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osu!taiko World Cup 2022

TWC 2022 logo

The osu!taiko World Cup 2022 (TWC 2022) was a country-based osu!taiko tournament hosted by the osu! team. It was the twelfth instalment of the osu!taiko World Cup.

Tournament schedule

Event Timestamp
Registration phase 2022-02-10/2022-02-24
Qualifier showcase 2022-03-05 (14:00 UTC)
Qualifier stage 2022-03-12/2022-03-13
Round of 32 2022-03-19/2022-03-20
Round of 16 2022-03-26/2022-03-27
Quarterfinals 2022-04-02/2022-04-03
Semifinals 2022-04-09/2022-04-10
Finals 2022-04-16/2022-04-17
Grand Finals 2022-04-23/2022-04-24

Prizes

Placing Prizes
Gold crown $150 per team member, unique profile badge, osu!taiko Champion user title for one year
Silver crown $80 per team member, unique profile badge
Bronze crown $40 per team member, unique profile badge

Organisation

The osu!taiko World Cup 2022 was run by various community members.

Participants

Country Members
Argentina gaston_2199, _Doodle_, Axer, paz08, Atreevete, Ingrid10
Australia r1chyy, acid, Ceryuia, Aloda, Jaye, rango
Austria Cupcake_Lover, Feli-san, Mina_yo
Brazil Skull Kid, Ppus, Kyoumo, HiroK, Foxeru, Gustav0eiji
Canada Fudgy, vysha, Ascrute, honkers, Nanners, beary605
Chile Catulus, Ulqui, Necromancy-, [GS]Myuka, Chieri_, DaiKiu
China Blastix Riotz, Ookura Risona, szh134, Edward_Tsui, Michaelonl, betairylia
Colombia L1ght, coffeelimon28, Hermite, Jekuru, sti, Animaxgame25
Costa Rica pui, Hotman, JostRc3
Czech Republic Salimen, iTzzMar0, Spinasson, ToraThePotato
Denmark Zheant, Captain, RasmusCactus, Soya, Tsukani
Finland duski, Antti, vodnanen, MEGAMELA, YERTI, syysmyrsky
France Ectomic, QALF, TimmyAkmed, Ekoro, Ranshi, -Akitai-
Germany frz, Minekuchi, oomfie126, Mew, Xay, xMrtn-
Hong Kong Faputa, sing216, J a c k y, Consified, Cynplytholowazy, ilv_Rem
Indonesia XK2238, apaajaboleh10, Joltzzz, Katdon_donKat, ketiduran, Nishizumi
Italy Ikkun, A-40, D3kuu, Nara Bocchi, SkuII Kid, KITEMMUORT322
Japan uone, ekumea1123, syaron105, Seren58, Grape_Tea, nameless_ll
Malaysia Jerry, [Zeth], 6gicha, CrabCow, HHVanilla Ice, JyaKeii
Mexico Awwy, Iojioji, ZaveryK, Tatane, -HiddenTaco-, Kenrit-San
Netherlands TaikoMom, Boaz, Cookie_Tree, Krekker, Mr HeliX, StrijkIjzer
New Zealand Sparxe, Blujae, idk123456, Zed0x, New Zealand
Norway Mills, Vendelicious, Defectum, Mist31, Loff
Philippines Pochacco, Aiery, DescriptiCringe, Fynbi, Nytrioum, Rimazii
Poland bernard351, vethreal, boyan, flatspot_, fafik99, krytwal
Portugal BabySnakes, hi im costarino, Shinzui, Rosa, MeovvCAT, ChunChun04
Russian Federation TwinT, chayleaf, night_flower, Den4ik228, QuassBot, Ak1hiko
Singapore Prehistoria, Bobfree, Element118, dantoh000, I luv loleez, MattrexDark
South Korea Peaceful, applerss, Konpaku Sariel, 4_4, oL0, Laby
Spain Nara_NB, alexinet232, hunterjos, MantequillAlex, misterbola8, Penvoltio
Sweden Nurend, Raphalge, melancholicc, Invisible O, Soppatorsk
Switzerland MC2BP, Glacy, Niroe, Oui, Zero1519
Taiwan stu00608, monkeydluffy3u4, cat1346, Polemo03, Smallwu, _Llama
Turkey frukoyurdakul, NeuralG, skolodojko, xDeadlordx, zigizigiefe
United Kingdom goheegy, -Dusk, Daniels, Horiiizon, overdahedge2014, Metzo
United States general chicken, R J, AuroraPhasmata, Miniature Lamp, ChurroChef, cheese salad
Vietnam davidminh0111, AkiraPlayz, crazynt_ngu, JackTVN, njshift1

