Rules for the UT CTF Open Cup Fall 2005


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1. General

  1. The ClanBase UT CTF 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 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 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 , 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 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. Playoffs: 1 clan advances from each group of 4, 2 clans advance from each group of 6.
  2. Playoffs layout as follows:
  3. Premier league:



  4. Second and Third leagues:



3. Supervisors

  1. The cup is supervised by supervisors who are responsible for enforcing the rules, scheduling matches that aren't scheduled on time by the clans, 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.
  2. If several admins are signed up the supervisor decides who will admin the match.
  3. Any issue that affects a supervisor's own clan may not be handled by that supervisor. It must be handled by the other supervisor or by 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.


4. Match admins

  1. 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.
  2. 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. Someone who is not (yet) appointed as a cup admin may admin a match only if both clans 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.
  3. 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.
  4. Clans may refuse a cup admin for the following reasons: the clan of the cup admin is playing in the same group, the cup admin's clan is a likely playoff candidate, the cup admin has the same nationality as the majority of players in the other clan or the cup admin is a known friend of the other clan. If a clan 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.
  5. If a clan breaks a rule without the cup admin noticing, they are still liable for the consequences.
  6. Cup admins are free to chase any player during a match.
  7. 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 clan 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.
  8. When there are not enough cup admins available for all matches, the matches of clans who have an active cup admin in their ranks will get preference.
  9. 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. Sanction: .
    • 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 miss two matches by noshow/forfeit 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 (or closely resemble) those registered on their allowed playerlist (Cupmenu -> Clans -> Players) for the cup on ClanBase. Sanctions: .
  3. A EuroCup and its corresponding OpenCup are considered to be one and the same cup in the following rules.
  4. A clan can only use players who are registered as clan members in ClanBase at the start of the season (i.e. before the Monday of the cup's first match week), who are still registered as such and who have not played in the same cup with another clan. All other players require special permission from the supervisor before being allowed to play. Such permission can only be granted based on the rules below.
  5. Any player that is not on the allowed playerlist of that clan in that cup has not (yet) officialy been allowed to play by the supervisor(s).
  6. A player may not play for more than one clan in the same cup no matter what may appear on any match reminder emails or allowed player lists. As soon as the player plays for a clan, he is no longer allowed for any other. To play for another clan he must first go through the new member procedure described below. Failure to follow this rule will result in a forfeit loss for the second clan.
  7. A new member (that is: any player who was not registered with the clan on ClanBase before the cup's first match week, or any player who has already played in the cup with another clan) can only play after all the following conditions have been met:

    I want to add a new player to my APL!
    1. Has the player already played for another clan in the cup? Yes Higher Division: not allowed
    Same or Lower Division: NMP
    No, go to step 2
    2. Has the player already played for your clan in the cup? Yes Add the player, he can play right away
    No, go to step 3
    3. Do you want to add during the Group Stage? Yes NMP, max. 3 players per season
    No, go to step 4
    4. Do you want to add during the Playoff Stage? Yes NMP, max. 1 player per season
    (if Group Stage total is <3)
    No, what am I doing here?
    What is the New Member Procedure (NMP)?
    1. Add the player to your clan
    2. The player must have spent 1 entire matchweek (Mo-Su) before or during the group phase without playing for any clan in the cup.
    3. Fill out the
    4. Happy gaming!

