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The osu! World Cup 2021 (OWC 2021) was a country-based osu! tournament hosted by the osu! team. It was the twelfth instalment of the osu! World Cup.
Registration phase |
2021-09-16/2021-09-30 |
Qualifier showcase |
2021-10-09 (14:00 UTC) |
Qualifier stage |
2021-10-16/2021-10-17 |
Round of 32 |
2021-10-23/2021-10-24 |
Round of 16 |
2021-10-30/2021-10-31 |
Quarterfinals |
2021-11-06/2021-11-07 |
Semifinals |
2021-11-13/2021-11-14 |
Finals |
2021-11-20/2021-11-21 |
Grand Finals |
2021-11-27/2021-11-28 |
The osu! World Cup 2021 offered a $5,000 cash prize pool and limited edition merch!
 |
48% of the prize pool, exclusive single-run merch, profile badge, "osu! Champion" title for one year |
 |
32% of the prize pool, exclusive single-run merch, profile badge |
 |
20% of the prize pool, exclusive single-run merch, profile badge |

The osu! World Cup 2021 was run by the osu! team and various community .
OWC 2021 podium
Grand Finals 2c11n
the mappack here (181 MB)
the mappack here (168 MB)
the mappack here (142 MB)
the mappack here (139 MB)
the mappack here (125 MB)
the mappack here (105 MB)
the mappack here (67 MB)
Grand Finals 2c11n
Detailed statistics for this round can be found here.
Saturday, November 27, 2021
Sunday, November 28, 2021
Detailed statistics for this round can be found here.
Saturday, November 20, 2021
Hong Kong |
2 |
7 |
South Korea |
#1 |
Canada |
7 |
4 |
United Kingdom |
#1 |
Sunday, November 21, 2021
Canada |
5 |
7 |
South Korea |
#1 |
United States |
7 |
6 |
|
#1 |
Detailed statistics for this round can be found here.
Saturday, November 13, 2021
Japan |
2 |
6 |
South Korea |
#1 |
Poland |
3 |
6 |
Romania |
#1 |
United States |
6 |
2 |
Hong Kong |
#1 |
Sunday, November 14, 2021
United Kingdom |
6 |
3 |
Taiwan |
#1 |
Russian Federation |
4 |
6 |
Australia |
#1 |
Australia |
5 |
6 |
United Kingdom |
#1 |
Romania |
2 |
6 |
South Korea |
#1 |
Canada |
2 |
6 |
|
#1 |
Detailed statistics for this round can be found here.
Saturday, November 6, 2021
Australia |
6 |
3 |
Singapore |
#1 |
Indonesia |
5 |
6 |
Romania |
#1 |
Taiwan |
6 |
1 |
Turkey |
#1 |
South Korea |
6 |
0 |
Norway |
#1 |
Finland |
5 |
6 |
China |
#1 |
Sweden |
6 |
5 |
Philippines |
#1 |
Brazil |
6 |
3 |
Netherlands |
#1 |
|
6 |
5 |
Chile |
#1 |
United States |
6 |
3 |
United Kingdom |
#1 |
Sunday, November 7, 2021
Canada |
6 |
1 |
Japan |
#1 |
China |
3 |
6 |
Taiwan |
#1 |
Sweden |
3 |
6 |
Australia |
#1 |
Russian Federation |
5 |
6 |
Hong Kong |
#1 |
Romania |
6 |
4 |
|
#1 |
South Korea |
6 |
3 |
Brazil |
#1 |
|
6 |
2 |
Poland |
#1 |
Detailed statistics for this round can be found here.
Saturday, October 30, 2021:
Argentina |
1 |
5 |
China |
#1 |
Uruguay |
1 |
5 |
Philippines |
#1 |
United States |
5 |
0 |
Brazil |
#1 |
Canada |
5 |
2 |
Taiwan |
#1 |
Indonesia |
2 |
5 |
Hong Kong |
#1 |
Spain |
0 |
5 |
Romania |
#1 |
Sunday, October 31, 2021:
|
5 |
2 |
Australia |
#1 |
Malaysia |
2 |
5 |
|
#1 |
Austria |
2 |
5 |
Norway |
#1 |
United Kingdom |
5 |
4 |
South Korea |
#1 |
Japan |
5 |
2 |
Finland |
#1 |
Singapore |
5 |
1 |
Ukraine |
#1 |
Poland |
5 |
3 |
Sweden |
#1 |
Czech Republic |
3 |
5 |
Netherlands |
#1 |
Chile |
1 |
5 |
Russian Federation |
#1 |
Mexico |
3 |
5 |
Turkey |
#1 |
Detailed statistics for this round can be found here.
