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[osu!catch] International Convert Cup 2024 | Registration Team Open !

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Urabe Mikoto

WELCOME TO OSU!CATCH INTERNATIONAL CONVERT CUP (ICC) 2024

osu!catch International Convert Cup 2024 is the 5th iteration of unofficial osu!catch tournament which uses only standard osu! maps as the pool, which was established in 2020. After successful trial for expansion to other countries as seen in last years edition ~~(Indonesia Convert Cup Open 2023)~~, we are renaming this tourney to osu!catch International Convert Cup 2024.

TOURNAMENT TIMELINE

  1. Registration Open : 24 October 2024 - 6 November 2024
  2. Screening (Estimation): 7th November 2024 - 21st Novemeber 2024
  3. Qualifier Mappool Showcase (Estimation): 17th November 2023
  4. Qualifier Stage (Estimation): 23 November 2024 - 24 November 2024
  5. RO 32 Stage (Estimation): 30 November 2024 - 1 December 2024
  6. RO 16 Stage (Estimation): 7 December 2024 - 8 December 2024
  7. Quarter Final Stage (Estimation): 14 December 2024 - 15 December 2024
  8. Semifinal Stage (Estimation): 21 December 2024 - 22 December 2024
  9. Final Stage (Estimation): 28 December 2024 - 29 December 2024
  10. Grandfinal Stage (Estimation): 4 January 2025 - 5 January 2025

REGISTRATION INFORMATION

  1. International Convert Cup (ICC) 2024 is a team-based 2 versus 2 double-elimination team tournament, played on osu!catch game mode.
  2. Players will sign up as a team. The minimum size for a team is 3 players, and the maximum is 4 players.
  3. Every team will have convert rank restriction system using osupepe.com for player rank 1-100
    1. Maximum One player in the team has convert rank 1-100
    2. Maximum One player in the team has convert rank 51-100
    3. No restriction in the team for player that has convert rank more than 100 in the team

TOURNAMENT RULES

  1. Beatmap scoring is based on ScoreV2.
  2. The match schedule will be settled by the Scheduler.
  3. If no referee is available at match time, the match will be postponed.
  4. If a pick ends in a draw, it will be nullified and the map will be replayed.
  5. Teams may ask for a rematch if their team or opponents team encounters technical difficulties while playing.
    1. Lag spikes are not considered a valid reason to nullify a beatmap.
    2. This rule is not to be abused. Referees may veto a rematch request if they find that this is the case.
  6. Disconnects within 30 seconds or 25% of the beatmap length (whichever happens first) can be rematched, at the referee's discretion, as long as it is clearly communicated in the chatroom.
  7. Teams are expected to keep the match running fluently and without delays. Excessive match delays from the players' side may result in penalties being applied at the referee's discretion. Disrupting the match by foul play, insulting or provoking other teams or staff, delaying the match, or other deliberate inappropriate misbehaviour are strictly prohibited, and will be punished accordingly.
  8. All teams and staff must be treated with respect. Instructions from the referees and Host are to be followed. Decisions labelled as final are not to be objected.
  9. If the team is not present at match time, the match can be postponed for up to 15 minutes. If the team is not present more than 15 minutes after match time, a win by default will be declared for the side team.
  10. The multiplayer chatrooms underlie the osu! community rules. All chat rules apply to the multiplayer chatrooms, too.
  11. Referees may allow, at their discretion, lower or higher tolerances for timers.
  12. Host have permission to request liveplays or recordings of individual players at any point.
  13. Host reserves the right to modify these rules at any moment. Any such changes will be announced in advance.

QUALIFIER INSTRUCTION

  1. In the Qualifier stage, all teams will play a specific pool designed by the mappool selectors.
  2. The mappool consists of 4 brackets: NoMod, Hidden, Hard Rock, and Double Time. There will be no tiebreakers for this stage.
  3. The Qualifier pool will contain 8 maps. There will be 2 maps under the NoMod, Hidden, Hard Rock, and Double Time brackets each.
  4. Teams will play the mappool in two runs at a designated time.
  5. The mappool must be played in the following order: NM1, NM2, HD1, HD2, HR1, HR2, DT1, DT2.
  6. The seeding method used for Qualifiers will be %MAX — the highest team score for each map will receive 100% of the points (1 point), and every other team will be awarded a percentage of that top score.
  7. The exact formula that will be used for all teams (and for each map) is Final Score = Team Score / MAX(Map Score Team), where:
    1. Final Score is the percentage awarded to the current player
    2. Team Score is the score the current team achieved on the current map
    3. MAX(Map Score Team) is the highest score achieved for the current map
  8. An optional 3-minute break will be offered between the first and second playthrough of the mappool.
  9. All teams will play their qualifiers in following lobby which already decided. It is suggested that every players do not broadcast or share their results publicly to avoid seed manipulation.
  10. Only the top 32 seeded teams will advance to the Round of 32.
  11. The Qualifier stage results will be published in this wybin or spreadsheet document (will be released when its ready) after all teams have played the qualifier stage.

