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osu!catch World Cup 2021 6vc32

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The osu!catch World Cup 2021 (CWC 2021) was a country-based osu!catch tournament hosted by the osu! team. It was the tenth instalment of the osu!catch World Cup.

Tournament schedule 3r1y1

Event Timestamp
Registration phase 2021-04-02/2021-04-15
Live drawings 2021-04-24 (14:00 UTC)
Group stage 2021-05-01/2021-05-02
Round of 16 2021-05-08/2021-05-09
Quarterfinals 2021-05-15/2021-05-16
Semifinals 2021-05-22/2021-05-23
Finals 2021-05-29/2021-05-30
Grand Finals 2021-06-05/2021-06-06

Prizes 62316h

Placing Prizes
Gold crown $150 per team member, unique profile badge, osu!catch Champion title for one year
Silver crown $80 per team member, unique profile badge
Bronze crown $40 per team member, unique profile badge

Organisation 6k3t1e

The osu!catch World Cup 2021 was run by the osu! team and various community .

Position Member(s)
Manager WalterToro
Mappool selector wwwww
Commentator Zak
Referee Yazzehh
Statistician Nwolf

Participants 4m3v2p

Country
Argentina [225]Zeus
Australia KWYJIBO
Belgium [-Kofu-]
Brazil Konohana Lucia
Canada had
Chile OKAYU MOGU MOGU
China Kitakami
Colombia KeviNL69
Denmark jonathancilius
Finland JonZkuu
Electr0o
Inryuka
Hong Kong AutoLs
Indonesia LeWind
Italy SirWaffle22
Japan gfbgd1
Malaysia [Pichu]
Mexico Firu
Netherlands Dutchman
Norway Cameragod
Peru zidaneaaron
Philippines -Rustyy
Poland Phob
Russian Federation cosilgam
Singapore yihao on osu
South Korea Rells
Sweden zapdatt
Taiwan XXXZ
Thailand - A i n a -
United Kingdom arwab
United States Lexii
Vietnam Huytimeclock

Podium 4k6m2c

CWC 2021 podium

Mappools 2m1c4y

Grand Finals 5c2bw

Finals 4g637

Semifinals 413v1h

Quarterfinals 6x526v

Round of 16 1cw70

Group stage q306y

Match results 226u70

Grand Finals 5c2bw

Sunday, 6 June 2021:

Team 1 Team 2 Match link
Hong Kong 7 2 United States #1
South Korea 7 1 Hong Kong #1

Finals 4g637

Saturday, 29 May 2021:

Team 1 Team 2 Match link
Hong Kong 2 7 South Korea #1
7 4 Canada #1

Sunday, 30 May 2021:

Team 1 Team 2 Match link
Philippines 5 7 United States #1
2 7 United States #1

Semifinals 413v1h

Saturday, 22 May 2021:

Team 1 Team 2 Match link
Hong Kong 7 2 #1
China 7 3 Indonesia #1
Russian Federation 7 4 Italy #1
Chile 6 7 Canada #1

Sunday, 23 May 2021:

Team 1 Team 2 Match link
South Korea 7 0 Philippines #1
United States 7 0 Australia #1
United States 7 6 China #1
Russian Federation 4 7 Canada #1

Quarterfinals 6x526v

Saturday, 15 May 2021:

Team 1 Team 2 Match link
Hong Kong 6 1 China #1
Finland 0 6 Indonesia #1
Poland 2 6 Italy #1

Sunday, 16 May 2021:

Team 1 Team 2 Match link
South Korea 6 1 Chile #1
Canada 6 2 Taiwan #1
Australia 6 3 #1
Philippines 6 3 Russian Federation #1
United States 5 6 #1

Round of 16 1cw70

Saturday, 8 May 2021:

Team 1 Team 2 Match link
Australia 0 6 South Korea #1
China 6 3 Italy #1

Sunday, 9 May 2021:

Team 1 Team 2 Match link
Finland 2 6 Philippines #1
6 5 Taiwan #1
Hong Kong 6 0 Poland #1
Indonesia 3 6 Russian Federation #1
2 6 Chile #1
United States 6 3 Canada #1

Group stage q306y

Saturday, 1 May 2021:

Team 1 Team 2 Match link
Belgium 5 2 Malaysia #1
5 1 Australia #1
South Korea 5 0 Japan #1
Hong Kong 5 0 Thailand #1
Taiwan 5 4 Japan #1
China 5 1 Finland #1
Vietnam 4 5 Singapore #1
Italy 2 5 Philippines #1
Thailand 5 3 Denmark #1
Poland 5 0 Vietnam #1
Hong Kong 5 1 Indonesia #1
Russian Federation 5 2 Singapore #1
5 0 Argentina #1
Argentina 3 5 Sweden #1
Chile 5 0 Norway #1
5 0 Colombia #1
Italy 5 0 Belgium #1
5 1 Sweden #1
Mexico 5 0 Norway #1
Brazil 5 0 Colombia #1
Canada 5 1 Mexico #1
Canada 4 5 Chile #1
Australia 5 2 Brazil #1

