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Merge branch 'master' into owc-2024-qualifiers
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Walavouchey authored Oct 30, 2024
2 parents a9ba711 + a9e9005 commit 6f83582
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---
layout: post
title: "Performance Points & Star Rating Updates"
title: Performance Points & Star Rating Updates
date: 2024-10-28 11:16:34 +0000
---

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6 changes: 3 additions & 3 deletions wiki/Ranking_criteria/osu!mania/en.md
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Expand Up @@ -69,9 +69,9 @@ Overall rules and guidelines apply to every kind of osu!mania difficulty. Rhythm
- **Each non-[standard playstyle](#common-terms) present in a beatmap must be denoted in the beatmap's tags.**
- **Difficulties using an [N+1 playstyle](#common-terms) must enable the `Use special style (N+1 style) for mania` option under the `Advanced` tab of the `Song Setup` window. The beatmap must also include the "N+1" tag.** For the purposes of this rule, only playstyles with key counts below 10 can be considered "N+1".[^n-plus-1]
- **If the [drain time](/wiki/Beatmap/Drain_time) of any difficulty is...**
- **...lower than 2:30**, each [key mode](#common-terms) and [playstyle](#common-terms) must either include a difficulty at Normal or lower, or provide a proper spread[^proper-spread] containing at least 4 difficulties.
- **...between 2:30 and 3:15**, each [key mode](#common-terms) and [playstyle](#common-terms) must either include a difficulty at Hard or lower, or provide a proper spread[^proper-spread] containing at least 3 difficulties.
- **...between 3:15 and 4:00**, each [key mode](#common-terms) and [playstyle](#common-terms) must either include a difficulty at Insane or lower, or provide a proper spread[^proper-spread] containing at least 2 difficulties.
- **...lower than 2:00**, each [key mode](#common-terms) and [playstyle](#common-terms) must either include a difficulty at Normal or lower, or provide a proper spread[^proper-spread] containing at least 4 difficulties.
- **...between 2:00 and 2:45**, each [key mode](#common-terms) and [playstyle](#common-terms) must either include a difficulty at Hard or lower, or provide a proper spread[^proper-spread] containing at least 3 difficulties.
- **...between 2:45 and 3:30**, each [key mode](#common-terms) and [playstyle](#common-terms) must either include a difficulty at Insane or lower, or provide a proper spread[^proper-spread] containing at least 2 difficulties.

### Guidelines

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6 changes: 3 additions & 3 deletions wiki/Ranking_criteria/osu!mania/es.md
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Expand Up @@ -69,9 +69,9 @@ Las reglas y pautas generales se aplican a todo tipo de dificultad de osu!mania.
- **Cada [estilo de juego no estándar](#términos-comunes) presente en un beatmap debe indicarse en las etiquetas del beatmap.**
- **Las dificultades que usen un [estilo de juego N+1](#términos-comunes) deben activar la opción `Use special style (N+1 style) for mania` en la pestaña `Advanced` de la ventana `Song Setup`. El beatmap también debe incluir la etiqueta «N+1».** A efectos de esta regla, solo los estilos de juego con un cantidad de teclas inferior a 10 pueden considerarse «N+1».[^n-plus-1]
- **Si el [tiempo de drenaje](/wiki/Beatmap/Drain_time) de cualquier dificultad es...**
- **... inferior a 2:30**, cada [modo de teclas](#términos-comunes) y [estilo de juego](#términos-comunes) debe incluir una dificultad Normal o inferior, o proporcionar una dispersión adecuada[^proper-spread] que contenga al menos 4 dificultades.
- **... entre 2:30 y 3:15**, cada [modo de teclas](#términos-comunes) y [estilo de juego](#términos-comunes) debe incluir una dificultad Hard o inferior, o proporcionar una dispersión adecuada[^proper-spread] que contenga al menos 3 dificultades.
- **... entre 3:15 y 4:00**, each [modo de teclas](#términos-comunes) y [estilo de juego](#términos-comunes) debe incluir una dificultad Insane o inferior, o proporcionar una dispersión adecuada[^proper-spread] que contenga al menos 2 dificultades.
- **... inferior a 2:00**, cada [modo de teclas](#términos-comunes) y [estilo de juego](#términos-comunes) debe incluir una dificultad Normal o inferior, o proporcionar una dispersión adecuada[^proper-spread] que contenga al menos 4 dificultades.
- **... entre 2:00 y 2:45**, cada [modo de teclas](#términos-comunes) y [estilo de juego](#términos-comunes) debe incluir una dificultad Hard o inferior, o proporcionar una dispersión adecuada[^proper-spread] que contenga al menos 3 dificultades.
- **... entre 2:45 y 3:30**, each [modo de teclas](#términos-comunes) y [estilo de juego](#términos-comunes) debe incluir una dificultad Insane o inferior, o proporcionar una dispersión adecuada[^proper-spread] que contenga al menos 2 dificultades.

