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[STD] [REGS CLOSED] Stage's Tranquility Tournament 3 [#10k-50k BWS | 3v3]

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Stage





  1. STT3 is an international, double-elimination, 3v3 osu! standard tournament with teams of up to 6.
  2. All bracket-stage matches will be Team VS and ScoreV2.
  3. This tournament is rank restricted to #10,000 - #50,000 global after BWS is applied.
  4. This tournament features larger than normal mappools, including EZ and HT pools.
  5. BWS Formula: BWS = rank^(0.9937^(badges^2))
  6. Commentators, streamers and GFX artists are the only helper roles who may still play in the tournament.
  7. All other staff roles are prohibited from playing.
  8. Assume all times to be in UTC if not specified.


General


  1. All players must join the Discord to be eligible for play and must change their Discord nickname to their osu! username.
  2. All players must treat staff and other players with respect.
  3. Those who are abusive to staff or other players through extreme toxicity, harassment, sexism, racism, etc. will be immediately disqualified and risk getting their team disqualified by proxy.
  4. Severe behavioral misconduct and/or violations of the osu! community rules will result in immediate disqualification of the player or team and will be followed up by a report to osu! tournament staff and a report to the osu! tournament community behavior database.
  5. Players who are listed on the osu! Tournament Community Behavior Database are not allowed to participate in this tournament.
  6. "Throwing" maps is egregiously disrespectful behavior that will be punished appropriately, including forfeiture of all prize pool winnings and/or an automatic loss for that match.
  7. Common sense shall prevail when rules do not. Tournament administration have explicit discretion to apply judgement on issues as they see fit.

Registration Phase


  1. Open until May 21 23:59 UTC. Late registrations are not permitted.
  2. Players may register at any rank, but must be strictly within the BWS rank range when the registration phase ends.
  3. All teams must have a captain. This captain is responsible for filling out the team registration form and inviting their team to matches at the appropriate time.
  4. Your team name must be appropriate (no foul language, slurs, etc.)
  5. If a player is screened out via osu! support or fails to meet STT3 registration prerequisites, their registration will be denied and they will be disqualified.
  6. Teams must be between 3 and 6 players.


Qualifiers Information


  1. STT3 features a qualifiers stage that determines seeding for the top 64 teams.
  2. Qualifiers will be played during the qualifiers weekend (see schedule).
  3. 5 teams may occupy a single lobby. Teams may sign up to a pre-scheduled time slot or request a custom time at least 24 hours in advance.
  4. Qualifier lobbies will not be scheduled after the posted deadline, no exceptions.
  5. 3 players from a team may represent the entire team - not all 6 players need to be present to play in the qualifiers.
  6. If a team has not played in the qualifiers by the deadline, they will be disqualified.
  7. The top 64 qualifying teams will be determined by seeding. Seeding is determined based on the sum of the team's z-score. Z-score is given by dividing the team's score on a map by the average score.
  8. If a team is found to be manipulating their seed, they will be immediately disqualified.

Qualifiers Match Procedure


  1. Each team will have a designated referee. Your referee will notify and invite the captains of each team to the qualifier lobby approximately 5-10 minutes before the match is scheduled to begin.
  2. The qualifiers mappool will be played in order, beginning with NM1 and ending with HT1.
  3. To more accurately determine seeding, the qualifiers mappool features 1 EZ and 1 HT map. Every bracket stage match features these mods in the pool (see mappool).
  4. In the event a team is late, the referee will wait exactly 5 minutes before force starting the lobby.
  5. If a team does not have 3 players able and ready at any point, they will not be allowed to play or finish the qualifiers and must reschedule.
  6. Teams may join an ongoing qualifier lobby and replay missed maps at the end. Whether a team is allowed to do this is entirely up to the referee of that particular lobby. Teams that are egregiously late are expected to schedule a different time.
  7. Split or asynchronous lobbies are not allowed under any circumstances.
  8. There will be no warmups.
  9. Matches are Head-to-Head.
  10. NF is forced on all maps.

