Rules for the NationsCup IX - Q3 UrT
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1. Introduction
- The ClanBase Q3A UrT NationsCup is an online European tournament for national teams. National teams are led by captains who are appointed by ClanBase based on the support they have in their national scene. Only European teams who play in an European country may participate. Exceptions may be given by the Chiefs of Cups.
- 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.
- 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. For situations not covered by those rules, the supervisors will consult with ClanBase's Chiefs of Cup and together they will make decisions based on the spirit of the existing rules and in the interests of justice.
General Rules
2. General
- 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 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 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. - 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. - The Clanleader or Team Captain is responsible for his own members knowing and following the rules. A Clanleader or Team Captain breaking the rules, or seemingly allowing his members to break the rules, may incur penalties against the whole national team.
- 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
- The national teams in each group play each other in consecutive match weeks.
- The three highest ranked national teams of each group will go to the playoffs.
- The first ranked national team of each group (#1 Group A & B) will go directly to the Semifinals, while the four other teams (#2 / #3 Group A & B) will have to make their way to the Semifinals by playing Cross-Elimination Matches (Quarterfinals).
4. Supervisors
- 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 a ClanBase
Crew member. 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. - The cup is supervised by supervisors who are responsible for enforcing the rules, scheduling matches that aren't scheduled on time by the national teams, and recruiting and coaching cup admins. For any problems, contact the supervisors on the cup's IRC channel or through the e-mail address linked below the menu on the frontpage of this cup.
- If several admins are signed up the supervisor decides who will admin the match.
5. Match admins
- A cup admin 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.
Cup admins are able to enter matchreports and matchresults for cup matches, outside that cup they are regular ClanBase users. Cup admins who abuse their position may be removed from the cup admin lists.
- Cup admins are appointed by the supervisor. If you want to become a cup admin, use the Cupadmin link in the cup menu and sign up there, or contact the supervisor. Someone who is not (yet) appointed as a cup admin 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 cup admin will be banned from ClanBase, and the maps he adminned do not count unless both teams agree that they should.
- A cup admin 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.
- National teams may refuse a cup admin for the following reasons: the national team of the cup admin is playing in the same group, the cup admin's national team is a likely playoff candidate, the cup admin has the same nationality as the majority of players in the other national team or the cup admin is a known friend of the other national team. If a national team wishes to refuse a cup admin they must announce this as soon as the cup admin is known. Once the match procedures (server testing, etc.) have started, a cup admin can no longer be refused.
- If a national team breaks a rule without the cup admin noticing, they are still liable for the consequences.
- Cup admins are free to chase any player during a match.
- Cup admins 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 cup admin is, stay polite; being abusive won't ever help. If you think that the cup admin has made the wrong decision, but you can't convince him of it at the time, inform the supervisor(s) of it after the match.
- When there are not enough cup admins available for all matches, the matches of national teams who have an active cup admin in their ranks will get preference.
- If there is no cup admin 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. Sanctions:
. - Send the match result and the screenshots to the supervisor by email immediately after the match.
6. National teams and Players
- A national team may never have more than 3 members of the same active Q3A UrT clan playing at the same time. ClanBase does not yet define squads. Players are strictly bound to the clan instead the mod they play in the clan.
- Players are considered to still be members of any active clan they've been a member of (no matter how briefly) after 16th October 2006. Activity can be defined as participating in any ClanBase competition (Hosted Cups included). Exceptions may apply.
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 (e.g. because of a try-out) 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 - 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.
- 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 more than one country during the same season.
- 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.
- When players are in multiple clans, they are classed as clan mates, with all of their coresponding clans.
- Any Team found violating this rule will forfeit every map the offence was committed in.
- 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.
7. Group rankings
- Clans are ranked by their ranking points. If two clans have an equal amount of points, the outcome of the match between the tied clans determines the rank. When necessary, net round wins (rounds won minus rounds lost) will be used to break ties. In case one of the tied clans has a match or map win by forfeit, rounds against the clan that forfeited do not count for any of the tied clans. In case one of the tied clans has forfeited one or more maps (or whole matches) during the cup, it automatically loses the net rounds count.
- 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.
- A national team that forfeits a group match for the second time will be removed from the Cup.
- 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 clans that had already forfeited a match or that had won or lost all their previous matches.
- 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.
8. Wildcards
- 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.
