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We Go March! retot's Tournament

We Go March! retot's Tournament banner

The We Go March! retot's Tournament (WGMRT) was a double-elimination 3v3 osu! tournament hosted by retot. The tournament was held following a draft format and was open to all osu! players from Indonesia within the #1,000 - #50,000 rank range at the time of registration. It was the first iteration of the tournament series.

Tournament schedule

Event Timestamp
Registration phase 2025-03-14/2025-03-28
Screening phase 2025-03-29/2025-04-05
Drafting phase 2025-04-06
Swiss round (week 1) 2025-04-07/2025-04-13
Swiss round (week 2) 2025-04-14/2025-04-20
Swiss round (week 3) 2025-04-21/2025-04-27
Quarterfinals 2025-04-28/2025-05-04
Semifinals 2025-05-05/2025-05-11
Finals (week 1) 2025-05-12/2025-05-18
Finals (week 2) 2025-05-19/2025-05-25

Prizes

The We Go March! retot's Tournament offered an initial prize pool of 1,000,000 IDR as generously provided by the tournament's staffs. This prize pool was further increased from community donations.

Placing Prize(s)
Gold crown 50% of the accumulated prize pool, profile banner, unique profile badge (pending)
Silver crown 30% of the accumulated prize pool, profile banner
Bronze crown 20% of the accumulated prize pool

Organisation

The We Go March! retot's Tournament was run by various osu! community members from Indonesia and beyond.

Position Member(s)
Host retot
Mappool selector retot, Lunasia
Custom mapper Jucky, jiwoas, Funbun_, fnayR
Playtester and replayer GNX
Streamer retot, Lunasia
Commentator retot, Artaa27, salt and honey, FishStar, Seox, NaFish
Referee Lunasia, Jucky, laks, Artaa27, Skylineok, diorytt, SDKO, YaeMyMommy, Lunasa
Graphic designer Jucky, laks, jonjot
Forum writer laks
Spreadsheet manager Sunohara Kokona
Wiki editor Niva

Participants

Podium

This competition has come to an end and resulted in the following podium:

Placing Player
Gold crown 最tua & 黒 se世界 ( Caruma, Fuma, FAW, Ascaveth, Crownest, c4w)
Silver crown #PEGAONTOP ( Seox, ThatNOOBguy, Somay 287, Mashima Himeko, -Blue21-, Worcester)
Bronze crown 5 Melon 1 Korean ( -CircleParadox-, salt and honey, Anhydrous, Kozakura-, RockingSushi, agato)

Mappools

Finals (week 2)

Finals (week 1)

Semifinals

Quarterfinals

Swiss round (week 3)

Swiss round (week 2)

Swiss round (week 1)

Match results

Finals (week 2)

Saturday, 24 May 2025:

Bracket Team 1 Team 2 Match link
Lower #PEGAONTOP 8 3 5 Melon 1 Korean #1

Sunday, 25 May 2025:

Bracket Team 1 Team 2 Match link
Grand Final 最tua & 黒 se世界 8 7 #PEGAONTOP #1

Finals (week 1)

Saturday, 17 May 2025:

Bracket Team 1 Team 2 Match link
Lower santoso gacor 2 8 apa aja lah bebas #1
Lower 5 Melon 1 Korean 8 4 SpeedBus Pasuruan #1

Sunday, 18 January 2025:

Bracket Team 1 Team 2 Match link
Upper #PEGAONTOP 5 8 最tua & 黒 se世界 #1
Lower 5 Melon 1 Korean 8 6 apa aja lah bebas #1

Semifinals

Saturday, 10 May 2025:

Bracket Team 1 Team 2 Match link
Upper 5 Melon 1 Korean 4 7 #PEGAONTOP #1

Sunday, 11 May 2025:

Bracket Team 1 Team 2 Match link
Lower SpeedBus Pasuruan 7 4 gw ngikut aj #1
Lower Pengawal Mama 4 7 apa aja lah bebas #1
Upper 最tua & 黒 se世界 7 1 santoso gacor #1

Quarterfinals

Saturday, 3 May 2025:

Bracket Team 1 Team 2 Match link
Upper #PEGAONTOP 7 5 apa aja lah bebas #1

Sunday, 5 January 2025:

Bracket Team 1 Team 2 Match link
Upper 最tua & 黒 se世界 7 3 SpeedBus Pasuruan #1
Upper gw ngikut aj 6 7 santoso gacor #1
Upper 5 Melon 1 Korean 7 2 Pengawal Mama #1

Swiss round

Overall standings

Rank Team name Points Wins Losses Map difference
1 5 Melon 1 Korean 18 6 0 +20
2 最tua & 黒 se世界 14 5 1 +20
3 #PEGAONTOP 10 4 2 +5
4 gw ngikut aj 6 3 3 +2
5 santoso gacor 5 3 3 -3
6 apa aja lah bebas 2 2 4 -7
7 SpeedBus Pasuruan -1 1 5 -10
8 Pengawal Mama -6 0 6 -27

