osu!taiko World Cup 2018

The osu!taiko World Cup 2018 (TWC 2018) was a country-based osu!taiko tournament hosted by the osu! team. It was the eighth installment of the osu!taiko World Cup.

Tournament Schedule

Event Timestamp Registration Phase 2018-03-08/2018-03-21 Live Drawings 2018-03-31 (14:00 UTC) Group Stage 2018-04-07/2018-04-08 Round of 16 2018-04-14/2018-04-15 Quarterfinals 2018-04-21/2018-04-22 Semifinals 2018-04-28/2018-04-29 Finals 2018-05-05/2018-05-06 Grand Finals 2018-05-12/2018-05-13

Prizes

Placing Prize(s) $150 per team member, unique profile badge, "osu!taiko Champion" user title for one year $80 per team member, unique profile badge $40 per team member, unique profile badge

Organisation

The osu!taiko World Cup 2018 was run by various community members by distributing the multitude of tasks into various fields of responsibility.

Position Member(s) Manager juankristal, HappyStick, deadbeat Map Selector mangomizer, Nwolf, OnosakiHito Commentator Azer, Das, janitoreihil, karterfreak, Mew104, Raiden, Zetera Referee p3n, mangomizer, WalterToro, Deif Statistician deadbeat, Nwolf

Participants

Mappools

Finals

This mappool was played in Finals and Grand Finals.

Download the mappack here! (94 MB)

Semifinals

Download the mappack here! (96 MB)

Quarterfinals

Download the mappack here! (74 MB)

Round of 16

Download the mappack here! (73 MB)

Group Stage

Download the mappack here! (61 MB)

Match Results

Grand Finals

Sunday, 2018-05-13 Japan 7 5 Taiwan #1

Finals

Sunday, 2018-05-06 Canada 7 3 South Korea #1 Indonesia 7 0 United States -nullified- Japan 7 3 Taiwan #1

Saturday, 2018-05-12 Canada 7 0 Indonesia #1

Sunday, 2018-05-13 Taiwan 7 1 Canada #1

Semifinals

Saturday, 2018-04-28 Australia 6 2 Chile #1 Brazil 0 6 Indonesia #1 Poland 2 6 Spain #1

Sunday, 2018-04-29 Hong Kong 5 6 Canada #1 United States 3 6 Taiwan #1 Japan 6 0 South Korea #1 Indonesia 6 2 Australia #1 Canada 6 1 Spain #1

Quarterfinals

Saturday, 2018-04-21 Argentina 0 5 Hong Kong #1 Poland 5 2 France #1 United Kingdom 0 5 Brazil #1 Spain 1 5 United States #1

Sunday, 2018-04-22 Australia 5 1 Malaysia #1 South Korea 5 2 Indonesia #1 Japan 5 1 Chile #1 Taiwan 5 0 Canada #1

Round of 16

Sunday, 2018-04-15 Brazil 0 5 United States #1 Malaysia 0 5 Canada #1 Australia 0 5 Taiwan #1 France 1 5 Indonesia #1 Japan 5 0 Argentina -win by default- South Korea 5 0 Poland #1 Chile 5 1 Hong Kong #1 United Kingdom 1 5 Spain #1

Group Stage

Saturday, 2018-04-07 Netherlands 1 4 South Korea #1 Finland 1 4 Australia #1 Russian Federation 1 4 France #1 Venezuela 0 4 Taiwan -win by default- United Kingdom 3 4 France #1 Venezuela 1 4 Hong Kong #1 Germany 0 4 Poland #1 Finland 0 4 Chile #1 Germany 0 4 United States #1 Argentina 0 4 Canada #1, #2 Poland 0 4 United States #1

Sunday, 2018-04-08 Chile 4 1 Australia #1 South Korea 4 1 Brazil #1 Malaysia 0 4 Japan #1 Hong Kong 1 4 Taiwan #1 Ukraine 0 4 Japan #1 Spain 4 3 Indonesia #1 Ukraine 0 4 Malaysia #1 Italy 0 4 Indonesia #1 Russian Federation 0 4 United Kingdom #1 Italy 1 4 Spain #1 Portugal 1 4 Argentina #1 Portugal 0 4 Canada #1, #2 Netherlands 0 4 Brazil #1, #2

Ruleset

Tournament Rules

The osu!taiko World Cup is a country-based team tournament, played on the osu!taiko game mode. The competition will feature a 2v2 format with 3 substitues allowed for each team. Map scoring is based on Score V2. It uses an alternative way of weighting hit objects, accuracy and combo and alters various gameplay elements. It is available as unranked mod in song selection for practise on the Cutting Edge build. Read this thread for more information! The maps for each round will be announced by the mapset selector in advance on the Sunday before the actual matches take place. Only these will be used during the respective matches. One map will be given as a tiebreaker map. This map will only be played in case of a tie.