- The wildcard can be used until the countdown of the first map begins, or until the time the cup admin wants to force the match to start. Once the first map of a match has started, it is too late to use a wildcard.
- A wildcard used against a national team that later quits the cup is /not/ restored.
- 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.
- 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.
- 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.
- Only the supervisor can decide to postpone a playoffs match, and only in the following circumstance: There is an exceptional internet infrastructure problem in one of the countries (e.g. a major ISP failure) that is beyond the control of the players, and this problem affects several starting players.
9. Cheating and Anti-cheating
- ClanBase's applies to this cup.
- 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. The use of such program or file outside the cup may lead to the same sanction.
- 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.
- 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.
10. Changes and Exceptions
- For situations not covered by the rules, the supervisors will consult with ClanBase's Chiefs of Cup and together they will make decisions based on the spirit of the existing rules and in the interests of justice.
Match Rules
11. Server Settings
- Punkbuster: On. A server with punkbuster off may only be used if both clans and the supervisors agree.
- Matches must be played on servers with the most recent version of Urban Terror. If a new version of the game is released during the cup, the matches that were supposed to take place in the 7 days after the release are postponed for a week, so people can get used to the new release. However, if both clans agree, you can still play the match on the scheduled day and time with the new version.
- Only servers with the following settings are allowed to be used:
a) Team Survivor:
- g_gametype 4
- timelimit 20
- fraglimit 0
- capturelimit 0
- g_survivorRoundTime 3
- g_followStrict 1
- g_suddendeath 0
- g_friendlyfire 2
- sv_floodprotect 0
- g_doWarmup 0
- g_respawnProtection 0
- g_maintainTeam 1
- g_teamForceBalance 0
- g_teamautojoin 0
- g_survivorrule 0
- g_matchmode 1
- g_timeouts 3
- g_timeoutLength 240
- g_antiwarp 1
- g_antiwarpTol 50
- g_deadchat 1
- pb_sv_enable
b) Capture The Flag:
- g_gametype 7
- timelimit 20
- fraglimit 0
- capturelimit 0
- g_followStrict 1
- g_suddendeath 0
- g_friendlyfire 2
- sv_floodprotect 0
- g_doWarmup 0
- g_waveRespawns 1
- g_redWaveRespawnDelay 15 (Riyadh, Pground-day) 13 (Turnpike, Algiers)
- g_blueWaveRespawnDelay 15 (Riyadh, Pground-day) 13 (Turnpike, Algiers)
- g_respawnProtection 2
- g_flagReturnTime 60
- g_maintainTeam 1
- g_teamForceBalance 0
- g_teamautojoin 0
- g_survivorrule 0
- g_matchmode 1
- g_timeouts 3
- g_timeoutLength 240
- g_antiwarp 1
- g_antiwarpTol 50
- g_deadchat 1
- pb_sv_enable
c) Bomb and Defuse:
- g_gametype 8
- timelimit 0
- fraglimit 0
- capturelimit 0
- g_survivorRoundTime 2
- g_followStrict 1
- g_suddendeath 0
- g_friendlyfire 2
- sv_floodprotect 0
- g_doWarmup 0
- g_respawnProtection 0
- g_bombdefusetime 10
- g_bombexplodetime 45
- g_maintainTeam 1
- g_teamForceBalance 0
- g_teamautojoin 0
- g_survivorrule 0
- g_matchmode 1
- g_timeouts 3
- g_timeoutLength 240
- g_antiwarp 1
- g_antiwarpTol 50
- g_deadchat 1
- pb_sv_enable
12. Match rules - general
- The map list is: Abbey2, Casa, Docks, Ricochet, Uptown, Village2, Sanctuary, Algiers, Turnpike.
- Matches are played 5 on 5. Showing up with less than 5 players is equivalent to a no show and therefore a forfeit loss. Clans short of 1 player may forfeit the first map. They get until 30' after the scheduled starting time of the match to get a full team then.
- A 6th player is only accepted as substitute.
- If a substitute is not able to give the game demo upon request, the game result will be a default loss.
- The substitute has to join his team and color as a player before using the substitue command. Not following this rule will result in a default loss.
- A substitute can only replace a player when the game is paused or right after a map change.
- Map exploits are not allowed for obvious reasons. Trick jumps are allowed unless they give access to an area that could be considered as map exploit. If a player disregards this rule he will be kicked. If it happens a second time, the player will be banned and therefore not be allowed to play the rounds/maps left to play. The clan will then have to play with four players for the duration of the match.
