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The osu!mania 4K World Cup 2021 (MWC 4K 2021) was a country-based osu!mania tournament hosted by the osu! team. It was the eighth instalment of the osu!mania 4K World Cup.
Registration phase |
2021-07-07/2021-07-21 |
Qualifier showcase |
2021-07-31 (14:00 UTC) |
Qualifier stage |
2021-08-07/2021-08-08 |
Round of 32 |
2021-08-14/2021-08-15 |
Round of 16 |
2021-08-21/2021-08-22 |
Quarterfinals |
2021-08-28/2021-08-29 |
Semifinals |
2021-09-04/2021-09-05 |
Finals |
2021-09-11/2021-09-12 |
Grand Finals |
2021-09-18/2021-09-19 |
|
$150 per team member, profile badge, "osu!mania 4K Champion" user title for one year |
|
$80 per team member, profile badge |
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$40 per team member, profile badge |
The osu!mania 4K World Cup 2021 was run by the osu! team and various community members.
Manager |
Azer, ChillierPear, Davvy, LeoFLT |
Mappool selector |
-mint-, Davvy, Shoegazer, WalterToro |
Mappool helper |
chxu, guden, Halogen-, Jakads, Jole, juankristal, lemonguy, Matthia, Mipha-, MyZterioN-, Orca-, Paturages, Penguinosity, Raveille |
Referee |
Albionthegreat, JDrago14, LeoFLT, nik, p3n, Speshimen, tigereyes144, Yazzehh |
Commentator |
Davvy, Halogen-, juankristal, Mipha-, Orca-, Paturages, PotassiumF, Raveille, Shoegazer, Toaph Daddy |
Statistician |
shdewz |
|
Argentina |
BossPlays, prodilex, NEDEAAAHHHH, [Crz]kOvID-, LeongKat, ottenst |
|
Australia |
ruka, a1ternation, Vegemite, Bounter, HD_AdreNaline, Nerd Guy |
|
Belgium |
Mortelspawn_, yetii, spamblock, Akeyro, shaafs, Joppe27 |
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Brazil |
Amerom, SillyFangirl, Lothus, Liight00, LeMarcinho, Lenn |
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Canada |
Piggy, NunotabaShinobu, Dale940, Stability, loafusofbread, GDMem |
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Chile |
kanocchi 3, Urusai, Stupud_cL, Rhyzt_cL, Jeanne Da Rin, faz_cL |
|
China |
[Crz]xz1z1z, [Crz]Satori, [Crz]sunnyxxy, [Crz]Caicium, [Crz]Mix0130, [Crz]Lucifer |
|
Colombia |
AlexxiTo, D3fusion, Naruzae, ag0, Nihil- |
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Finland |
LovelyN, Strachy, Camopoltergeist, Fireable, Saunaklonkku, Fisu |
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France |
PatouZ, Azubeur, Auraah, Koiidex, Elementaires, ZayyKen |
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Germany |
LastExceed, jkzu123, Maxim-Miau, Niko_Plays, medium kek, Sirbeyy |
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Guatemala |
[LS]Hanabi, Hoto Cocoa, CesarGS, MR acefrio, JZOEN |
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Hong Kong |
MegMewtwoZ, Quotient GD, Silkeee, -SoraIro-, Ricizus, Arswl |
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Indonesia |
Onta_Bekasi, nayuu, Reyi, RetroEX, I_cantplay, IceVee |
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Italy |
Kiraz, Veryi, [Crz]Cribob, Jeersy, CarrelloMine, Relae |
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Japan |
AMDuskia1996, CrewK, [Fairy]Phy, jhleetgirl, MM_Yuu, nakikaze |
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Latvia |
CrayZigg, Mantinsh, arcis666, Rolled5L |
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Malaysia |
cheewee10, xxxxxx2800, Neokje, [-Leon-], watarakisah, Cryolien |
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Netherlands |
2fast4you98, Bakuretsue, Tyronix, Shoira, Toxic Scent, NightNarumi |
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Norway |
[RS] F4st, Hennytai, Veslepus, Matseosu, Zekronz, prebert123 |
|
Peru |
[GS]DaZeRo5, [Crz]Kasumi, bxd_juice, Kamikho, Miaurichesu |
|
Philippines |