Disconnect Rules


Qualifiers
  1. If a player disconnects within the first 30 seconds of any map in qualifiers, that player is eligible to redo said map at the end of the lobby. This rule also applies to major technical issues outside of the player's control.
  2. Teams are permitted two disconnect replays in qualifiers.
  3. One disconnect replay is permitted per player.
  4. Any disconnects outside of the allotted amount will result in a score of zero points for that player unless an accumulated score is proven through some other means (liveplay) or exists on the MP link.
Bracket Stage
  1. If a player from a team disconnects or has a major technical issue resulting in the inability to play the map at any point within the first 45 seconds, the map will be aborted by the referee and it will be replayed once issues are resolved.
  2. Teams have 60 seconds to figure out the technical issue or to replace that player.
  3. Teams are allotted one disconnect replay each per match.
  4. Subsequent disconnects will result in a score of zero for that player, unless an accumulated score is proven through some other means (liveplay) or exists on the MP link.
  5. It is explicitly against tournament rules to disconnect from the lobby for any reason that is a result of poor gameplay, decision making, or any other reason that is within the player's or team's control. If a player intentionally disconnects, the round will be automatically lost for the team belonging to the player in question.

Bracket Stage Procedure


General Rules
  1. Matches are Team VS.
  2. Team Red must occupy slots 1-3, Team Blue must occupy slots 4-6.
  3. Please follow the format in the lobby name: STT3: (Team Red) vs (Team Blue)
  4. Teams are allowed 5 minutes after the scheduled match start time to have three players ready.
  5. Teams that are more than 5 minutes late forfeit their protect, ban(s), and first pick.
  6. Teams that are 10 minutes late will lose by default.
  7. Teams have 120 seconds between each ban, protect, and pick. Teams also have 120 additional seconds after a map is picked to make swaps and ready up.
  8. If a timer runs out due to a team failing to protect, ban, or pick, the team will forfeit that choice and as punishment for delay of game, their opponent will be given an additional choice in protecting, picking, or banning (depending on whichever decision is currently underway). A 3 second buffer for Bancho is permitted after the timer has concluded, strictly according to the referee's IRC and no other source.
  9. Teams are granted one timeout (120s). The timeout must be enacted in chat before the first timer runs out to avoid a delay of game punishment. You will not lose time by enacting a timeout in chat before the main timer concludes. If a timeout is requested after the main timer has concluded, it will not be applied and the appropriate delay of game punishment will be enforced.
  10. Bans are ABAB.
  11. Split / asynchronous matches are not allowed.
  12. At the beginning of the match, the referee will prompt both captains to !roll. The winner of the first roll will decide the protect order and the winner of the second roll will choose either the pick or ban order. The loser of the second roll will choose the order of the remaining decision. Rolls before the referee prompt do not count. To be clear, there are two separate !roll sequences. One for protects, and one for picks / bans. This is to avoid an unfair situation where one team gets to decide multiple orders from one !roll.
  13. Teams have 120 seconds between protecting, banning, and picking. If the timer completes and there is no decision in chat, the team will forfeit their decision and the other team will choose instead.
  14. Maps that are protected, whether by choice or inheritance, are not able to be banned. There are no other picking or banning restrictions. See protect section for more information.
Scheduling
  1. All matches will be played between Thursday 23:59 UTC and Monday 23:59 UTC following the most recent mappool showcase.
  2. Teams will be pre-scheduled. If a team cannot play at the pre-scheduled time, it is their obligation to reach out to their opponent and reschedule to a reasonable international time.
  3. Teams are expected to be available on weekends - if a team attempts to reschedule to a weekday and the opponent cannot make the time, their request will be denied.
  4. If two teams cannot find a time to play, the team asking for the reschedule is expected to accommodate their opponent.
  5. If neither team can play at the pre-scheduled time and both teams fail to agree to a reschedule, the higher seeded team will win by default. This also applies if both teams fail to show for their match.
  6. Deliberately rescheduling to an egregiously unfriendly time (such as requesting an American team to play at 9UTC) is against tournament rules.
  7. Custom lobbies (reschedules) must be requested 12 hours ahead of time. Exceptions can be made depending on referee availability, but please try to fit this window. Teams are expected to respond to reschedule requests within 18 hours of a request. If a team does not give any response to the request for reschedule within 18 hours, staff will intervene. A reschedule is not officially confirmed unless marked on the spreadsheet.
  8. In the hopefully rare event that a referee is unable to host a pre-scheduled lobby, teams are expected to reschedule if no other ref can take their place.
Warmups
  1. Teams are allowed one warmup map each.
  2. Warmups must be between 4.0 and 7.0 stars and must be 3:30 in drain time or less after mods are applied. A warmup map cannot be from the current week's pool.
  3. Warmups may optionally be DT or HT but must be freemod.
  4. The referee will pass host to team captains first, and then clear the lobby of a host.
  5. Teams do not have to play a warmup if their opponent chooses to.
Protects
  1. Each team is allotted one protected map each match.
  2. Any map that is protected is prohibited from being banned by either team.
  3. Any map that is protected may be picked by either team at any point or not picked at all throughout the match.
  4. Mods that have one eligible map for play, whether by pool decree or as a result of bans, become inherently protected. This means that an entire modpool may not be banned at any point.
  5. There are no other restrictions on picks or bans as long as one map from each mod remains eligible for play.
Freemod Rules
  1. Mod Multipliers:
    1. EZ = 1.75x
    2. FL = 1.5x
    3. EZFL = 2.8x
  2. A player's score as shown in the MP link is multiplied by the appropriate multiplier if they used any mod combination listed above.
  3. NF does not count towards the total mod count.
  4. Teams must meet the following criteria in a FM pick. 1 player with HD, but not HR. 1 player with HR, but not HD. Each team must have at least 3 mods.
  5. So long as the above criteria are met, any combination of mods is allowed.
  6. To "earn" a no-mod player, one player would have to have either HRFL or HDEZ or HDFL at a minimum.
  7. The maximum team mod combination is (EZ HD FL) (HR FL) (EZ HD FL or HD HR FL)
  8. The minimum team mod combination is (HD) (HR) (HD or HR or EZ or FL)
  9. Referees will multiply the scores appropriately before determining who won the point if necessary.