STAGE INSTRUCTION

  1. Following the Qualifier stage, a double elimination bracket will be played. This means that the winning players moves to the next stage while the loser gets moved to the losers bracket.
  2. Teams in the losers bracket must play 2 matches each weekend starting from the Quarterfinals.
  3. Teams that lose a match in the losers bracket are eliminated from the tournament.

WIN CONDITIONS

  1. A referee will create a multiplayer room 15 minutes before the scheduled match time. Players must join the lobby in that period.
  2. The room settings are Game mode: "osu!catch", Team mode: "Head-to-Head" and Score mode: "ScoreV2". The room name must follow the pattern of ICC2024: ({Red Team}) vs ({Blue Team}). The team mentioned first in the room name must be the Red team, the team mentioned second in the room name must be the blue team.
  3. Each team can ban one beatmap from the pool. These beatmaps can not be picked by any team for the entire duration of the match.
  4. Both teams will alternate picking a beatmap from the mappool.
  5. Each team captain or representative (if captain not available) must use !roll once in #multiplayer.
    1. The winner of the !roll may choose to either pick first and ban second, or pick second and ban first.
    2. The loser of the !roll will follow the remaining pick order.
  6. Teams will be allowed 2 minutes to pick a beatmap and 2 minutes to press the Ready button on their client. If a team takes more time than allotted for either action, the procedures adopted will be as follows:
    • 1. For the first occurrence:
    1. The team will receive a verbal warning from the referee; in addition, the referee may opt to forcefully use the team's tactical timeout to allow for the team to pick.
    2. If the team does not pick a map within 15 seconds from when the timer expires, the referee will apply the procedure for subsequent occurrences listed below, i.e. a random pick will be used for a pick timer, and the match will be forcefully started for a ready timer.
      2. On subsequent occurrences:
    3. For a pick timer: a random map will be chosen from the mappool using !roll X, where X is the number of beatmaps that were neither picked nor banned, excluding the tiebreaker.
    4. For a ready timer: the referee will issue the !mp start 10 command, regardless of how many players from each team are present in the lobby, using !mp kick on any extra players for each team, starting from the top (i.e. the first valid player combination for each team will be forced to play the pick). The results for such games are to be taken as is.
      Repeat offenders may receive further sanctions from the Host.
  7. Team cannot pick the same mod twice in a row (example, if your team pick mod HD, your team cannot pick HD again in the next turn).

MAPPOOL INSTRUCTIONS

  1. There will be one mappool for each round of play.
  2. Each mappool consists of 5 brackets: NoMod, Hidden, Hard Rock, Double Time and Mixed Mod.
  3. The Mixed Mod bracket will be played with FreeMod activated. Each player will be forced to choose one mod each, from a selection of Hidden, and Hard Rock. Each mod must be played by exactly one player.
  4. The player using Hard Rock may choose to use Hidden and Hard Rock or just Hard Rock.
  5. Round of 32 and Round of 16 will consist of 14 maps, Quarterfinals and Semifinals will consist of 16 maps, Finals and Grand Finals will consist of 19 maps. Any change will be announced beforehand if deemed necessary.
  6. Every mappool, except for the Qualifier stage, will contain a tiebreaker beatmap. It will only be played in case of a tie in the scoreline in the best of system, e.g. the scoreline is 4-4 and the match is best of 9, the tiebreaker shall be played.
  7. The No Fail mod will be enabled on all maps.
  8. When playing a map from the Hard Rock or Double Time pool, Hidden can be used optionally by any player.
  9. The tiebreaker can be played with no mods selected or with the Hidden mod.

SCHEDULING INSTRUCTION

  1. Each stage will be held on a single weekend.
  2. The Scheduler will arrange the schedule for every team following to the timezone of the Captain Team
  3. Matches in Qualifiers will be held during specific time slots proposed by the tournament staff. Each team is free to choose a time slot in which they want to play.
  4. All Bracket Stages will be held between Saturday to Sunday.
  5. Reschedules will only be considered if both teams agree to a time and communicate it to the Host

BADGE DESIGN

Bottom Text
To Be Announced

PRIZEPOOL


Please report any concern you may have about this tournament to the tournament committee:
https://pif.ephemeral.ink/partial-authenticate
Madoka Ayukawa
cendol gan
Constantine
p
Abstract-
pog
Constantine
bump (regs open)
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