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osu! European Tournament 2021

o!ET 2021 logo

The osu! European Tournament 2021 (o!ET 2021) was a 4v4 osu! tournament hosted by _yosh. The tournament was run in tiered-draft format, teams of 8 players were formed post qualifiers with 4 tiers and 2 players filled each tier. The tournament was also rank-restricted to rank between #1 and #30,000. It was the fourth instalment of the osu! European Tournament.

Tournament schedule

Event Timestamp
Registration phase 2021-04-04/2021-04-25
Screening 2021-04-26/2021-05-09
Qualifiers 2021-05-15/2021-05-23
Captains reveal 2021-05-24
Team drafting 2021-05-29/2021-05-30
Round of 16 2021-06-05/2021-06-06
Quarterfinals 2021-06-12/2021-06-18
Semifinals 2021-06-20/2021-07-02
Finals 2021-07-03/2021-07-04
Grand Finals 2021-07-09/2021-07-11

Prizes

Placing Prize
Gold crown Unique profile badge, profile banner
Silver crown Profile banner
Bronze crown Profile banner

Organisation

The osu! European Tournament 2021 was run by various community members.

Position Member(s)
Organizer _yosh
Mappool selector Chugger, Grave-, mp4, Tuco
Referee _yosh, Aidown, Grave-, Jimarrah, Mimir, mp4, Okupsa, Toffi, vitya490
Streamer Aidown, Toffi, wessel_osu2
Commentator Toffi, wessel_osu2
Designer shdewz
Wiki editor fajar13k

Participants

Note: Tiers were recorded at the end of qualifiers. Remaining players who didn't qualify aren't listed.

Teams

Note: The team captain is shown by the username in bold.

Podium

This competition has come to an end and resulted in the following podium:

Mappools

Grand Finals

Finals

Semifinals

Download the mappack here! (102 MB)

Quarterfinals

Download the mappack here! (93 MB)

Round of 16

Qualifiers

Tier 1

Download the mappack here! (63 MB)

Tier 2

Download the mappack here! (60 MB)

Tier 3

Download the mappack here! (54 MB)

Tier 4

Download the mappack here! (51 MB)

Match results

Grand Finals

Friday, 9 July 2021:

Team 1 Team 2 Match link
Team Papayapa 0 7 opa pizdec #1

Saturday, 10 July 2021:

Team 1 Team 2 Match link
The Cow Fields 3 7 opa pizdec #1

Sunday, 11 July 2021:

Team 1 Team 2 Match link
opa pizdec 7 6 The Cow Fields #1

Finals

Saturday, 3 July 2021:

Team 1 Team 2 Match link
Team Wilchq 4 7 opa pizdec #1
hidden coalas 7 1 bless sotarks #1

Sunday, 4 July 2021:

Team 1 Team 2 Match link
Team Papayapa 5 7 The Cow Fields #1
hidden coalas 1 7 opa pizdec #1

Semifinals

Sunday, 20 June 2021:

Team 1 Team 2 Match link
bless sotarks 6 4 hidden enjoyers #1
opa pizdec 6 1 Drużyna Nietrzeźwienia #1
hidden coalas 3 6 Team Papayapa #1
Team Damarsh 4 6 Шлёпа #1
Team Resoa 6 5 Team Wilchq #1

Thursday, 24 June 2021:

Team 1 Team 2 Match link
Alibaba toothbrush eyes 6 2 Team Okupsa #1

Sunday, 27 June 2021:

Team 1 Team 2 Match link
Alibaba toothbrush eyes 0 6 opa pizdec #1

Friday, 2 July 2021:

Team 1 Team 2 Match link
bless sotarks 6 1 Шлёпа #1

Quarterfinals

Saturday, 12 June 2021:

Team 1 Team 2 Match link
Swampy North 1 5 Drużyna Nietrzeźwienia #1
Шлёпа 5 1 scheduling heaven #1

Sunday, 13 June 2021:

Team 1 Team 2 Match link
Team HENKSELI 3 5 hidden enjoyers #1
Floppa Skill 3 5 Team Okupsa #1
opa pizdec 3 5 hidden coalas #1
Team Resoa 5 3 Team Damarsh #1
bless sotarks 3 5 Team Wilchq #1

Friday, 18 June 2021:

