- I. PREFACE
II. TOURNAMENT STAFF
- A. HOST/COORDINATOR
- B. MAP SELECTORS
- C. MATCH REFEREES
- D. STREAMERS
- E. COMMENTATORS
- III. TOURNAMENT SCHEDULE
- IV. TOURNAMENT ORGANIZATION
- A. ROUNDS
- B. QUALIFICATION PROCESS
- 1. INFORMATION
- 2. SCORING
- C. POST-QUALIFICATION
- V. TOURNAMENT PLAY
- A. PROTOCOL
- B. WARM-UP SONGS
- C. ROLLS, BANS, SONG SELECTION
- D. TOURNAMENT ROUNDS
- VI. ROUND OVERVIEWS
- A. OVERVIEW
- B. QUALIFICATION STAGE
- C. ROUND OF 64
- D. ROUND OF 32
- E. ROUND OF 16
- F. QUARTERFINALS
- G. SEMI-FINALS
- H. FINALS
- VII. PARTICIPANT LIST
- VIII. PRIZES
- IX. CREDITS
- X. MATCH SCHEDULES
- A. ROUND OF 64
- B. ROUND OF 32
- C. ROUND OF 16
- D. QUARTERFINALS
- E. SEMI-FINALS
- F. FINALS
- G. GRAND FINALS
- XI. MAP POOLS
- ROUND OF 64
- ROUND OF 32
- ROUND OF 16
- QUARTERFINALS
- SEMI-FINALS
- FINALS
- GRAND FINALS
- XII. MATCH RESULTS
- ROUND OF 64
- ROUND OF 32
- ROUND OF 16
- QUARTERFINALS
- SEMI-FINALS
- FINALS
- GRAND FINALS
SOFT, short for springtime osu!mania free-for-all tournament, is a one-on-one, country-independent tournament. As the title indicates, this tournament is for the osu!mania game mode. More specifically, it is a 4 key tournament. It is scheduled to start in early/mid February, and will end at some point in early April, depending on the number of entrants in the tournament. Yes, it doesn’t quite start in spring, and barely even touches it for that matter, but I needed a clever, memorable acronym, so we’ll just roll with it!
There are no prerequisites for entering this tournament! You can enter from any country, with any rank or performance points. Read on to see if this tournament is a good choice for you!
TO ENTER, STATE YOU WANT TO ENTER THE TOURNAMENT AND GIVE ME YOUR TIME ZONE BASED OFF OF UTC. I WILL DO MY BEST TO MAKE A SCHEDULE THAT FAIRLY ACCOMMODATES FOR YOU AT ANY GIVEN POINT, BUT NO PROMISES CAN BE GUARANTEED.
II. TOURNAMENT STAFF
II. Tournament Staff
HOST/COORDINATOR: Responsible of the organizing all facets of the tournament that directly affect players, including match scheduling, and staffing.
HOST: Halogen-
COORDINATOR: juankristal
MAP SELECTORS: Responsible for the selection of the maps in each given map pool. If you hate something in the map pool, feel free to (respectfully) direct your hate to these people.
Halogen-
-Kamikaze-
MATCH REFEREES: Responsible for the administration of individual tournament matches. They will be the ones inviting to rooms and running through protocol to ensure that the matches run smoothly and on time for users and staff.
Azlynn
Halogen-
juankristal
Hydria
-Konner-
Smoothie World
Staiain
Steins
XeoStyle
STREAMERS: Responsible for the broadcast of the tournament via streaming mediums and the tournament client.
Halogen-
-Konner-
juankristal
COMMENTATORS: Responsible for play-by-play, live analysis of tournament matches, maps, players, and more.
Arf
Daikyi
EtienneXC
-Gazelle
juankristal
Shoegazer
HOST/COORDINATOR: Responsible of the organizing all facets of the tournament that directly affect players, including match scheduling, and staffing.
HOST: Halogen-
COORDINATOR: juankristal
MAP SELECTORS: Responsible for the selection of the maps in each given map pool. If you hate something in the map pool, feel free to (respectfully) direct your hate to these people.
Halogen-
-Kamikaze-
MATCH REFEREES: Responsible for the administration of individual tournament matches. They will be the ones inviting to rooms and running through protocol to ensure that the matches run smoothly and on time for users and staff.
