Rules for the NationsCup XV - Counter-Strike
Last build: 01:49, Mar 16th |
1. Introduction
- The ClanBase CS 1.6 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 a European country, Russia or Israel 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.
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 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. - 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 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.
- 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
- 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.
Play-Off Tree 12 national teams
| Round 1 |
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Round 2 |
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Semi Finals |
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Final |
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1st Group A |
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| 2nd Group B |
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#5 |
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Winner #5 |
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| #1 |
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Winner #1 |
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| 3rd Group D |
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#9 |
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Winner #9 |
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| 3rd Group A |
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| #2 |
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Winner #2 |
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| 2nd Group C |
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#6 |
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Winner #6 |
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1st Group D |
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#11 |
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Cup Winner |
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1st Group C |
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| 2nd Group D |
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#7 |
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Winner #7 |
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| #3 |
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Winner #3 |
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| 3rd Group B |
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#10 |
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Winner #10 |
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| 3rd Group C |
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| #4 |
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Winner #4 |
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Loser #9 |
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| 2nd Group A |
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#8 |
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Winner #8 |
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#12 |
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3rd Place |
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1st Group B |
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Loser #10 |
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4. Supervisors
- 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.
- 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. - If several Referees are signed up the Cup Supervisor(s) decides who will referee the match.
5. Referees
- 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.
- 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.
- 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.
- 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. - If a national team breaks a rule without the Referee noticing, they are still liable for the consequences.
- Referees are free to chase any player during a match.
- 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.
- 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.
- 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
- 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.
- 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:
- Having the nationality and residency of the relevant nation.
- Having a clean record of cheating/abuse.
- Being a member of the game community; Thus having played the game he applies for.
- 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.
- The support a candidate for captaincy collects must contain valid votes. Here are the requirement for a valid vote:
- Each player can vote only one time. Double votes will cause both votes to be disqualified.
- A player cannot on someone else's behalf, but only himself.
- The voting player must have the nationality of the nation's candidate he votes for.
- The voting player must be from the same game community as the candidate he votes for.
- 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. - 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
- 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.
- Players are considered to still be members of any active clan they've been a member of (no matter how briefly) after 3rd of October 2011. 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 30th of January 2012 (start of Matchweek 2), this way teamplayers can practice with each other. Exceptions may apply.
- 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. - 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.
- 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. - 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.
- When players are in multiple clans, they are classed as clan mates, with all of their corresponding clans.
- Any team found violating this rule will forfeit the match 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.
8. GUIDs
- 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.
- Every player must register their GUID on the page before they play any matches.
- 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. - 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
- Group rankings are worked out by the following rules, in order of importance:
- Number of Wins.
- Number of Draws.
- 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):
- 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.
- Positive Secondary points which are shown on the ranking page (E.g for 24/10 Positive Secondary points are 24).
- Least number of forfeits/noshows.
- The Net Sheet of a summary of frags/caps/points.
- 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 national teams 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.
10. 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 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.
- 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.
11. Cheating and Abuse
- 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 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.
- 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, unless defined otherwise in these rules.
- Any sort of map bug exploiting is strictly forbidden and will result in 3 rounds reduction from the offending team. Due to a lot of questions, we list a few here:
- It is not allowed to defuse the bomb trough solid object (e.g. wall or box)
- Silent plant is not allowed (e.g. planting inside a wall)
- Flashlight defuse (making flashlight sounds while defusing) is not allowed
- Abusing flashbang and/or HE grenade bugs is not allowed and it will always result in punishment
- Moving through walls, floors and roofs is strictly forbidden. This also includes skywalking
- Sitting or standing on invisible map edges is not allowed ('pixelwalking')
- Intentional use of the console command 'kill' is NOT allowed
- Usage of tactical shield is not allowed
- It is allowed to boost with several players except to disallowed places
- Highplanting is allowed
- Buying and using multiple grenades is allowed
- Throwing grenades/flashbangs/smokes across walls in maps is allowed (f.e. on de_dust2)
- Here are some examples of allowed/disallowed places:
- de_dust2:
Upperledges on bombsite A are not allowed (Screenshot)
All ledges above doors are allowed (Screenshot)
Upper ledge in the middle is allowed (Screenshot)
Upper ledge on bombsite B is NOT allowed (Screenshot)
- de_inferno:
Examples of some allowed and disallowed roofs (Screenshot)
Ledges on bombsite A are allowed
- de_nuke:
Lower red rock is allowed, higher is forbidden (Screenshot)
- de_train:
Looking and therefore scoping under the floating wall is not allowed (Screenshot)
12. Changes and Exceptions
- 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.