Saturday, October 23, 2021:
Hong Kong |
5 |
2 |
Turkey |
#1 |
United Kingdom |
5 |
3 |
Singapore |
#1 |
Russian Federation |
5 |
0 |
China |
#1 |
Indonesia |
5 |
1 |
Mexico |
#1 |
Romania |
3 |
5 |
Taiwan |
#1 |
Sunday, October 24, 2021:
South Korea |
5 |
0 |
Ukraine |
#1 |
Brazil |
5 |
1 |
Philippines |
#1 |
Australia |
5 |
2 |
Norway |
#1 |
Japan |
5 |
4 |
Malaysia |
#1 |
|
5 |
0 |
Austria |
#1 |
Poland |
5 |
1 |
Czech Republic |
#1 |
Sweden |
5 |
1 |
Netherlands |
#1 |
|
3 |
5 |
Finland |
#1 |
Canada |
5 |
2 |
Spain |
#1 |
United States |
5 |
0 |
Uruguay |
#1 |
Chile |
5 |
0 |
Argentina |
#1 |
The final standings for the Qualifier stage can be found at the following spreadsheet. Detailed statistics for this round can be found here.
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The osu! World Cup is a country-based team tournament, played on the osu! game mode.
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Beatmap scoring will be based on Score V2.
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The beatmaps for each round will be announced by the mappool selectors on the Sunday before the actual matches take place.
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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.
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Match schedule will be handled by the Tournament Management.
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If no referee is available at match time, the match will be postponed.
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Use of the Visual Settings to alter background dim or disable beatmap elements like storyboards and skins are allowed.
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If a game ends in a draw it will be nullified and the beatmap replayed, herein called a rematch.
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Teams may ask for a rematch if a team member encounters technical difficulties while playing.
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"Lag spikes" are not considered a valid reason to nullify a beatmap.
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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.
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This rule is not to be abused. Referees may veto a rematch request if they find that this is the case.
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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's clearly communicated in the chatroom.
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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.
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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).
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Screenshots from other players taken directly in-game that show the affected player's score.
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Screenshots from the results screen must clearly show the affected player's score. This is the preferred method.
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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.
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All screenshots MUST be taken using the game itself, that is, they must be hosted on the https://osu-ppy-sh.tvgratuite.org/
domain. Any other form of screenshot will be denied.
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Player scores may be derived from the official stream as a last resort, in cases where the match is streamed.
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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 present.
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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).
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Exchanging players between games is allowed without limitations.
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Beatmaps must not be reused in the same match, except for rematches.
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The minimum team size for a team is 6 players, and the maximum is 8.
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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.
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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.
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The multiplayer chatrooms underlie the
osu! community rules. All chat rules apply to the multiplayer chatrooms, too.
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Penalties for violating the tournament rules include, but are not limited to:
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Exclusion of specific players for one beatmap.
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Exclusion of specific players for an entire match.
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Declaring the match as forfeited, or as a win by default for the other team.
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Disqualification from the entire tournament.
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Disqualification from the current and future official tournaments, until appealed.
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Referees may allow, at their discretion, lower or higher tolerances for timers.
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The Tournament Management reserves the right to modify these rules at any moment. Any such changes will be announced in advance.
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Every interested in ing their country's team signs up individually.
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The declared captain will then form their team from the candidate list of their country.
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Captains are expected to choose team with honesty and good will, with the aim of fielding the strongest team possible.
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Captains are allowed to exclude themselves from the team list.
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Captains are allowed to conduct and coordinate "tryouts", tests to gauge player aptitude, on their own .
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Captains may choose, with the approval of the Tournament Management, at any time, to delegate their role to other prospective team . Once given, only the new captain may assign the captaincy to another player.
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To ensure valid registrations, every prospective participant will be manually checked by the
tournament screening that is offered to community tournaments.
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All successfully formed teams will be published after the Registration Phase.
