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BSEUC Rules

Dates:

Event Date
Qualifier pools released March 2nd
Captain Lock March 2nd
Roster lock March 8th
Qualifiers March 9-23rd
Swiss pools release March 23rd
Swiss Weekend 1 April 6/7th
Playoff Pools released April 7th
Swiss Weekend 2 April 13/14th
Playoffs April 20/21st

Format:

The Beat Saber European Championship is a Country Based 3v3 Tournament in which Teams of 6 players and 1 captain compete for the title of European Champion

The Tournament Consists of 3 Stages of Competition:

Stage 1: Qualifiers

All signed up teams will have 2 weeks to play the qualifier maps.

Qualifier maps will cover all 5 map pools.

Teams will be sorted by accuracy on said maps, and the 16 best teams will advance to the swiss bracket.

Qualifiers are made up of a list of 7 Songs, Every player has 3 attempts to set a score per map.

Once a player clicks “Play” in the Qualifier Plugin one attempt will be used up.

Quitting/restarting the song/ or closing the game will still use an attempt.

Pausing the song after playing for more than 10 seconds will result in a submitted score of 0%.

Lagspikes / Crashes that lead you to end the run will still use an attempt.

Playing on a different difficulty, or selecting any modifiers like noFail will not use up an attempt.

You cannot use any mods that affect your submitted score or disables score submission.

The top 3 scores of each team on any map count towards their total.

In case of a tie the 4th highest score on each map will be taken into calculation to decide who moves on to the Swiss Stage.

If You encounter any issue with the Qualifier Plugin that isn’t resolved in here please contact us on the EUC Discord Server.

Qualifier Rankings/Weighting

The qualifiers will put teams into seedings that are decided by an overall weighted score from each of the qualifier maps. All maps will have a full weighting other than the two Joker maps, which will have a weighting of 0.5.

A players score will be weighted using the following algorithm: f(x) = ((m - x) / (m - o)) where m is max score and o is the number one score in the leaderboard. The lowest f(x) value is listed as #1 on that map (lower weighted score, the better).

Stage 2: Swiss

All swiss matches are played in a Best of 5 Format.

Teams will always play against an opponent with the same Win/Loss standing e.g. 0:0 in round 1 , 1:0 or 0:1 in round 2 and so on. In each of those groups the matchups will be seeded based on the following factors in order:

1: Map Win/Loss Ratio

2: Average Accuracy delta over the ENTIRE swiss stage

3: Dice roll If possible, teams won’t be playing against the same opponents twice during the swiss stage. Should such a scenario come up the above mentioned steps will be repeated with the opposing team in question being ignored.

3 Match wins during the swiss stage will qualify said team for the playoffs stage

3 Match losses during the swiss stage will eliminate said team from the tournament

Stage 3: Playoffs

In Stage 3 the 8 remaining teams will play a single elimination bracket with no match for 3rd place

Every match in the playoffs stage is played in a best of 7 format

This Stage does not feature a Consolation Bracket. Any lost match in this stage means elimination from the tournament.

Match Times:

EUC is a fully scheduled tournament.

This means the times for the Matches will be given to teams by the Tournament Organisers and will take place close to each other to improve the viewing experience. Teams may swap slots with another matchup if all 4 teams agree to the change.

On match day, at least 3 players and their captain need to be in their dedicated match room 5 minutes before the match starts.

If the Team isn’t present at the specified time they automatically forfeit 1 map per 5 minutes of delay (rounded down). Example: If your match starts at 15:00, your team is required to be in the match room at 14:55. If not, you will forfeit your first point at 15:00, the second point at 15:05, and so on.

Mods:

Matches will be played using the Multiplayer+ mod by HardCpp in tournament mode.

These mods are banned from being used in the tournament and will result in a map forfeit when used:

Note Slice Visualizer

Song Chart Visualizer

AccDot

NoteCutGuide

Any mod that changes/disables score submission

Intro/Outro Skip

Gameplay Streaming:

Every player competing in the Tournament must be able to stream their Gameplay with audio to Twitch.tv or an RTMP server.

Resolution of 720p or higher

Framerate of 30fps or higher

Streams must be in First person View only and include only one camera view

There will be specified stream settings posted here at a later time.

Strict penalties will be enforced for players not using the correct stream config during a match.

