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[STD] #100-#99k | 1!-2!-Switcheroo? | 1v1 TS2/3 | Skillset Pooling

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dGeist


  1. #100-#99,999 No BWS.
  2. Teams of 2/3 RO16 Double Elimination Tournament.
  3. Aiming for badge so staff that can playtest or help after elimination is according to the wiki.
  4. Skillset-based pooling (E.g. Aim, Tapping, Technical, Gimmick slots) + Tiebreaker.
  5. If neccessary, Hybrid (Multiple skillset) slots may exist in the overall pool for balancing.
  6. No specific number of skillsets / mods (NM, HD, HR, DT, EZ) in the pool but is aimed to be balanced.
  7. The tapping pool will be v1 ACCURACY win condition instead of scorev2 unless otherwise stated.
  8. Other slots may also use v1 ACCURACY win condition depending on the pooler's discretion.
  9. HD will be optional for all maps that are not forced hidden.
  10. SR Target Range at 7.2*-8.0* with approx. 7.4* AIM SR for qualifiers.
  11. ONLY 1 PLAYER PER TEAM ARE TO PLAY PER MAP during qualifiers.
  12. However, it is expected for 2 players in a team to play at least 2 maps each in the qualifiers pool.
  13. 5 min timer before losing bans & 10 min timer before forfeits are enforced in brackets.
  14. No warmups, 90s timers for picking, banning & for readying up.
  15. Roll winner gets to ban first or pick first, with the losing team getting the remaining choice.
  16. Roll loser gets to protect first.
  17. (AB-4 Pick-AB) ban order applies.
  18. No pick or ban restrictions apply.
  19. Brackets are 1v1 BO11 at RO16-SF and BO13 at F-GF.
  20. Each player is NOT ALLOWED to play more than 2 maps in a row in brackets.
  21. Losing team of the map will pick every time after a map has been played.
  22. If the match reaches a TB, the map will be played as a 2v2 with no restrictions. EZ:1.8x.


  1. #100-#99,999 No BWS
  2. Teams of 2/3 Ro16 International Double Elimination Tournament.
  3. Captains are required to be on the server and be contactable until their teams are eliminated.
  4. UTC will be used as the time format. Use this tool.
  5. Only GFX artists, streamers & commentators are ALLOWED to play in the tournament.
  6. Eliminated players may be enlisted as referees, mappool playtesters, and/or replay creators.(Unless Wiki says no.)
  7. Acts of disrespect/unsportsmanship will result in disqualification of said player after consultation with relevant personnel.
  8. If players have been screened out of your team, you can only take screened players in the free agent list. If you are unsure, your pending player should sign up as a free agent before the closing of registrations.


  1. Player Registrations: 15 Sept – 29 Sept 1400 UTC
  2. Screening: 1-2 weeks
  3. Qualifiers: 13 Oct 2024 - 20 Oct 2024
  4. Round of 16: 26 Oct 2024 - 27 Oct 2024
  5. Quarterfinals: 2 Nov 2024 - 3 Nov 2024
  6. Semifinals: 9 Nov 2024 - 10 Nov 2024
  7. Finals: 16 Nov 2024 - 17 Nov 2024
  8. Grand Finals: 23 Nov 2024 - 24 Nov 2024

    Should the screening take longer than targeted, the dates will be pushed by minimum a week as necessary. The same will apply to the RO16/QF if events (e.g. OWC qualifiers) are to be held.

    *Schedule is tentative and subject to change depending on circumstances.


  1. In this tournament, the mappool will be made based on skillsets with Tiebreaker available for brackets.
  2. These will consist of skillsets such as Aim, Tapping, Technical, Gimmick.
  3. A Hybrid skillset may exist for balancing purposes.
  4. There will be a Tiebreaker map (TB) per bracket.
  5. There is no specific number of skillsets/ mods in the pool but is aimed to be balanced as possible.
  6. HD mod will be optional for all maps except for maps with forced HD condition. HD multiplier will be nullified.
  7. The tapping slots will utilise v1 ACCURACY win condition instead of scorev2 unless otherwise stated.
  8. Other slots may also use v1 ACC win condition depending on the pooler's discretion.
  9. Ranges from 7.2*-8.0* NM AIM SR. SR can be subject to change based on player performance.
  10. Qualifiers will be around the average of this SR range which will be 7.4*-7.5* NM AIM SR.

    Any changes to the mappool or bans will be communicated as necessary.

FAQ
Why isn't there a specific number of skillsets in the pool?
  1. This would lead to a 'shoehorning' of maps whereby maps get slotted for the sake of it even though that may lead to an unbalancing of skillsets in the pool.
  2. Cases such as alt maps live under the different skillset categories depending on its type.
  3. Some maps are not mapped with singular skillsets in mind, whether ranked or unranked.
  4. The hybrid slot exists in order to resolve this. As a result, this would cause a variable number of singular skillsets in the pool. There is also a chance of a skillset not existing in a pool as well but would exist in the hybrid slots instead.
What is the size of the pool for brackets?
  1. We aim to have enough maps for Best of 11 & Best of 13 per bracket.
  2. This is equivalent of 6NM|4HD|4HR|4DT|1TB or similar structure, used in non-gimmick pools for 1v1 tournaments.
What mods are available in the pool?
  1. Conventional mods such as NM, HR, & DT would exist as singular mods that would make the skillset distinct for each maps with them.
  2. HD will be optional aside from slots that have forced HD in it.HD multiplier will be nullified.
  3. EZ mod may exist in the pool but would be in the gimmick slot due to its nature.
Can you give an example of how skillsets would be categorised?
While interpretation may differ depending on perspective, here are some examples:
  1. Aim: Normal Aim, Awkward Aim
  2. Tapping: Streams, Speed
  3. Technical: Slider Tech, Aim Control
  4. Gimmick: Reading, Density
Some maps can be consolidated to other skillsets (e.g. alt or rhythm maps depending on type).

