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osu!mania 7K World Cup 2019

MWC 7K 2019 logo

The osu!mania 7K World Cup 2019 (MWC 7K 2019) was a country-based osu!mania 7K tournament hosted by the osu! team. It was the fifth instalment of the osu!mania 7K World Cup.

Tournament schedule

Event Timestamp
Registration phase 2019-01-07/2019-01-19
Live drawings 2019-02-02 14:00:00 UTC
Group stage 2019-02-09/2019-02-10
Round of 16 2019-02-16/2019-02-17
Quarterfinals 2019-02-23/2019-02-24
Semifinals 2019-03-02/2019-03-03
Finals week 1 2019-03-09/2019-03-10
Finals week 2 2019-03-17

Prizes

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

Organisation

The osu!mania 7K World Cup 2019 was run by various community members.

Participants

Groups

Group Top seed Medium seed Low seed
A Philippines Japan Hong Kong
B United States Russian Federation Macau
C South Korea Taiwan Netherlands
D Brazil Germany United Kingdom
E Thailand Sweden Canada
F Indonesia France Argentina
G China Chile Denmark
H Poland Singapore Israel

MWC 7K 2019 bracket

Podium

MWC 7K 2019 podium

Mappools

Finals

This mappool was played during the Finals week 1 and Finals week 2.

Semifinals

Quarterfinals

Round of 16

Group stage

Match results

Finals week 2

Sunday, 17 March 2019:

Team 1 Team 2 Match link
China 0 7 South Korea #1
Philippines 1 7 South Korea #1
South Korea 7 0 Philippines #1

Finals week 1

Saturday, 9 March 2019:

Team 1 Team 2 Match link
Thailand 0 7 South Korea #1
Brazil 3 7 United States #1

Sunday, 10 March 2019:

Team 1 Team 2 Match link
United States 0 7 South Korea #1
Philippines 7 6 China #1

Semifinals

Saturday, 2 March 2019:

Team 1 Team 2 Match link
China 0 -1 South Korea win by default
France 0 6 Indonesia #1
Macau 0 6 Thailand #1
Chile 0 6 Brazil #1

Sunday, 3 March 2019:

Team 1 Team 2 Match link
Philippines 6 2 United States #1
Singapore 0 6 Poland #1
Thailand 6 1 Indonesia #1
Poland 1 6 Brazil #1

Quarterfinals

Saturday, 23 February 2019:

Team 1 Team 2 Match link
Germany 3 5 Chile #1

Sunday, 24 February 2019:

Team 1 Team 2 Match link
China 5 1 Brazil #1
Philippines 5 1 Indonesia #1
France 0 -1 Japan win by default
South Korea 5 0 Poland #1
Singapore 5 0 Netherlands #1
Macau 5 3 Sweden #1
Thailand 2 5 United States #1

Round of 16

Saturday, 16 February 2019:

Team 1 Team 2 Match link
Philippines 5 0 Singapore #1
Thailand 5 0 Germany #1
Indonesia 5 0 Netherlands #1
Macau 1 5 China #1
United States 5 0 Chile #1

Sunday, 17 February 2019:

Team 1 Team 2 Match link
France 0 5 South Korea #1
Japan 3 5 Poland #1
Sweden 0 5 Brazil #1

Group stage

Saturday, 9 February 2019:

Team 1 Team 2 Match link
Taiwan 0 4 South Korea #1
Japan 0 4 Philippines #1
Netherlands 4 3 Taiwan #1
Sweden 0 4 Thailand #1
Argentina 0 4 Indonesia #1
Israel 0 4 Singapore #1
United Kingdom 0 4 Brazil #1
Israel 0 4 Poland #1
Macau 0 4 United States #1
Canada 1 4 Sweden #1
Argentina 0 4 France #1
Germany 0 4 Brazil #1
Denmark 0 4 Chile #1

Sunday, 10 February 2019:

Team 1 Team 2 Match link
Chile 1 4 China #1
Canada 1 4 Thailand #1
Netherlands 0 4 South Korea #1
Denmark 0 4 China #1
Hong Kong 0 4 Japan #1
Hong Kong 0 4 Philippines #1
Singapore 1 4 Poland #1
Macau 4 0 Russian Federation #1
France 1 4 Indonesia #1
United Kingdom 1 4 Germany #1
Russian Federation 0 4 United States #1

