Rules for the NationsCup XVI - UT iMixZP


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1. Introduction

  1. The ClanBase UT iMix ZP is an online tournament for national teams from every country of the world. National teams are led by captains who are appointed by ClanBase based on the support they have in their national scene.
  2. Using non-European servers is allowed. All players and servers - European and non-European - are considered to be equal in terms of validity during server negotiations.
  3. The following rules are separated into 3 chapters: General Rules are identical for every ClanBase NationsCup. These rules refer to the organisational aspect of the cups. The Match Rules are specific rules for every different game, and they only apply to this cup. Finally, the Match Proceedings rules apply to all ClanBase cups, and explain procedures for all NC Matches.


2. General

  1. National teams who violate the following rules may be given a card. In serious cases the supervisors may consult with the ClanBase Crew and a decision to impose a temporary or permanent ban from all ClanBase competitions may be taken. A national team 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 team. Other then 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 national team 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 national team 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 national team is given a red card all previous given yellow cards are removed.
  2. Abusive behaviour towards a ClanBase Crew admin or supervisor, cup admin 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 national team.
  3. The Team Captain is responsible for his own members knowing and following the rules. A Team Captain breaking the rules, or seemingly allowing his members to break the rules, may incur penalties against the whole national team.
  4. 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 national team. In many cases ClanBase will allow or ask third parties to broadcast the matches. Spectators may never be charged.


3. 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 national teams will proceed to the playoff and play a knockout until the final game.


4. 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 national teams, 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. Any issue that affects a supervisor's own country may not be handled by that supervisor. It must be handled by the other supervisor or by the GameSupervisor. 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.
  3. If several Referees are signed up the Cup Supervisor(s) decides who will referee the match.


5. 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 national teams 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. National teams may refuse a Referee for the following reasons:
    • The country of the Referee is playing in the same group.
    • The Referee's national team is a likely playoff candidate.
    • The Referee is a known friend of the other national team.
    If a national team 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 national team 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 national team 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 national teams 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.


6. Managers and Captains

  1. Definitions:
    • Team Manager is responsible of the national team clan. His tasks are to monitor and accompany the captains election process together with the cup supervisors, maintain the national team account and to be the link between the national team and CB Crew.
    • Team Captain is being elected by the game national community. He is considered as the leader of the squad in the game he represents. His tasks are to form the national team's squad in his game and to be responsible for its players; To make sure the team shows up to matches, adheres to the rules and follows ClanBase's representatives instructions. A Team Captain is subjected to the Team Manager.
  2. Team Captains are elected in an organised election procedure in the beginning of the cup. There are some basic criterias for being a Team Captain:
    1. Having the nationality and residency of the relevant nation.
    2. Having a clean record of cheating/abuse.
    3. Being a member of the game community; Thus having played the game he applies for.
  3. Each candidate for captaincy will gather as much documented support as he can and will send it on a given deadline to the Cup Supervisors and the Team Manager. The Cup Supervisors and Team Manager will verify the votes and select the most suitable person.
  4. The support a candidate for captaincy collects must contain valid votes. Here are the requirement for a valid vote:
    1. Each player can vote only one time. Double votes will cause both votes to be disqualified.
    2. A player cannot on someone else's behalf, but only himself.
    3. The voting player must have the nationality of the nation's candidate he votes for.
    4. The voting player must be from the same game community as the candidate he votes for.
    5. A candidate cannot vote for himself.
    The Cup Supervisors and Team Manager may decide to disqualify a certain candidate if they find out the votes were collectively fake or invalid for any reason.
  5. Appealing on a captain's selection will be done only if there is a solid proof the selection process was infected or that there wer prejudiced people involved with the procedure. In that case, an appeal should be sent not longer than 72 hours after the captains announcement by email to the Chiefs Cups Supervisors .