Azlynn
Halogen-
juankristal
Hydria
-Konner-
Smoothie World
Staiain
Steins
XeoStyle
STREAMERS: Responsible for the broadcast of the tournament via streaming mediums and the tournament client.
Halogen-
-Konner-
juankristal
COMMENTATORS: Responsible for play-by-play, live analysis of tournament matches, maps, players, and more.
Arf
Daikyi
EtienneXC
-Gazelle
juankristal
Shoegazer
III. TOURNAMENT SCHEDULE
III. Tournament Schedule
Tentative on number of entries; a finalized schedule will be put into place after registrations have been officially closed, and the schedule will be adhered to unless noted by the tournament host.
Sign-ups close: February 5th
Qualifiers released: February 11th
Qualification stage play begins: February 19th
Round of 128 begins: March 4th
Expected tournament conclusion date: April 29th to May 1st
Matches will be played on Saturday and Sunday, with the potential exception of the qualifier stage, which may need a Friday run depending on availability.
Tentative on number of entries; a finalized schedule will be put into place after registrations have been officially closed, and the schedule will be adhered to unless noted by the tournament host.
Sign-ups close: February 5th
Qualifiers released: February 11th
Qualification stage play begins: February 19th
Round of 128 begins: March 4th
Expected tournament conclusion date: April 29th to May 1st
Matches will be played on Saturday and Sunday, with the potential exception of the qualifier stage, which may need a Friday run depending on availability.
IV. TOURNAMENT ORGANIZATION
IV. Tournament Organization
A: ROUNDS
Assuming the expected 64 participants, there will be 1 qualification round and 6 regular rounds
B: QUALIFICATION PROCESS
1 -- INFORMATION
All players that enter the tournament will be eligible to play in the qualification round; however, participants cut down to a power of 2 to ensure that brackets have no intentional byes after the first round. NEW: The maximum number of players to enter the bracket stage will be 128.
If 32 players enter, all 32 players will qualify and no one gets eliminated.
If 33 players enter, the lowest individual gets eliminated and the top 32 go on.
If 49 players enter, the lowest 17 individuals get eliminated and the top 32 go on.
If 63 players enter, the lowest 31 individuals get eliminated and the top 32 go on.
If 64 players enter, all 64 players will qualify and no one gets eliminated.
If 127 players enter, the lowest 63 individuals get eliminated and the top 64 go on.
The purpose of the above example is to reiterate that there will not be any rounding up with regards to tournament cut decisions. If you have any questions about it, feel free to ask them in the tournament thread.
The qualification round will have a 4 song mini-pool that varies widely in difficulty. Each map will be assigned a tier, with tier 1 being the lowest difficulty, and tier 4 being the highest difficulty. All four maps will be created by me and will be unreleased prior to the tournament qualifier, to provide 0 opportunity for advantage through familiarity. All players will have two chances at each qualifier, making a qualifying session 8 songs total, where the highest of the two runs on each qualifier will be tabulated and cumulated for your final score.
Players will be organized in groups based on their availability. Because qualification is not a process that involves 1 on 1 matchups, it is actually possible to have 8 players go through the qualification process at once, streamlining the process. If this is a confusing process, do not worry if you do not understand: simply adhere to the schedule put out and follow referee instructions during the match. The purpose of putting you guys in groups of 8 is to give everyone streaming time, as qualifiers will be streamed as well!
2 -- SCORING
The total of the four songs played will accumulate to your final qualification score.The tier 1 song will have a modified formula that is as follows:
Score * [ (rainbow 300s + (0.75 * regular 300s)) / total objects) ] * [ (rainbow 300s + regular 300s) / total objects]
The purpose of this formula is to add a harsher deduction for sub-standard accuracy by players who excel at the tier 4 difficulty song (which is not many). Again, note that the Tier 1 song is going to be rather low in difficulty, and scores like these could be realistically expected from a traditional spread of players. Well rounded players who can tackle all qualifiers with exceptional quality will benefit the most. This formula has been eliminated.
C. POST-QUALIFICATION
Following the qualification process will be a traditional, double-elimination tournament style. Following the qualification process will be a single-elimination tournament style that transitions to a double-elimination at the round of 32. To reiterate, the number of players entered in the tournament determines the number of players to move on past the qualification period. See B-1: INFORMATION for details.
