To: Cael Trenn
Subject: Application Result - CT7207
Time: 12:00 26/5/2041
DO NOT SHARE THIS MESSAGE TO ANYONE ELSE.
Thank you for participating in the application of the Axiom Program.
We were highly impressed by the performance you demonstrated in the evaluation system. Therefore, we would like to congratulate you for being chosen to participate in the Program.
Enclosed in this container is a virtual reality system, tailored specifically to your traits and potential. Launch instructions are embedded within the container. Once activated, the simulation cannot be externally reissued or replicated.
Please note that this program is to be used in secrecy. Do not share its content or provide access through any means — digital, verbal, or written. Any leakage will result in immediate withdrawal from the Program.
We wish you the very best on your learning journey.
— Veris Academy
Subject: Application Result - CT7207
Time: 12:00 26/5/2041
DO NOT SHARE THIS MESSAGE TO ANYONE ELSE.
Thank you for participating in the application of the Axiom Program.
We were highly impressed by the performance you demonstrated in the evaluation system. Therefore, we would like to congratulate you for being chosen to participate in the Program.
Enclosed in this container is a virtual reality system, tailored specifically to your traits and potential. Launch instructions are embedded within the container. Once activated, the simulation cannot be externally reissued or replicated.
Please note that this program is to be used in secrecy. Do not share its content or provide access through any means — digital, verbal, or written. Any leakage will result in immediate withdrawal from the Program.
We wish you the very best on your learning journey.
— Veris Academy
General Information
- This tournament is for the osu!mania gamemode, 4K keymode.
- This tournament is Free-For-All. Anyone can sign up, no matter the geographical region or rank.
- This tournament contains 3 phases: Qualifiers (1 week), 1v1 single-elimination Play-offs (2 weeks), and 1v1 double-elimination (7 weeks).
- The winner of each match is determined using ScoreV2 score gap. This is similar to Lazer Grand Arena's win condition; however, there are key differences: to avoid drastic gains from a singular advantage, SSR uses cumulative score gap instead of cumulative score, and this score gap is limited to 50,000.
- All scheduling will be done in UTC+0.
- The mappools of the tournament will feature no SVs.
- This tournament intends to obtain Official tournament . Therefore, all players will undergo a screening process before play commences. Staff must not have an official tournament cooldown for the role they are undertaking as.
- Staff are not allowed to play, except for streamers, commentators, and graphic designers. Eliminated players may be enlisted as mappool playtesters and/or replay creators; we are not looking for eliminated players g up as referees until further notice!
- For more details about Official tournament , please visit this page.
Registrations: May 26 - Jun 29
Screening: Jun 30 - Jul 13
Qualifiers:
- Mappool showcase: Jul 14
- Play: Jul 19 - 20
Play-offs:
- Mappool showcase: Jul 21
- Play - Week 1: Jul 26 - 27
- Play - Week 2: Aug 2 - 3
Round of 64:
- Mappool showcase: Aug 4
- Play: Aug 9 - 10
Round of 32:
- Mappool showcase: Aug 11
- Play: Aug 16 - 17
Round of 16:
- Mappool showcase: Aug 18
- Play: Aug 23 - 24
Quarterfinals:
- Mappool showcase: Aug 25
- Play: Aug 30 - 31
Semifinals:
- Mappool showcase: Sep 1
- Play: Sep 6 - 7
Finals:
- Mappool showcase: Sep 8
- Play: Sep 13 - 14
Grand Finals:
- Mappool showcase: Sep 15
- Play: Sep 20 - 21
Screening: Jun 30 - Jul 13
Qualifiers:
- Mappool showcase: Jul 14
- Play: Jul 19 - 20
Play-offs:
- Mappool showcase: Jul 21
- Play - Week 1: Jul 26 - 27
- Play - Week 2: Aug 2 - 3
Round of 64:
- Mappool showcase: Aug 4
- Play: Aug 9 - 10
Round of 32:
- Mappool showcase: Aug 11
- Play: Aug 16 - 17
Round of 16:
- Mappool showcase: Aug 18
- Play: Aug 23 - 24
Quarterfinals:
- Mappool showcase: Aug 25
- Play: Aug 30 - 31
Semifinals:
- Mappool showcase: Sep 1
- Play: Sep 6 - 7
Finals:
- Mappool showcase: Sep 8
- Play: Sep 13 - 14
Grand Finals:
- Mappool showcase: Sep 15
- Play: Sep 20 - 21
Due to the length of the ruleset, it has been hidden within the spoiler box below.
Click this spoiler box for the rules.
TOURNAMENT RULES
1. Solo Score Rush is a multi-bracket (single, and later double elimination) tournament, played on osu!stable, osu!mania game mode (4K variant).
2. Beatmap scoring is based on ScoreV2.
3. All matches will use Free Mod rules. This means the following mods are allowed: No Fail (NF), Mirror (MR), Fade In (FI), Hidden (HD), Flashlight (FL).