Team 1 Team 2 Match link
Alibaba toothbrush eyes 3 5 Team Papayapa #1

Round of 16

Saturday, 5 June 2021:

Team 1 Team 2 Match link
Team Resoa 5 2 Floppa Skill #1
Team Wilchq 5 3 Drużyna Nietrzeźwienia #1
bless sotarks 5 2 Swampy North #1

Sunday, 6 June 2021:

Team 1 Team 2 Match link
opa pizdec 5 0 Team HENKSELI #1
Team Okupsa 4 5 Team Damarsh #1
Alibaba toothbrush eyes 5 2 Шлёпа #1
hidden enjoyers 0 5 hidden coalas #1
scheduling heaven 2 5 Team Papayapa #1

Qualifiers

More detailed qualifier results can be accessed via these spreadsheets below:

Ruleset

General rules

  1. The tournament uses a 4v4 format, with drafted teams of 8. Each team will be composed of 2 players per tier.
    • Each tier has its own rank range. They go as follows:
      • Tier 1: #1 - #2,500
      • Tier 2: #2,501 - #7,500
      • Tier 3: #7,501 - #15,000
      • Tier 4: #15,001 - #30,000
      • There will not be a rank buffer for any of the ranges
  2. Only players from the Europe region may sign up to the tournament. Participants may find a list of European countries here. If they wish to enter the tournament even though the flag of their profile page isn't listed there, participants can contact the host through Discord DMs to discuss the matter.
  3. The matches will be played with the following win conditions: TeamVS, Score V2.
  4. The Badge Weighting System (BWS) is used for the registration part of the tournament, where the formula used is as follows: rank ^ 0.99 ^ badges ^ 2. However, the rank calculation will be slightly different, and each badge will not have the same weighting depending on participants' rank. More information regarding this can be found under the BWS section below.
  5. Each mappool and schedule for a weekend will be released at the latest on the Monday prior to that weekend, exceptions being exceptional circumstances or all matches that concluded early.
  6. Once all teams are formed, a Challonge bracket will be made and shuffled.
  7. A referee will be assigned to every match/lobby. Invites can be sent up to 10 minutes ahead of the scheduled match time.
  8. As this tournament might award a badge to the winning team, some members on the staff list are not allowed to participate. This rule affects referees, mappool selectors, playtesters and organizers.
  9. Anyone participating in this tournament (including staff) must have common decency, and not be overly toxic for no reason, otherwise a ban from the tournament will be enforced.
  10. Reschedules are to be done before each Friday of the running stage at 23:59 UTC.

BWS format

This tournament will introduce "progressive" Badge Weighting System (BWS), a format proposed by Sentenza aiming at weighing each badge differently, according to whether or not they ranked up past a tournament's rank range in which they won one or multiple badges. For instance, if a participant won a badge at rank #10,000 - #25,000 but ranked up beyond #10,000 (e.g. rank #7,000), their badge will weigh less than a badge they'd have won in a #5,000 - #15,000 rank range tournament.

Please check the following spreadsheet out to see an example with the cases of Defex and YoshiLover456. Defex ranked past the rank ranges of the two badged tournaments he won, so both his badges will weigh less towards his BWS rank, but not by much since he's still close to them (see and compare the O!ET example (Defex) with Original BWS Calc (Defex) sheets). This doesn't make much of a change, but for participants with a larger amounts of badges, it can have a significant impact. YoshiLover456 is naturally being hit with harsher BWS because of his badge amount (4), and still being in range for 3 of them. However, because he ranked out of the range of one tournament, said badge will weigh less, and will allow him to play in tier 3 instead of tier 2, which seems more fair.
For further concerns or debate with Sentenza about the format, please contact them by Discord DM at sentenza013#6435.

Draft procedure

  1. Captains will be added to a special chat 10 minutes before the draft, around the same time the EZ multiplier poll ends. The draft will be held in the dedicated text channel.
  2. A check-in will then be done, and once all captains have checked-in, the draft order will be randomised by shdewz's bot, shdewz-chan. The first player to come up on the randomised list will pick first, second will be second pick, and so on.
  3. If everything goes as planned, the entire draft will be held using the bot, and the following steps will apply. In the case the bot is not ready, everything will be done manually, but not much will change.
  4. The draft will begin with shdewz-chan mentioning the captain who is to pick. Captains have 2 minutes to decide on which player to pick, using a command provided to them. Once a captain has picked, shdewz-chan will mention the next captain to pick. This will go on until there are no players left to pick.
  5. Captains may freely pick from any tier, as long as their team does not have more than 2 players from the same tier.
  6. Picks will be done in order from 1 to 16. Once the 16th captain on the list has been reached, pick order will reverse until the first name on the original list is reached again (16, 15, 14, and so on... in a snake order draft). As such, the captains at 1st and 16th place get to pick twice, except for the first and last picks.