Regardless of the number of entrants and eliminations, the qualification process will also be done to seed players. Players will be ordered based on their cumulative score from all four songs after the customized formula for the tier 1 song has been applied (see - TOURNAMENT ORGANIZATION > QUALIFICATION PROCESS > SCORING), with the best score being seed #1, and the worst score being seed n, with n being the number of players to clear the qualification stage.
A: ROUNDS
Assuming the expected 64 participants, there will be 1 qualification round and 6 regular rounds
B: QUALIFICATION PROCESS
1 -- INFORMATION
All players that enter the tournament will be eligible to play in the qualification round; however, participants cut down to a power of 2 to ensure that brackets have no intentional byes after the first round. NEW: The maximum number of players to enter the bracket stage will be 128.
If 32 players enter, all 32 players will qualify and no one gets eliminated.
If 33 players enter, the lowest individual gets eliminated and the top 32 go on.
If 49 players enter, the lowest 17 individuals get eliminated and the top 32 go on.
If 63 players enter, the lowest 31 individuals get eliminated and the top 32 go on.
If 64 players enter, all 64 players will qualify and no one gets eliminated.
If 127 players enter, the lowest 63 individuals get eliminated and the top 64 go on.
The purpose of the above example is to reiterate that there will not be any rounding up with regards to tournament cut decisions. If you have any questions about it, feel free to ask them in the tournament thread.
The qualification round will have a 4 song mini-pool that varies widely in difficulty. Each map will be assigned a tier, with tier 1 being the lowest difficulty, and tier 4 being the highest difficulty. All four maps will be created by me and will be unreleased prior to the tournament qualifier, to provide 0 opportunity for advantage through familiarity. All players will have two chances at each qualifier, making a qualifying session 8 songs total, where the highest of the two runs on each qualifier will be tabulated and cumulated for your final score.
Players will be organized in groups based on their availability. Because qualification is not a process that involves 1 on 1 matchups, it is actually possible to have 8 players go through the qualification process at once, streamlining the process. If this is a confusing process, do not worry if you do not understand: simply adhere to the schedule put out and follow referee instructions during the match. The purpose of putting you guys in groups of 8 is to give everyone streaming time, as qualifiers will be streamed as well!
2 -- SCORING
The total of the four songs played will accumulate to your final qualification score.
Score * [ (rainbow 300s + (0.75 * regular 300s)) / total objects) ] * [ (rainbow 300s + regular 300s) / total objects]
The purpose of this formula is to add a harsher deduction for sub-standard accuracy by players who excel at the tier 4 difficulty song (which is not many). Again, note that the Tier 1 song is going to be rather low in difficulty, and scores like these could be realistically expected from a traditional spread of players. Well rounded players who can tackle all qualifiers with exceptional quality will benefit the most.
C. POST-QUALIFICATION
Regardless of the number of entrants and eliminations, the qualification process will also be done to seed players. Players will be ordered based on their cumulative score from all four songs after the customized formula for the tier 1 song has been applied (see - TOURNAMENT ORGANIZATION > QUALIFICATION PROCESS > SCORING), with the best score being seed #1, and the worst score being seed n, with n being the number of players to clear the qualification stage.
V. TOURNAMENT PLAY
V. Tournament Play
PROTOCOL
Following the qualification round, all subsequent rounds will be player versus player. Seed 1 will go against seed 64, 2 against 63, etc., until all players are accommodated for. A loss sends a player to the loser’s bracket, and two losses by any player will result in elimination.
All matches must have a referee that is listed in the staff section of this tournament unless otherwise noted by myself. For maximal accountability on myself and my staff, each match will have a primary referee and a back-up referee in the event that the primary cannot make the match. I will attempt to have the referees tasked in such a way that they will not only have even participation in moderating the appropriate matchups, but also have even distribution to prevent overlaps/consecutive matches. This way, everyone gets to enjoy the job that they do without over-exertion, and it also provides staff with cover in the case of an unforseen circumstance. The less overlapping we have, the more stream time everyone gets, and I find that to be very important.
Matches will be listed in time blocks of a certain duration. While I do not expect individual matches to exceed an hour in length, I will increase the length of time blocks for matches if I feel there is even the slightest opportunity to go longer than scheduled.