- 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.
- 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
- 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.
- 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.
- All matches are to be played with the following settings:
- tickrate "2500"
- mp_autokick "0"
- mp_autoteambalance "0"
- mp_buytime "0.25"
- mp_c4timer "35"
- mp_chattime "5"
- mp_consistency "1"
- mp_decals "300"
- mp_fadetoblack "0"
- mp_flashlight "0"
- mp_footsteps "1"
- mp_forcecamera "2"
- mp_forcechasecam "2"
- mp_freezetime "10"
- mp_friendlyfire "1"
- mp_kickpercent "1"
- mp_limitteams "0"
- mp_logdetail "3"
- mp_logecho "0"
- mp_logfile "1"
- mp_logmessages "1"
- mp_mapvoteratio "1"
- mp_maxrounds "0"
- mp_roundtime "1.75"
- mp_startmoney "800"
- mp_timelimit "0"
- mp_tkpunish "0"
- mp_winlimit "0"
- sv_accelerate "5"
- sv_aim "0"
- sv_airaccelerate "10"
- sv_airmove "1"
- sv_allowdownload "1"
- sv_allowupload "1"
- sv_alltalk "0"
- sv_cheats "0"
- sv_clienttrace "1"
- sv_friction "4"
- sv_gravity "800"
- sv_maxrate "25000"
- sv_minrate "12000"
- sv_maxupdaterate "101"
- sv_minupdaterate "0"
- sv_maxspeed "320"
- sv_proxies "2"
- sv_send_logos "0"
- sv_send_resources "1"
- sv_stepsize "18"
- sv_timeout "65"
- sv_voiceenable "0"
- sv_wateraccelerate "10"
- sv_wateramp "0"
- sv_waterfriction "1"
- fps_max "1000"
- allow_spectators "1"
- decalfrequency "60"
- edgefriction "2"
- host_framerate "0"
- log on
- pausable "1"
- A server with at least maxplayers 13 may be demanded by the admin so broadcast spectators are able to join the server.
14. Client Settings
- EasyAntiCheat (EAC) is mandatory for all players to use for the full duration of all matches without exception. If a player cannot use EAC Anti-Cheat, they are not allowed to take part in the match.
- Every player must use following settings (CVARs):
- cl_movespeedkey 0.52
- cl_pitchspeed 225
- cl_showevents 0
- cl_pmanstats 0
- cl_lc 1
- cl_lw 1
- d_spriteskip 0
- gl_max_size greater than or equal to 128
- gl_monolights 0
- gl_overbright 0
- gl_picmip 0
- gl_polyoffset 0.1 (Nvidia) / 4 (ATI) (Only values that does not produce the illegal "translucency" effect are allowed)
- s_show 0
- s_a3d 0
- net_graph 0
- fastsprites 0
- lightgamma 2.5
- texgamma 2.0
- binding "+duck" to mouse wheel is strictly forbidden
- 32-bit color quality must be used.
- The following scripts are allowed:
- Buy scripts
- Weapon switch scripts
- Demo scripts
- DuckJump script
All other scripts are forbidden, especially if they give gameplay advantage. Some examples of forbidden scripts:
- No-recoil script
- Bunny hop script
- Silent run/multiple ducking script
- Usage of +graph/-graph
- Custom files except for steam skins and custom scoreboards are forbidden. Steam skins are skins that only change the Steam layout or the console. Changing models, crosshairs, the HUD any other similar files is forbidden and might result in the match being replayed.
You can download the official Counter-Strike 1.6 models here. - Other values can be changed as long as they do not result in an unfair game play advantage that is comparable to a cheat.
15. Match Rules - general
- Group matches are predefined by the .
- The maplist for this cup is:
- de_dust2
- de_forge
- de_inferno
- de_mirage
- de_nuke
- de_train
- de_tuscan
- All matches will be played using the Maximum Rounds system (MR rules).
- All matches will be played using Counter-Strike version 1.6
- Players always have to be easily identifiable to cup admins, opponents and spectators. Therefore, players must use easily identifiable nicks which are the same as (or very closely resemble) those registered on their Allowed Players List. If an admin cannot do his job properly because of wrong nicknames, the players concerned will be punished with:
yellow card. - It is mandatory for all players to record point of view (POV) demos for the full duration of all matches without exception.
- If a team wishes to accuse a player or players of another team of cheating or other malicious act in a NC match, a timetable based on the HLTV demo for each half for each player must be submitted in a protest to Supervisor within 48 hours of the match's start time.