- As a result of No Fail being allowed, failed scores will be counted in their integrity.
4. The mappool for each stage will be announced by the mappool selectors on the official stream at appropriate times.
5. The match schedules for each stage will be announced by the tournament managers on the Master Sheet, as well as in the Discord Server via a player-only ping, on the Sunday before the matches take place.
6. Use of the Visual Settings to alter background dim or disable beatmap elements like storyboards and skins is allowed.
- Custom skin elements must not be used to alter core gameplay elements or mechanics in unintended ways.
7. If either player is not present at match time, the match can be postponed for up to 10 minutes. If after this period either player is not present, a win by default will be declared for the other player. If neither player is present, the match will be nullified and the player who has the higher Priority Rating (see WIN CONDITIONS, 2.) of the match's round wins by default.
8. Players may ask for a rematch if they encounter technical issues while playing within 30 seconds or 25% of the beatmap drain length (whichever happens first) of the game's start. Referees may, at their discretion, veto this request.
- "Lag spikes" are not considered a valid reason to rematch a beatmap.
- This rule is not to be abused. Referees may veto a rematch request if they find that this is the case.
9. If a player disconnects mid-game, their score will not be counted towards their cumulative, 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).
- Player scores may be derived from the official stream as a last resort, in cases where the match is streamed.
10. 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 by the tournament managers. Disrupting the match by foul play, insulting or provoking other players or staff, delaying the match, and other deliberate inappropriate misbehaviour are strictly prohibited, and will be punished accordingly.
11. Any attempts to manipulate bracket outcomes or future matchups may result in the immediate disqualification of the player from the competition. Examples of manipulative behavior include, but are not limited to:
- Deliberately playing poorly to lose a game or match.
- Colluding with other players to force a desired matchup.
- Forfeiting bracket matches without providing an adequate reasoning, or with the intention of getting a more favourable matchup.
12. All players and staff must be treated with respect. Instructions from the referees and the tournament managers are to be followed. Decisions labelled as final are not to be objected.
13. The multiplayer chatrooms underlie the osu! community rules. All chat rules apply to the multiplayer chatrooms where the matches will take place.
- Breaking the chat rules may result in a silence. Silenced players cannot participate in multiplayer matches for the duration of the punishment and, as a result, can have their match forfeited.
14. Penalties for violating the tournament rules include, but are not limited to:
- Removal of pick rights for a map or an entire match.
- Point deductions.
- Declaring the match as forfeited, or as a win by default for the other player.
- Disqualification from the entire tournament.
- Disqualification from the current and future official tournaments, until appealed.
15. Referees may allow, at their discretion, lower or higher tolerances for timers.
16. The tournament managers may request liveplays or recordings of individual players at any point in the tournament without prior warning.
17. The tournament managers will be responsible for receiving and investigating any tournament-related complaints.
18. The tournament managers reserve the right to modify these rules at any moment. Any such changes will be announced in advance.
TOURNAMENT REGISTRATION
1. Every interested in playing will be be required to sign up through the Player Registrations form.
2. To ensure valid registrations, every qualifying participant will be manually checked through the Tournament screening process.
3. Participants will be briefed on further steps via an announcement message at the end of the Player Registrations form.
4. Tournament staff are not allowed to play in the tournament, with the exception of streamers, commentators, and graphic designers. Eliminated players may be enlisted as mappool playtesters and/or replay creators. Note that per conventional Officially ed tournament rules, eliminated players may be enlisted as referees, however this role is not open for such individuals at the moment.
- The tournament managers must ensure that such staff do not have access to priviledged information, e.g. Qualifiers score information, mappool information before the mappool showcase, etc. They are to be treated as regular players whenever possible.
QUALIFIER INSTRUCTION
1. In the Qualifier stage, all players will play a specific mappool designed by the mappool selectors.
2. The Qualifier mappool contains 8 maps. There will be no tiebreakers for this stage.
3. Players will be asked to play the mappool twice at a designated time. This time will be held during specific time slots proposed by the tournament managers. Each player may choose a time slot in which they want to play, or request an EX slot when no timeframes are suitable (EX slot requests may be rejected if there are insufficient referees for the time of the slot). The player's best playthrough will be used for seeding.
4. The mappool is to be played according to the order listed on this page.
- Players may skip playing any beatmap on their second run.
5. An optional 3-minute break will be offered between the first and second playthrough of the mappool.
6. All players will play their qualifiers in the lobby they chose. Multiple players may share the same lobby. It is highly advised that players do not broadcast or share their results publicly to avoid seed manipulation.
7. The seeding method used for Qualifiers will be weighted rank sum, where each player's map rank will be multiplied by a predetermined weight and then added together to compose that player'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 128 seeded players will advance to the Play-offs.