Each player in the match will be allowed one (1) warm-up song to be played, making for two (2) warm-ups total between both players. The warm-up must be uploaded to the osu! website and accessible by everyone prior to the tournament match. Maps that have a beatmap listing but cannot be downloaded are not allowed for the purpose of warmup. Bloodcat links are not allowed, and neither are personal links featuring the beatmap that you want downloaded. Warm-up songs will be on free mode, allowing for any special modifications that you see fit for the purpose of warming up properly.
BANS, ROLLS, SONG SELECTION
With the exception of warm-ups, all songs played in a given round must match those that are selectable in the corresponding map pool. Maps are to be played on a restrictive Free Mod: only Hidden, Fade In, or Flashlight can be used.
Players are to ban one (1) map within the map pool that they are playing for the given round. Players will be instructed to do a !roll command by the referee that is overseeing the match; the losing roll picks the first banned song, while the winning roll picks the first song of the match.
After the bans and rolls have concluded, the player with the winning roll instructs the referee of their song selection, and the referee will switch to that song. After that song concludes, the other player will pick songs, and this process will continue until one of the two conditions is satisfied:
a.) One player has achieved enough wins in such a way that the other player cannot successfully win the round.
b.) Both players are at match point at the same time.
If situation A:
DISCONNECTIONS
Disconnections are an unfortunate circumstance, but cannot be fully accounted for. However, there are some stipulations in place that will allow players to mulligan a single attempt for a map. Maps with a player disconnection that occurs within the first 30 seconds, or 25% of the song (whichever comes first) will be nullified and re-attempted. Matches will have a two disconnection limit -- upon the third disconnection, a point will be handed immediately to the player still active within the lobby.
A two minute timer will be placed on a disconnected player when the song played has concluded. When this timer hits 0, the grace period mentioned in PROTOCOL will be (re)activated. If the grace period timer hits 0, the match is forfeited, and the other remaining player will be declared winner. Situations with two player disconnections will be executed similarly to two missing players for a given match: the higher seed will be declared the winner if both players have no time left in their grace period.
PROTOCOL
Following the qualification round, all subsequent rounds will be player versus player. Seed 1 will go against seed 64, 2 against 63, etc., until all players are accommodated for. A loss sends a player to the loser’s bracket, and two losses by any player will result in elimination.
All matches must have a referee that is listed in the staff section of this tournament unless otherwise noted by myself. For maximal accountability on myself and my staff, each match will have a primary referee and a back-up referee in the event that the primary cannot make the match. I will attempt to have the referees tasked in such a way that they will not only have even participation in moderating the appropriate matchups, but also have even distribution to prevent overlaps/consecutive matches. This way, everyone gets to enjoy the job that they do without over-exertion, and it also provides staff with cover in the case of an unforseen circumstance. The less overlapping we have, the more stream time everyone gets, and I find that to be very important.
Matches will be listed in time blocks of a certain duration. While I do not expect individual matches to exceed an hour in length, I will increase the length of time blocks for matches if I feel there is even the slightest opportunity to go longer than scheduled.
- It is your right as a player and tournament entrant to expect that staff will perform to the best of their abilities in moderating matches in such a way that they will conclude in a timely manner. This means that rooms with matches will be created before the match start time, and you will be invited to the corresponding tournament room before the match start time. If both players arrive on time, tournament proceedings will begin promptly at the start time of the match, no earlier and no later. Take care of any priorities you may have immediately before and/or after the match, as we will be running on a fixed schedule. If it is less than five (5) minutes before your match start time and you have not been invited to your corresponding multiplayer room, find the designated referee for your match in game and send them a message. If they are not available, send a message to the backup referee of the matchup. If for any reason neither of them are available, send me a Skype message at debit13, with your invitation to add as a contact indicating that you are a player in my tournament and do not have a referee for your matchup. I will mitigate the situation both with your tournament match and unreliability of my team at that point.
- It is our right as tournament staff to expect that you will arrive for your matches before your expected time. Players will be given a ten (10) minute grace period after the match start time to enter their room; if they have not entered by this point, the match will be forfeited and the player that has arrived will win by default. In the extreme circumstance where both players have not shown up, the player with the higher seed in the match-up will advance automatically. This is to prevent byes for multiple matches while providing potential for more intense matchups to still be possible.