- For Team Survivor and Capture The Flag each map is played 20 minutes. Bomb and Defuse each team plays 10 rounds as attackers. For all gametypes the maps are assigned by the supervisors for every single Matchweek.
- Each player must record a demo of the game (Automatic due to g_matchmode 1). The supervisors have the right to ask a player his demo at any time during the week following the game. If there are charges against a player and the player is not able to provide a demo, the supervisors have the right to assume him responsible of what he had been charged of.
13. Match rules - qualifier matches
- A player may only play a qualifier with 1 national team.
14. Match rules - group matches
- A match is played on 2 maps. Only Capture The Flag is played on 1 map. Players swap colours after the first 20 minutes and then play the map again.
- To choose the starting colour on the maps, there is a knife round to decide which clan gets the choice.
- For Team Survivor mapwins are used to determine the outcome of the match. Draws are allowed.
- For Capture The Flag the scores of each colour of the played map are added to determine the outcome of the match. Draws are allowed. For example: Team A (red) vs. Team B (blue) ends 6 (A) - 4 (B) after 20 minutes. The teams swap colours. Team B (red) vs. Team A (blue) now ends 3 (B) – 7 (A). Final score for the map is 13 (A) - 7 (B).
- For Bomb and Defuse the matches are played Charges Only, which means that attackers are the only ones able to score. The attacker scores of both maps are added to determine the outcome of the match. Draws are allowed. For example; Team A (red) vs. Team B(blue) ends 6 (A) - 4 (B) after 10rounds. The teams swap colours. Team B (red) vs Team A (blue) ends 3(B) - 7(A). Final score for this map is 6 (A) - 3 (B), because only the points the teams scored as attackers count.
15. Match rules - playoff matches
- For the playoffs 2 gametypes are played and we use the best-of-three system. The teams have to inform the supervisors about which gametype they want to play, at latest on the Sunday before the scheduled date. If this is not done, the supervisors might force the gametpye of their choice. If both teams choose the same gametype, this one is played as first. The second gametype to play is decided by a knife round, means the team who wins it can choose the second gametype.
- If the match ends in a draw (both clans won 1 gametype) it will go into 'over time': the third 'missing' gametype is played to determine the outcome of the game.
- In case the third 'missing' gametype is Bomb and Defuse and ends in a draw, it will be played again. In this 'extra time': the same map is played, but only for 5 rounds. This will be repeated until one team wins the game.
16. Roster and Scheduling
- 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.
- 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.
- 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.
- 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.
Match Proceedings
17. General
- Spectators are not allowed.
- The match may not begin before the admin is ready.
- 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. 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.
- The break between maps will be exactly 10 minutes unless the clans ready up themselves. The cup admin may force the map start if players don't ready up in time.
- Players are allowed to pause themselves in case of visible technical problems of a player. Tactical time outs are not allowed. Problems with a voice communication program being used are no valid reasons to pause a match. The admin will immediately unpause if there is no valid reason to pause.
- 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.
18. Before the match
- 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.
- The national teams and the admins 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 players' arrival times.
- All players must be present before the meeting time (i.e. not 1 minute or 5 minutes after but before the meeting time). Being present means being in the match channel and using a nickname and tag that clearly matches the nickname and tag registered on national teamBase. Once players have shown their presence, they are free to reboot (but must return to the match channel within 5 minutes). Faking a players presence by making someone else pose as him will result in a forfeit loss.
- A national team is fully present at the time all of its players who will play in the match are present. This time changes if another player who will play joins later.
- If one national team is not fully present at meeting time, it is assigned the disadvantage in the admin's server decision (cfr. below). If neither national team is fully present at meeting time, the last national team to be fully present is assigned that disadvantage. If both national teams are fully present at meeting time, neither is assigned the disadvantage. The cup admin announces which national team has the disadvantage in the channel topic (if any).
- Players who are not present before the deadline time (repeat, before) are not allowed to participate in server testing (assuming a server hasn't been decided upon already) But are instead considered to have ping 0 on all servers. They have to wait on IRC until the server is decided.
- If one national team has not a single player (someone who will actually play in the match) present before the deadline time, then the other national team may immediately decide on the server. It is free to change its server decision later on when the other national team shows up.
- If one national team has not a single player present before the starting time, then it forfeits the match (or its wildcard is used on its behalf, if still available). The same happens if a national team is still not fully present 10 minutes after the starting time.