Sunday, 2 May 2021:

Team 1 Team 2 Match link
Australia 5 0 Colombia #1
Chile 5 1 Mexico #1
United States 5 0 Argentina #1
China 5 0 Peru win by default
Philippines 5 3 Belgium #1
Taiwan 5 0 United Kingdom #1
Philippines 5 0 Malaysia #1
South Korea 5 0 Taiwan #1
Russian Federation 5 3 Vietnam #1
Indonesia 5 0 Thailand #1
Italy 5 0 Malaysia #1
South Korea 5 0 United Kingdom #1
Hong Kong 5 0 Denmark #1
Japan 5 0 United Kingdom #1
Indonesia 5 0 Denmark #1
Poland 5 0 Singapore #1
China 5 0 Netherlands #1
Netherlands 5 1 Peru #1
United States 5 0 Sweden #1
Poland 4 5 Russian Federation #1
5 3 Brazil #1
Finland 5 1 Peru #1
Canada 5 2 Norway #1
1 5 United States #1
Netherlands 4 5 Finland #1

Ruleset 2b2854

Tournament rules 6s683s

  1. The osu!catch World Cup is a country-based team tournament played on the osu!catch game mode.
    • While this competition is planned as a 3 versus 3 setup, this might change depending on the number of incoming registrations.
  2. Map scoring will use Score V2.
  3. The maps for each round will be announced by the mapset selectors in advance on the Sunday before the actual matches take place. Only these will be used during the respective matches.
    • There will be a NoMod, DoubleTime bracket.
    • One map will be given as a tiebreaker map. This map will only be played in case of a tie at the match point.
  4. The match schedule will be settled by the Tournament Management (see below).
  5. If no staff or referee is available, the match will be postponed.
  6. Use of the Visual Settings to alter background dim or disable map elements like storyboards and skins are allowed.
  7. If the beatmap ends in a draw, the game will be nullified.
  8. If a player disconnects, they get treated as if they failed the map.
    • Disconnects within 30 seconds after the map begins can be rematched. This is up to the referee's discretion. The played beatmap might be aborted for this.
  9. Beatmaps cannot be reused in the same match unless the game was nullified.
  10. If less than the minimum required players attend, the maximum time the match can be postponed is 10 minutes. A 'Win by default' will be declared if there aren't enough players after this deadline.
  11. Exchanging players during a match is allowed without limitations.
  12. Lag is not a valid reason to nullify a beatmap.
  13. All players are supposed to keep the match running fluently and without delays. Excessive match delays coming from the player's side can be issued with penalties.
  14. If a player disconnects between the beatmaps and the team can not provide an exchange, the match can be delayed 10 minutes at maximum.
  15. All players and referees must be treated with respect. Instructions of the referees and tournament management are to be followed. Decisions labeled as final cannot be objected to.
  16. Disrupting the match by foul play, insulting and provoking other players or referees, delaying the match, or other deliberate inappropriate misbehavior is strictly prohibited.
  17. The multiplayer chatrooms underlie the osu! community rules. All chat rules apply to the multiplayer chatrooms. Breaking the chat rules results in a silence. Silenced players can not participate in multiplayer matches and must be exchanged for the time being.
  18. In the Group stage, 'Win by default' will be considered as a win by 5:0, +1.0 score difference ratio.
  19. Unexpected incidences are handled by the tournament management. Referees may allow higher tolerance depending on the given circumstances. This is up to their discretion.
  20. Penalties for violating the tournament rules can be:
  • Exclusion of specific players for one map
  • Exclusion of specific players for an entire match
  • Declaring the match as Lost by Default
  • Disqualification from the entire tournament
  • Disqualification from the current and future official tournaments until appealed
  • Any modification of these rules will be announced.

Tournament registration 6n5i1i

  1. Every interested in ing their country's team signs up individually.
    • Tournament Management will create a list of potential candidates for a country's team.
    • Tournament Management declares one candidate to the captain of the country's team, albeit temporarily.
    • The declared captain can form their team from the candidate list of their country.
  2. To ensure the validity and seriousness of registrations, Tournament Management will check every ed .
    • Every ed will be assigned to their respective country's candidate list.
    • To be successfully accepted on the list, you have to ensure that your global osu!catch performance ranking is above 5000.
    • To be successfully accepted on the list, you have to ensure that you did not violate the osu! community rules within the last 12 months.
  3. All successfully formed teams will be published after the registration phase.
  4. Only the 32 potentially strongest countries will participate. The potential strength of a country is determined by the online statistics of all valid candidates.
    • If the number of ed countries is below 32, the number might be reduced to 24, 20 or 16. The aim is always to let as many countries participate as possible!
  5. Mapset selectors may not participate as a player in this tournament.

