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The PERAK osu! Tournament (POT) was a double-elimination 1v1 osu! tournament hosted by Splacten and Larzz as part of the annual PERAK Games League festival. The tournament was open to all players who were registered as a student at (or alumni of) Universitas Indonesia's Faculty of Computer Science regardless of rank. It was the first iteration of the PERAK osu! Tournament.
Registration phase |
2021-01-17/2021-02-05 |
Technical meeting |
2021-02-12 |
Qualifiers |
2021-02-14/2021-02-21 |
Round of 12 |
2021-02-22/2021-02-28 |
Quarterfinals |
2021-03-01/2021-03-07 |
Semifinals |
2021-03-08/2021-03-14 |
Finals (week 1) |
2021-03-15/2021-03-21 |
Finals (week 2) |
2021-03-22/2021-04-04 |
|
2 months of osu!supporter, commemorative trophy |
The PERAK osu! Tournament was run by various Indonesian osu! community members.
Listed below are players who managed to qualify into the Round of 12 (along with their respective seed number and average map rank combined from each individual Qualifier beatmaps) out of 19 registered players in total.
This competition has come to an end and resulted in the following podium:
Sunday, 28 March 2021:
Sunday, 4 April 2021, Grand Final:
Friday, 19 March 2021:
Saturday, 20 March 2021:
Sunday, 21 March 2021:
Sunday, 14 March 2021:
Monday, 15 March 2021:
Friday, 5 March 2021:
Saturday, 6 March 2021:
Sunday, 7 March 2021:
Wednesday, 10 March 2021:
Thursday, 11 March 2021:
Friday, 26 February 2021:
Saturday, 27 February 2021:
Sunday, 28 February 2021:
Beatmap scoring is based on
ScoreV2.
The mapsets for each round will be announced by the Tournament Management in advance before the actual matches take place.
Match schedules will be predetermined by the Tournament Management. If there are any players who are unable to attend the current schedule for any reason, all other affected players may apply and settle for a reschedule at the #ganti-jadwal
channel in the tournament's Discord server.
A referee will create a multiplayer room 10 minutes in advance and will start to send out invites.
If a player does not show up within 10 minutes of the start time, their opponent wins by default.
If no staff or referee is available, the match will be postponed.
NoFail will be enforced in all beatmaps. This is to ensure that the points are to be awarded more fairly towards players who perform better in general during the course of the beatmap regardless of their remaining health at the end.
If a player disconnects, it will be treated as if they failed the beatmap.
If a player disconnects between beatmaps, the match can be delayed up to 15 minutes at most.
Lag is not a valid reason to nullify a beatmap.
If there are any problems during the match occurence, the Tournament Management will make a decision based on referee's report.
It is expected that all players be polite and respectful to each other. Penalties will be given if players violate.
All interested players are required to register into the tournament individually.
To ensure valid and serious registrations, every registered player will be checked by the Tournament Management.
The list of players who are deemed to be eligible to compete in the tournament will be published by the Tournament Management after the Registration Phase has ended.
Test players, referees, and mappool selectors may not participate as players in this tournament.
Each player will have to sign up to one of the twenty Qualifier lobbies that have been scheduled and prepared by the Tournament Management in advance.
In the lobby, players will have to consecutively play all of the ten Qualifier beatmaps in the order of NM1 → NM2 → NM3 → NM4 → HD1 → HD2 → HR1 → HR2 → DT1 → DT2.
Players are not allowed to ban any beatmaps in the Qualifiers.
Players are not allowed to join in (or register for) more than one Qualifier lobbies.
32 players with the
highest average rank combined from each individual Qualifier beatmaps will advance to the knock-out stages.
Failure to attend in any of the twenty Qualifier lobbies will result in an instant elimination from the tournament.
The 12 players who managed to get through from the Qualifiers will be matched to each other based on their Qualifiers seeding.
Players will compete against each other using the Double Elimination system.
The Double Elimination System works as follows:
Players who lose in the upper bracket can still play again on the lower bracket.
Players who lose in the lower bracket will be eliminated from the tournament.
In the Grand Final match, the winner of the the Upper Bracket will only need to win a single match against their opponent in order to claim the championship title. The winner of the Lower Bracket, however, will need to win two matches and enforce a Bracket Reset against their opponent in order to claim the championship title.
Players who can compete in the next round are determined by:
In the Round of 12 and the Quarterfinals, each player needs to win 5 points in order to win a match. (Best-of-9)
In the Semifinals and the Finals (week 1), each player needs to win 6 points in order to win a match. (Best-of-11)
In the Finals (week 2), each player needs to win 7 points in order to to win a match. (Best-of-13)
Players who win by default.
Whether there are players who are disqualified from the tournament.
Each player must use the
!roll
command once in the multiplayer lobby in order to determine the banning and picking order.
The winner of the !roll
gets to determine who gets the first pick and the second ban.
The loser of the !roll
gets the opposite by default.
This rule does not apply in the Qualifier lobbies.
Each player has to ban
one beatmap (in the Round of 12 and the Quarterfinals) or
two beatmaps (in the Semifinals onwards) from the corresponding mappool. These beatmaps will not be allowed to be picked by any player during the entire match.
Each player may not ban two beatmaps from the same mod pool, except from the NoMod pool. For example, banning NM1 and NM2 is allowed; banning NM1 and HD1 is allowed; banning HD1 and HD2, however, is not allowed.
Banning does not apply in the Qualifier lobbies.
There will be no warm-up beatmaps to be played in the multiplayer lobby. Players who are looking up to warm themselves up before the match are expected to do so by their own before the match commences.
In case of a tiebreaker, the tiebreaker map will be played with the FreeMod option enabled. Playing the tiebreaker map with a mod in hand however is
not mandatory as going with NoMod on the tiebreaker is also permitted.
The results of each match and any other relevant information regarding the match will be posted on the Discord server after the match has been concluded by the responsible referees.