Podium

TWC 2022 podium

Mappools

Grand Finals

Download the mappack here (117 MB)

Finals

Download the mappack here (81 MB)

Semifinals

Download the mappack here (81 MB)

Quarterfinals

Download the mappack here (73 MB)

Round of 16

Download the mappack here (70 MB)

Round of 32

Download the mappack here (88 MB)

Qualifiers

Download the mappack here (48 MB)

Match results

Grand Finals

Detailed statistics for this round can be found here.

Saturday, April 23, 2022

Team A Team B Match link
South Korea 7 2 Indonesia #1

Sunday, April 24, 2022

Team A Team B Match link
Japan 7 1 South Korea #1

Finals

Detailed statistics for this round can be found here.

Saturday, April 16, 2022

Team A Team B Match link
Hong Kong 1 7 Indonesia #1
Germany 7 3 Sweden #1

Sunday, April 17, 2022

Team A Team B Match link
Germany 6 7 Indonesia #1
Japan 7 1 South Korea #1

Semifinals

Detailed statistics for this round can be found here.

Saturday, April 9, 2022

Team A Team B Match link
Australia 1 6 Taiwan #1
Sweden 6 2 Brazil #1
United Kingdom 6 4 Canada #1

Sunday, April 10, 2022

Team A Team B Match link
Indonesia 6 3 United States #1
Indonesia 6 3 United Kingdom #1
South Korea 6 1 Germany #1
Japan 6 1 Hong Kong #1
Taiwan 5 6 Sweden #1

Quarterfinals

Detailed statistics for this round can be found here.

Saturday, April 2, 2022

Team A Team B Match link
Brazil 6 3 Russian Federation #1
Malaysia 6 1 New Zealand #1
Finland 6 4 Turkey #1
Taiwan 6 5 China #1
Chile 6 3 Singapore #1
France 6 0 Switzerland #1
United States 6 3 Italy #1
Canada 6 3 Argentina #1

Sunday, April 3, 2022

Team A Team B Match link
United States 6 1 Malaysia #1
Hong Kong 6 3 Australia #1
South Korea 6 0 United Kingdom #1
Taiwan 6 2 France #1
Brazil 6 1 Finland #1
Japan 6 0 Sweden #1
Germany 6 3 Indonesia #1
Canada 6 2 Chile #1

Round of 16

Detailed statistics for this round can be found here.

Saturday, March 26, 2022

Team A Team B Match link
New Zealand 5 2 Philippines #1
Portugal 4 5 Singapore #1
Netherlands 1 5 Switzerland #1
Czech Republic 0 5 Argentina #1
Costa Rica 0 5 Turkey #1
Germany 5 3 France #1
Mexico 0 5 Italy #1

Sunday, March 27, 2022

Team A Team B Match link
United States 4 5 Australia #1
Hong Kong 5 1 Malaysia #1
South Korea 5 0 Finland #1
Poland 3 5 Russian Federation #1
Taiwan 4 5 Indonesia #1
Colombia 0 5 China #1
Japan 5 0 Chile #1
Brazil 4 5 United Kingdom #1
Canada 4 5 Sweden #1

Round of 32

Detailed statistics for this round can be found here.

Saturday, March 19, 2022

Team A Team B Match link
Chile 5 2 China #1
Malaysia 5 1 Russian Federation #1
France 5 2 Argentina #1
Japan 5 0 Colombia #1

Sunday, March 20, 2022

Team A Team B Match link
Brazil 5 0 New Zealand #1
South Korea 5 0 Mexico #1
Hong Kong 5 0 Poland #1
Australia 5 3 Turkey #1
United Kingdom 5 2 Philippines #1
Italy 3 5 Finland #1
Taiwan 5 1 Portugal #1
Indonesia 5 0 Singapore #1
Germany 5 0 Czech Republic #1
Canada 5 0 Netherlands #1
United States 5 0 Costa Rica #1
Sweden 5 0 Switzerland #1

Qualifiers

The final standings for the Qualifier stage can be found in the following spreadsheet. Detailed statistics for this round can be found here.

