1. National teams and players
[*]Players must be listed on the nation's corresponding Urban Zone 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 the team at any time during the season.
[*]Nationality and residence requirements:
[*]A player with two nationalities can only play for one of them.
- 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 three 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.
- May never play for any other country (this includes CB NC, UZ NC, or any other future competition). Only exceptions about historical regions/nation regroupments are allowed.
- 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 NationsCup rules) played for a country, can play for it in future NationsCups and for it only.
- Players must register their UrT Auth on their UZ 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), reason). Sanction for not informing organizerz: Red Card and a forfeit lose.
If it can be proven it really is the same player only a Yellow Card is given.
2. 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. Concerning strat time, if it is missing and noticed, withing the first 3 mins, by one of the teams, a timeout must be called right away, the correct config must be loaded and the map restarted.
- 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 national teams agree, you can still play the match on the scheduled day and time with the new version.
- The following server configs are mandatory: server configs.
- Map pool:
- BM: Algiers, Beijing_b3, Bohemia, Cache_b6, Casa, Dust2_v2, Façade_b5, Kingdom, Mandolin, Orbital_sl, Prague, Sanc, Uptown
- CTF: Abbey, Algiers, Beijing_b3, Kingpin, Orbital_sl, Paris, Turnpike, Tohunga_b8, Uptown, Village
- TS: Abbey, Austria, Beijing_b3, Cambridge_fixed, Casa, Facade_b5, Kingdom, Orbital_sl, Prague, Sanc, Thingley, Turnpike, Tohunga_b8, Uptown
3. Group matches
- During the groupstage challenging period teams choose their gametype as well as their map and then send the information to supervisors, by Email. If this is not done, supervisors will force a gametype and map on their own. Teams will have 24 hours to change a forced map, during the group stage until Monday midnight, by post it on match comments and send an Email to cup supervisors.
- For Team Survivor, the map is played once during 20 minutes.
- For Capture The Flag, each team plays 10 minutes on one side, then players swap colours and play the map again, the outcome of the map is determined by summing the scores of each half.
- For Bomb & Defuse, all maps are played Charges Only, which means that attackers are the only ones able to score. The attacker scores of both/one 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 10 rounds. 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.
- For all three gametypes map-wins are used to determine the outcome of the match. Draws are allowed.
- Teams win 2 points for a win in a map.
- Teams win 1 point for a draw in a map.
- Teams win 0 points for a lose in a map.
- Each team can choose their starting color on the map chosen by the opponent.
- If the map is played on two servers, national team A's map is played on national team B's server and vice versa.
- Teams have the right to substitute their players.
- Ingame substitutes (using the /sub command) are not allowed.
- A replacement can only replace a player when the game is paused, between each half of a map or right after a map change.
- If a substitute is not able to give the game demo upon request, the game result will be turned into a default loss.
- 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 national team will then have to play with four players for the duration of the match.
- All players must record demos of the whole match. (Players are advised to use command cg_autorecordmatch 1)
- Both national teams may request and review the demos from the opponent but they must also explain their reasons for doing so. Supervisors have to be informed before and the request must be within 72 hours after the official match time.
- After the match, national teams have 72 hours to forward their demos to the supervisors or uploaded to the match page.
- Demos must be kept until the cup is finished.
- If a national team fails to provide the requested demos, if some of the requested demos are broken or if rounds are missing, a forfeit loss will be awarded against the national team who failed to provide the requested demos. If both national teams fail to provide the requested demos, the match will be set as a double-forfeit, as both national teams have violated the rules.
- Screenshots of the scoreboards should always be taken by each national team and kept until the cup is finished.
4. Playoff matches
- During the playoffs, teams have till Tuesday midnight CET to challenge teams, choose their gametype as well as their map and then send the information to supervisors, by Email. If this is not done, supervisors will force the last chosen map & gametype of the given team. Teams will have 24 hours to change a forced map, during the group stage until Wednesday midnight CET, by posting it on match comments and sending an Email to cup supervisors.
- Playoffs are played the same way as group matches. But draws are not allowed anymore.
- If the match ends in a draw (both national team won 1 gametype/map) it will go into 'over time.
- If both maps were played using the same gametype, the over time will be played using the same game type.
- If both maps were played using different gametypes, the over time will be played using the remaining game type.
- The overtime map will be decided by banning maps from the gametype map list:
- a 1on1 knife duel round will be played, winner will have the advantage banning maps, while the opponent will decided starting color of his team.
5. Group Rankings
- Group rankings are worked out by the following rules, in order of importance:
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):
- Number of Wins.
- Number of Draws.
- Map wins (2 points for a map win 1 point for a map draw).
- Result of the matches between the tied national teams. If that match ended in a draw, the net points/rounds/flags average only if the whole match was played in the same gametype.
If the national teams are still tied (E.g. the overcome of their match is defined by a two gametypes clan war) both teams will have to play 1 map in the remaining gametype.
- Map wins between the tied national teams.
- Least number of forfeits/noshows.
- The Net Sheet of a summary of frags/caps/points, only applied if all tied teams played all their matches in the same gametype.
- 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 and the score by default is set 4-0.
- 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.
- Top 2 of each group reach Playoffs.
- 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.
- GUID's are unique identifiers used in games to recognize players. Examples: UrT Auth, SteamID, PB guid, CoD2 guid, UT2004 guid, TZAC ID, UAC User ID and Xbox Live Gamertag.
- Every player must register their GUID on his player profile 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.