Mappool Format




  1. Beginning in Finals, there will be 3 tiebreakers to choose from. In the event of a tiebreaker, captains will be prompted to DM the referee which TB they want to ban. If both teams ban the same TB, captains will !roll. The higher roll will have the pick for which TB their team wants to play of the two available.
  2. All TB maps are FreeMod - no mods are required. There are no restrictions as to what mods can be taken. NF is still forced.



  1. Prize pool is $100 (USD). (Donation log in Discord). Please contact Stage#0001 on Discord to donate and get a cool role!
  2. First Place: 60% of prize pool, profile banner, profile badge (pending)
  3. Second Place: 40% of prize pool, profile banner
  4. Third Place: Profile banner

Profile Badge (Pending)





  1. Registration Phase: Open until May 21, 2022
  2. Screening Buffer: 2 weeks (May 21 - June 4)
  3. Qualifiers Mappool Showcase: June 6
  4. Qualifiers Weekend: June 9 - June 12 23:59 UTC
  5. Ro64 Mappool Showcase: June 13
  6. Ro64: June 16 - June 20
  7. Ro32: June 23 - June 27
  8. Ro16: June 30 - July 4
  9. Quarterfinals: July 7 - July 11
  10. Semifinals: July 14 - July 18
  11. Finals: July 21 - July 25
  12. Grand Finals: July 28 - August 1


Tournament Reports:
https://pif.ephemeral.ink/tournament-reports
Varler
My body is ready
Konotorii
i strike again
AlmKing
ищу тимейта Анимеблан#2089
stat lord
o/
BCraftMG
join the discord
zerkala
Based
Bitcoin
lesgo
BCraftMG
quality pool please play
Timper
2 weeks left on signup! Let's go!!!!!
ZephyrCo
Pool sucks no big black
BCraftMG
Timper
9 days left till regs close!!!!!!!
dinonesie
no way
FILIPINO
BATBALL
gogoogogogogogogogoog
Timper
2 days left for registrations gogogogogogogogogogogogogogogogogogogogogogo
GenoUwU
DISCORD LEAF GOGOGOGOGOOG
Timper
24 hours left till the end of registrations GOGOGOGOGOOG
BCraftMG
12 hours left
Topic Starter
Stage
Just under 3 hours left :)
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