  8. After the deadline (the first Monday of the last week of the group matches) new members are not allowed. Exceptionally, the supervisor may allow new member(s) only if all 4 conditions have been met:
    • The clan made the playoffs but would have to forfeit due to members leaving or being permanently unavailable.
    • The new member has not played in a higher division
    • The new member has not played with another clan in the same cup after the deadline.
    • If such an exception is made, the unavailable or leaving players will be removed from the allowed player list.
    Sanctions:
  9. Only the rules above determine if a player is allowed to play or not. The player rosters in the e-mails that are sent to the clans before each match may contain players who are not allowed to play, for example because they already played for another clan. This will never be accepted as an excuse for fielding these players; it is the clans' responsibility to only field players who are allowed to play by the rules. If you have any doubt at all about whether a player is allowed to play or not, always discuss the case with the supervisor first instead of risking a forfeit loss!
  10. Sanctions for clans: If a clan fields a player who by the rules above was not allowed to play, then they receive the card below that rule. If they violated more then 1 Clans & Player rule they will be given 1 red card. If the offense involved an attempt to deceive the cup admins and opponents, e.g. by letting a player fakenick or by providing wrong information, then the clan and all its players will be removed and banned from the cup. If this attempted deceit occurred in the last week of group matches or later then the clan will also be excluded from the next cup season. In serious cases (e.g. using a higher ranked player) 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.
  11. Sanctions for players: If a player plays for any clan after being told he was not allowed to play by the supervisor(s), he will be banned from the cup. If the offense involved an attempt to deceive the cup admins and opponents, e.g. by fakenicking, then he will be banned from all the current season's cups. If this attempted deceit occurred in the last week of group matches or later then he will also be banned from the next cup season. In serious cases (e.g. lying even when warned) 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.


6. Server settings

  1. Servers must have UTPure installed. Servers running more current versions will be favoured over servers running outdated versions.
  2. Servers must have UTDC installed. This anticheat should be set so it allows all operating systems to connect and play. Servers running more current versions will be favoured over servers running outdated versions.
  3. 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.
  4. Checking the server settings is also the clans' responsibility. If a certain setting is wrong they should alert the cup admin immediately. Matches will not be replayed or restarted because of a wrong setting that could have been reported before or in the beginning the match.
  5. A match should always be played on a single, neutral server. A two server match is only allowed with special permission from one of the supervisors. Two server matches played without this permission do not count.
  6. 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.
  7. All matches are to be played with the following settings:
    • Timelimit: 20
    • Translocator: On
    • Powerups: On
    • Weapons Stay: On
    • Friendly Fire: 0 %
    • Max Team Score: 0
    • Tournament: On
    • Gamespeed: 100%
    • Air Control: 35%
    • GameStyle: Hardcore
    • Mutators: No Redeemer
  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. Servers must have PureStats installed. Servers running more current versions will be favoured over servers running outdated versions.


7. Client settings

  1. ConfiguredInternetSpeed / Netspeed: min. 2500, max 20000. Any change of netspeed during the match is forbidden and will result in a forfeit loss of the round the violation occured in.
  2. Bonuspack models, custom models and skins are not allowed, these include models that have been 'tampered' with.
  3. Excessive use of voice taunts are not allowed.
  4. Excessive use of “say” binds is not allowed (eg after a flag capture).
  5. Taunt/Fire and/or Taunt/Movement binds are not allowed.
  6. Behindview in any use or form is forbidden.
  7. You must be using patch 436 or later
  8. Bonuspack 1, 2 and 4 must be installed (For UT GOTY edition this means only BonusPack 4)


