doubt about which clan is more flexible then the supervisor divides the week in 9 slots (7 evenings + Saturday afternoon + Sunday afternoon = 9) and counts the number of slots in which each clan is available. Therefore a clan that can provide 5 or more evenings/weekend afternoons on which it can play can be certain that the match will be scheduled on one of them.
    • If only one of the two clans mailed the supervisor then he will always pick a date/time that suits that clan.
    • If neither clan sent a mail then he will schedule the match as he sees fit.
    • During the match week, any scheduled match, be it scheduled by the clans themselves or by the supervisor, can only be rescheduled if both clans agree on a new date/time in the same match week and if both inform the supervisor of this by email at least 1 day before the original date of the match. Rescheduling on the day of the match will require a wildcard being used.


Match Proceedings

19. General

  1. The match may not begin before the Referee is ready.
  2. If the server crashes during a match, the map will be restarted only if the crash occurred less than 1 minute after the start, or during the 1st round for round-based games. In all other cases the remaining time (rounded to the closest minute and with a minimum of 2 minutes) or rounds will be played, after which the scores will be added to determine the map win.
  3. The break between maps will be exactly 10 minutes unless the clans ready up themselves. The match referee may force the map start if players don't ready up in time.
  4. The match admin will pause the match whenever a player overflows or crashes. The pause may last no longer than 5 minutes (enough time to reboot and reconnect). The maximum total pause time is 10 minutes per map per team. The server can be paused no more than 5 times for the same player's problem (i.e. repeated lag bursts) during the entire match. After that, the player has to play with his problem or be replaced. Tactical timeouts are not allowed.
  5. Players always have to be easily identifiable to referees, opponents and spectators. Therefore, players must use easily identifiable nicks which are the same as (or very closely resemble) those registered on the team's clan page both on IRC and in-game. Sanctions: .