7. National teams and players

  1. During matches a national team may not consist of players from only one active clan. ClanBase does not define squads. Players are strictly bound to the clan instead the mod they play in the clan.
  2. Players are considered to still be members of any active clan they've been a member of (no matter how briefly) after 8th of October 2012. Activity can be defined as participating in any ClanBase competition (Hosted Cups and QuickCups which are not intended for National teams included). The activity period ends on Monday 4th of February 2013 (start of Matchweek 2), this way teamplayers can practice with each other. Exceptions may apply.
  3. Team captains may apply for an exception.
    Exceptions may never be assumed and must always be requested from the cup supervisors and Chief of Cups. Team captains may only apply for an exception by mailing a request to with a cc. to both Cup supervisors. Exceptions will only become valid once they have been validated by the Cup supervisors and the Chief of Cups.
  4. National captains are expected to know the full clan history of any player they wish to field; not knowing it will not be an excuse to break this rule. If any doubt is possible about the membership of a certain player in a certain clan then the captain must always get permission from the supervisor before using that player. There is no limit on how many members of the same clan can be registered with a national team.
  5. Players must be listed on the nation's corresponding ClanBase page before they are allowed to play (invitation sent by the Captain, invitation accepted by the player). There is no limit to the number of players in a national team, and players can be added to and removed from the team at any time during the season. Sanction: Yellow Card.
  6. Nationality and residence requirements:
    • Captains must have the nationality and be residents of their team's country. The supervisor can make an exception if there is no candidate who meets these requirements.
    • Players who have the nationality of the country they live in are always allowed to play for that country.
    • Players who have the nationality of another country than the one they live in:
      • Can play for their home country without any further requirements. However a national team may never have more than two such players playing at the same time. This means entire teams of ex-pats (players living abroad) are not allowed.
      • Can play for the country they live in if they've lived there for more than 1 year. However a national team may never have more than one such player playing at the same time.
      • May never play for any other country.
    • A player with two nationalities can only play for one of them.
      • If he lives in country A he can play for country A without further obligations.
      • If he lives in country A he can play for country B after showing a valid legal document to prove that they have the nationality of country B (just having the right to obtain such a document is not enough).
      • If he has already played for one of the two countries in the past, he can not play for any other country.
      • Any player, who legitimately (according to ClanBase rules) played for a country, can play for it in future NationsCups and for it only.
  7. When players are in multiple clans, they are classed as clan mates, with all of their corresponding clans.
  8. Any team found violating this rule will forfeit the match the offence was committed in.
  9. For all games working with GUIDS, players must register their guid on their CB account, and play with this guid. If a player is forced to use a different guid than the one he or she is registered with, he/she should inform the supervisors as soon as possible about that with as much information as possible (e.g. ip, guid(s), netcafé name). Click to find out how to retrieve and register your GUID. Sanction: If it can be proven it really is the same player only a yellow card is given.
  10. The team size for all iTDM and iDOM matches is 4on4. The team size for all iCTF matches is 5on5.


8. GUIDs

  1. GUID's are unique identifiers used in games to recognize players. Examples: SteamID, PB guid, CoD2 guid, UT2004 guid, TZAC ID, UAC User ID and Xbox Live Gamertag.
  2. Every player must register their GUID on the 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.
  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.


9. 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 national teams.
    If the national teams 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 national teams 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 national team that forfeits a group match for the second time will be removed from the Cup.
  4. If a national team leaves the cup with only one match to go, then the last match will be considered a forfeit loss and all the national team's matches will count for the ranking. This rule does not apply however to national teams that had already forfeited a match or that had won or lost all their previous matches.
  5. If a national team leaves the cup after having qualified for the playoffs, it can be replaced by the national team ranked below it in its group.


10. Wildcards

  1. Each national team is given 1 wildcard, which it can use to cancel and reschedule a planned group match, for whatever reason. National teams 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 10 minutes after the match start time as shown on the Roster Page. If a nation attempts to use a wildcard after the allowed time, they will have to forfeit the match. Once the first map of a match has started, it is too late to use a wildcard.
  3. A wildcard used against a national team that later quits the cup is not restored.
  4. National teams that try to use their wildcard a second time lose by forfeit. It is not the cup admins responsibility to check whether a national team already used its wildcard.
  5. When a wildcard is used, the national teams 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.