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Tournament staff are not allowed to play in the tournament, with the exception of the commentators.
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In the Qualifier stage, all teams will play a specific pool designed by the mappool selectors.
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The mappool will contain 4 brackets: NoMod,
DoubleTime. There will be no tiebreakers for this stage.
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The Qualifier pool will contain 10 maps. There will be 4 maps under the NoMod bracket and 2 maps for the other mod brackets.
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Teams will have to play the mappool twice at a designated time. The team's best play-through will be used for seeding.
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The mappool is to be played in the following order: NM1, NM2, NM3, NM4, HD1, HD2, HR1, HR2, DT1, DT2. Teams may not ask to play the pool in any other order.
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Each team must have 4 players for each map. They can be exchanged freely after a map is concluded.
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An optional 5-minute break will be offered between the first and second play-through of the mappool.
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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.
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The seeding method used for Qualifiers will be %MAX — the highest combined team score for each map will receive 100% of the points (i.e. a numerical value of 1), and every other team will be awarded a percentage of that top score. The individual map percentages will be added together to compose that team's final score, which is then sorted from highest to lowest, highest being seed #1.
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Only the top 32 seeded teams will advance to the Round of 32.
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Following the Qualifiers, 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.
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Teams in the losers bracket must play 2 matches each weekend starting from the Quarterfinals.
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Teams that lose a match in the losers bracket are eliminated from the tournament.
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In the Qualifiers, teams need to be seeded in the top 32 in order to advance to the Double Elimination stage.
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In the Round of 32 and Round of 16, teams need to win 5 maps to win a match (best of 9).
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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 a match (best of 13).
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Note: for the Grand Finals match, the team that is coming from the Winners bracket is required to win one "set", that is, one best of 13, to win the tournament. The team coming from the Losers bracket, however, needs to win 2 sets.
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A referee will create a multiplayer room 15 minutes before the scheduled match time. Players must the lobby in that period.
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The room settings are Game mode: "osu!", Team mode: "Team Vs" and Score mode: "ScoreV2". The room name must follow this pattern: "OWC2021: (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.
-
Each captain can ban
one beatmap to be selected from the pool in the Round of 32 and Round of 16. These beatmaps can not be picked by any team for the entire duration of the match.
-
Beatmap selection will alternate between each captain selecting a beatmap out of the mappool.
-
Each captain must use
!roll
once in
#multiplayer
.
-
The captain with the higher roll decides which team picks first.
-
The captain with the lower roll decides which team bans first.
-
From Quarterfinals onwards, the team that bans first will ban one map, then the other team will ban two maps, then finally the first team will make their final ban.
-
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.
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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.
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Results of the Qualifiers Stage will be published via a Statistics sheet.
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There will be a new mappool for every stage.
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Each mappool will consist of 5 brackets: NoMod,
here).
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Each mappool has a specific size depending on the stage.
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The Round of 32 and Round of 16 mappools will have 5 NoMod maps, 3 DoubleTime maps and 2 maps for each of the remaining mod brackets.
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The Quarterfinals, Semifinals, Finals and Grand Finals mappools will have 6 NoMod maps, 4 DoubleTime maps and 3 maps for each of the remaining mod brackets.
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The NoFail mod will be forced on every map.
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The NoMod bracket will be played with the NoFail mod.
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The Hidden, HardRock and DoubleTime brackets will be played with the respective mods enabled for all players.
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The FreeMod bracket will have "Free Mods" enabled, that is, players will be able to select what mods they use.
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Possible mod choices are Hidden, HardRock and Hidden+HardRock.
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When playing a FreeMod map, there must be one player with Hidden and one player with HardRock or Hidden+HardRock. For the remaining players, enabling mods is optional.
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The tiebreaker will be played under FreeMod conditions, but players are not forced to pick mods.
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Each stage will be held on a single weekend.
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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.
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All Bracket Stages will be held between Saturday 0:00 and Sunday 23:59 UTC+0.
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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.
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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.
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Reschedules may only be requested by a team captain.
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Matches may not be scheduled to any time beyond Sunday, 19:00 UTC+0 of the week they are to be played at.
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Do not ask for a reschedule unless it is absolutely needed. The Tournament Management reserves the right to deny any rescheduling request.
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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.