8. Match rules - general

  1. 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).
    • Requesting a demo can be done by emailing the supervisors with the details about the request. The sups will evaluate the request and relay the request to the clanleader of the clan that needs to upload its demos. This request should be made immediately after the match but must be made within 3 days after the match was played.
    • There should be a good reason behind the request for a demo, and this request should never be tactical. The requesting clan should upload as much demos as requested from the other clan. The other clan must comply and upload the demos when requested by the supervisors.
    • FPS drops and other issues are not a valid excuse not to demorec. If you cannot demorec for any reason, the sup(s) must be notified before the cup starts.
    • Failure to supply a requested demo wil result in a default loss.
    • Repeated failure to supply a requested demo will result in a player 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 cupban. Repeated failure results in a temporary ClanBase ban.
  2. When you are using a different then normal (tunnel, friends house, etc) connection to play you must inform the admin and/or opponent about this. If you don't you will be considered a freelancer.
  3. Matches are played 5 on 5. Showing up with less than 5 players is equivalent to a no show and therefore a forfeit loss.
  4. The maplist is: CTF-Orbital-LE102, CTF-Ranel-JoltEdition, CTF-Revenge-LE102, CTF-Ronsico][, CTF-Glacier][CE105, CTF-AreaN23-LE103, CTF-Terra-LE102, CTF-Infested-UGL-LE102, CTF-Cynosure-LE105
  5. The clan that did not eliminate the last map while deciding the decisive map can choose which side to play as then.
  6. Before the start of the map countdown or during dead moments in the game (when the game is paused), the serveradmin may take a screenshot of all the players using the UTDC screenshot facility.
    • The serveradmin must state clearly that a screenshot is about to be taken and will ask all the players to press F1 (ShowScores) and keep the scoreboard visible until the serveradmin confirms the screenshots have been taken. This helps to identify whos screenshots they are.
    • All of the players must comply and press F1 (ShowScores) when the serveradmin makes his announcement.
    • The game remains paused until the serveradmin has confirmed the screenshots have been taken.
    • The taking of unannounced screenshots is forbidden and can lead to a forfeitloss.
    • Some players will not have screenshots taken due to having a UTDC incompatible OS.
  7. Telepunting (shooting your translocator) and guarding teleporters with the Impact Hammer (commonly known as IH-camping) is forbidden.
  8. Launching your teammate, yourself or the flag in any way is not allowed, with exception of methods mentioned below.
  9. The following methods are acceptable launching methods:
    • Impact Hammer-Boot Jumps used to gain vertical height.
    • Impact Hammer Jumps
    • Boot Jumps vertically and then Impact Hammering off a surface for vertical distance.
  10. This means the following methods are not acceptable:
    • Impact Hammer-Dodge Jumps
    • Impact Hammer-Dodge Jumps while in the possesion of the jump boots.
    • Impact Hammer-Boot Jumps used to gain horizontal distance.
    • Boot Jumps vertically and then Impact Hammering off a surface for Horizontal distance
  11. If a player gets caught braking one of the above rules, his clan recieves a penalty based on the situation. When they do it again in the cup, they 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).


9. 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 + Open Cup) 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.


10. 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. 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 is played if needed until one clan makes a cap.
  3. The maps are predetermined by the schedule.
  4. In case of a two server match, the 3rd map is played twice with a 50% timelimit, one time on each server, and the scores of the two halves are added to determine the winner. In case of a draw the map is replayed (always 2x50%) until there is a winner. The clan with the highest score after 2 maps will play the third map first on their server. If both clans agree the 3rd map can be played on one server in which case the normal rules apply.
  5. The clan on the left in the roster plays blue on the first map, the other clan plays blue on the second map and so on, unless both clans agree otherwise.


11. Group rankings

  1. 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.
  2. A clan that forfeits a group match for the second time will be removed from the Cup.
  3. 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.
  4. 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.
  5. Clans receive 2 ranking points for a victory and 1 ranking point for a tie.
  6. Clans are ranked by their ranking points. If two clans have an equal amount of ranking points, net match points determine the rank (positive match points - negative match points, i.e. 16/12 = 4 net match points), if they have equal amount of ranking points and match points the outcome of the match between the tied clans determines the rank.


12. 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. 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.
  3. Both clans select two different maps from the map list before the start of the match and inform the match admin about this by sending a private message to him. The admin will annouce the map list when he has recieved both clans choices by changing the topic of the match channel. The match admin decides whose map is played first by flipping a coin.
  4. 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 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. In case of a two server match, the 5th map is played twice with a 50% timelimit, one time on each server, and the scores of the two halves are added to determine the winner. In case of a draw the map is replayed (always 2x50%) until there is a winner. If both clans agree the 5th map can be played on one server in which case the normal rules apply.
  6. 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.


13. 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.


14. 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 until the first map started. Once the first map of a match has started, it is too late to use a wildcard.
  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.


