Here it is, the 6th edition of the AxS tournament! Thanks to many years of experience, us trying out new ideas, and our constant attempts at improving this tournament, we can guarantee a fun and challenging experience yet again this year! We believe that there truly is no further introduction required; you know the drill, we know the drill, let’s see who the best osu!catch players are!
The full name of AxS is “Accuracy x Score”. The matches are in a three versus three format and the teams will have a maximum of six competitors.
The tournament is not nationality based, so anybody can join your team. While we allow people from all countries to join each other in the same team, we recommend you to try to get people around the same time zone to avoid scheduling issues.
AxS is different from your mainstream tournament. Here, accuracy has a huge impact on the final score of each team. Your team will be divided into two groups of players playing different roles to create a final score for each map.
Two of the three playing members will serve as the "score" and the other player will serve as the "accuracy". Further information can be found under the heading "Calculation explained".
General rules
- The score used in this tournament will be ScoreV2. Next to that AxS scoring is applied.
- Teams will be matched up through seeding in the Group Stage. The Group Stage will consist of team pools of 4.
- If a team is 10 minutes late for a match, they will be disqualified for that match and lose by default.
- If a team does not contain enough players to play a match (3 players), the opposing team will win the match.
- Please refrain from using offensive words in your team name as this can lead to disqualification. Names will be sent in to the osu! tournament staff for screening.
- Commentators aren't allowed to bad-mouth players in any given scenario, if they do, then please report this.
- If a player in your team decides to name-change after signing up to the tournament or mid tournament, notify Wesley about this change or that player will not be able to partake in the next match.
- The accuracy players of the teams have to sit in the First or Fourth slot of the multiplayer room depending on what team they are. This spot will be for the accuracy player, when the map has started the accuracy player is locked in and cannot be changed even if the map is retried for any reason.
- You are allowed to switch players in between maps.
- If a player disconnects from the game their score nor accuracy will not be accounted for in the final calculation.
- You cannot nullify a beatmap under any circumstance.
- A map can only be retried when something hindering happens (such as a disconnect) in the first 20 seconds of that map. This is only allowed once per match for each team.
- If a whole team dies on a map, the opposing team wins that map by default.
- When a team reaches match point, that team can choose to play the tiebreaker whenever they are allowed to pick the next map. Meaning that the tiebreaker will be played prematurely before both teams reach match point (if that happens at all). When the tiebreaker has been played, it cannot be played again, even if the other team also reaches match point. In that case: the picking system will continue as usual. The unlockable tiebreaker cannot be banned.
- When neither team picks the tiebreaker and a tied match point occurs: the tiebreaker will be played as usual.
- The rolling mechanic that decides who picks and bans in what order will be as follows: the winning team of a roll may decide whether they ban AND pick first, or ban AND pick second.
- Map-banning structure for rounds: Group Stage until and including Finals: Both teams get 1 ban at the start of the match. Either team gets a second ban in the match upon losing a third point. A team is only allowed to ban 1 map per mod bracket
- Map-banning structure for rounds: Grand Finals: Both teams get 1 ban at the start of the match. Either team gets a second ban in the match upon losing a second point. Either team gets a third ban in the match upon losing their fourth point. A team is only allowed to ban 2 maps per mod bracket
- Best of winning conditions per stage:
-Group Stage: best of 11
-Round of 16: best of 11
-Quarterfinals: best of 13
-Semi-finals: best of 13
-Finals: best of 13
-Grand Finals: best of 15 - Always remember that this is just a game (I.e behave yourself)
- If neither team has enough players to conduct the match a roll will be done to determine the match’s winner
- There are 4 NoMod, 4 Hidden, 4 HardRock, 4 DoubleTime, 4 Mixed Mod and 1 Tiebreaker map for stages: Group Stage until and including Finals
- There are 5 NoMod, 5 Hidden, 5 HardRock, 5 DoubleTime, 5 Mixed Mod and 1 Tiebreaker map for stages: Grand Finals
- The Tiebreaker will be played with either NoMod or Hidden. Any other mods are NOT allowed.
- When picking either DoubleTime or HardRock maps, you are allowed to pick Hidden alongside
- When picking a Mixed Mod map, one player has to play with NoMod, one with Hidden and the last player with HardRock (can be with Hidden).