There will also be a Hidden, HardRock, DoubleTime and FreeMod bracket. Match schedule will be settled by the Tournament Management (see below). If no staff or referee is available, the match will be postponed. Failed players' scores do not get added to the team score. Reviving and surviving during a map gets considered as passing it. Use of the Visual Settings to alter background dim or disable map elements like storyboards and skins are allowed. If the beatmap ends in a draw, the game will be nullified. If a player disconnects, they get treated as if they failed the map. Disconnects within 30 seconds after map begin can be rematched. This is up to the referee's discretion. Beatmaps cannot be reused in the same match unless the game was nullified. If less than the minimum required players attend, the maximum time the match can be postponed is 10 minutes. Exchanging players during a match is allowed without limitations. Lag is not a valid reason to nullify a beatmap. All players are supposed to keep the match running fluent and without delays. Excessive match delays coming from the player's side can be issued with penalties. If a player disconnects between the beatmaps and the team can not provide an exchange, the match can be delayed 10 minutes at maximum. All players and referees must to be treated with respect. Instructions of the referees and tournament management is to be followed. Decisions labeled as final are not to be objected. Disrupting the match by foul play, picking inappropriate warmup maps (see below), insulting and provoking other players or referees, delaying the match or other deliberate inappropriate misbehavior is strictly prohibited. The multiplayer chatrooms underlie the osu! community rules. All chat rules apply to the multiplayer chatrooms, too. Breaking the chat rules results in a silence. Silenced players can not participate at multiplayer matches and must be exchanged for the time being. In Group stage, 'Win by default' will be considered as win by 4:0, +1.0 score difference ratio. Unexpected incidences are handled by the tournament management. Referees may allow higher tolerance depending on the given circumstances. This is up to their discretion. 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

Every user interested in joining 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. To ensure valid and serious registrations, every registered user will be checked by the Tournament Management. Every registered user 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!taiko 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. All successfully formed teams will be published after the Registration Phase. 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 amount of registered 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! Mapset selectors may not participate as a player in this tournament.

Stage Instructions

In the first stage (Group Stage), the teams will be divided into 8 groups of 3 teams. All the teams from each group will face each other. 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.

The top 2 teams of each group will move on to the Knock-Out Stages. This may change with the actual Group Stage setup. Following stages are Double Elimination Stages. This means that the winner moves to the next stage and the losing team gets moved to the Loser bracket. 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:

In Group Stage, you need to win 4 beatmaps to win a match. (Best-of-7)

In the Round of 16 and the Quarterfinals, you need to win 5 beatmaps to win a match. (Best-of-9)

In Semifinals, you need to win 6 beatmaps to win a match. (Best-of-11)

In the Finals and Grand Finals, you need to win 7 beatmaps to win a match. (Best-of-13)

Match Instructions

A referee will create a multiplayer room 15 minutes in advance. Players must gather during this period. Room settings are osu!taiko, Team-Vs., Win Condition: 'Score'. Room name must be "TWC 2018: (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. Each team is free to select up to one warm-up beatmap. Using beatmaps with questionable content is prohibited. All maps must be osu!taiko specific maps. 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. Beatmap selection will alternate between each captain selecting a beatmap out of the map pool. 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. Captains may pick freely from any bracket. In case of a tie, the tiebreaker map must be played. Results of the Group Stage will be published via a Statistics sheet.

Mappool Instructions

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 and 1 mappool for the Finals. Finals & Grand Finals use the same mappool. Each mappool consists of 5 brackets: NoMod, Hidden, HardRock, DoubleTime and FreeMod. Each mappool consists of 14 maps in total with the exception of the Finals pool which will have 16 maps in total. Each mappool has one tiebreaker. The NoMod bracket will be played with no modes activated. The Hidden, HardRock and DoubleTime bracket will be played with the respective modes activated. The FreeMod bracket will have FreeMod activated. Every individual player can pick Hidden, HardRock or both. When playing a FreeMod map, at least 1 player of each team must have at least one mode activated. The tiebreaker will be played under FreeMod conditions. When playing the tiebreaker, no one needs to have a mode activated. The size of the NoMod bracket will be 5 in all stages with the exception of the Finals which will have 6 maps. The size of the Hidden, HardRock and DoubleTime brackets will be 2 in all stages. The size of the FreeMod brackets will be 2 in all stages with the exception of the Finals which will have 3 maps.

Scheduling Instructions