11. 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 national team member during a cup match will lead to the exclusion of the national team from the Cup. 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, unless defined otherwise in these rules.
  5. It is not allowed to run any programs that change the original nature of the game (for example timers). In case other cheats/exploits are found being used by a clan after the cup has started the Cup admins decide on the penalty to the clan for the matches the cheat has been used. Please keep UT clean.
  6. The use of timing programs and timing aids is strictly forbidden, as is any other form of powerup timing. Only the ingame clock, which can be accessed through the ShowScores screen, may be used.
  7. The use of tweaks/temporary console commands (TCCs) is forbidden, with the exception of changing the team and death messages only. Examples of tweak/illegal temporary console commands are: Noshadows TCC, Nosmoke TCC and Silent Mini. The program "Little Tweaker" does not make use of illegal tweaks or TCCs and is therefore allowed.
  8. Behindview in any use or form is forbidden.
  9. Map bugs on the whole shouldn't be used, something is generally considered to be a bug if it does one or more of the following:
    • Makes you impossible to see or hit.
    • Involves hiding in scenery.
    • Involves getting through walls / ceilings / skyboxes / blockers / etc.
    • Involves hiding or walking on invisible scenery.
    • Is only in one half of a symmetrical map.
    • Involves a team-mate helping you get there.


12. 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 national teams are expected to know all the rules; not knowing them is no valid excuse for not following them.
  2. For situations not covered by the rules, the supervisors will consult with ClanBase's Chiefs of Cups and together they will make decisions based on the spirit of the existing rules and in the interests of justice.
  3. Any issue that affects a Cup Supervisor's own nation 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

13. Server Settings

  1. Checking the server settings is the responsibility of both national teams. 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 national teams agreeing to it. Failure in following this rule will result in a default loss of the match.
  3. ConfiguredInternetSpeed / Netspeed: min. 2500, max 15000 at all times during the match. Furthermore, any change of netspeed during any map is forbidden. Violating any part of this rule will result in a forfeit loss of the map the violation occurred in.
  4. Servers must have UTPure installed. Servers running more current versions will be favoured over servers running outdated versions.
  5. Servers must have ACE installed. This anticheat should be set so it allows all operating systems to connect and play. Servers running current preferred versions will be favoured over servers running outdated versions. The current preferred version for ACE is 0.8g.
  6. Players who have problems caused by ACE when connecting to the match server can be allowed to play by the match referee or server admin through use of the following command: mutate nploader allowone
    • Any player allowed to play through use of the above command is required to upload all of his/her demos to the ClanBase FTP within 72 hours of the official match time.
    • Failure to supply all these demos, supplying broken demos or supplying demos missing more than 20% of a map will result in a forfeit loss of the entire match.
    • These demos will not count towards the demo request limit, and the demos should be uploaded without request from the opposing clan or the supervisor.
    • Players are not required to upload demos if the server is not configured to the ClanBase settings, unless specifically requested by the supervisors.
    • All uses of this command should be communicated to the supervisors so that they are made aware of any possible bugs that may need attention.
  7. Servers must have AnthChecker installed. This anticheat should be set so it allows all unknown renderers to connect and play and the web update feature should be enabled. Servers running more current versions will be favoured over servers running outdated versions.
  8. The following entries should be removed from the server's ini file:
      [Engine.GameEngine]
    • ServerPackages=MultiMesh
    • ServerPackages=Relics
    • ServerPackages=RelicsBindings
    • ServerPackages=EpicCustomModels
    • ServerPackages=SkeletalChars
    • ServerPackages=De
    • ServerPackages=BP1Handlerxx (whatever pure version)
    • ServerPackages=BP4Handlerxx (whatever pure version)
    • ServerPackages=TCowMeshSkins
    • ServerPackages=TNaliMeshSkins
    • ServerPackages=TSkMSkins
    • From the Pure section :
    • PlayerPacks[0]=BP1 >> PlayerPacks[0]=
    • PlayerPacks[1]=BP4 >> PlayerPacks[1]=
  9. This package contains the correct server-settings for this cup's mod and mutators.
  10. Servers with autopause enabled are preferred when no referee is able to admin the entire match.
  11. NetServerMaxTickrate: 30. Another value can be used only if BOTH clans agree. This means the servers tickrate has to be set so the packets in value on F6 (stat net) displays a stable value of 30/31.
  12. All matches are to be played with the following settings:
    • Timelimit: 20
    • Friendly Fire: 0 %
    • Max Team Score: 0
    • Tournament: On
    • Gamespeed: 100%
    • Air Control: 35%
    • GameStyle: Hardcore
    • Translocator: Off
    • Powerups: On
    • Tournament: On
    • Mutators: ZPPure7G.AccuGib
  13. All iTDM matches are to be played with the following settings:
    • Force Respawn: On
    • Overtime: On
  14. All iCTF and iDOM matches are to be played with the following settings:
    • Force Respawn: Off
    • Overtime: ON


