◎ international 2v2 tournament with a team size of 2 players of any rank.
◎ all matches will be played on score v2 and team vs. (most of the time)
◎ qualifiers will have 4 pools lasting 4 weeks.
◎ top 16 teams will advance to the bracket stage.
◎ players may opt to add hidden at any time even if the map doesn't require it. (scores will be divided by 1.06)
screening: 18 april - 2 may
qualifiers: 8 may - 30 may
round of 16: 5 june - 6 june (BO9)
quarterfinals: 12 june - 13 june (BO11)
semifinals: 19 june - 20 june (BO11)
finals: 26 june - 27 june (BO13)
grand finals: 3 july - 4 july (BO13)
there will be 4 iterations of qualifiers to determine the 16 best teams into the bracket stage.
each mappool follows a theme, and they are:
◎ control
◎ speed
◎ reading
◎ non-standard
to test your strategies and remove bias, all four pools will be revealed at the same time.
there will be lobbies for all 4 mappools every week, and you get to choose which mappool order you'd like to play throughout.
teams will choose a mappool to play each week and will have to pick a different mappool next week should they advance.
the 4 mappools will consist of 5 maps each and teams will have 2 attempts in their lobby to get an improved score.
there is no freemod. as previously stated, players may choose to play any map with HD if they desire, and their scores will be divided by 1.06.
there will be one combined leaderboard for each week, sorted by total score.
the lowest scoring teams will be eliminated each week, until there are only 16 teams left once all 4 iterations of qualifiers are complete.
the number of teams advancing each week is determined by the number of initial signups, cutting the same proportion of teams each week.
as you will eventually notice, the tournament formats will be... the lack of a regular format.
detailed lobby proceedings
- qualifiers will be split into 4 weeks. each week has a cutoff and teams are required to play a mappool they have not previously chosen in qualifiers.
- each team will play through the 5 maps in their pool of choice twice in specified order.
- there will be no warmups.
- after a beatmap has been selected, teams will have a maximum time of 90 seconds to ready up. Otherwise, a force-start may be done by the referee. more time may be given under the referee's discretion.
- for each map that doesn't require the hidden mod, players may choose to play said maps with hidden, with those scores divided by 1.06x.
- as such, you are required to co-operate by putting on the required mods for each map as the multi will perpetually have freemod enabled.
- qualifiers will be sorted by total score per week.
- yes, total score.
tiebreaking - if necessary, ties will be broken by comparing each team’s highest z-score map. if both teams get the same points on their highest z-score map, their next highest map will be compared, and so on until a difference is found. if no difference is found in this manner, the tie will be resolved randomly.
- on storyboard-only maps, they will be played in v1 due to technicalities. scores will recalculated to the following:
(x/max combo)*700k + (y-90)*30k,
where x = combo and y = accuracy.
if accuracy < 90%, y = 90. - for administrative purposes, if a team submits a score on at least 1 map and does not submit a score on at least 1 map, they will have a score of 0 for maps they did not submit a score on. if a team does not show up for the first week of qualifiers without informing a forfeit, they will still contribute to the cutoff.
- in the situation where a player were to disconnect in the middle of a map, there will be an !mp abort by the referee if it was within the first 15 seconds. otherwise that score will not count.
late procedure - if teams show up late to a lobby, they will continue to play the maps they've missed after the original cycle of maps are done.
- teams can reschedule to another lobby if they've missed theirs.
the top 16 teams from qualifiers will be seeded based on their overall results from every qualifier map via z-score.
bracket stage will be double elimination, loser's bracket will play the same pool as winner's bracket that week.
higher roll gets second ban first pick. at every stage, teams will only have one ban.
failed scores count. team fails do not. when will this be important? who knows.
a unique mappool structure will be used for banger bonanza, where there will only be bo# + 4 maps in the pool. (example: semifinals 15 maps)
there will be no categorised modpools or skillsets tested, maps will be accompanied with mods when necessary.
there is no freemod. as previously stated, players may choose to play any map with HD if they desire, and their scores will be divided by 1.06.
there is no tiebreaker. when both teams reach match point, there will be 3 maps left and both teams will message the referee a map to ban.
the remaining map is played as the tiebreaker. if both teams ban the same map, the referee will !roll 2 on the remaining maps and the rolled map is played as the tiebreaker.
detailed match proceedings
- both players in each team are required to enter the multi at the scheduled match time. late penalties are described below.
- teams are allowed to put up warmups of under 4 minutes.
- if the match is streamed, please send your warmups to the streamer before the scheduled match time.
- at the start of the match, both captains will !roll. higher roll gets second ban first pick. there is only one ban per team in each stage.
- each team will be given a maximum of 90 seconds for every action (ban/choosing maps). failure to decide before the time limit may result in the opposing team making the decision.
- after a beatmap has been selected, teams will have a maximum time of 90 seconds to ready up. Otherwise, a force-start may be done by the referee. more time may be given under the referee's discretion.
- higher score wins the map.
- in the case of a draw, the team that did not pick the map wins the point.
- for each map that doesn't require the hidden mod, players may choose to play said maps with hidden, with those scores divided by 1.06x.
- as such, you are required to co-operate by putting on the required mods for each map as the multi will perpetually have freemod enabled.
tiebreaking - the mappool is designed such that when both teams reach match point (4-4 for a best of 9, 5-5 for a best of 11, ...), there will be 3 maps left.
- both captains have to private message (PM) the referee which map they would like to ban out of the 3 maps within 90 seconds. #multiplayer chat is strongly discouraged during this time.
- if both teams ban different maps, the third map is played.
- if both teams ban the same map, the referee does a !roll 2 to determine which map out of the remaining will be played. (1 corresponds to the map listed higher on the map pool)
- if the tiebreaker map ends in a draw, captains will roll again and the lower roll gets to choose another tiebreaker within the remaining 2 maps.
late penalties - less than 5 minutes: no penalty.
- 5-10 minutes: warmup revoked.
- 10-15 minutes: opposing team chooses whether to pick first or ban first.
- 15+ minutes: walkover.
- on storyboard-only maps, they will be played in v1 due to technicalities. no score recalculation will occur.
- for grand finals, there will be a bracket reset match if necessary.
1st place: $50USD + physical medal + unconfirmed badge
2nd place: $30USD
3rd place: $20USD
if you would like to contribute to the prize pool, please contact me (ue#0001) on discord!
host: megumic
pooler: megumic
testplayers: moof, jordanlr7, im_a_burger_fox, Wixonater, conradmittn
custom mappers: Rtyzen, fedora-, newton-, Nagaraia, t ony, apl-, Keqing, squirrelpascals, Mr HeliX, [Keqing], sinn
commentators: megumic, moof, Tebi, Dain
streamers: megumic, Tebi, Dain, Kasumi-sama
referees: megumic, wooz, moof, Sticky, Heresy, - Elias -, Kasumi-sama, HKttyCatz, A secret, kit-, P a t r i c k, [K]