Silhoueska Elze, J1002, - Kura -, Swarmsii, Sirelia, TheMysteryL |
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Poland |
Tidek, DaDarkDragon, _underjoy, s_kolorowa, SitekX, Archaic84 |
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Portugal |
Rodrig0v, _Creamy, JAHDONG, Jiminho |
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Russian Federation |
Lerck, _lyko, wolfpup08, [Crz]Arachnon, X_Devil, fegasaren0133 |
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Singapore |
Xvenn, MrExpandion, IJosephI[GS], dabreadosan, Japeynius, riunosk |
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South Korea |
Transcendence, Flying Samira, KalkaiFanboy, popomon, gaesol1, Girls frontline |
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Spain |
aitor98, Komirin, Guldakh, Anas-, CrewK fanboy |
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Sweden |
[LS]Trymatic, diamondBIaze, SebbeBest, Lemmie, NeonDrakon, Emik |
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Switzerland |
Tupidix, Adyrem, Gamer97, Haprapra, CrashSmash, zipp |
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Taiwan |
[Crz]FolAH1217, [Rweiru], murorachi, Changpanda7045, signupredir111, Joylintp |
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Thailand |
HowToPlayLN, jimmyreturnz, MIkuaimbot, Achino, IjustLuvBanana, shokoha |
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Turkey |
hsod, BlueHydra11, bys4133, Ayhan2005 |
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Ukraine |
Shailexi, LonBertZend, Arstz, kaivoo, ADshush |
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United Kingdom |
Pope Gadget, Eliminate294, TingMomentum, XxNewson1234xX, Yonk_, Zoobin4 |
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United States |
Iylwrychi, Toaph Daddy, GripWarrior, BaniiYanii, stupud man, mashu |
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Uruguay |
etterna in osu, HopelessPlayer, El Milanga, cuchu93 |
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Venezuela |
_Yisus_, Neko-Pan, xXShyzDy0133Xx, Edvo, Doryoku, Cerelac |
|
Vietnam |
MashedPotato, Lottery61, Asrielly, CPT_Sivelia, TriDoanGaming, LovelyL |
MWC 4K 2021 podium
Note: This mappool was used for both Finals week 1 and 2.
Detailed statistics for Finals week 1 and 2 can be found here.
Sunday, September 19, 2021:
United States |
7 |
0 |
Malaysia |
#1 |
Brazil |
7 |
3 |
United States |
#1 |
Saturday, September 11, 2021:
Malaysia |
7 |
6 |
Japan |
#1 |
United Kingdom |
7 |
6 |
Vietnam |
#1 |
Sunday, September 12, 2021:
Malaysia |
7 |
4 |
United Kingdom |
#1 |
United States |
1 |
7 |
Brazil |
#1 |
Detailed statistics for this round can be found here.
Saturday, September 04, 2021:
China |
5 |
7 |
Japan |
#1 |
South Korea |
7 |
0 |
France |
#1 |
Philippines |
7 |
1 |
Singapore |
#1 |
Vietnam |
7 |
1 |
Indonesia |
#1 |
Sunday, September 05, 2021:
United Kingdom |
1 |
7 |
Brazil |
#1 |
United States |
7 |
1 |
Malaysia |
#1 |
Vietnam |
7 |
2 |
Philippines |
#1 |
Japan |
7 |
2 |
South Korea |
#1 |
Detailed statistics for this round can be found here.
Saturday, August 28, 2021:
Canada |
6 |
FF |
Argentina |
|
Japan |
6 |
1 |
Poland |
#1 |
Indonesia |
6 |
3 |
Taiwan |
#1 |
Hong Kong |
6 |
1 |
Italy |
#1 |
Thailand |
6 |
2 |
Russian Federation |
#1 |
Singapore |
6 |
4 |
Spain |
#1 |
France |
6 |
2 |
Netherlands |
#1 |
Chile |
6 |
0 |
Peru |
#1 |
Sunday, August 29, 2021:
United States |
6 |
1 |
Philippines |
#1 |
Malaysia |
6 |
1 |
Vietnam |
#1 |
Singapore |
6 |
3 |
Thailand |
#1 |
Hong Kong |
2 |
6 |
Japan |
#1 |
United Kingdom |
6 |
3 |
South Korea |
#1 |
Brazil |
6 |
1 |
China |
#1 |
Chile |
4 |
6 |
Indonesia |
#1 |
Canada |
2 |
6 |
France |
#1 |
Detailed statistics for this round can be found here.