Qualifier results:

Seed Country Rank Sum
#1 Japan 16
#2 South Korea 36
#3 Germany 38
#4 Hong Kong 65
#5 United States 80
#6 Taiwan 88
#7 Brazil 104
#8 Canada 109
#9 Sweden 111
#10 United Kingdom 112
#11 Indonesia 113*
#12 Australia 113*
#13 Malaysia 121
#14 France 124
#15 Italy 126
#16 Chile 137
#17 China 143
#18 Finland 155
#19 Argentina 166
#20 Russian Federation 194
#21 Turkey 218
#22 Singapore 236
#23 Philippines 238
#24 Switzerland 244
#25 Netherlands 247
#26 New Zealand 259
#27 Portugal 262
#28 Costa Rica 271
#29 Poland 279
#30 Czech Republic 282
#31 Mexico 296
#32 Colombia 323
#33 Denmark 327
#34 Norway 335
#35 Spain 336
#36 Vietnam 354
#37 Austria 370

*: higher average team score used as a tiebreaker

Ruleset

Tournament rules

  1. The osu!taiko World Cup is a country-based 2 versus 2 team tournament, played on the osu!taiko game mode.
  2. Beatmap scoring is based on ScoreV2.
  3. The maps for each round will be announced by the mapset selectors on the Sunday before the actual matches take place. Only these will be used during the respective matches.
  4. The match schedule will be settled by the Tournament Management (see above).
  5. If no referee is available at match time, the match will be postponed.
  6. Use of the Visual Settings to alter background dim or disable beatmap elements like storyboards and skins are allowed.
    • Custom skin elements must not be used to alter core gameplay elements or mechanics.
  7. If the beatmap ends in a draw, the game will be nullified.
    • If a game is nullified, the beatmap will be replayed.
  8. Teams may ask for a rematch if a team member encounters technical difficulties while playing.
    • "Lag spikes" are not considered a valid reason to nullify a beatmap.
    • If a rematch happens, the original roster for each team during that particular beatmap must remain the same. If that is not possible, e.g. by virtue of a technical issue, both teams will be allowed to swap rosters.
    • This rule is not to be abused. Referees may veto a rematch request if they find that this is the case.
  9. 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.
  10. If a player disconnects, their scores will not be counted towards their team's total, unless adequate proof of said score is provided. The following are considered as acceptable proof:
    • Player point-of-view live stream snippets (commonly referred to as "clips" or "VODs"). The entirety of the play, along with the results screen must be clearly visible along with the affected player's score.
    • Replay files of the play, taken directly from the "Local scores" tab on the affected player's client (the timestamps must exactly match the time at which the game took place, as seen on the multiplayer lobby link).
    • Screenshots from other players taken directly in-game that show the affected player's score.
      • Screenshots from the results screen must clearly show the affected player's score. This is the preferred method.
      • Screenshots taken in-game at the time of disconnection may be accepted. Note that this method does not provide a one-to-one representation of that player's score. Using this method is not encouraged and it may be denied at the referee's discretion if the information provided is not sufficient to identify the player/score.
      • All screenshots MUST be taken using the game itself (using Shift + F12), that is, they must be hosted on the https://osu.ppy.sh/ domain. Any other form of screenshot will be denied.
    • Player scores may be derived from the official stream as a last resort, in cases where the match is streamed.
  11. If less than the minimum amount of required players are present at match time, the match can be postponed for up to 10 minutes. If after this period there are still not enough players for either team, a win by default will be declared for the side with the most members present.
    • The minimum amount of required players is the amount of players needed to play a beatmap without any vacant spots in the lobby (i.e. 2 participants must be present for the match to begin).
  12. If a player disconnects between beatmaps and the team cannot provide a substitute, the match can be delayed for up to 10 minutes (limited to once per team, per match).
  13. Exchanging players between games is allowed without limitations.
  14. The minimum size for a team is 3 players, and the maximum is 6.
  15. Players 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 players or staff, delaying the match, or other deliberate inappropriate misbehaviour are strictly prohibited, and will be punished accordingly.
  16. All players and staff must be treated with respect. Instructions from the referees and the Tournament Management are to be followed. Decisions labelled as final are not to be objected.
  17. The multiplayer chatrooms underlie the osu! community rules. All chat rules apply to the multiplayer chatrooms, too.
    • Breaking the chat rules may result in a silence. Silenced players cannot participate in multiplayer matches and must be exchanged for the duration of the punishment.
  18. Penalties for violating the tournament rules include, but are not limited to:
    • Exclusion of specific players for one beatmap.
    • Exclusion of specific players for an entire match.
    • Declaring the match as forfeited, or as a win by default for the other team.
    • Disqualification from the entire tournament.
    • Disqualification from the current and future official tournaments, until appealed.
  19. Referees may allow, at their discretion, lower or higher tolerances for timers.
  20. The Tournament Management may request liveplays or recordings of individual players or teams at any point.
  21. The Tournament Management reserves the right to modify these rules at any moment. Any such changes will be announced in advance.

