WARGRIDAdmin

WARGRID / FIELD MANUAL

Info & rules

Everything you need before joining a War. Two teams. One shared map pool. Every Local Record matters.Two teams. One shared map pool. Every Local Record matters.

01

START HERE

Six steps to the grid

01

Create your account

Create a WARGRID account before registering. Ubisoft is optional; your real Trackmania login keeps records and profile ownership recognizable.

02

Choose how to register

Join with a complete team through your team captain, or register solo for a drafted Fun War.

03

Pre-register for a date

When pre-registration opens for an announced War date, reserve your place for that specific event. Final team assignment can follow later.

04

Wait for confirmation

The organizer reviews registrations, confirms teams and prepares the server before the War begins.

05

Join the server

Enter the dedicated server while the War is active. Console players need an in-game invite.

06

Set Local Records

Hunt every map. Your best valid War time determines LR position, player points and team score.

02

TEAM FORMATS

Teams & draft

MODEFixed teams

Two complete, pre-made teams compete against each other. Captains submit team names, team tags, rosters and TMX map links before the deadline. Fixed-team Wars do not use a player draft.

MODEDrafted Fun War

Players register individually and may volunteer as captains. If more than two volunteer, two captains can be selected randomly. Captains choose team names, tags and draft the player pool.

MODETeam lock

Once fixed rosters are confirmed or the draft is completed, team assignments are locked. Players may not switch teams after recording valid War times.

ORGANIZER REVIEW

The organizer reviews registrations, teams, captains and submitted maps before the War starts. Registration is a reservation and can still require confirmation.

03

THE FORMAT

How a War works

Long-term Team Time Attack

Exactly two teams compete across one shared, locked map pool. Players do not need to be online together: every valid Local Record set during the active War contributes to individual and team score.

Duration & official pauses

Standard Wars last 7 days. Start and end time are announced before registration closes. Official pauses for server, scoring, map or database problems pause the competition clock; the end time is extended by the approved pause duration.

Map pool rules

STANDARD WINDOW15–30 SEC

Normal maps must have an expected competitive driving time between 15 and 30 seconds. Both teams receive the same number of map picks; a standard 7-day War recommends 20 picks per team.

STYLE LIMITMAX 3

Each team may submit a maximum of 3 maps per primary style. Hybrid maps receive one locked primary classification decided by the War admins.

MINIRPG SLOT1 / TEAM

Each team may use one MiniRPG as part of its normal quota. It may be up to 60 seconds, must be competitively huntable, and may not rely on excessive luck, broken respawns or unclear routing.

Locked pool & rotation

The complete pool and one fixed, repeating server rotation are validated before the War starts. Team picks should alternate where practical; styles and MiniRPG maps are distributed. Strategic map changes are not allowed after lock. The server playlist remains the authoritative Current and Next Map source.

Active, paused, finished

ACTIVE means records and points count. PAUSED stops the official clock. FINISHED freezes the result and stores it in History. Tiebreaks use map wins, then LR1, LR2 and LR3 totals; if all are equal, the result is a draw.

04

EVERY RECORD COUNTS

Local Records & scoring

LR1LR2LR3

Only valid records set during the active War count. A player's best valid War time determines their Local Record position. Historical server records and Nadeo World Records never form the WARGRID score.

Scoring explanation

If a War uses N scoring positions, LR1 receives N points, LR2 receives N−1 points, and the scale continues until the final scoring position receives 1 point. Every position below the configured scoring range receives 0 points.

EXAMPLE · 16 POSITIONS

LR1 = 16 points · LR2 = 15 points · LR3 = 14 points · … · LR15 = 2 points · LR16 = 1 point · LR17 and below = 0 points.

TEAM SCORE = THE POINTS EARNED BY ALL ELIGIBLE TEAM MEMBERS ACROSS EVERY WAR MAP
05

COMPETITION OPERATIONS

Official rules

These rules are currently managed from the WARGRID admin CMS.

01

Create your account

Create a WARGRID account before registering. Your real Trackmania login keeps records and profile ownership recognizable.

02

Choose how to register

Join with a complete team through your captain, or register solo for a drafted Fun War.

03

Set Local Records

Hunt every map. Your best valid War time determines Local Record position, player points and team score.

04

Fixed teams

Two complete, pre-made teams compete. Captains submit team names, rosters and TMX map links before the deadline.

05

Drafted Fun War

Players register individually. Captains can be selected and draft the player pool.

06

Map quality

War admins may reject broken checkpoints, unreliable respawns, unintended shortcuts, severe cuts or unclear routing.

07

Pool lock

The validated map pool and official rotation lock before the War starts. Strategic map changes are not allowed afterwards.

08

Server source of truth

Current Map and Next Map come only from the active EvoSC server playlist.

09

Scoring

Only valid records set during the active War count. LR1 receives the highest configured points and the scale continues down.

10

Team lock

A player with a valid War time may not switch teams. Exceptional roster changes require admin approval.

11

No World Record ghosts

Deliberately watching or using external World Record ghosts for active War maps is prohibited.

12

No cheating or manipulation

Tools or methods that create an unfair advantage, manipulate records, teams, identities, scoring or website data are prohibited.

13

Respect players

Rivalry is welcome. Harassment, impersonation and personal attacks are not.

14

Console access

Console players need an in-game invite from a player already on the dedicated server.

15

Administrative authority

Administrators may intervene to restore fairness during technical or competitive issues.

DEFAULT EVENT SETUP

2 teams · 7 days · approximately 40 maps · 20 picks per team · 15–30 second normal maps · maximum 3 maps per style · 1 MiniRPG per team (maximum 60 seconds) · fixed repeating rotation · War Local Records only.

06

PLAYSTATION / XBOX

Console server access

REGISTRATION ≠ SERVER ACCESS

Console players need an in-game invite.

  1. Register on Upcoming War.
  2. Wait until the official server is available.
  3. Contact an admin, captain or player already connected.
  4. Request and accept their Trackmania invite.
  5. Join and hunt normally—records, points and statistics work the same.

Request access early. If reconnecting fails later, ask for another invite.

07

FAST ANSWERS

Frequently asked questions

Do I need a WARGRID account?+

Yes for managed registration and profiles. Ubisoft is optional, but a WARGRID account plus real Trackmania login is required so admins can recognize players and assign badges/history.

Does registration add me to the server or a team?+

Registration does not automatically grant dedicated-server access. Solo registration places you in the player pool for captain draft; fixed-team registration is confirmed by organizers.

Can PlayStation and Xbox players participate?+

Yes. A player already on the dedicated server must send you an in-game Trackmania invite.

Do both teams need to be online together?+

No. The War runs as long-term Time Attack hunting. Play and improve whenever you have time.

How do I score?+

Your position in the War Local Records on each map awards points. Every configured scoring position can matter.

What is Average LR?+

Your average Local Record rank across maps with a valid record. Lower is better.

Do World Records count?+

No. Scoring uses valid records from the active War only. Nadeo World Records and historical server records do not count.

How are tiebreaks decided?+

Most map wins, then most LR1 records, then LR2 records, then LR3 records. If all values are equal, the result is a draw.

What happens after the War?+

Final scores are locked and the complete competition moves into the permanent History archive.

Why does the website look delayed?+

Synchronization can take a little time. The server-side War system remains the authoritative source.

Set records. Score points. Help your team win.

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