Saturday, August 21, 2021:
South Korea |
6 |
3 |
Singapore |
#1 |
Finland |
3 |
6 |
Russian Federation |
#1 |
Colombia |
0 |
6 |
Italy |
#1 |
Sunday, August 22, 2021:
Philippines |
6 |
5 |
Canada |
#1 |
China |
6 |
5 |
Chile |
#1 |
Vietnam |
6 |
4 |
Hong Kong |
#1 |
Malaysia |
6 |
5 |
Japan |
#1 |
Taiwan |
6 |
1 |
Australia |
#1 |
Sweden |
2 |
6 |
Poland |
#1 |
Brazil |
6 |
1 |
Indonesia |
#1 |
United Kingdom |
6 |
2 |
Thailand |
#1 |
Venezuela |
2 |
6 |
Netherlands |
#1 |
Belgium |
0 |
6 |
Peru |
#1 |
United States |
6 |
3 |
France |
#1 |
Switzerland |
0 |
6 |
Spain |
#1 |
Germany |
3 |
6 |
Argentina |
#1 |
Detailed statistics for this round can be found here.
Saturday, August 14, 2021:
Philippines |
5 |
4 |
Taiwan |
#1 |
Japan |
5 |
3 |
Spain |
#1 |
South Korea |
5 |
1 |
Sweden |
#1 |
Singapore |
5 |
3 |
Poland |
#1 |
Indonesia |
5 |
3 |
Argentina |
#1 |
Hong Kong |
5 |
0 |
Russian Federation |
#1 |
Thailand |
5 |
0 |
Italy |
#1 |
Malaysia |
5 |
0 |
Switzerland |
#1 |
Sunday, August 15, 2021:
Canada |
5 |
0 |
Australia |
#1 |
Vietnam |
5 |
0 |
Finland |
#1 |
China |
5 |
0 |
Venezuela |
#1 |
France |
5 |
0 |
Peru |
#1 |
United Kingdom |
5 |
0 |
Colombia |
#1 |
United States |
5 |
0 |
Belgium |
#1 |
Brazil |
5 |
0 |
Germany |
#1 |
Chile |
5 |
0 |
Netherlands |
#1 |
The final standings for the Qualifier stage can be found at the following spreadsheet. Detailed statistics for this round can be found here.
The osu!mania 4K World Cup is a country-based team tournament, played on the osu!mania game mode.
Beatmap scoring will be based on Score V2.
The beatmaps for each round will be announced by the Mappool Selector Team on the Sunday before the actual matches take place.
Each 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.
Match schedule will be handled by the Tournament Management.
If no referees are available at match time, the match will be postponed.
Failed players' scores do not get added to the team score.
Use of the Visual Settings to alter background dim or disable beatmap elements like storyboards and skins are allowed.
If a game ends in a draw it will be nullified and the beatmap replayed, herein called a rematch.
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.
Beatmaps must not be reused in the same match, except for rematches.
The maximum size for a team is 6 players, and the minimum is 4.
If less than the minimum amount of required players are present at match time, it can be postponed for up to 10 minutes. If, after this period, there are still not enough players for either, a
win by default will be declared for the team with the most members present.
Exchanging players during games is allowed without limitations.
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.
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).
All players and staff must be treated with respect. Instructions of the referees and the Tournament Management are to be followed. Decisions labeled as final are not to be objected.
Disrupting the match by foul play, insulting and provoking other players or staff, delaying the match or other deliberate inappropriate misbehaviour are strictly prohibited.
The multiplayer chatrooms underlie the
osu! community rules. All chat rules apply to the multiplayer chatrooms, too.
Unexpected incidences will be handled by the Tournament Management. Referees may allow higher tolerance depending on the given circumstances. This is up to their discretion.
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.
The Tournament Management reserves the right to modify these rules at any moment. Any such changes will be announced in advance.
Every user interested in joining their country's team signs up individually.
