Rules

Don't forget to join the 'Quaver Official Tournament' Discord server to get the latest news/updates!
JOIN

Quaver Official Tournament 2024

Restrictions

There are no rank restrictions or country restrictions. Any Quaver player who has not been banned may register for Quaver's Official 4k Tournament 2024.

Dates

Please refer to the "Stages" tab of the tournament for more details.

Registration Phase - April 27th - May 18th @ 20:59 UTC+0

Qualifiers Mappool Showcase - May 18th @ 21:00 UTC+0

Qualifiers - May 19th - May 26th

Swiss Week 1 - May 27th - June 2nd

Swiss Week 2 - June 3rd - June 9th

Swiss Week 3 - June 10th - June 16th

Swiss Week 4 - June 17th - June 23rd

Swiss Week 5 - June 24th - June 30th

Swiss Week 6 - July 1st - July 7th

Knockout Finals Week 1 - July 8th - July 14th

Knockout Finals Week 2 - July 15th - July 21st

Knockout Finals Week 3 - July 22nd - July 28th

Prizes

Quaver Official 4k Tournament 2024 has offered a $300 cash prize pool.

1st Place - $150 USD, 3 Months Donator, & Profile Badge

2nd Place - $100 USD, 2 Months Donator, & Profile Badge

3rd Place - $50 USD, 1 Month Donator, & Profile Badge

4th Place - 1 Month Donator

General rules

  1. It is assumed players and staff have read this ruleset in its entirety. We will assume you did in the case any disputes occur.
  2. This tournament will be played as a 1v1 format on Quaver. There is no limit to the number of registered players.
  3. It will be divided into 3 stages. Qualifier, The Elimination Swiss and The Knockout Finals.
  4. The default scoring system used for all matches will be "Accuracy".
  5. It's an open rank tournament. This means that anybody can register to play this tournament. We reserve the right to refuse a players entry. Particularly if they have a past history of putting the tournament scene into serious disrepute.
  6. Members of staff who are Organisers, mappoolers, mappers or composers are not allowed to play.
  7. All participants must keep a proper attitude and act in good faith when it comes to sportsmanship. Not following this rule can result in a ban/blacklist from the tournament and future iterations. This rule concerns all Staff as well to not act in a matter putting the event in serious disrepute.
  8. Most communication will occur on the Quaver Official Tournament discord server. Any rule changes or unexpected occurrences will be announced in the Discord server. Any player unable to use discord must notify the host by any means before the registration period closes.

Format Instructions

  1. There are 3 stages in this tournament. A Qualifier stage, 6 weeks of Elimination Swiss and 3 weeks of a single elimination knockout (Knockout Finals).
  2. The Qualifier Stage will allow players to showcase all their skills against the entire world over 8 custom maps.
  3. Up to 200 Players will be seeded for the Swiss Stage based on their performances during Qualifiers.
  4. During the Swiss Stage, matches will be played with a Bo10 format. In order to win throughout the Swiss Stage, a player must achieve 6 map victories in their match. If a 5-5 result occurs, the match is declared a draw.
  5. Swiss players will attempt to qualify for Knockout Finals for up to 6 weeks.
  6. Seeds for the Knockout Finals are based on players performances throughout both the Qualifiers and Swiss.
  7. During the Knockout Finals, matches will be played with a Bo13 format. In order to win in the Knockout Finals, a player must achieve 7 map victories in their match. If a 6-6 result occurs, a Tiebreaker map will be played to break the tie.
  8. All matches in Knockout Finals are Single Elimination except for the final 4. Semi Final losers will play in a 3rd place playoff.

Qualifiers Instructions

  1. A Qualifier mappool will be prepared to test all skillsets of registered players.
  2. The Qualifier mappool will consist of 8 custom maps featuring 1 SV, 4 Rice, 2 LN and 1 Hybrid.
  3. A registered player will have two attempts to set a qualifying score on each map. This will be done in an MP lobby in Quaver. The best attempt will be registered for each map.
  4. During this round, there will be a lobby scheduled every hour starting from Saturday 0 UTC -> Sunday 23 UTC. Additional lobbies can be made prior to Saturday 0 UTC at a players request should they be busy on that weekend. They must notify staff ahead of time so referee availability can be arranged. The earliest a player can attempt their Qualifier Runs is 6 hours after Qualifier Showcase.
  5. Players will indicate which scheduled lobby they would like to complete their Qualifier Runs on the Quaver Tournament Website. A ref will be made available to record results for each lobby. If by Friday 23:59 UTC any unmanned lobbies remain, they will be removed from the scheduled lobby list. If a player misses their intended lobby, they can reschedule to one of the remaining scheduled lobbies provided it isn't full already. There's a maximum of 15 slots for each Qualifier Lobby.
  6. Within each lobby, maps will be played in order of the official mappool list from top to bottom. Players can choose to skip/leave any map in the second run if they are happy with their first result.
  7. Mirror mod can be used freely.
  8. There will be no warmups in any of the qualifying lobbies.
  9. All players who correctly play at least 1 attempt of each qualifier map will have completed their Qualifying Run. Failure to complete all 8 maps once during your scheduled lobby will result in disqualification. You may not split both attempts across seperate lobbies.
  10. Once all Qualifying Runs have been submitted and calculated, the top 200 will advance into the Swiss Stage. If less than 300 players complete Qualifiers, the top 66% (rounded up to the next even number) will advance instead. "Total Score" is the metric used to seed players for this tournament. Full details of it's calculations are covered in the Quaver+ ruleset viewable document.
  11. Results and Swiss Week 1 Mappool will be released as fast as possible at some point during Monday May 27th.