- It is your privilege as a player and tournament entrant to have an opinion about the content/structure used in the tournament. You are experiencing this event as a competitor, and every choice made in the process directly affects how you will progress in the tournament. If you dislike something, you are allowed to state your dislike -- however, do so reasonably. Speaking in absolutes/matter-of-fact tone is the fastest way for an argument to start, especially over an opinionated statement. Keep in mind that some of your fellow competitors and other users on this website will have content that will inevitably be used in the tournament, and it is best advised that you make it clear that it is your opinion so as to not be hurtful.
- It is our right as tournament staff to reprimand users for intolerable behavior. I (Halogen-) will have sole discretion over decisions that affect your standing in the tournament; however, other members of tournament staff may forward any information to me that in any way represents uncalled for behavior towards other users or staff in my tournament. I will attempt to escalate serious situations beyond the scope of this event if need be, so please -- do everyone (and yourself) a favor and just be respectful. Minor instances will receive warnings, and continued instances will result in forceful removal from the tournament.
Each player in the match will be allowed one (1) warm-up song to be played, making for two (2) warm-ups total between both players. The warm-up must be uploaded to the osu! website and accessible by everyone prior to the tournament match. Maps that have a beatmap listing but cannot be downloaded are not allowed for the purpose of warmup. Bloodcat links are not allowed, and neither are personal links featuring the beatmap that you want downloaded. Warm-up songs will be on free mode, allowing for any special modifications that you see fit for the purpose of warming up properly.
BANS, ROLLS, SONG SELECTION
With the exception of warm-ups, all songs played in a given round must match those that are selectable in the corresponding map pool. Maps are to be played on a restrictive Free Mod: only Hidden, Fade In, or Flashlight can be used.
Players are to ban one (1) map within the map pool that they are playing for the given round. Players will be instructed to do a !roll command by the referee that is overseeing the match; the losing roll picks the first banned song, while the winning roll picks the first song of the match.
After the bans and rolls have concluded, the player with the winning roll instructs the referee of their song selection, and the referee will switch to that song. After that song concludes, the other player will pick songs, and this process will continue until one of the two conditions is satisfied:
a.) One player has achieved enough wins in such a way that the other player cannot successfully win the round.
b.) Both players are at match point at the same time.
If situation A:
- the winning player moves onto the next match
- the losing player falls to the loser’s bracket. If a player loses in the loser’s bracket, they are eliminated from the tournament.
- Both players will play the song designated as the tiebreaker. The winner of the tiebreaker will progress to the next match of the tournament, while the loser will be eliminated or sent to the loser’s bracket, depending on the position of the tournament.
DISCONNECTIONS
Disconnections are an unfortunate circumstance, but cannot be fully accounted for. However, there are some stipulations in place that will allow players to mulligan a single attempt for a map. Maps with a player disconnection that occurs within the first 30 seconds, or 25% of the song (whichever comes first) will be nullified and re-attempted. Matches will have a two disconnection limit -- upon the third disconnection, a point will be handed immediately to the player still active within the lobby.
A two minute timer will be placed on a disconnected player when the song played has concluded. When this timer hits 0, the grace period mentioned in PROTOCOL will be (re)activated. If the grace period timer hits 0, the match is forfeited, and the other remaining player will be declared winner. Situations with two player disconnections will be executed similarly to two missing players for a given match: the higher seed will be declared the winner if both players have no time left in their grace period.
VI. ROUND OVERVIEWS
VI. Round Overviews
Every tournament round will have a specific number of maps to be played, a tiebreaker, and a maximum number of maps per match. The expected format is as follows:
Every tournament round will have a specific number of maps to be played, a tiebreaker, and a maximum number of maps per match. The expected format is as follows:
- Qualification stages: 4 song map-pool, no winning condition, no tiebreaker.
- Round of 128, 64, 32: 9 song map-pool, best of 7 (first to 4), one tiebreaker song
- Round of 16/quarter-finals: 11 song map-pool, best of 9 (first to 5), one tiebreaker song
- Semi-finals: 13 song map-pool, best of 11 (first to 6), one tiebreaker song
- Finals and Grand Finals: 15 song map-pool, best of 13 (first to 7), one tiebreaker song