The weights for the Qualifiers Seeds are as follows:
Stage 1: 0.25ㅣStage 2: 0.15ㅣStage 3: 0.15ㅣStage 4: 0.15ㅣStage 5: 0.1ㅣStage 6: 0.11ㅣStage 7: 0.05ㅣStage 8: 0.05
BRACKET STAGE INFORMATION
Matchup Information
Play-offs
1. The Play-offs stage is a single-elimination stage with specific rules.
2. After the qualification round, the remaining players will be divided into 4 different groups based on their Qualifiers seeds. Each group will have a different set of protocols to follow.
- 1st-16th seeds: The top 16 seeds of the Qualifiers will advance directly into the Round of 64 of the tournament. They do not need to participate in any matches during Play-offs.
- 17th-32nd seeds: Players within this group will participate in one match during Playoff Stage, played in Week 2 of this stage. Their opponent will be a player from the 97th-128th seed group. Players who win their matches in this stage will advance to Group Stage.
- 33rd-96th seeds: Players within this group will participate in one match during Playoff Stage, played in either week of this stage. Their opponent will be a player in the 33rd to 96th seed group — more specifically, (129 - the player's seed). Players who win their match in this stage will advance to Group Stage.
- 97th-128th seeds: Players within this group will participate in two matches during Playoff Stage. Their first match will be played in Week 1 of this stage, with their opponent being a player in the 97th-128th seed group — more specifically, (225 - the player's seed). If the player wins their first match, their second match will be played in Week 2 of this stage, with their opponent being a player in the 17th-32nd seed group. Players who win both of their matches in this stage will advance to Group Stage.
Bracket Stage
1. The Bracket Stage is a double elimination stage. Players advancing to this stage must lose two matches in this stage to be eliminated from the tournament.
2. After Play-offs, the remaining players will be seeded based on their performance in Play-offs. This will be used to determine the remaining players' opponents for the bracket stage. In particular, their opponent for the bracket stage will be (65 - the player's seed).
3. In a winners bracket match, the player who meets the winning condition in a match will be declared the winner of the match and will move further into the bracket. The loser of the match will fall into the losers bracket.
4. In a losers bracket match, the player who meets the winning condition in a match will be declared the winner of the match and will move further into the bracket. The loser of the match will be eliminated from the tournament.
5. Players who are in the winners bracket are required to play in one match in each stage. The only exception to this is if the player is the sole player in winner bracket in the Grand Finals stage, where if the player were to lose their first match in the Grand Finals stage, they will be required to play in a second match.
6. Players who are in the losers bracket at the start of the Round of 16 or further are required to play in two matches in a single stage. However, players who lose their first match in the losers bracket in those stages will be eliminated from the tournament, and thus no longer need to play in any further matches.
Match Protocol
1. Matches for this stage of the tournament will have players play an amount of picks (and depending on the match situation, a 'Final Scoring' map:
- Each round has a maximum amount of maps to be picked.
+ For Play-offs, Round of 64, and Round of 32, that amount is 6, excluding the 'Final Scoring'.
+ For Round of 16 and Quarterfinals, that amount is 8, excluding the 'Final Scoring'.
+ For Semifinals, Finals, and Grand Finals, that amount is 10, excluding the 'Final Scoring'.
- If the match is x maps away from the maximum amount of maps, and the cumulative score gap of a player is higher than that of the other player by 50,000*x or more, the player with the higher cumulative score gap is declared the winner.
- If the match has undergone the maximum amount of picks, but the cumulative score gap of a player is higher than that of the other player by less than 50,000, the 'Final Scoring' map will be played, and whoever has the higher cumulative score gap after this map is declared the winner.
2. Draft order will follow the ABBA format, where the higher-roll player (A) and the lower-roll player (B) will take turns picking and banning beatmaps.
3. Further instructions of each round can be seen below:
Play-offs, Round of 64, Round of 32:
- Each round's mappool will feature 12 maps.
- The draft order will be as follows:
+ Player A will ban one beatmap, followed by Player B also banning a beatmap: AB
+ Players will pick one beatmap, respecting the following order: BA
+ Players will ban one beatmap, respecting the following order: AB
+ Players will pick two beatmaps, respecting the following order: BAAB
+ The last pick will be the 'Final Scoring' map.
* At any point in the match, if the winning condition of a match is met (see BRACKET STAGE INFORMATION, Match Protocol, 1.), the match will end, and a winner is declared.
Round of 16, Quarterfinals:
- Each round's mappool will feature 14 maps.
- The draft order will be as follows:
+ Player A will ban one beatmap, followed by Player B also banning a beatmap: AB
+ Players will pick two beatmaps, respecting the following order: BAAB
+ Players will ban one beatmap, respecting the following order: BA
+ Players will pick two beatmaps, respecting the following order: ABBA
+ The last pick will be the 'Final Scoring' map.
* At any point in the match, if the winning condition of a match is met (see BRACKET STAGE INFORMATION, Match Protocol, 1.), the match will end, and a winner is declared.
Semifinals, Finals, Grand Finals:
- Each round's mappool will feature 16 maps.