- Announcing maps (not applicable if maps are predetermined by the schedule):
- Both national teams should tell the cup admin their choice of map(s) at meeting time.
- If at deadline time a national team has still not informed the admin 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 admin publically announces the maps as soon as he knows them all.
- Server negotiations:
- Server testing begins at meeting time, even when a cup admin is not yet present.
- The topic of the match channel must always contain the IP being tested, the proposed IP of national team A, the proposed IP of national team B and the tag of the national team (if any) that has been assigned the disadvantage. Example:
'Testing: [IP] | A: [IP] | B: [IP] | Disadv: B'. The proposed IP of national team x should be the IP where it has the smallest advantage over the other national team, or, if it has been assigned the disadvantage, the IP where it has the smallest disadvantage. As both national teams have an interest in proposing the server with the smallest (dis)advantage (cfr. the procedures below) they can decide on their own proposed IP freely.
- The national teams take turns suggesting a server. Suggesting a server does not create the obligation to accept it. The IP and password of the suggested server are put in the topic.
- All players of both national teams (except those not allowed to participate in server testing) join the suggested server immediately and without any discussion, and on the server 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, the players that join the team during server testing will be considered to be the intended lineup. If a national team intends to use different lineups on different maps, it must make this clear to the admin and the opponent as soon as the maps have been announced. Any changes to the national teams' assumed lineups can be forbidden or be reason to change the server decision if they would cause an advantage. In simple language: letting a high-pinger test the servers and then replacing him by a low-pinger during the match is forbidden.
- national teams that are caught artificially worsening the quality of their connections during server testing will be removed from the cup.
- All players stay on the server until the cup admin has made notes and given them permission to quit.
- On IRC either national team can update the topic if it wants to make this server its proposed IP.
- The other national team now proposes a server and the procedure is repeated. The procedure is repeated until the national teams agree on a server, until all possible servers have been tested or until the scheduled starting time of the match - whichever comes first.
- If a national team does not cooperate during server testing (typically by not joining the server being tested or by leaving it before the cup admin allows it) it will be assigned the disadvantage (once a national team has been assigned the disadvantage it has an interest in cooperating fully; the more servers get tested properly the more chance to find one with a smaller disadvantage).
- Server decision: if by starting time the national teams still haven't agreed on a server, the cup admin can decide on the server himself based on the following considerations (in the order they're listed):
- Only visible aspects of the connection quality are considered. These aspects are: ping, stability of ping, smoothness of movement, pl indicator value (if available).
- Any player not present before the deadline time is considered to have ping 0 on all servers in all comparisons of the national teams' connections as well as in all calculations of average pings.
- If one national team has been assigned the disadvantage then the admin picks the IP where it has the smallest disadvantage.
- When neither national team has been assigned the disadvantage, the admin picks an equal server if one is available. Average pings are considered to be equal when they differ less than 20% of the lower average ping.
- When neither national team has been assigned the disadvantage and no equal server is available, then the admin will pick the least unequal of the IPs the national teams proposed in the topic, with the following restrictions:
- If a national team has better connections than its opponent on servers in its own country, and worse connections on servers in all other countries, then the match may not be played on a server in that national team's own country. If a national team has members playing from different countries then this rule applies for all these countries.
- If a national team has members playing from several countries, and it is the connection of its foreign member(s) that makes it impossible to pick a fair server, then the admin can decide (but only as a last resort) to not further consider the connections of those members.
- The admin can decide on a two-server match only if the advantages on the two servers even out to overall more equal circumstances than can be found on any single server. The admin may NOT decide on a two-server match if stated otherwise in the General Rules of the cup.
- If no cup admin is available for the match, then the national teams are still expected to show up on time, follow the above procedures and keep a channel log. 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 cup admin who is available on IRC to decide. When requested the channel log can be used to assign the disadvantage to one of the national teams. Both proposed IPs will be tested again before a decision is made based on the principles described above.
- 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 cup admin beforehand. Once this is done, another server can only be used if both national teams agree.
- 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 admin can judge whether the latter conditions apply to a sufficient degree to warrant a server change.
- 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.
19. After the match
- The match results are entered in ClanBase by the cup admin.
- If no cup admin was present for your match, screenshots of all maps played must be sent to the supervisor(s) immediately.
- Players are encouraged to submit their demos of the match. Demos can be uploaded to ClanBase. Read for instructions.