20. Before the Match

  1. Meeting on IRC before the match:
    Meeting time = 60 minutes before starting time.
    Deadline time = 30 minutes before starting time.
    Starting time = the scheduled starting time of the match.
  2. The referee and 1 (or more) representative(s) from each clan (registered members of the Clan on ClanBase {meaning the ClanID/cid playing in the cup}) gather on the match channel (Quakenet IRC) that is named on the roster page and in the reminder e-mail. No other channel name may be used. Channel logs will be used to keep track of the channel discussion.
  3. At least 1 representative from the clan must be present in the match channel 60 minutes before the start and using a nickname and tag that clearly matches the nickname and tag registered on ClanBase. Once they have shown their presence, they are free to reboot (but must return to the match channel within 5 minutes). Failure to have a representative in the cup channel 60 minutes before the start will result in a Yellow card for the offending clan. Faking a representative's presence by having someone else pose as him will result in a Red card.
  4. If either team claims a noshow win the admin or the opposing team may request all of its players (a valid lineup) to join the server. This is to prevent a team claiming a noshow win even though all of its players aren't there either. A request will only be considered valid if it is done publicly in the match channel.
  5. If one clan does not server test with at least the required number of players to play the match, then the opponent is free to pick the match server from the list in the IRC topic. Faking a players's presence by having someone else pose as him during server testing will result in a Red card and a match forfeit.
  6. Players who do not test a server are considered to have ping 0 on that server for the final server decision.
  7. If one clan has not a single representative present 30 minutes before the start, then the other clan may immediately decide on the server. This clan is free to change its server decision later on if the opponent has shown up.
  8. If one clan has not a single representative present at the starting time the result will be entered as a no-show victory for the opponent. If the reason for not showing up is proven to be beyond their control (e.g. ISP problems for all players) the match can be rescheduled.
  9. Server negotiations:
    • Server testing begins 60 minutes before the match start, even when a referee is not yet present.
    • All proposed Server IPs should be in the topic 60 minutes before the match start, the latest time to propose a server to test is 30 minutes before the start. After this time a server can be proposed and tested ONLY if both clans agree.
    • The topic of the match channel must always contain the proposed Server IP(s) of clan A, the proposed Server IP(s) of clan B. Example: Proposals A: [IP] | B: [IP].
    • The servers are tested in topic order until the clans agree on a match server or all servers have been tested.
    • All players of both clans join the suggested server immediately and without any discussion or delay. Once on the server they join their team and make sure they have the proper settings for server testing.
    • If a clan has more players available than are needed to fill a team (e.g 7 players for a 5v5 match) they must inform the referee and other team. Every player who intends to play the match should test all the servers, the referee should record pings for every player, the clans must wait for the referee's permission to swap round players during server testing.
    • Clans who deliberately server test with high pinging players then attempt to use lower pinging players who didn't test during the match will receive a Yellow card and the players who didn't server test will be banned for this match.
    • Clans or players that are caught artificially worsening the quality of their connections during server testing will receive a Red card.
    • Players who have more than one connection or ISP should only use the one they intend to play the entire match during server testing. If they intend to test servers with more than one ISP/connection they should announce this to the referee and opponent in the match channel before server testing starts.
    • All players must stay on the server until the referee has taken notes and given them permission to leave the server.
    • If a clan does not cooperate during server testing (typically by not joining the server being tested or by leaving it before the referee allows it) it will receive a Yellow card.
  10. Server decision:
    • Only visible aspects of the connection quality are considered. These aspects are: ping, stability of ping, smoothness of movement, packet loss indicator value (if available).
    • Any player not present on a server is considered to have ping 0 in all comparisons of the clans' connections as well as in all calculations of average pings.
    • It is be up to the clans to agree on a single server to play on. If they cannot agree then the referee will pick the fairest server given the following:-
      1. ClanBase considers pings to be 'equal' when the average pings of one team are no more than 125% the amount of their opponent.
        Fair Ping Table (values in Milliseconds)
        Clan A Ping (ms)
        Clan B Ping (ms)
        20
        25
        30
        38
        40
        50
        50
        63
        60
        75
        70
        88
        80
        100
      2. If a clan only has lower average ping than it's opponent on it's home country server(s), they are deemed to have PING ADVANTAGE for their server(s) and all other servers should be used in preference.
      3. If both clans have the PING ADVANTAGE for their proposed server(s), then the server with the smallest AVERAGE PING DIFFERENCE will be chosen.
      4. As a last resort the referee can ignore the pings of any players with abnormally high pings due to routing/ISP problems when deciding on a server.
      5. The referee can decide on a two-server match only if the advantages on the two servers give more equal circumstances than can be found on any single server.
      6. A home country server is defined as being located in the same country as the majority of the clan's players who performed the server testing, regardless of their personal country preferences on ClanBase. Checks will be based on their ips connected to the server.
  11. When the referee has decided the server the clans have 10 minutes to join the server. Any complaints regarding the server decision can be taken to the Cup Supervisors after the match. If a clan fails to get all it's members in the server within 10 minutes they will forfeit the first map, unless it can be proven that they have a valid reason for not doing so.
  12. If no referee is available for the match, then the clans are still expected to show up on time, follow the above procedures and keep channel logs. If by starting time they still haven't agreed on a server, they should propose one IP each in the topic and then ask the supervisor or a referee who is available on IRC to decide. Both proposed IPs will be tested again before a decision is made based on the principles described above.
  13. If two clans have agreed on a server beforehand and have reserved it, they can skip the server testing procedure if they both inform the supervisor and/or the referee 30 minutes before the match starts. Once this is done, another server can only be used if both clans agree.
  14. Once a server has been decided upon, this decision stands for the entire match, except in the following circumstances: both clans agree on a server change, the connections to the server have changed drastically for several players, or the server decision was based on information that was false or has changed. Only the referee can judge whether the latter conditions apply to a sufficient degree to warrant a server change.
  15. The IP of the server(s) being used must always be put in the topic of the match channel, so the supervisor always knows where the match is being played.


21. After the Match

  1. The matchresults can be entered by a Referee if the screenshots have been sent to him. You always have to provide the results and screenshots and post them on the cup forum.
  2. Demos can be uploaded to ClanBase. Read for instructions. Also read "Demos and screenshots" for more information.