Tournament registration

  1. Every user interested in joining their country's team signs up individually.
    • Tournament Management will create a list of potential candidates for a country's team.
    • Tournament Management will declare one candidate captain of their country's team.
  2. The declared captain will then form their team from the candidate list of their country.
    • Captains are expected to choose team members with honesty and good will, with the aim of fielding the strongest team possible.
    • Captains are allowed to exclude themselves from the team list.
    • Captains are allowed to conduct and coordinate "tryouts", tests to gauge player aptitude, on their own terms.
    • Captains may choose, with the approval of the Tournament Management, at any time, to transfer their role to other prospective team members. Once given, only the new captain may assign the captaincy to another player.
  3. To ensure valid registrations, every prospective participant will be manually checked by the account support team, in a manner similar to the tournament screening that is offered to community tournaments.
    • Every registered user will be assigned to their respective country's candidate list.
    • To be successfully accepted on the list, players are required to be placed #5000 or higher on the osu!taiko global ranking, and not have violated the osu! community rules within the last 12 months.
  4. All successfully formed teams will be published after the Registration Phase.
    • A team should have at least 4 players registered to have the chance to play the Qualifier stage. This limitation may be change depending on the amount of signups.
    • The top 32 seeded teams will qualify to the Round of 32.
  5. Tournament staff members are not allowed to play in the tournament, with the exception of commentators.

Qualifier instructions

  1. In the Qualifier stage, all teams will play a specific pool designed by the mappool selectors.
  2. The mappool will contain 5 brackets: NoMod, Hidden, Hard Rock, Double Time, and FreeMod. There will be no tiebreakers for this stage.
  3. The Qualifier pool will contain 10 maps. There will be 3 maps under the NoMod bracket, 2 maps for the Hidden, Hard Rock, and Double Time brackets, and 1 map for the FreeMod bracket.
  4. Teams will have to play the mappool twice at a designated time.
    • Teams may skip individual maps or the second run altogether if they so desire.
  5. The mappool is to be played in the following order: NM1, NM2, NM3, HD1, HD2, HR1, HR2, DT1, DT2, FM1. Teams may not ask to play the pool in any other order.
  6. Each team must have 2 players for each map. They can be exchanged freely after a map is concluded.
  7. A team's score for a map is considered as the highest combined team score for that map (i.e. the sum of each individual player's score). Only the highest score out of the two runs will be used for seeding.
  8. An optional 5-minute break will be offered between the first and second play-through of the mappool.
  9. All teams will play their qualifiers in separate rooms. It is suggested that teams 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.

Stage instructions

  1. Following the Qualifier stage, a double elimination bracket will be played. This means that the winning team 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

  • In the Qualifier stage, teams need to place in the top 32 seeded teams in order to advance to the following double elimination stages.
  • In the Round of 32 and Round of 16, teams need to win 5 maps to win a match (best of 9).
  • In the Quarterfinals and Semifinals, teams need to win 6 maps to win a match (best of 11).
  • In the Finals and Grand Finals, teams need to win 7 maps to win the match (best of 13).