- You are not allowed to pick a map from the same mod pool twice in a row.
- NoFail will be forcibly used on some maps. The maps that have forced NoFail on them will be clarified per mappool. Next to these maps with forced NoFail on them, you are NOT allowed to use NoFail.
This tournament will use mappooling v2 (with some slight tweaks in comparison to DAT 3, that will be clarified if and when they are in place). If you want to know what mappooling v2 is, read: https://docs.google.com/document/d/1m0Fx-UzO1GS4dRMz9k6EYknS5uPQUXR757ajgPZWx1k, there is also a tl;dr on there.
Date when the registration will be closed: 27/12/2020 (dd/mm/yyyy).
After this date we will send in all the users that signed up to get screened. This will take one to two weeks. Depending on how quick this will go, we will allow people to change out people that have been denied. Updates about this will go on Discord.
If we do not comply with this the tournament will not receive a badge.
See Tournament screening for more information.
In order to register, visit https://docs.google.com/forms/d/e/1FAIpQLScGVJaLlAi_-Mf0QFLFNrwWyC2UTi0smuGrLOiZ5owDQxDdyQ/viewform and fill in the fields.
Signing up through the forum post will be ignored.
Your team must consist of at least 4 players, the last 2 players are optional although highly recommended.A total of 32 teams are allowed to participate, anyone can register but once we go over 32 teams only the teams with the highest average pp will be able to partake in the tournament.
You are allowed to change team members until the registration closing date.
Note: You can freely change your team members until 27/12/2020.
If you want to change anything, make sure to send a new message to Wesley on either Discord or on the website.
After you registered your team, you have to join the Discord. Any information regarding the tournament will be posted there.
All dates are in (dd/mm/yyyy) format.
Closing date for the registration phase: 27/12/2020
Screening: 03/01/2021 *
Group stage: 9/01/2021 & 10/01/2021
(*) If screening takes longer than one week, the tournament will be postponed by a week, until the screening is done.
Future dates after the group stage will be announced on discord.
Three players will choose between playing one of two different roles each map, these players and roles can be changed per map. The roles are “Accuracy player” and “Score player”. Each team will have ONE Accuracy player and TWO Score players.
The accuracy player primarily has to focus on their accuracy, to ensure that the score from the score players won’t drop. This obviously means that the score players primarily will have to focus on their score.
This is what the calculation looks like
This is the same formula as in AxS fifth editionFormula final score of player 1:
(Score of player 1 * 0.2)
Formula score of player 2:
(Score of player 2 * (((100 - ((100 - Accuracy of player 2) / 5)) / 100) ^ modifier))
Formula score of player 3:
(Score of player 3 * (((100 - ((100 - Accuracy of player 3) / 5)) / 100) ^ modifier))
Formula final score:
((Final score of player 1) + (Final score of player 2) + (Final score of player 3)) * ((Accuracy of player 1 / 100) ^ modifier)
Example:
Modifier: 10Player 1 (Accuracy player):
Score: 950000
Accuracy: 99
Player 2 (Score player):
Score: 900000
Accuracy: 99.5
Player 3 (Score player):
Score: 1000000
Accuracy: 100
((950000 * 0.2) + (900000 * (((100 - ((100 - 99.5) / 5)) / 100) ^ 10)) + (1000000 * (((100 - ((100 - 100) / 5)) / 100) ^ 10))) * ((99 / 100) ^ 10) = 1882055.62806
AxS calculator
Yet again, we will have an AxS calculator. This time around, it also has a built-in IRC client to make everything even more easy. Right now it only supports Windows, if you want to run it on different operating systems you have to compile it yourself through npm (if you want more information about this, feel free to pm Wesley on osu! or Discord)The latest version of the calculator can be found here: https://github.com/wesley-221/wyReferee/releases/latest.
Updates will automatically be installed every time you open the calculator (if there are any), so no need to re-download it when a new update comes out!
- A badge for the team that gets first place - the design will be announced later.
- First place: 6 months of supporter
- Second place: 4 months of supporter
- Third place: 2 months of supporter
If anyone is willing to help out funding supporter, hit up either Sartan or Snowleopard.