Swiss Instructions

  1. In simple terms, an initial ELO rating will be generated for each person reflecting their performance of the Qualifier stage. Full details are covered in the Quaver+ ruleset viewable document.
  2. This will be used to build a Swiss field where pairings for each week follow Traditional Swiss pairing process. Player's qualifier performances in QOT2024 will create an uneven start for all players. The top 25% of qualified players will start the tournament with 2 Swiss points. The middle 50% of players will start with 1 Swiss point and the bottom 25% will start with 0 Swiss points.
  3. A Swiss Mappool will be released at the beginning of each week. Each Swiss Stage Mappool will consist of 12 maps. It will feature 2 SV, at least 5 Rice and at least 5 LN/Hybrid maps. Mirror mod can be used freely.
  4. Players will have the ability to ban one map before the match begins. During Swiss Stage matches, any map can be banned however both SV maps are not permitted to be banned in the same match. This means if "first ban" is an SV pick, the "second ban" cannot also be SV.
  5. Players who achieve the win condition of 6 map victories within their match will receive 1 Swiss Point. Players who achieve a 5-5 result within their match receive half (0.5) a Swiss Point each. Players who lose a Swiss match receive 0 Swiss Points.
  6. No player will play more than one opponent each week during the Swiss Stage.
  7. In the event there are an odd number of players within a Swiss Week, a bye will be given to the lowest scoring player remaining in the tournament. The full details of the selection process is covered in Quaver+ ruleset. Only 1 bye may be given maximum to any single player throughout the swiss. Each bye is worth 1 Swiss Point.
  8. Once all matches are played within a weekend, a "Swiss Check" will be made. The Swiss system will calculate if any player are mathematically unable to reach 5.5 Swiss Points by the end of Swiss Week 6. If so, THEY WILL BE REMOVED FROM THE TOURNAMENT AND ELIMINATED. At the conclusion of a "Swiss Check", ELO ratings will fluctuate.. At the end of each week, a new mappool will then be released and the next round of pairings will be generated.
  9. In order for players to advance from the Swiss Stage into the Knockout Stage, a player must receive at least 5.5 Swiss Points within 6 weeks of Swiss.
  10. If a player has reached 5.5 or more Swiss Points early, he/she will advance into the Knockout Stage and will skip all remaining Swiss Stage pools.
  11. Play will continue until the end of Swiss Week 6. All surviving players will advance into the Knockout Stage.

Knockout Instructions

  1. Following the end of the Swiss Stage, a bracket will be generated. Depending on the number of surviving players, Byes may be given for the early stages.
  2. Bracket stage will last 3 weeks.
  3. Seedings for the Knockout Stage will be based on both how fast they advanced into the Knockout Finals and the ELO ratings of surviving players at the end of the Swiss Stage respectively.
  4. A Knockout Mappool will be released at the beginning of each week. Each Knockout Stage Mappool will consist of 15 maps featuring 2 SV, at least 6 Rice, at least 6 Hybrid/LN and 1 Tiebreaker. Mirror mod can be used freely
  5. Players will have the ability to ban one map before map selections begin. During the Knockout Finals, any map can be banned however both SV maps are not permitted to be banned in the same match. This means if "first ban" is an SV pick, the "second ban" cannot also be SV. Tiebreaker cannot be banned.
  6. Players who achieve the win condition of 7 map victories will be declared the winner of the match and advance through the Knockout Bracket. In the event a 6-6 result occurs, a Tiebreaker will be played to break the tie. The Tiebreaker cannot be picked by players.
  7. In the insanely rare circumstance where theres a tie on the tiebreaker. The map will be played again following a short break.
  8. No player will play more than 2 matches a week regardless of how the Knockout Finals is structured.