Match procedures & Mappools format

Qualifiers

  1. Each rank range will play a qualifiers mappool to determine the seeding for each tier. Only the top 32 from each tier may proceed to the draft.
  2. Every tier will play their qualifiers on a different mappool. The pool size will be:
    • 3 NoMod
    • 2 Hidden
    • 2 HardRock
    • 2 DoubleTime
    • This applies for all tiers
  3. There will be one playthrough of the pool for each player.
  4. The grace period for participants to show up to their lobby is 5 minutes. Players may reschedule to other lobbies if they missed their original lobby or as long as they haven't played one yet.
  5. The seeding will be done through the sum of each player's placement on each map. In the event of a tie by points, total score will be the deciding factor to break the tie.

Bracket stage

  1. Each team will be composed of 8 players, 2 players per tier.
  2. During a match, each team must have one player from each tier in the room. They may not substitute a player from a lower tier to play in place of a higher tiered one (e.g. tier 4 playing in place of their tier 3 or 2 player), or vice versa.
  3. If a team fails to show up or gather enough members to make a fully-working team (as described above) to a match, the other team will be granted a win. If neither teams show up to a match, the match will be rescheduled to a later time. Teams have 5 minutes of grace period to show up.
  4. This tournament's mappools will feature 4 modpools: Freemod, ForceMod, DoubleTime+FreeMod, Tiebreaker.
    • During a FreeMod, DoubleTime+FreeMod, or Tiebreaker pick, players can, but are not obliged to, select mods to play the map.
    • During a ForceMod pick, teams must select mods. Each team must choose a total of 3 mods, and must have 2 unique mod combinations on at least 2 players. Teams may select from Hidden, HardRock, Easy, and Flashlight. The following caveats apply:
      • HDHR counts as 2 mods and a unique mod combination, and is be considered as HR only. This means that to fulfil the unique mods requirement, another player has to use HD only.
      • Easy does not count towards the unique mods combination requirement, but contributes to the 3 total mods requirement, and its multiplier is to be determined.
      • The EZHD combination counts as 2 mods towards the 3 total mods requirement, but does not contribute to the unique mods requirement.
      • Flashlight counts as one unique mod combination and a single mod out of the 3 required.
      • For instance, HDHR/HD/EZ/NM, HR/HD/HD/HR, and HDHR/HD/EZ/EZ are mod combinations that work. However, HD/EZ/NM/NM does not work.
    • In the case of a tie in score, the Tiebreaker will be played (e.g. in a best of 11 match and 5-5 scenario, the tiebreaker will be played).
  5. Team captains will roll to determine the pick and ban order. The team that rolls the highest will ban in second and pick first.
  6. Teams will be allowed to ban 1 map per match up to Quarterfinals and Loser's Round 1, and 2 maps from Semifinals and onward. Ban alternation will be allowed if the pool supports 2 bans. However, they cannot ban 2 maps from the same mod pool, with the exception of Freemod.
  7. The winning condition, mappool format, and ban amount for each stage are listed as follows:
    • The Round of 16 and the Quarterfinals: Best of 9 (first to 5 points wins), 1 ban per team. Pool format: 5FM/3FO/3DT/3TB.
    • The Semifinals: Best of 11 (first to 6 points wins), 2 bans per team. Pool format: 7FM/4FO/4DT/3TB.
    • The Finals and the Grand Finals: Best of 13 (first to 7 points wins), 2 bans per team. Pool format: 8FM/5FO/5DT/3TB.
  8. Disconnections and aborts can only be made up to 30 seconds after a map's start for a replay of that map. After 30 seconds, the map will not be aborted, and the team that wasn't affected by the abort decides whether they wish to replay the map or not. Each team can call for an abort one time per match.