Each timetable must contain:
- Name of demo
- Player name and type of suspected cheat/hack (wallhack, aimbot...)
- Specific times in the demo which look suspicious, along with a reason for each (I.e. why it cannot have been coincidence, luck, hearing or skill)
If the HLTV demo is not available then the point-of-view demo is used. - Knife round is played to determine the starting sides on every map.
- Map selecting procedure will be done by captains in match comments.
16. Match Rules - qualifier matches
- Qualifier match is played using a Best of Three (BO3) system.
- Map pool consists of 7 maps. Coin toss will decide which team begins map selecting procedure.
- Team1 removes 1 map from the map pool
- Team2 removes 1 map from the map pool
- Team1 chooses 1st map to be played
- Team2 chooses 2nd map to be played
- Team1 removes 1 map from the map pool
- Team2 removes 1 map from the map pool
- Seventh map that was not either removed or chosen is the map that will be played as the 3rd map (if needed).
- Only mapwins count. Ties are not allowed. If the map is tied, it will go into 'overtime': the tied map will be played again, with 2x5 rounds instead of 2x15 and with mp_startmoney set to 16000. This will be repeated until there is a winner.
17. Match Rules - group matches
- Group matches are to be played on one map (BO1).
- Map pool consists of 7 maps. Coin toss will decide which team begins map selecting procedure.
- Team1 removes 1 map from the map pool
- Team2 removes 1 map from the map pool
- Team1 removes 1 map from the map pool
- Team2 removes 1 map from the map pool
- Team1 removes 1 map from the map pool
- Team2 removes 1 map from the map pool
- Seventh map that was not removed will be played.
- The match ends when all 30 rounds have been played. If one team leaves the server before all 30 rounds have been played, it means that they have forfeited all the remaining rounds on the map.
- Ties (draws) are not allowed in groupstage. If the map is tied, it will go into 'overtime': map will be played again, with 2x5 rounds instead of 2x15 and with mp_startmoney set to 16000. This will be repeated until there is a winner.
18. Match Rules - playoff matches
- Playoff match is played using a Best of Three (BO3) system.
- Map pool consists of 7 maps. Higher ranked team during the groupstage is named Team1 during the map selecting procedure, while the lower ranked team is named Team2. If the teams were equally ranked during the groupstage, coin toss will decide which team begins map selecting procedure.
- Team1 removes 1 map from the map pool
- Team2 removes 1 map from the map pool
- Team1 chooses 1st map to be played
- Team2 chooses 2nd map to be played
- Team1 removes 1 map from the map pool
- Team2 removes 1 map from the map pool
- Seventh map that was not either removed or chosen is the map that will be played as the 3rd map (if needed).
- Only mapwins count. Ties are not allowed. If the map is tied, it will go into 'overtime': the tied map will be played again, with 2x5 rounds instead of 2x15 and with mp_startmoney set to 16000. This will be repeated until there is a winner.
19. 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. However if both national teams request it, a match can also be scheduled on the Monday of the next week.
- 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. Rescheduling on the day of the match will require a wildcard being used.
Match Proceedings
20. General
- The game will be paused at the end of the round or during freezetime whenever a player overflows or crashes. The pause may last no longer than 10 minutes (enough time to reboot and reconnect). Tactical time outs are not allowed.
- If a player drops before the first kill of the first round, the match will just be restarted. If a player drops after the first kill has been made, then the match will be paused after the round has been decided.
- The break between maps will be exactly 10 minutes unless the national teams ready up themselves sooner.
- If a map/half is interrupted (server crash) within the first 3 rounds of play, then the half will be restarted. If the half is interrupted after the first three rounds have been completed, the match should be continued where it left off with the following configuration:
- mp_startmoney 5000
- Remaining rounds should be played.
- mp_startmoney should be set back to 800 after the restarts.
21. 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 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.
- 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. - 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. - Players who do not test a server are considered to have ping 0 on that server for the final server decision.
- 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.
- 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.
- 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.
- 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.
- 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:-
- ClanBase considers pings to be 'equal' when the average pings of one team are no more than 125% the amount of their opponent.
| 20 |
25 |
| 30 |
38 |
| 40 |
50 |
| 50 |
63 |
| 60 |
75 |
| 70 |
88 |
| 80 |
100 |
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- By default all matches should be played 5on5 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.
22. After the Match
- 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.
- Demos can be uploaded to ClanBase. Read for instructions. Also read "Demos and screenshots" for more information.