### Pautas

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6 changes: 3 additions & 3 deletions wiki/Ranking_criteria/osu!mania/fr.md
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Expand Up @@ -73,9 +73,9 @@ Les règles et directives générales s'appliquent à toutes les difficultés d'
- **Chaque style de jeu non [standard](#termes-courants) présent dans une beatmap doit être indiqué dans les tags de la beatmap.**
- **Les difficultés utilisant un [style de jeu N+1](#termes-courants) doivent activer l'option `Use special style (N+1 style) for mania` sous la section `Advanced` de l'onglet `Song Setup`. La beatmap doit également inclure le tag "N+1".** Aux fins de la présente règle, seuls les styles de jeu dont le nombre de touches est inférieur à 10 peuvent être considérés comme "N+1".[^n-plus-1]
- **Si le [drain time](/wiki/Beatmap/Drain_time) d'une difficulté est...**
- **...inférieur à 2:30**, chaque [key mode](#termes-courants) et [style de jeu](#termes-courants) doit soit inclure une difficulté Normal ou inférieur, soit fournir une répartition correcte[^répartition-correcte] contenant au moins 4 difficultés.
- **...entre 2:30 et 3:15**, chaque [key mode](#termes-courants) et [style de jeu](#termes-courants) doit soit inclure une difficulté Hard ou inférieur, soit fournir une répartition correcte[^répartition-correcte] contenant au moins 3 difficultés.
- **...entre 3:15 et 4:00**, chaque [key mode](#termes-courants) et [style de jeu](#termes-courants) doit soit inclure une difficulté Insane ou inférieur, soit fournir une répartition correcte[^répartition-correcte] contenant au moins 2 difficultés.
- **...inférieur à 2:00**, chaque [key mode](#termes-courants) et [style de jeu](#termes-courants) doit soit inclure une difficulté Normal ou inférieur, soit fournir une répartition correcte[^répartition-correcte] contenant au moins 4 difficultés.
- **...entre 2:00 et 2:45**, chaque [key mode](#termes-courants) et [style de jeu](#termes-courants) doit soit inclure une difficulté Hard ou inférieur, soit fournir une répartition correcte[^répartition-correcte] contenant au moins 3 difficultés.
- **...entre 2:45 et 3:30**, chaque [key mode](#termes-courants) et [style de jeu](#termes-courants) doit soit inclure une difficulté Insane ou inférieur, soit fournir une répartition correcte[^répartition-correcte] contenant au moins 2 difficultés.