- The draft order will be as follows:
+ Player A will ban one beatmap, followed by Player B also banning a beatmap: AB
+ Players will pick two beatmaps, respecting the following order: BAAB
+ Players will ban one beatmap, respecting the following order: BA
+ Players will pick three beatmaps, respecting the following order: ABBAAB
+ The last pick will be the 'Final Scoring' map.
* At any point in the match, if the winning condition of a match is met (see BRACKET STAGE INFORMATION, Match Protocol, 1.), the match will end, and a winner is declared.
WIN CONDITIONS
1. In the Qualifiers, players need to place in the top 64 seeded players in order to advance to later rounds.
2. In other rounds (ie. from Play-offs to Grand Finals), a player needs to be the player with the higher cumulative score gap in the winning condition (see BRACKET STAGE INFORMATION, Match Protocol, 1.) to win the match.
* Note: for the Grand Finals match, the player that is coming from the winners bracket is required to win one match to win the tournament. The player coming from the losers bracket, however, needs to win 2 matches. In other words, when the first match is won, the bracket reset is initiated, and the playing coming from the losers bracket must win again to win the tournament.
- If neither player is present, the match will be nullified and the player who has the higher Priority Rating of the match's round wins by default.
The weights for each round's Priority Rating are as follows:
Play-offs use the Qualifier Weights (see QUALIFIER INSTRUCTION, 7.).
Round of 64: Stage 1: 0.23ㅣStage 2: 0.14ㅣStage 3: 0.14ㅣStage 4: 0.17ㅣStage 5: 0.12ㅣStage 6: 0.09ㅣStage 7: 0.05ㅣStage 8: 0.05
Round of 32: Stage 1: 0.17ㅣStage 2: 0.09ㅣStage 3: 0.11ㅣStage 4: 0.2ㅣStage 5: 0.15ㅣStage 6: 0.14ㅣStage 7: 0.05ㅣStage 8: 0.09
Round of 16: Stage 1: 0.11ㅣStage 2: 0.04ㅣStage 3: 0.09ㅣStage 4: 0.22ㅣStage 5: 0.18ㅣStage 6: 0.18ㅣStage 7: 0.04ㅣStage 8: 0.13
Quarterfinals: Stage 1: 0.07ㅣStage 2: 0.03ㅣStage 3: 0.06ㅣStage 4: 0.19ㅣStage 5: 0.14ㅣStage 6: 0.24ㅣStage 7: 0.07ㅣStage 8: 0.19
Semifinals: Stage 1: 0.03ㅣStage 2: 0.01ㅣStage 3: 0.02ㅣStage 4: 0.18ㅣStage 5: 0.13ㅣStage 6: 0.3ㅣStage 7: 0.09ㅣStage 8: 0.24
Finals: Stage 1: 0ㅣStage 2: 0ㅣStage 3: 0ㅣStage 4: 0.14ㅣStage 5: 0.11ㅣStage 6: 0.36ㅣStage 7: 0.11ㅣStage 8: 0.29
Grand Finals: Stage 1: 0ㅣStage 2: 0ㅣStage 3: 0ㅣStage 4: 0.08ㅣStage 5: 0.06ㅣStage 6: 0.41ㅣStage 7: 0.12ㅣStage 8: 0.33
MATCH PROCEDURES
1. A referee will create a multiplayer room 10 minutes before the scheduled match time. Players must the lobby in that period.
- The room settings are Game mode: "osu!mania", Team mode: "Head-to-head", and Score mode: "ScoreV2". The room name must follow the pattern of SSR: ({Player 1}) vs. ({Player 2}). The player mentioned first in the room name must occupy the first space in the room's player list, the player mentioned second in the room name must occupy the second space in the room's player list.
2. Each player must use !roll once in the match's chatroom. After the rolls are set, match protocols will happen as described in BRACKET STAGE INFORMATION, Match Protocol, 3., where the player with the higher roll will be Player A.
3. Each player will receive one "tactical timeout" of 2 minutes, to be used as extra time to ban, pick, or ready for a beatmap. The tactical timeout may not be called on the opposing player's pick or ban phase.
4. Players will be allowed 90 seconds for each pick/ban phase (as described on the bracket stage instructions section), and an additional 90 seconds to press the Ready button on their client before play commences. If a player takes more time than allotted for either action, the procedures adopted will be as follows:
- For the first occurrence:
+ The player will receive a verbal warning from the referee; in addition, the referee may opt to forcefully use the player's tactical timeout to allow for the player to pick.
+ If the player does not pick a map within 15 seconds from when the timer expires, the referee will apply the procedure for subsequent occurrences listed below, i.e. a random pick will be used for a pick timer, and the match will be forcefully started for a ready timer.
- On subsequent occurrences:
+ For a pick timer: a random map will be chosen from the mappool by rolling a random number, based on the amount of beatmaps that were neither picked nor banned.
+ For a ready timer: the referee will issue the start command on a 10-second countdown. In this scenario, if the referee starts the match and either player is not present in the lobby, their opponent will receive 25,000 added to their cumulative score gap.