Swiss round (week 3)

Saturday, 26 April 2025:

Match code Team 1 Team 2 Match link
SW3-1 Pengawal Mama 2 6 #PEGAONTOP #1
SW3-8 apa aja lah bebas 2 6 5 Melon 1 Korean #1
SW3-2 最tua & 黒 se世界 6 0 Pengawal Mama #1
SW3-4 SpeedBus Pasuruan 1 6 最tua & 黒 se世界 #1
SW3-6 santoso gacor 2 6 apa aja lah bebas #1

Sunday, 27 April 2025:

Bracket Team 1 Team 2 Match link
SW3-5 #PEGAONTOP 4 6 gw ngikut aj #1
SW3-7 5 Melon 1 Korean 6 4 SpeedBus Pasuruan #1
SW3-3 gw ngikut aj 3 6 santoso gacor #1

Swiss round (week 2)

Saturday, 19 April 2025:

Match code Team 1 Team 2 Match link
SW2-1 Pengawal Mama 2 6 apa aja lah bebas #1
SW2-4 最tua & 黒 se世界 6 2 santoso gacor #1
SW2-8 5 Melon 1 Korean 6 4 gw ngikut aj #1
SW2-2 santoso gacor 6 1 Pengawal Mama #1

Sunday, 20 April 2025:

Match code Team 1 Team 2 Match link
SW2-6 SpeedBus Pasuruan 4 6 #PEGAONTOP #1
SW2-3 apa aja lah bebas 2 6 最tua & 黒 se世界 #1
SW2-7 gw ngikut aj 6 2 SpeedBus Pasuruan #1
SW2-5 #PEGAONTOP 2 6 5 Melon 1 Korean #1

Swiss round (week 1)

Saturday, 12 April 2025:

Match code Team 1 Team 2 Match link
SW1-8 santoso gacor 6 5 SpeedBus Pasuruan #1
SW1-2 最tua & 黒 se世界 6 3 gw ngikut aj #1
SW1-4 SpeedBus Pasuruan 6 2 Pengawal Mama #1

Sunday, 13 April 2025:

Match code Team 1 Team 2 Match link
SW1-6 #PEGAONTOP 6 4 最tua & 黒 se世界 #1
SW1-3 5 Melon 1 Korean 6 2 santoso gacor #1
SW1-5 apa aja lah bebas 2 6 gw ngikut aj #1
SW1-7 5 Melon 1 Korean 6 2 Pengawal Mama #1
SW1-1 apa aja lah bebas 3 6 #PEGAONTOP #1

Ruleset

General rules

  1. Match lobbies across the tournament will adhere to the following room settings:
    • Team Mode: Head-to-head
    • Win Condition: ScoreV2
  2. The mappools for each round will be announced by the tournament management in advance before the actual matches take place.
  3. Match schedules will be predetermined by the tournament management. If there are any teams who are unable to attend the current schedule for any reason, all other affected teams may apply and settle for a reschedule at the #reschedule channel in the tournament's Discord server.
  4. A referee will create a multiplayer room 10 minutes in advance and will start to send out invites.
  5. If a team does not show up or is unable to field in a sizeable 2v2 roster within 10 minutes of the start time, their opponent gets to win by default.
  6. If no staff or referee is available, the match will be postponed.
  7. No Fail will be enforced in all beatmaps. This is to ensure that the points are to be awarded more fairly towards teams who perform better in general during the course of the beatmap regardless of their remaining health at the end.
  8. If a player disconnects, it will be treated as if they had failed the beatmap.
    • A match can be rematched for disconnects that occur within a few seconds after the beatmap has been started by the referee.
  9. Lag is not a valid reason to nullify a beatmap.
  10. If any problems during the match occur, the tournament management will make a decision based on the referee's report.
  11. It is expected that all players be polite and respectful to each other. Penalties will be given upon violation.
    • If a player is found to be engaging in an act that is deemed to be distasteful or provocative, the corresponding player or their team may be disqualified right away from the tournament and/or blacklisted from future iterations of the tournament by the tournament management.
    • Usage of any tools or programs that are against the osu! community rules is strictly prohibited and will be straight up reported to the osu! team at will.

Tournament registration

  1. Players are required to register individually through the tournament's Discord server.
    • In order to be eligible to play in the tournament, a player must have the Indonesian flag displayed on their profile and be within the #1,000 - #50,000 rank range at the time of registration.
    • By registering, the player consents that they are able and willing to perform as a team captain should the tournament management choose them to be.
  2. To ensure that all incoming registrations are serious and valid, every registered player will be checked in detail by the tournament management.
  3. The list of players who are deemed to be eligible to compete in the tournament will be published by the tournament management after the registration phase has ended.
  4. Testplayers, referees, custom mappers, and mappool selectors may not participate as players in this tournament.