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, to delegate their role to other prospective team members.
To ensure valid and serious registrations, every registered user will be manually checked by the Tournament Management.
All successfully formed teams will be published after the Registration Phase.
Organizers, Mappool Selectors and referees must not participate as a player in the tournament.
In the Qualifier stage, all teams will play a specific pool designed by the map selectors.
The Qualifier pool contains 8 maps, all of which will use FreeMod rules.
Teams will have to play the mappool twice at a designated time. Their best combined score will be used for seeding.
The mappool will be played in the order listed above.
Each team must have 3 players for each map. They can be exchanged freely after a map is concluded.
There will be an optional 5-minute break in between the first and second play-through of the mappool.
All teams will play their qualifiers in separate rooms. We suggest teams not to broadcast or share their results to avoid seed manipulation.
The seeding method used for Qualifiers will be weighted rank sum, where each team's map rank will be multiplied by a predetermined weight and then added together to compose that team's final score, which is then sorted from lowest to highest, lowest being seed #1.
The exact formula that will be used for each map is Map score = RANK(Team score) * Map weight
, where RANK
is the function that ranks the current Team score
against all team scores for the current map, and Map weight
is the weight for the current map, as defined by the table below.
The final team score to be sorted is defined as Final score = SUM(Map score)
, i.e. the sum of each map's Map score
.
The top 32 seeded teams will advance to the Round of 32.
The weights for the Qualifiers are as follows:
Weight |
0.1000 |
0.1625 |
0.1000 |
0.1250 |
0.1125 |
0.1125 |
0.1375 |
0.1500 |
Following the Qualifier stage, a Double Elimination stage will be played. This means that the winner continues in the winners' bracket, and the losing team gets moved to the losers' bracket.
Teams in the losers bracket must play 2 matches each weekend starting from the Quarterfinals.
Teams that lose a match in the losers' bracket get eliminated from the tournament.
In the Qualifiers, teams need to place in the top 32 seeded teams in order to advance to the Double Elimination stage.
In the Round of 32, teams need to win 5 maps to win a match (best of 9).
In the Round of 16 and Quarterfinals, teams need to win 6 maps to win a match (best of 11).
In the Semifinals, Finals, and Grand Finals, teams need to win 7 maps to win the match (best of 13).
A referee will create a multiplayer room 15 minutes in advance. Players must gather during this period.
Room settings are osu!mania, Team-Vs., Win Condition: 'ScoreV2'. Room name must be "MWC4K2021: (TeamRed) vs (TeamBlue)".
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.
Each captain can ban one beatmap to be selected from the pool. These beatmaps can not be picked by any team in the entire match.
Beatmap selection will alternate between each captain selecting a beatmap out of the mappool.
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.
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:
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 two minutes, to be used as extra time to pick or ban a beatmap. The tactical timeout is optional, and is not required to be used.
Results of the Qualifiers Stage will be published via a Statistics sheet.
There will be one mappool for each stage, except for the Finals and Grand Finals, which will share the same mappool.
Each mappool consists of a fixed amount of maps each stage which will all be played under FreeMod conditions. This means that there is a unique FreeMod bracket.
The mappool sizes are as follows:
Each mappool has one tiebreaker, except for the Qualifiers.
Possible mod choices for all maps are Hidden, FadeIn, Flashlight, and Mirror.
The tiebreaker will be played under FreeMod conditions.
Each stage will be held on a single weekend.
All matches will be held on either a Saturday or Sunday, UTC+0.
Scheduling will be handled by the Tournament Management. Schedules will be released on the Sunday before the first matches of the actual stage. Tournament Management will try to create the schedule to respect the participant's time zone.
In the stages Quarterfinals and higher: Please inform the Tournament Management before Sunday, if you expect a specific time slot to be unavailable in the following week. The Tournament Management will try to accommodate all wishes, but makes no promises.
Reschedules will only be considered if both teams agree to a time, this needs to be done and notified to the tournament staff before Wednesday, 23:59 UTC of that particular week when your match takes place.
Reschedules may only be requested by a team captain.
Captains are responsible for their teams' availability. The current team size exists to ensure every team can provide at least four players for each match. If teams can not provide four players for a match, the match will be considered forfeited.