+ Repeat offenders may receive further sanctions from the tournament managers.
SCHEDULING INFORMATION
1. Each stage will be held on a single weekend, with the exception of the Play-offs, which will be held on two weekends.
2. Matches in Qualifiers will be held during specific time slots proposed by the tournament managers. Each player may choose a time slot in which they want to play, or request an EX slot when no timeframes are suitable (EX slot requests may be rejected if there are insufficient referees for the time of the slot), at a time no later than July 20, 20:00 UTC.
- A player that does not pick a time slot by July 20, 20:00 UTC will be considered disqualified.
3. All bracket stages may be held between Saturday 00:00 and Sunday 23:59 UTC.
- Other times may be available upon request. Consult with the tournament managers for more information.
4. Match scheduling will be handled by the tournament managers. Schedules will be released on the Sunday before the first matches of the stage. The tournament managers will try to create the schedule to respect the participants' time zones.
5. Reschedules may only be considered if both players agree to a time and communicate it to the tournament managers, before the time of the match.
- If no referees are available to overtake the match, the reschedule request will be rejected.
- The tournament managers reserve the right to deny any rescheduling request.
1. Solo Score Rush is a multi-bracket (single, and later double elimination) tournament, played on osu!stable, osu!mania game mode (4K variant).
2. Beatmap scoring is based on ScoreV2.
3. All matches will use Free Mod rules. This means the following mods are allowed: No Fail (NF), Mirror (MR), Fade In (FI), Hidden (HD), Flashlight (FL).
- As a result of No Fail being allowed, failed scores will be counted in their integrity.
4. The mappool for each stage will be announced by the mappool selectors on the official stream at appropriate times.
5. The match schedules for each stage will be announced by the tournament managers on the Master Sheet, as well as in the Discord Server via a player-only ping, on the Sunday before the matches take place.
6. Use of the Visual Settings to alter background dim or disable beatmap elements like storyboards and skins is allowed.
- Custom skin elements must not be used to alter core gameplay elements or mechanics in unintended ways.
7. If either player is not present at match time, the match can be postponed for up to 10 minutes. If after this period either player is not present, a win by default will be declared for the other player. If neither player is present, the match will be nullified and the player who has the higher Priority Rating (see WIN CONDITIONS, 2.) of the match's round wins by default.
8. Players may ask for a rematch if they encounter technical issues while playing within 30 seconds or 25% of the beatmap drain length (whichever happens first) of the game's start. Referees may, at their discretion, veto this request.
- "Lag spikes" are not considered a valid reason to rematch a beatmap.
- This rule is not to be abused. Referees may veto a rematch request if they find that this is the case.
9. If a player disconnects mid-game, their score will not be counted towards their cumulative, 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).
- Player scores may be derived from the official stream as a last resort, in cases where the match is streamed.
10. 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 by the tournament managers. Disrupting the match by foul play, insulting or provoking other players or staff, delaying the match, and other deliberate inappropriate misbehaviour are strictly prohibited, and will be punished accordingly.
11. Any attempts to manipulate bracket outcomes or future matchups may result in the immediate disqualification of the player from the competition. Examples of manipulative behavior include, but are not limited to:
- Deliberately playing poorly to lose a game or match.
- Colluding with other players to force a desired matchup.
- Forfeiting bracket matches without providing an adequate reasoning, or with the intention of getting a more favourable matchup.
12. All players and staff must be treated with respect. Instructions from the referees and the tournament managers are to be followed. Decisions labelled as final are not to be objected.
13. The multiplayer chatrooms underlie the osu! community rules. All chat rules apply to the multiplayer chatrooms where the matches will take place.
- Breaking the chat rules may result in a silence. Silenced players cannot participate in multiplayer matches for the duration of the punishment and, as a result, can have their match forfeited.
14. Penalties for violating the tournament rules include, but are not limited to:
- Removal of pick rights for a map or an entire match.
- Point deductions.
- Declaring the match as forfeited, or as a win by default for the other player.
- Disqualification from the entire tournament.
- Disqualification from the current and future official tournaments, until appealed.
15. Referees may allow, at their discretion, lower or higher tolerances for timers.
16. The tournament managers may request liveplays or recordings of individual players at any point in the tournament without prior warning.
17. The tournament managers will be responsible for receiving and investigating any tournament-related complaints.
18. The tournament managers reserve the right to modify these rules at any moment. Any such changes will be announced in advance.
1. Every interested in playing will be be required to sign up through the Player Registrations form.
2. To ensure valid registrations, every qualifying participant will be manually checked through the Tournament screening process.
3. Participants will be briefed on further steps via an announcement message at the end of the Player Registrations form.
4. Tournament staff are not allowed to play in the tournament, with the exception of streamers, commentators, and graphic designers. Eliminated players may be enlisted as mappool playtesters and/or replay creators. Note that per conventional Officially ed tournament rules, eliminated players may be enlisted as referees, however this role is not open for such individuals at the moment.