### Directives

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11 changes: 6 additions & 5 deletions wiki/Tournaments/CWC/2022/en.md
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Expand Up @@ -549,11 +549,12 @@ The final standings for the Qualifier stage can be found in the following [sprea
5. The mappool **must** be played in the following order: NM1, NM2, NM3, HD1, HD2, HR1, HR2, DT1, DT2.
6. Each team must have 3 players for each map. They can be exchanged freely after each map is concluded.
7. A team's final score for a map is considered as the highest combined team score for that map (i.e. the sum of each individual player's score). Only the highest score out of the two runs will be used for seeding.
8. The seeding method used for Qualifiers will be %MAX — the highest combined team score for each map will receive 100% of the points, and every other team will be awarded a percentage of that top score.
- The exact formula that will be used for all teams (and for each map) is `Final Score = Team Score / MAX(Map Score)`, where:
- `Final Score` is the percentage awarded to the current team
- `Team Score` is the score the current team achieved on the current map
- `MAX(Map Score)` is the highest score achieved for the current map
8. The seeding method used for Qualifiers will be %MAX — the highest combined team score for each map will receive 100% of the points (i.e. a numerical value of 1), and every other team will be awarded a percentage of that top score. The individual map percentages will be added together to compose that team's final score, which is then sorted from highest to lowest, highest being seed #1.
- The exact formula that will be used for all teams (and for each map) is `Map percentage = Team score / MAX score`, where:
- `Map percentage` is the percentage awarded to the current team
- `Team score` is the score the current team achieved on the current map
- `MAX score` is the highest score achieved for the current map
- The final team score to be sorted is defined as `Final score = SUM(Map percentage)`, i.e. the sum of each map's `Map percentage`.
9. An optional 3-minute break will be offered between the first and second playthrough of the mappool.
10. All teams will play their qualifiers in separate rooms. It is suggested that teams do not broadcast or share their results publicly to avoid seed manipulation.
11. Only the top 32 seeded teams will advance to the Round of 32.
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11 changes: 6 additions & 5 deletions wiki/Tournaments/CWC/2023/en.md
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Expand Up @@ -565,11 +565,12 @@ The final standings for the Qualifier stage can be found in the following [sprea
7. An optional 3-minute break will be offered between the first and second playthrough of the mappool.
8. All teams will play their qualifiers in separate rooms. It is *suggested* that teams do not broadcast or share their results publicly to avoid seed manipulation.
- Teams may be grouped into a singular room if there are not enough referees available at match time.
9. The seeding method used for Qualifiers will be %MAX — the highest combined team score for each map will receive 100% of the points, and every other team will be awarded a percentage of that top score.
- The exact formula that will be used for all teams (and for each map) is `Final Score = Team Score / MAX Score`, where:
- `Final Score` is the percentage awarded to the current team
- `Team Score` is the score the current team achieved on the current map
- `MAX Score` is the highest score achieved for the current map
9. The seeding method used for Qualifiers will be %MAX — the highest combined team score for each map will receive 100% of the points (i.e. a numerical value of 1), and every other team will be awarded a percentage of that top score. The individual map percentages will be added together to compose that team's final score, which is then sorted from highest to lowest, highest being seed #1.
- The exact formula that will be used for all teams (and for each map) is `Map percentage = Team score / MAX score`, where:
- `Map percentage` is the percentage awarded to the current team
- `Team score` is the score the current team achieved on the current map
- `MAX score` is the highest score achieved for the current map
- The final team score to be sorted is defined as `Final score = SUM(Map percentage)`, i.e. the sum of each map's `Map percentage`.
10. Only the top 32 seeded teams will advance to the Round of 32.

### Stage instructions
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11 changes: 6 additions & 5 deletions wiki/Tournaments/CWC/2024/en.md
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Expand Up @@ -584,11 +584,12 @@ The final standings for the Qualifier stage can be found in the following [sprea
7. An optional 3-minute break will be offered between the first and second playthrough of the mappool.
8. All teams will play their qualifiers in separate rooms. It is *suggested* that teams do not broadcast or share their results publicly to avoid seed manipulation.
- Teams may be grouped into a singular room if there are not enough referees available at match time.
9. The seeding method used for Qualifiers will be %MAX — the highest combined team score for each map will receive 100% of the points, and every other team will be awarded a percentage of that top score.
- The exact formula that will be used for all teams (and for each map) is `Final Score = Team Score / MAX Score`, where:
- `Final Score` is the percentage awarded to the current team
- `Team Score` is the score the current team achieved on the current map
- `MAX Score` is the highest score achieved for the current map
9. The seeding method used for Qualifiers will be %MAX — the highest combined team score for each map will receive 100% of the points (i.e. a numerical value of 1), and every other team will be awarded a percentage of that top score. The individual map percentages will be added together to compose that team's final score, which is then sorted from highest to lowest, highest being seed #1.
- The exact formula that will be used for all teams (and for each map) is `Map percentage = Team score / MAX score`, where:
- `Map percentage` is the percentage awarded to the current team
- `Team score` is the score the current team achieved on the current map
- `MAX score` is the highest score achieved for the current map
- The final team score to be sorted is defined as `Final score = SUM(Map percentage)`, i.e. the sum of each map's `Map percentage`.
10. Only the top 32 seeded teams will advance to the Round of 32.

### Stage instructions
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