UZ CTF Spring Cup 2021 – Rules
1 – Players eligibility & Transfers
- Players eligibility :
- Players must be listed on the team's corresponding roster page before they are allowed to play. There is no limit to the number of players in a team, and teams can add players to their roster at any time during the cup.
- A new player has to be on roster 24 hours before match time.
- Players must register their UrT Auth on their UZ account, and play with this auth. If a player is forced to use a different auth than the one he or she is registered with, he/she should inform the supervisors as soon as possible with as much information as possible (e.g. IP, auth(s), reason).
- Transfers :
- Each team is allowed one transfer during the whole cup.
- A transfer can only play in the next round/week. One player can't play a match for 2 teams in the same round (+24 hours rule if relevant).
- There will be no more transfers once the first playoffs match has started.
2 – Cup format
- All Groupstage matches are to be played BO2.
- Teams win 5 points for a win, 3 for a draw and 1 for a loss.
- Group rankings are worked out by the following rules, in order of importance:
- Group Points
- Direct confrontation
- Flag difference (every match)
- Flag difference (direct confrontation)
- Most flags won (every match)
- Most flags won (direct confrontation)
- Coin flip
- When Groupstage is over the first 4 teams will go on into play-off stage. The teams will be put into the playoff tree according to the following criteria:
- A1 vs B4
- B2 vs A3
- A2 vs B3
- B1 vs A4
- All Playoffs matches are to be played BO5, unless both teams agree to a bo3.
3 – Server & players settings
- Matches must be played on servers with the most recent version of Urban Terror (i.e. 4.3.4).
- The following server configs are mandatory: Download.
- Checking the server settings is the responsibility of both teams. If a certain setting is wrong then they should alert a referee immediately. Matches will not be replayed or restarted because of a wrong setting that could have been reported before or during the beginning of the match. If a config issue is spotted within the first 3 minutes of a game, a restart can’t be denied. Once both teams have readied up, and 3 minutes have been played, it is implied that both teams agree with the current settings.
- Teams are not permitted to change any server settings after 3 minutes have been played without both teams agreeing to it or a supervisor enforcing it. Failure in following this rule will result in a default loss of the half.
- The authorized client builds are ioquake3, quake3e, r00t & the old vanilla default client. The use of any client other than the ones stated is forbidden and can lead to sanctions.
4 – In-game
- Time Limit
- 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.
- In the case of a draw, play an additional 2x5 mins (CTF).
- Map-wins are used to determine the outcome of the match.
- Each team can choose their starting side on the map chosen by the opponent.
- If the match is played on two servers, team A's map is played on team B's server and vice versa. In case of a decider map, half of the map must be played on each server.
- Map exploits are not allowed for obvious reasons. Trick jumps are allowed unless they give access to an area that could be considered as a map exploit. In doubt, DM a supervisor so he can provide you an answer. Don't argue if you didn't ask prior to using what is deemed an exploit. If a player disregards this rule:
- If spotted during the game: the player will be kicked and their team will end the half with 4 players. Additionally, the offending team will be awarded a Yellow card and a +8 flags penalty in favor of opponents.
- If noticed after the match has ended (timelimit hit), only the yellow card and flag penalty will be awarded.
- Teams have the right to substitute their players.
- Each team is allowed to use max 4 timeouts per map.
- A substitute can only replace a player when the game is paused, or between each half of a map or right after a map change.
- All players must use MOSS for the whole match. The entire .zip created by MOSS must be uploaded to this website after each match.
- A maximum of 1 in-game substitute (using the /sub command) is allowed but must also use MOSS. Additional substitutes are permitted if both teams agree to it.
- Further information about MOSS can be found here.
- All players must record demos of the whole match. (Players are advised to use command cg_autorecordmatch 1).
- After the match, teams have 72 hours to provide their MOSS file and upload their demos to the match page.
- Demos must be kept until the cup is finished.
- If a national team fails to provide a demo/MOSS file, or some of the files are broken/missing, a Yellow card will be awarded.
- If a player is missing a demo or MOSS file, he/she will not be able to play the next match, unless they upload the missing file(s) prior to the start of the match.
5 – Maps & modes
- During groupstages, teams have until Wednesday 23:59 CET to choose their map and then send the information to a Supervisor via DM on Discord or post it on the match comments. If this is not done, supervisors will force the map. Teams will have 24 hours to change a forced map (until Thursday 23:59) by posting it on the match comments and DMing it to cup supervisors.
- A map can only be picked one unique time during the Group Stage.
- Map list : Abbey, Algiers, Beijing, Derelict, Kingpin, Orbital_sl, Paris, Sarlat, Turnpike, Tohunga, Uptown, Village
- During playoffs, map choice will be through eliminations on the following format:
- BO3 : BAN-BAN-BAN-BAN-PICK-PICK-BAN UNTIL THIRD
- BO5 : BAN-BAN-BAN-BAN-PICK-PICK-PICK-PICK-BAN UNTIL FIFTH
- a 1-on-1 knife duel must be played, the winner may choose if they or the opposing team has the first map ban while the loser will determine which map will be played first.
- The loser of a map will always choose the following map.
6 – Cards
- During the Cup, teams will be awarded Yellow or Red cards for breaking the rules or inappropriate behaviour. To make it simple, 2 Yellow cards = 1 Red Card and 2 Red Cards = Out of the Cup.
- Inappropriate behavior will be punished if it happens during matches, in match threads, private messages, or public Discord channels.
- Inappropriate behavior includes, but is not limited to, racism, sexism, verbal abuse, threats, unsportsmanlike behavior, etc.
- Any player caught cheating will be banned from the cup and all future UZ competitions for at least 1 year. Additionally, the cheating player’s team will instantly receive two Red Cards and be removed from the cup.
- Each team is given 1 wildcard, which it can use to cancel and reschedule a planned group match, for whatever reason. 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 team 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 team that later quits the cup is not restored.
- Teams that try to use their wildcard a second time lose by forfeit. It is not the cup admins responsibility to check whether a team already used its wildcard.
- When a wildcard is used, the 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.