- The tournament managers must ensure that such staff do not have access to priviledged information, e.g. Qualifiers score information, mappool information before the mappool showcase, etc. They are to be treated as regular players whenever possible.
1. In the Qualifier stage, all players will play a specific mappool designed by the mappool selectors.
2. The Qualifier mappool contains 8 maps. There will be no tiebreakers for this stage.
3. Players will be asked to play the mappool twice at a designated time. This time will be held during specific time slots proposed by the tournament managers. Each player may choose a time slot in which they want to play, or request an EX slot when no timeframes are suitable (EX slot requests may be rejected if there are insufficient referees for the time of the slot). The player's best playthrough will be used for seeding.
4. The mappool is to be played according to the order listed on this page.
- Players may skip playing any beatmap on their second run.
5. An optional 3-minute break will be offered between the first and second playthrough of the mappool.
6. All players will play their qualifiers in the lobby they chose. Multiple players may share the same lobby. It is highly advised that players do not broadcast or share their results publicly to avoid seed manipulation.
7. The seeding method used for Qualifiers will be weighted rank sum, where each player's map rank will be multiplied by a predetermined weight and then added together to compose that player'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 128 seeded players will advance to the Play-offs.
The weights for the Qualifiers Seeds are as follows:
Stage 1: 0.25ㅣStage 2: 0.15ㅣStage 3: 0.15ㅣStage 4: 0.15ㅣStage 5: 0.1ㅣStage 6: 0.11ㅣStage 7: 0.05ㅣStage 8: 0.05
Matchup Information
Play-offs
1. The Play-offs stage is a single-elimination stage with specific rules.
2. After the qualification round, the remaining players will be divided into 4 different groups based on their Qualifiers seeds. Each group will have a different set of protocols to follow.
- 1st-16th seeds: The top 16 seeds of the Qualifiers will advance directly into the Round of 64 of the tournament. They do not need to participate in any matches during Play-offs.
- 17th-32nd seeds: Players within this group will participate in one match during Playoff Stage, played in Week 2 of this stage. Their opponent will be a player from the 97th-128th seed group. Players who win their matches in this stage will advance to Group Stage.
- 33rd-96th seeds: Players within this group will participate in one match during Playoff Stage, played in either week of this stage. Their opponent will be a player in the 33rd to 96th seed group — more specifically, (129 - the player's seed). Players who win their match in this stage will advance to Group Stage.
- 97th-128th seeds: Players within this group will participate in two matches during Playoff Stage. Their first match will be played in Week 1 of this stage, with their opponent being a player in the 97th-128th seed group — more specifically, (225 - the player's seed). If the player wins their first match, their second match will be played in Week 2 of this stage, with their opponent being a player in the 17th-32nd seed group. Players who win both of their matches in this stage will advance to Group Stage.
Bracket Stage
1. The Bracket Stage is a double elimination stage. Players advancing to this stage must lose two matches in this stage to be eliminated from the tournament.
2. After Play-offs, the remaining players will be seeded based on their performance in Play-offs. This will be used to determine the remaining players' opponents for the bracket stage. In particular, their opponent for the bracket stage will be (65 - the player's seed).
3. In a winners bracket match, the player who meets the winning condition in a match will be declared the winner of the match and will move further into the bracket. The loser of the match will fall into the losers bracket.
4. In a losers bracket match, the player who meets the winning condition in a match will be declared the winner of the match and will move further into the bracket. The loser of the match will be eliminated from the tournament.
5. Players who are in the winners bracket are required to play in one match in each stage. The only exception to this is if the player is the sole player in winner bracket in the Grand Finals stage, where if the player were to lose their first match in the Grand Finals stage, they will be required to play in a second match.
6. Players who are in the losers bracket at the start of the Round of 16 or further are required to play in two matches in a single stage. However, players who lose their first match in the losers bracket in those stages will be eliminated from the tournament, and thus no longer need to play in any further matches.
Match Protocol
1. Matches for this stage of the tournament will have players play an amount of picks (and depending on the match situation, a 'Final Scoring' map:
- Each round has a maximum amount of maps to be picked.
+ For Play-offs, Round of 64, and Round of 32, that amount is 6, excluding the 'Final Scoring'.
+ For Round of 16 and Quarterfinals, that amount is 8, excluding the 'Final Scoring'.
+ For Semifinals, Finals, and Grand Finals, that amount is 10, excluding the 'Final Scoring'.
- If the match is x maps away from the maximum amount of maps, and the cumulative score gap of a player is higher than that of the other player by 50,000*x or more, the player with the higher cumulative score gap is declared the winner.
- If the match has undergone the maximum amount of picks, but the cumulative score gap of a player is higher than that of the other player by less than 50,000, the 'Final Scoring' map will be played, and whoever has the higher cumulative score gap after this map is declared the winner.