Ruleset

Tournament rules

  1. The osu!mania 7K World Cup is a country-based team tournament, played on the osu!mania game mode.
    • While this competition is planned as a 2 versus 2 setup, this might change depending on the amount of incoming registrations.
  2. Beatmap scoring is based on Score V2.
  3. The beatmaps for each round will be announced by the Map Selector in advance on the Sunday before the actual matches take place. Only these will be used during the respective matches.
    • The Group Stage mappool will be announced after the drawings.
    • One beatmap will be given as a tiebreaker beatmap. This beatmap will only be played in case of a tie.
  4. 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. Failed players' scores do not get added to the team score.
    • Reviving and surviving during a beatmap is considered as passing it.
  7. Use of the Visual Settings to alter background dim or disable beatmap elements like storyboards and skins are allowed.
  8. If the beatmap ends in a draw, the game will be nullified.
    • If a game is nullified the beatmap will be replayed.
  9. If a player disconnects, they get treated as if they failed the beatmap.
    • Disconnects within 30 seconds after beatmap begin can be rematched. This is up to the referee's discretion. The played beatmap might be aborted for this.
    • If a rematch happens, the roster for each team during that particular beatmap must remain the same. If that is not possible (the player who got disconnected can't get back in time) then both teams are allowed to swap rosters.
  10. Beatmaps cannot be reused in the same match unless the game was nullified.
  11. The size of each team is restricted to a maximum of 4 players and a minimum of 2.
    • This might change depending on the amount of registrations.
  12. If less than the minimum required players attend, the maximum time the match can be postponed is 10 minutes.
  13. Exchanging players during a match is allowed without limitations.
  14. Lag is not a valid reason to nullify a beatmap.
  15. 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.
  16. If a player disconnects between the beatmaps and the team can not provide an exchange, the match can be delayed 10 minutes at maximum.
  17. 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.
  18. Disrupting the match by foul play, picking inappropriate warmup beatmaps (see below), insulting and provoking other players or referees, delaying the match or other deliberate inappropriate misbehavior is strictly prohibited.
  19. 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.
  20. In the Group stage, a 'Win by default' will be considered as a win by 4:0, +1.0 score difference ratio.
  21. Unexpected incidences are handled by the tournament management. Referees may allow higher tolerance depending on the given circumstances. This is up to their discretion.
  22. Penalties for violating the tournament rules can be:
    • Exclusion of specific players for one beatmap.
    • 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

  1. 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.
  2. 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!mania 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 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!
  5. Mapset selectors must not participate as a player in this tournament.

Stage instructions

  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. Following stages are Double Elimination Stages. This means that the winner moves on 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
  7. The Winning conditions for each stage will be:

    • 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

  1. A referee will create a multiplayer room 15 minutes in advance. Players must gather during this period.
    • Room settings are osu!mania, Team-Vs., Win Condition: 'ScoreV2'. Room name must be "MWC7K 2019: (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 team is free to select up to one warm-up beatmap. Using beatmaps with questionable content is prohibited. All beatmaps must be osu!mania 7K specific beatmaps.
  3. Each captain can ban one beatmap to be selected from the pool. These beatmaps are not allowed to be picked by any team in the entire match.
  4. Beatmap selection will alternate between each captain selecting a beatmap out of the mappool.
  5. 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.
  6. Results of the Group Stage will be published via a Statistics sheet.

Mappool instructions

  1. There will be 1 mappool for the Group Stage, 1 mappool for Round of 16, 1 mappool for the Quarterfinals, 1 mappool for the Semifinals and 1 mappool for the Finals.
    • The mappool for the Grand Finals will be the same one as the one used on the Finals.
  2. Each mappool consists of a fixed amount of maps each stage (see below) which will all be played under FreeMod conditions. This means that there is a unique FreeMod bracket.
  3. The Group Stage mappool will consist of 10 maps, Round of 16 and Quarterfinals will consist of 12 maps, SemiFinals will consist of 14 maps and the Finals mappool will consist of 16 maps.
  4. Each mappool has one tiebreaker.
  5. Possible mod choices for all maps are Hidden, FadeIn and Flashlight.
  6. The tiebreaker will be played under FreeMod conditions.

Scheduling instructions

  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.
    • In 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 at least 48 hours before the first match in that particular stage.
  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 teams availability. The greater team size exists to ensure every team can provide at least two players for each match. If teams can not provide two players for a match, the match will be considered forfeited.