Team matchmaking

  1. Based on the screening results, the tournament management will pick 8 players at random from the list of accepted players to act as team captains.
    • In order to avoid teams potentially having to deal with the disadvantage of being captained by a player whose skill level is not on par with the tournament's threshold, the captains will always be picked from the list's Top 48 players ranking-wise.
  2. During the drafting phase, team captains will then have to pick five other players to complete their team from the pool of remaining players following the snaking draft method (1st -> 2nd -> 3rd -> 4th -> 5th -> 6th -> 7th -> 8th -> 8th -> 7th -> 6th -> (...)).
  3. Teams are required to submit a team name to the tournament management within one week of the drafting phase.
    • While there are no restrictions as to what team names may and may not be used, teams are encouraged to choose their names carefully. The tournament management is not responsible for any repercussions that may arise from team names.
  4. Players who are not picked to be in any team at the end of the drafting phase are eliminated from the tournament by default.

Round-specific rules

Swiss round rules

  1. The Swiss round will be held over the course of three weeks with a different mappool for each week.
  2. During each week, teams will play 2 matches against other teams as determined by the Swiss algorithm.
  3. Team needs to win 6 points in order to win a Swiss round match. (Best of 11)
  4. Based on their performance, teams will be awarded points that go to their Swiss round standings as follows:
    • Winning a match straight without tiebreaker: +3 points
    • Winning a match through tiebreaker: +2 points
    • Losing a match through tiebreaker: 0 points
    • Losing a match straight without tiebreaker: -1 points
  5. The Swiss round standings are determined by (in order):
    • Points accumulated
    • Map difference (Σ of maps won - Σ of maps lost)
    • Head-to-head records between the tied teams
    • Number of wins
    • Number of wins of the tied team's opponents
    • The result of an extra play-off match (if needed)
  6. Forfeiting a match will be treated as an instant loss with a -6 map difference to the forfeiting team's score.

Knock-out stage rules

  1. Teams will be matched against each other based on their Swiss round standings (e.g. Team #1 vs. Team #8, Team #2 vs. Team #7, and so on).
  2. Teams will compete against each other using the double-elimination system.
  3. The double-elimination system works as follows:
    • Teams who lose in the upper bracket can still play again in the lower bracket.
    • Teams who lose in the lower bracket will be eliminated from the tournament.
    • In the Grand Final match, the winner of the the upper bracket will only need to win a single match to win the tournament. The winner of the lower bracket, however, will need to win two matches and enforce a bracket reset in order to do so.
  4. Teams who can compete in the next round are determined by:
    • In the Quarterfinals and the Semifinals, each team needs to win 7 points in order to win a match. (Best of 13)
    • In both of the Finals weeks, each team needs to win 8 points in order to win a match. (Best of 15)
    • Whether there are teams who are declared to win the match by default.
    • Whether there are teams who are disqualified from the tournament.

Match regulations

  1. Prior to starting the match, representatives from each team must run the !roll command in order to determine the banning and picking order.
    • The winner of the !roll gets to determine who gets the first pick and the second ban.
    • The loser of the !roll gets the opposite by default.
    • This rule does not apply in the Qualifier lobbies.
  2. Each team has to ban two beatmaps from the corresponding mappool. These beatmaps will not be allowed to be picked by any team during the entire match.
    • Barring the tiebreaker, there are no restrictions as to which maps may and may not be banned in a match.
  3. There will be no warm-up beatmaps to be played in the multiplayer lobby. Players who are looking to warm up before the match are expected to do so by their own before the match commences.
  4. Teams are expected to exercise common sense in pick time windows.
    • Teams will be given 90 seconds to pick a beatmap and a further 2 minutes to press the Ready button on their client.
    • If a team is unable to come up with a pick within their time window, the pick will be skipped and be given to their opponent as a free pick.
  5. In a Free Mod pick, teams must field at least two unique mod combinations from the list of allowed mods (Easy, Hidden, and Hard Rock). For the remaining players, enabling mods is optional.
    • Playing Easy along with Hidden + Easy and Hard Rock along with Hidden + Hard Rock does not count as an unique mod combination.
    • Players opting to play with the Easy mod will have a 2x multiplier flat added to their score.
  6. In the case of a tiebreaker, the tiebreaker map will be played with the Free Mod option enabled. Players are free to play the tiebreaker map with any unique combination of the above mods should they wish to.
    • Playing the tiebreaker map with a mod is not mandatory.
  7. The results of each match and any other relevant information regarding the match will be noted by the referee after the match has been concluded.
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