2. Draft order will follow the ABBA format, where the higher-roll player (A) and the lower-roll player (B) will take turns picking and banning beatmaps.
3. Further instructions of each round can be seen below:
Play-offs, Round of 64, Round of 32:
- Each round's mappool will feature 12 maps.
- The draft order will be as follows:
+ Player A will ban one beatmap, followed by Player B also banning a beatmap: AB
+ Players will pick one beatmap, respecting the following order: BA
+ Players will ban one beatmap, respecting the following order: AB
+ Players will pick two beatmaps, respecting the following order: BAAB
+ The last pick will be the 'Final Scoring' map.
* At any point in the match, if the winning condition of a match is met (see BRACKET STAGE INFORMATION, Match Protocol, 1.), the match will end, and a winner is declared.
Round of 16, Quarterfinals:
- Each round's mappool will feature 14 maps.
- The draft order will be as follows:
+ Player A will ban one beatmap, followed by Player B also banning a beatmap: AB
+ Players will pick two beatmaps, respecting the following order: BAAB
+ Players will ban one beatmap, respecting the following order: BA
+ Players will pick two beatmaps, respecting the following order: ABBA
+ The last pick will be the 'Final Scoring' map.
* At any point in the match, if the winning condition of a match is met (see BRACKET STAGE INFORMATION, Match Protocol, 1.), the match will end, and a winner is declared.
Semifinals, Finals, Grand Finals:
- Each round's mappool will feature 16 maps.
- The draft order will be as follows:
+ Player A will ban one beatmap, followed by Player B also banning a beatmap: AB
+ Players will pick two beatmaps, respecting the following order: BAAB
+ Players will ban one beatmap, respecting the following order: BA
+ Players will pick three beatmaps, respecting the following order: ABBAAB
+ The last pick will be the 'Final Scoring' map.
* At any point in the match, if the winning condition of a match is met (see BRACKET STAGE INFORMATION, Match Protocol, 1.), the match will end, and a winner is declared.
1. In the Qualifiers, players need to place in the top 64 seeded players in order to advance to later rounds.
2. In other rounds (ie. from Play-offs to Grand Finals), a player needs to be the player with the higher cumulative score gap in the winning condition (see BRACKET STAGE INFORMATION, Match Protocol, 1.) to win the match.
* Note: for the Grand Finals match, the player that is coming from the winners bracket is required to win one match to win the tournament. The player coming from the losers bracket, however, needs to win 2 matches. In other words, when the first match is won, the bracket reset is initiated, and the playing coming from the losers bracket must win again to win the tournament.
- If neither player is present, the match will be nullified and the player who has the higher Priority Rating of the match's round wins by default.
The weights for each round's Priority Rating are as follows:
Play-offs use the Qualifier Weights (see QUALIFIER INSTRUCTION, 7.).
Round of 64: Stage 1: 0.23ㅣStage 2: 0.14ㅣStage 3: 0.14ㅣStage 4: 0.17ㅣStage 5: 0.12ㅣStage 6: 0.09ㅣStage 7: 0.05ㅣStage 8: 0.05
Round of 32: Stage 1: 0.17ㅣStage 2: 0.09ㅣStage 3: 0.11ㅣStage 4: 0.2ㅣStage 5: 0.15ㅣStage 6: 0.14ㅣStage 7: 0.05ㅣStage 8: 0.09
Round of 16: Stage 1: 0.11ㅣStage 2: 0.04ㅣStage 3: 0.09ㅣStage 4: 0.22ㅣStage 5: 0.18ㅣStage 6: 0.18ㅣStage 7: 0.04ㅣStage 8: 0.13
Quarterfinals: Stage 1: 0.07ㅣStage 2: 0.03ㅣStage 3: 0.06ㅣStage 4: 0.19ㅣStage 5: 0.14ㅣStage 6: 0.24ㅣStage 7: 0.07ㅣStage 8: 0.19
Semifinals: Stage 1: 0.03ㅣStage 2: 0.01ㅣStage 3: 0.02ㅣStage 4: 0.18ㅣStage 5: 0.13ㅣStage 6: 0.3ㅣStage 7: 0.09ㅣStage 8: 0.24
Finals: Stage 1: 0ㅣStage 2: 0ㅣStage 3: 0ㅣStage 4: 0.14ㅣStage 5: 0.11ㅣStage 6: 0.36ㅣStage 7: 0.11ㅣStage 8: 0.29
Grand Finals: Stage 1: 0ㅣStage 2: 0ㅣStage 3: 0ㅣStage 4: 0.08ㅣStage 5: 0.06ㅣStage 6: 0.41ㅣStage 7: 0.12ㅣStage 8: 0.33
1. A referee will create a multiplayer room 10 minutes before the scheduled match time. Players must the lobby in that period.
- The room settings are Game mode: "osu!mania", Team mode: "Head-to-head", and Score mode: "ScoreV2". The room name must follow the pattern of SSR: ({Player 1}) vs. ({Player 2}). The player mentioned first in the room name must occupy the first space in the room's player list, the player mentioned second in the room name must occupy the second space in the room's player list.