Scheduling Instructions

  1. Every Stage will be held during the weekend. (it is however allowed to schedule on another day if no good time is found during the weekend and a referee is available)
  2. We will try to schedule as best as possible to fit with the timezones. The schedule will be released at the start of each week. Earlier rounds are estimated to take longer for schedules to be generated due to higher pairing count.
  3. Reschedules will only be considered if both players agree to a time, this needs to be done and notified to the tournament staff before Thursday at 23:59 UTC in that particular week when your match takes place. Reschedules made on Friday UTC or later will be generally accepted at tournament staff's discretion. Repeated late reschedules are frowned upon and can be rejected.
  4. It is the duty of players to notify Organizers if they become aware that they are unable to make it to a match. Players who notify ahead of time can resign their match. There is no penalty for resigning+withdrawing ahead of a scheduled match. 4(a). During the Swiss Stage, A player who fails to arrive to their match on time, defaults their match and still remains above the Elimination Quota of the week MUST notify their intention to continue to organizers by any means necessary before the next round pairings are released. Failure to do so will result in an automatic withdrawal by Abandonment.
  5. In the circumstance where players are playing 2 matches in a single week during Knockout Finals, the first wave of matches must begin by Sat 23:55 UTC unless approved by their future opponent/s.

Match Instructions

  1. A private lobby will be created 10 minutes before your match by a referee. Both players will be invited into the room when it's match time.
  2. If no staff or referee is available the match will be postponed.
  3. If one of the players is late, the maximum time the match can be postponed is 10 minutes. This grows to 15 minutes during a Knockout Stage. If a player fails to arrive on time, the opposing player in lobby can claim a Win By Default at their personal discretion.
  4. If neither of the players are in the lobby after 10 minutes, a double forfeit will occur. Both players will receive 0 Swiss points for the week. If this occurs during the Knockout Stage, the higher seeded player will advance after 15 minutes by default.
  5. All matches will be played as a 1v1.
  6. Each player can play 1x Warmup before the start of their match during Swiss and Knockout Stages. It must be under 4 minutes. A single warmup under 8 minutes may be used instead if both players agree. The warmup must be a 4K map. Inappropriate warmups run the risk of a player losing the right to have a warmup for future matches. Inappropriate warmups include but not limited to those that contain NSFW, political or otherwise extremely graphic background material. Mapsets from the current mappool are banned as a warmup option.
  7. Players are to make their best effort to arrive reasonably on time. Significantly late matches run the risk of warmups being skipped at ref's discretion.
  8. Each player has to ban one song to be selected from the pool during their matches. These songs are not allowed to be picked by any player in the entire match.
  9. Each player will roll with the command "!roll" in the chat.
  10. The player with the highest roll can choose to either ban second and pick first or ban first and pick second.
  11. Each player has 2 mins to announce their ban. If they didn't tell the referee by that time the ban will be made with a roll.
  12. Song selection will then alternate between each player selecting a song out of the mappool.
  13. Players may pick freely from any bracket provided it is not a banned map or already selected.
  14. Each team will receive one "tactical timeout" of 2 minutes, to be used as extra time to ban, pick, or ready for a beatmap. The tactical timeout is optional.
  15. Players will have 2 minutes to pick a song and 2 minutes to get ready. If a player didn't tell their pick before the end of the timer a warning will be given and they will be forced to use their tactical timeout if the player already hasn't done so. If that player's tactical timeout has been used already, a map will be picked with a roll. If players do not get ready before the end of the timer, they will be warned. Further warnings can lead to automatic starts at the ref's discretion.
  16. If a player disconnects between the song selections, a technical timeout will be declared and the match can be delayed for a small length of time. Excessive delays can result in a penalty up to but not limited to warnings/map losses/forfeits.
  17. If a player disconnects after 30 seconds after a song starts, they get treated as if they lost the map.
  18. Disconnects within 30 seconds after a map begins can be rematched. This is only allowed once per player per match.
  19. If a player is suffering technical issues, referees must be notified ASAP by any means and time will be given to resolve the issue. A maximum of 10 minutes starting from the time of ref observation without penalty.
  20. If a player is unable to reconnect after 10 minutes, they will forfeit the next map in the match.
  21. If a player is unable to reconnect after 25 minutes, they will forfeit the match.
  22. If the beatmap ends in a draw the result will be nullified and the map will be replayed. If it does end in a second tie, the map will be nullified again and locked from play. The player who picked it will have to pick another map. Locked maps cannot be repicked unless no other unlocked maps are present. At that point, maps become unlocked and playable again but will be re-locked following one draw.

Quaver+ document https://docs.google.com/document/d/1LjkHLMHiD9HoLuMmCCylpeDel5EKb8GZvwZ91063-ak/edit