14. Client Settings

  1. Bonuspack models, custom models and skins are not allowed, these include models that have been 'tampered' with.
  2. Excessive use of voice taunts are not allowed.
  3. Excessive use of “say” binds is not allowed (eg after a flag capture).
  4. Taunt/Fire and/or Taunt/Movement binds are not allowed.
  5. Behindview in any use or form is forbidden in all cups except for the Bunny Track Cup where it doesn't offer an unfair advantage.
  6. You must be using patch 436 or later.
  7. Bonuspack 1, 2 and 4 must be installed (For UT GOTY edition this means only BonusPack 4)
  8. ConfiguredInternetSpeed / Netspeed should be kept to min 2500 max 15000 during the whole match. Changing the netspeed while the map is being played is not allowed and will result in a forfeit loss of the map the violation occurred in.


15. Match Rules - general

  1. Group matches are predefined by the .
  2. 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.
  3. Liftcamping (Jumping on, or standing under the lift to stop people being able to use it) is forbidden. If a clan breaks this rule, they will automatically receive a Yellow card and forfeit that particular map. If they violate the rules on several maps they will forfeit all those maps but still only receive a Yellow card. Only the Cup Supervisors can make this decision based on demos after the game, so every map has to be played until the end in case the clan is found not guilty.
  4. Each player must record a 1st-person demo (of each map he/she plays) and keep this demo for 14 days after the match (Please pay special attention to restarting demorec after disconnecting from the server for any reason).
    • Clans are required to upload up to 1 demo per total number of maps played by the clans in the match. This can be between 2-3 demos in group games and 3-5 demos in playoff games.
    • To request demos, a clan must email both Supervisors with their request within 24h of the scheduled match start time. The Supervisors will forward the request to the opponent clan. Requests that are not made via the Supervisors are never valid.
    • Supervisors may decide to request specific demos themselves. This can be done even if no demos or different demos have been requested by the opponent clan.
    • There are no valid reasons not to record demos. If you can't demorec for any reason - do not play.
    • Failure to supply a requested demo will result in a default loss of the match.
    • Failure to upload a complete demo will result in a default loss of the match. Demos missing (broken or not recorded) more than 20% of the time played do not count as uploaded. Demos count as broken when they can't be played on systems following the client settings described earlier.
    • Repeated failure to supply a requested demo will result in a player cup ban.
    • The Supervisors and AntiCheat-team can demand someone to upload a demo of every map he/she plays in this cup. Failure to upload the demo within 3 days results in an immediate cup ban. Repeated failure results in a temporary ClanBase ban.
  5. 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.
  6. 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.
  7. Switching teams to force the game to pause or for any other reason once a map has started is strictly forbidden and will result in a yellow card and forfeit loss of the map in question.
  8. No spectators are allowed. Punishments for violating this rule will be decided on a case by case basis by the Cup Supervisors and/or UT Game Supervisor.
  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.


16. Match Rules - group matches

  1. The following applies to all CTF, iCTF, DOM and iDOM matches: A group match is played on 2 or 3 maps. For the first two 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 tiebreaker map is worth one additional point only. The first clan to get 3 or more match points wins the match.
  2. Only the first two maps may end in a tie, the third (final) map must have a clear winner. If the server has no sudden death the map is restarted and replayed until one clan takes the lead.
  3. The following applies to all TDM, iTDM, DM and iDM matches: A group match is played on 2 or 3 maps till sudden death. For the first two maps - a map win results in 2 match points for the winner and 0 for the loser. The tiebreaker map is worth one additional point only. The first clan to get to 3 or more match points wins the match.
  4. 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. (Except for BT cups where this is determined as above)
  5. Both clans select a map 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 announce the map list when he has received both clan's choice by changing the topic of the match channel. The Referee decides whose map is played first by flipping a coin.
  6. If a 3rd map needs to be played, it is selected like this: the clans take turns eliminating maps from the list of unplayed maps until one map remains. The clan with the most frags or caps (CTF) after 2 maps can decide who eliminates a map first. If both clans have the exact same number of frags or caps (CTF) after 2 maps, then the clan that won a map first gets to decide who eliminates a map first. If both maps ended in a tie, the admin flips a coin.