Match instructions

  1. A referee will create a multiplayer room 15 minutes before the scheduled match time. Players must join the lobby in that period.
    • The room settings are Game mode: "osu!taiko", Team mode: "Team Vs" and Score mode: "ScoreV2". The room name must follow the pattern of TWC2022: ({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.
  2. Each captain can ban one beatmap from the pool. These beatmaps can not be picked by any team for the entire duration of the match.
  3. Both captains will alternate picking a beatmap from the mappool.
  4. Each captain must use !roll once in #multiplayer.
    • The winner of the !roll starts picking the first beatmap of the match.
    • The loser of the !roll starts banning one beatmap, followed by the winner of the !roll to ban a beatmap.
  5. Teams will have 2 minutes to pick a beatmap and 2 minutes to get ready. If a team takes more time than allotted, the procedures adopted will be as follows:
    • For the first occurrence:
      • The team will receive a verbal warning from the referee
    • On subsequent occurrences:
      • For a pick timer: a random map will be chosen from the mappool using !roll X, where X is the number of maps that were neither picked nor banned, excluding the tiebreaker.
      • 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 Tournament Management.
    • Each team will receive one "tactical timeout" of 2 minutes, to be used as extra time to pick or ban a beatmap. The tactical timeout is optional.
      • The tactical timeout may be called on a tiebreaker, provided that both teams' captains agree to it.
  6. Results for the Qualifier stage will be published via a statistics sheet.

Mappool instructions

  1. There will be 1 mappool for every stage of the tournament
  2. Each mappool consists of 5 brackets: NoMod, Hidden, Hard Rock, Double Time and FreeMod.
  3. The Qualifiers Stage mappool will consist of 10 maps, Round of 32 and Round of 16 will consist of 14 maps, Quarterfinals and Semifinals will consist of 15 maps, and the Finals and Grand Finals mappools will consist of 16 maps.
  4. 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.
  5. The NoMod bracket will be played with the No Fail mod activated.
  6. The Hidden, Hard Rock and Double Time brackets will be played with the respective mods activated along with the No Fail mod.
  7. The FreeMod bracket will have FreeMod activated, and the No Fail mod will be enforced. Each player may pick Hidden, Hard Rock or Hidden + Hard Rock.
    • When playing a FreeMod map, at least one player of each team must use a mod.
    • Both teams must select the No Fail mod in addition to their chosen mod combination.
    • Players must select different mod combinations. Using only Hidden, Hard Rock, or Hidden + Hard Rock for both players at the same time is not allowed. No Fail will not be counted as a mod (e.g. two players using No Fail + Hidden and Hidden will be considered as using the same mod combination).
  8. The tiebreaker will be played with FreeMod activated, but will not follow the FreeMod bracket rules: players do not need to have a mod activated and are allowed to select the same mod combination. Both teams must select the No Fail mod.
  9. The size of the NoMod bracket will be 3 for the Qualifiers, 4 for the Round of 32 and Round of 16, 5 for the Quarterfinals and Semifinals, and 6 for the Finals and Grand Finals.
  10. The size of the Hidden, Hard Rock and Double Time brackets will be 2 for all stages.
  11. The size of the FreeMod brackets will be 3 for all stages minus the Qualifiers, which will have 1 FreeMod map.

Scheduling instructions

  1. Each stage will be held on a single weekend.
  2. 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.
    • A team that doesn't pick a time slot by Thursday, March 10 23:59 UTC will be considered disqualified.
  3. All Bracket Stages will be held between Saturday 0:00 and Sunday 23:59 UTC+0.
  4. Scheduling will be handled by the Tournament Management. Schedules will be released on the Sunday before the first matches of the stage. Tournament Management will try to create the schedule to respect the participants' time zones.
    • In the Semifinals and subsequent stages, team captains may inform Tournament Management if they expect a specific time slot to be unavailable in the following week. Schedule updates will be granted to the best of Management's abilities.
  5. Reschedules will only be considered if both teams agree to a time and communicate it to the Tournament Management, before Wednesday 23:59 UTC+0 of the week the match is to take place on.
    • Reschedules may only be requested by a team captain.
    • Matches may not be scheduled to any time beyond Sunday, 19:00 UTC+0 of the week they are to be played at.
    • Do not ask for a reschedule unless it is absolutely needed. The Tournament Management reserves the right to deny any rescheduling request.
  6. Captains are responsible for their team's availability. Any mishaps resulting from a lack of transparency from a team are to be resolved internally, the Tournament Management will not intervene.