Stage instructions 5n6g2t

  1. In the first stage (Group Stage), the teams will be divided into 8 groups of 4 teams.
    • This may change depending on how many teams are accepted into the competition at the end.
  2. All the teams from each group will face each other.
  3. Rankings of each group are determined by sorting the results of each team's performance in the following priority:
    • Most matches won.
    • Have higher {(the number of beatmaps won) - (the number of beatmaps defeated)}.
    • Most beatmaps won.
    • Winner of the match played previously between the tied teams.
    • In the event of a triple tie:
      • Have higher ∑{(total score difference) / (maximum score)}.
      • Winner of the rematch.
  4. The top 2 teams of each group will move on to the Knock-Out Stages.
    • This may change with the actual Group Stage setup.
  5. The following stages are Double Elimination stages. This means that the winner moves to the next stage and the losing team gets moved to the Losers bracket.
  6. Based on this image, the stages are split up into the following:
Stage Match ID
Round of 16 A, B, C, D, E, F, G, H
Quarterfinals I, J, K, L & R, S, T, U
Semifinals M, N & V, W, X, Y, Z, AA
Finals O & AB, AC, AD
Grand Finals AE, P, Q

Winning conditions 4s6w20

  • In Group Stage, you need to win 5 maps to win a match (best of 9).
  • In the Round of 16 and Quarterfinals, you need to win 6 maps to win a match (best of 11).
  • In the Semifinals, Finals, and Grand Finals, you need to win 7 maps to win the match (best of 13).

Match instructions 3d2i6y

  1. A referee will create a multiplayer room 15 minutes in advance. Players must gather during this period.
    • Room settings are osu!catch, Team-Vs., Win Condition: 'ScoreV2'. Room name must be "CWC2021: (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.
  2. Each captain has to ban one beatmap to be selected from the pool. These beatmaps are not allowed to be picked by any team in the entire match.
  3. Beatmap selection will alternate between each captain selecting a beatmap out of the map pool.
  4. 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.
  5. Captains may pick freely from any bracket.
    • In case of a tie, the tiebreaker map must be played.
  6. Teams will have 2 minutes to pick a beatmap and 2 minutes to get ready.
    • In case a team takes more than 2 minutes to pick a map, they will receive a warning from the referee. On subsequent occurrences, the referee will pick a random map available to pick from the mappool using !roll X, where X is the number of available maps to pick in the mappool.
    • Each team will receive a "tactical timeout" of two minutes, which can be used at any time during their team's pick, once per match. The tactical timeout is optional and is not required to be used.
  7. Results of the Group Stage will be published via a Statistics sheet.

Mappool instructions 3t16y

  1. There will be 1 mappool for the Group Stage, 1 mappool for the Round of 16, 1 mappool for the Quarterfinals, 1 mappool for the Semifinals, 1 mappool for the Finals and 1 mappool for the Grand Finals.
  2. Each mappool consists of 4 brackets: NoMod, DoubleTime.
  3. The Group Stage mappool will consist of 14 maps, Round of 16 and Quarterfinals will consist of 15 maps, Semifinals, Finals and Grand Finals mappool will consist of 16 maps.
  4. Each mappool has one tiebreaker.
  5. The NoFail mod will be forced on every map.
  6. The NoMod bracket will be played with no mods enabled at all (other than NoFail).
  7. The Hidden, HardRock and DoubleTime bracket will be played with the respective mods activated.
    • When playing a map from the HardRock or DoubleTime pool, Hidden can be used optionally by any player.
  8. The tiebreaker will be played with no mods selected or with the Hidden mod.
  9. The size of the NoMod bracket will be 4 in Group Stage, 5 in Round of 16 and Quarterfinals and 6 for Semifinals, Finals and Grand Finals.
  10. The size of the DoubleTime brackets will be 3 in all stages.

Scheduling instructions 1d623l

  1. Each stage will be held on a single weekend.
  2. Matches in Group Stage may overlap.
  3. All Double Elimination Stages will be held on either Saturday or Sunday, UTC+0.
  4. 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.
    • During the stages Quarterfinals and higher: Please inform tournament management before Sunday, if you expect a specific time slot to be unavailable in the following week. Wishes are tried to be followed, alas no promises can be made.
  5. 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 at 23:59 UTC+0 in that particular week when your match takes place.
  6. Reschedules may only be requested by a team captain.
    • Do not ask for a reschedule unless it is absolutely needed. The tournament staff still has the right to decline the request.
  7. Captains are responsible for their team's availability. The greater team size exists to ensure every team can provide at least three players for each match. If teams can not provide three players for a particular match, the match will be considered forfeited.