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 point for both clans. The first clan to get to 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 decides who has choice of map order by flipping a coin. Playoff games will be played as followed: Clan A's map, Clan B's map, Clan B's map, Clan A's map. The winner of the coin toss may choose whether to be clan Clan A or Clan B. The Referee will annouce the maps and map order after this process.
  3. If a 5th map needs to be played, it is selected like this: the clans take turns eliminating maps from the list of unplayed maps until one map remains. The clan with the most frags or caps (CTF) after 4 maps can decide who eliminates a map first. If both clans have the exact same number of frags or caps (CTF) after 4 maps, then Clan B gets to decide who eliminates a map first.
  4. 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 national teams 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 national teams before the Sunday that precedes the match week. The exact scheduling deadline is Saturday midnight CET.
  3. To challenge another national team, 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 national teams still haven't succeeded in scheduling the match, the following procedure is to be followed:
    • Both national teams 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 national teams themselves without further consulting them.
    • If both national teams mailed the supervisor then he will pick a date on which both national teams can play if there is one. If there isn't then the supervisor will favour the more flexible national team; i.e. the national team that can play on the most dates. If there is doubt about which national team 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 national team is available. Therefore a national team 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 national teams mailed the supervisor then he will always pick a date/time that suits that national team.
    • If neither national team 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 national teams themselves or by the supervisor, can only be rescheduled if both national teams 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 national teams ready up themselves. The referee may force the map start if players don't ready up in time.
  4. The referee 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. A map can be paused no more than 5 times for the same problem of the same player (i.e. repeating lag bursts) in the entire match. After that, the player has to play with his problem or be replaced.


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 national team (be it the team captain or one of the team members registered on the national team CID on ClanBase) 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 national team 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 national team. Faking a representative's presence by having someone else pose as him will result in a Red card.
  4. If one national team 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.
  5. Players who do not test a server are considered to have ping 0 on that server for the final server decision.
  6. If one national team has not a single representative present 30 minutes before the start, then the other national team may immediately decide on the server. This national team is free to change its server decision later on if the opponent has shown up.
  7. If one national team does not have 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.
  8. Announcing maps (not applicable if maps are predetermined by the schedule):
    • Both national teams should tell the referee their choice of map(s) at meeting time.
    • If at deadline time a national team has still not informed the referee of its map(s), he should remind them and give them one more minute. After that minute he picks their map(s) if they still haven't, taking the leftmost map(s) in the map list that were not picked by the other national team.
    • The referee publically announces the maps as soon as he knows them all.
  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 national teams agree.
    • The topic of the match channel must always contain the proposed Server IP(s) of national team A, the proposed Server IP(s) of national team B. Example: Proposals A: [IP] | B: [IP].
    • The servers are tested in topic order until the national teams agree on a match server or all servers have been tested.
    • All players of both national teams 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 national team 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 national teams must wait for the referee's permission to swap round players during server testing.
    • National teams 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.
    • National teams 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 national team 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 national teams' connections as well as in all calculations of average pings.
    • It is be up to the national teams 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)
        National team A Ping (ms)
        National team B Ping (ms)
        20
        25
        30
        38
        40
        50
        50
        63
        60
        75
        70
        88
        80
        100
      2. If a national team 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 national teams 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 national team. Checks will be based on their ips connected to the server.
  11. When the referee has decided the server the national teams 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 national team fails to get all its 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 national teams 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 national teams 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 national teams agree.
  14. Once a server has been decided upon, this decision stands for the entire match, except in the following circumstances: both national teams 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.
  16. By default all matches should be played 4on4 only. If a national team does not have enough players to play the match, they must use their wildcard before the scheduled match time or they forfeit the match. However it is allowed to play a match with one player less (for example 4on4/4on5 in 5on5 cup) only if both national teams agree on it. Matches played with fewer players will be cancelled.


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.
  3. If no cup admin was present for your match, screenshots of all maps played must be sent to the supervisor(s) immediately.