2. Each player must use !roll once in the match's chatroom. After the rolls are set, match protocols will happen as described in BRACKET STAGE INFORMATION, Match Protocol, 3., where the player with the higher roll will be Player A.
3. Each player will receive one "tactical timeout" of 2 minutes, to be used as extra time to ban, pick, or ready for a beatmap. The tactical timeout may not be called on the opposing player's pick or ban phase.
4. Players will be allowed 90 seconds for each pick/ban phase (as described on the bracket stage instructions section), and an additional 90 seconds to press the Ready button on their client before play commences. If a player takes more time than allotted for either action, the procedures adopted will be as follows:
- For the first occurrence:
+ The player will receive a verbal warning from the referee; in addition, the referee may opt to forcefully use the player's tactical timeout to allow for the player to pick.
+ If the player does not pick a map within 15 seconds from when the timer expires, the referee will apply the procedure for subsequent occurrences listed below, i.e. a random pick will be used for a pick timer, and the match will be forcefully started for a ready timer.
- On subsequent occurrences:
+ For a pick timer: a random map will be chosen from the mappool by rolling a random number, based on the amount of beatmaps that were neither picked nor banned.
+ For a ready timer: the referee will issue the start command on a 10-second countdown. In this scenario, if the referee starts the match and either player is not present in the lobby, their opponent will receive 25,000 added to their cumulative score gap.
+ Repeat offenders may receive further sanctions from the tournament managers.
1. Each stage will be held on a single weekend, with the exception of the Play-offs, which will be held on two weekends.
2. Matches in Qualifiers will be held during specific time slots proposed by the tournament managers. Each player may choose a time slot in which they want to play, or request an EX slot when no timeframes are suitable (EX slot requests may be rejected if there are insufficient referees for the time of the slot), at a time no later than July 20, 20:00 UTC.
- A player that does not pick a time slot by July 20, 20:00 UTC will be considered disqualified.
3. All bracket stages may be held between Saturday 00:00 and Sunday 23:59 UTC.
- Other times may be available upon request. Consult with the tournament managers for more information.
4. Match scheduling will be handled by the tournament managers. Schedules will be released on the Sunday before the first matches of the stage. The tournament managers will try to create the schedule to respect the participants' time zones.
5. Reschedules may only be considered if both players agree to a time and communicate it to the tournament managers, before the time of the match.
- If no referees are available to overtake the match, the reschedule request will be rejected.
- The tournament managers reserve the right to deny any rescheduling request.
Top 1: Profile badge (pending), 12 months of osu!er OR 22$
Top 2: 8 months of osu!er OR 16$
Top 3: 6 months of osu!er OR 12$
Prizes will increase with community donations - if you'd like to donate, visit our Ko-fi page, or kindly DM Lott (osu!) / 'lott_hhh' (Discord)!
Top 2: 8 months of osu!er OR 16$
Top 3: 6 months of osu!er OR 12$
Prizes will increase with community donations - if you'd like to donate, visit our Ko-fi page, or kindly DM Lott (osu!) / 'lott_hhh' (Discord)!
Host: Lott
, Poity 
Mappoolers: [GB]Rick
, Lott 
Mappers: [GB]Rick
, Ballistic
, Blue_Potion
, epic man 2
, Eclipse-
, Gamesnake7
, Hytex
, JustAnYDudEykNw
, kilotek
, KimMui
, Livium
, Micleak
, Reihynn
, snomi 
Playtesters: kilotek
, Lott
, ricetoasty
, snomi
, Sunyata 
Referees: Akace100
, Ilham
, ILUVPUERTORICO
, kittyboyyyyyy
, Logg45vs
, mightyxd
, Poity
, StalowyGen
, TheHunter1 
Streamers: [LS]Astal
, EpsilonMaiagare
, Logg45vs
, myucchii
, Znow 
Commentators: epic man 2
, Itawachi
, LivelyPeninsula
, Lott
, manwelcchii
, MashedPotato
, myucchii
, treeidk
, Znow 
Spreadsheeters: Albionthegreat
, Lott 
GFX Designers / Storyboarders: Lott
, TBA
Consultant: Albionthegreat
Staff registrations are always open, unless mentioned otherwise! We hope to gather more front-end staffs (referees, streamers, commentators,... in the days, so please consider ing if you satisfy the requirements to be one!
Mappoolers: [GB]Rick
Mappers: [GB]Rick
Playtesters: kilotek
Referees: Akace100
Streamers: [LS]Astal
Commentators: epic man 2
Spreadsheeters: Albionthegreat
GFX Designers / Storyboarders: Lott
Consultant: Albionthegreat
Staff registrations are always open, unless mentioned otherwise! We hope to gather more front-end staffs (referees, streamers, commentators,... in the days, so please consider ing if you satisfy the requirements to be one!