Why do some Tapping maps use a Acc Win Condition and not scorev2?
  1. Based on pooler feedback, this is a fairer way of determining player proficiency on the map itself instead of scorev2.
Can you give me some examples of how pool would look like if possible?
  1. Here are some example of tournaments to help you: Example 1, Example 2, Example 3
  2. While these pools are structured differently, the idea remains the same.
  3. Due to how this is structured, there may be a chance that it may look like a slot pool with slots flipped around.This may be unintentional due to our objective in skillset balance in a pool.



  1. Matches are typically held during Saturdays and Sundays at set times in the qualifiers schedule in which team captains are to clarify the lobby the team wishes to be in.
  2. Custom lobbies can be undergone if there is a referee available to ref it but not after 12:59 UTC Mon Qualifier Week.
  3. If a minimum of 2 players are not present before 5 minutes, the team is not allowed to play during the designated time and will be required to play at another qualifier lobby. The same conditions apply if the team misses the scheduled time.
  4. 90s timers will be used between maps for players to get ready.
  5. The team is only allowed to play each map once for the qualifiers.
  6. The qualifiers will be played in ascending order.
  7. Exceptions only apply at the discretion of the referee if issues occur in which the player with the issue will replay the map that has been missed after the last map in the pools have been finished.
  8. Qualifiers are played with only 1 player to be playing per map.
  9. However, it is expected that 2 players in the team are to be playing in at least 2 maps each in the pool.
  10. Only 16 teams will qualify.Qualifiers will be seeded according to the z-sum formula.
  11. Teams will then be seeded for the bracket stages as per double elimination structure.



Scheduling & Reschedule Submissions
  1. Matches are typically held during set times in the bracket schedule between the team, opposing team for brackets and referees who will be assigned to all matches.
  2. If a set time has been agreed between the team and the opposing team, a screenshot of the agreement between the captains should be submitted in #reschedules.
  3. Bracket match reschedules should be submitted 12 hours before their scheduled match time. Reschedules after the submission period will risk a denial of the reschedule at the discretion of the referee or admin/hosts unless there is a ref willing to take the match.
Match Time
  1. The match lobby will be created by the referee, with both of the team captains being invited approximately 10-15 minutes before the scheduled time.
  2. The captain is responsible for inviting the players from their team.
  3. You have a maximum of 10 minutes to get at least 2 players to be present in the lobby.
  4. If the time elapsed 5 min timer, your team will lose the ability for bans.
  5. If the time elapsed 10 min, this will result in a Win by Default for the opposing team.
  6. No warmups will be present in the tournament.
Bracket Procedures
  1. Each captain will do a !roll.
  2. The roll winner can choose between ban first or pick first.
  3. The losing team gets the remaining choice out of the above.
  4. Roll loser gets to protect first.
  5. 1 Protect for each team & AB-4 Picks-AB ban order applies.
  6. AB = Team A with first ban, bans a map choice followed by Team B.
  7. There are no limitations on map banning or map picking order.
  8. The teams have 90s to pick their maps.
  9. If a team takes more than 90s to pick/ban a map, their pick/ban will be abandoned.
  10. Once the map is picked, players will have 60s to prepare.
  11. Brackets are played as 1v1.
  12. Players are NOT ALLOWED to play more than 2 maps in a row.
  13. Under this condition, you're allowed to sub in-out players as many times as you like but not during a map restart.
  14. The referee will start the match when all players are ready.
  15. Should a draw happens, the map will be replayed until a draw does not happen.
  16. AFTER A MAP HAS BEEN PLAYED, THE LOSER OF THE MAP GETS TO PICK THE NEXT MAP.
  17. The picking order will continue until a tiebreaker has been reached.
  18. During tiebreaker, the match will be a 2v2 with no restriction on players or mods.
  19. EZ multiplier is 1.8x if that is the case.
  20. Best of 11 for RO16-SF followed by BO13 for Finals & Grand Finals.
Technical Issues
  1. If someone disconnects from the match in approximately less than 30 seconds, the match will be aborted and restarted if the issue is reported to the referee. This is normally only allowed once per team per match at the discretion of the referee.
  2. If the issue occurs again by the 2nd time, the player/team has 5 minutes to fix their issue.
  3. If the player cannot fix their issue, the player must be subbed in with the reserve player or the match will continue with 0 points from said player(s).
  4. After the 30 second mark, if a player disconnects and the match is streamed, the last recorded score on stream will be taken into account.
  5. Alternatively, if there was an issue after the 30 second mark, the team can request for a replay of the map BUT THE OTHER TEAM must accept the request. If not,the match will continue as normal. Do note that you can only do this once per match unless approved at the ref's discretion.


  1. 1st Place: Badge (actually seriously pending) + banner
  2. 2nd Place: Banner
  3. 3rd Place: Banner

    If you are willing to donate for prize pool, pls notify me.



Raybean
this is my favourite tournament name till date!
W1lde
hi dragonmage
DragonMage

W1lde wrote:

hi dragonmage
:P
Topic Starter
dGeist
Registrations are now open! Yay!
Jacobonphone

dGeist wrote:

Registrations are now open! Yay!
Cwn u friend me on disc ojab
Topic Starter
dGeist
Registrations end in a week! Added FAQ due to questions about the pool.
Topic Starter
dGeist
34 hours to go.

TIL I learnt that you can post again after a certain period....
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