15. Before the match

  1. Meeting time = 30 minutes before starting time.
    Deadline time = 15 minutes before starting time.
    Starting time = the scheduled starting time of the match.
  2. The clans 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.
  3. 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 ClanBase. 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.
  4. A clan 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.
  5. If one clan is not fully present at meeting time, it is assigned the disadvantage in the admin's server decision (cfr. below). If neither clan is fully present at meeting time, the last clan to be fully present is assigned that disadvantage. If both clans are fully present at meeting time, neither is assigned the disadvantage. The cup admin announces which clan has the disadvantage in the channel topic (if any).
  6. 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.
  7. If one clan has not a single player (someone who will actually play in the match) present before the deadline time, then the other clan may immediately decide on the server. It is free to change its server decision later on when the other clan shows up.
  8. If one clan has not a single player present before the starting time, it forfeits the match. If the reason for not showing up is proven to be beyond their control (e.g. ISP problems for all players) the forfeit can later be changed into a wildcard, if still available. If a clan is not fully present 10 minutes after the starting time they can either decide to wildcard the match, if still available, or forfeit the match.
  9. Announcing maps (not applicable if maps are predetermined by the schedule):
    • Both clans should tell the cup admin their choice of map(s) at meeting time.
    • If at deadline time a clan 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 clan.
    • The admin publically announces the maps as soon as he knows them all.
    • Incase admin isn't available for the game, both teams should announce their maps before the deadline time publically in the matchchannel. Incase one of the teams havent announced it map after the deadline time, the map that will be played is the leftmost map(s) in the map list that were not picked by the other clan.

  10. 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 clan A, the proposed IP of clan B and the tag of the clan (if any) that has been assigned the disadvantage. Example: 'Testing: [IP] | A: [IP] | B: [IP] | Disadv: B'. The proposed IP of clan x should be the IP where it has the smallest advantage over the other clan, or, if it has been assigned the disadvantage, the IP where it has the smallest disadvantage. As both clans 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 clans 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 clans (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 clan 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 clan 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 clans' 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.
    • Clans 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 clan can update the topic if it wants to make this server its proposed IP.
    • The other clan now proposes a server and the procedure is repeated. The procedure is repeated until the clans agree on a server, until all possible servers have been tested or until the scheduled starting time of the match - whichever comes first.
    • All servers need to be proposed at the meeting time by putting them in the topic. The opponent clan can reject any server added after that.
    • When the admin asks to enter the server, you need to be there in 5 minutes. If you fail with 1 or more players it will result in a ping 0 for the amount of players missing. The admin is in that case able to move on to the next server
    • If a clan 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 clan 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).

  11. Server decision: if by starting time the clans 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 clans' connections as well as in all calculations of average pings.
    • If one clan has been assigned the disadvantage then the admin picks the IP where it has the smallest disadvantage.
    • When neither clan 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 clan has been assigned the disadvantage and no equal server is available, then the admin will pick the least unequal of the IPs the clans proposed in the topic, with the following restrictions:
    • If a clan 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 clan's own country. If a clan has members playing from different countries then this rule applies for all these countries.
    • If a clan 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.
    • When the admin has decided the server you need to be with full team in the server ready to start in 10 minutes. This is done so clans don't stick around on IRC to whine at the admin. If you fail to do so it will result in a forfeit loss for the first map.
    • 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.

  12. If no cup admin is available for the match, then the clans 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 clans. 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 cup admin beforehand. 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 admin 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. Match proceedings

  1. The match may not begin before the admin is ready.
  2. Spectators are not allowed.
  3. 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.
  4. 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.
  5. 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.
  6. 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.


17. After the match

  1. The matchresults can be entered by a cup admin if the screenshots have been sent to him. You always have to send in the results and screenshots to the supervisors even if a cup admin enters the score for you!
  2. Demos can be uploaded to ClanBase. Read for instructions.


18. Cheating and Anti-cheating

  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. 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. Programs that do not interact with UT in any way are allowed, even if they can be used simultaneously with UT. Voice communication programs are examples of such programs.
  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. 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.
  7. 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.
  8. 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. The severity of those sanctions will be decided by the supervisors.
  9. The use of temporary console commands (TCC's) is forbidden. The only legal use is to change team and death messages.


19. 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. 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.