Test sessions can be scheduled with the stream host(s) [RFCaps] before each match weekend.

Match Rules:

Every team has access to one replay per match they may use at any point (only one replay per map allowed)

A tie on a map will result in an automatic replay.

If any player disconnects/crashes their team will not be given a “Free” replay, they will have to use their own.

Every map must be played by 3 players from each team which are chosen by the team captain. Teams may switch out players on a “per map” basis.

Players must be ready by a strict time after the coordinator has set the map. If not, that player will either be disqualified from playing that map or a time out will be used.

Teams have two time outs: a standard 2 minute timeout and a 5 minute technical timeout. A standard timeout can be called at any point in the match by the team captain. A technical timeout will be called automatically by the coordinator/staff.

Swapping out players for replays is allowed.

Any player is not allowed to have any other player play on their account while competing in the Tournament

Coordinators can apply penalties to teams who unnecessarily hold up tournament procedures.

Both teams can submit up to 1 Warmup song which gets Played before the pick/ban phase to introduce teams to the viewers and give players time to warm up.

If any scenario arises that isn’t resolved using these rules the Coordinator and Tournament staff have the final say.

Decisions made by Tournament Staff are final.

If the match is tied after all maps are played, a tiebreaker will be done.

TIEBREAKERS See tiebreaker section at the bottom of the rules page.

Both teams will then start playing through the maps until one reaches the amount of points required to win the match (3 in Swiss / 4 in Playoffs)

Sign Ups:

You need to be able to mod your game.

PCVR or standalone quest is allowed. NOTE: standalone quest is known to have some issues with Multiplayer+ and if players experience any issues due to this mid-match, then the player will not be allowed to play until that issue is fixed.

Every Player Must create an account on the website.

Only one Team Per Country is allowed.

Every player on one team needs to reside in or have valid documentation to prove they live in the country they register for.

To register a Team, a given country must be located within the list of countries standarized by UEFA: https://en.wikipedia.org/wiki/UEFA

Note: England Scotland and Wales will compete for themselves and not as the UK

Every team chooses their captain on their own accord and will have to specify who it is

The team Captain submits their teams roster on the website before the Rosters get Locked in for qualifying on March 2nd.

Once the Rosters are locked there is no way to change them again.

Map Pools:

There will be 5 Map pools with 9 Maps each: Accuracy, Tech, Speed, Historical, and the Joker Pool

Map Pools will work on a Stage wide basis. This means the Swiss Stage will have a set of 5 Pools and the Playoffs will have a different set of 5 Pools.

During those stages the pools do not change from match to match or round to round

Accuracy:

The accuracy maps will range from how ACC defines standard accuracy to midspeed maps. Expect a mix of standard acc, tech acc, lower midspeed, and midspeed maps.

Speed:

The speed maps will range from upper midspeed to ~450bpm speed maps. We do not have a hard bpm cap, but we will be reasonable in separating high bpm speed and challenge.

Tech:

The tech maps will range from slow tech to speed tech. Tech is a hard category to define an upper limit, but we will be reasonable in separating speed tech and challenge tech.

Historical

Historical maps are defined as maps with historical value. This will be mostly made up of noteworthy mappers from the 2018-2020 period and throwback maps to this style of mapping (2018 Throwback Map Pack).

Joker

The joker map pool will consist of any map that does not fit in the previous 4 categories. Some example sub-categories of joker could be: Poodles, Vibro, Challenge (speed or tech), bbbear, good acc, funny tech (i.e. Razy maps), etc.

Match Flow:

All matches will be done in best of 5 or best of 7 format.

Pick/Ban Phase:

The Pick/Ban Phase starts with the coordinator issuing a coin flip, captains will call either heads or tails and the winner of the coinflip will chose whether they will be Team 1 or Team 2.

The Pick/Ban Phase will be strictly timed. If a captain does not provide the coordinator with a decision by the timer runs out, that pick or ban will be randomly decided for them.

The Pick/Ban phase will play out as listed below.

BEST OF 5

Team 1 Picks one of the 5 available map pools

Team 2 Picks one of the 4 remaining map pools

This creates a combined pool of 18 maps

Team 2 Bans 3 of the 18 available maps

Team 1 Bans 3 of the 15 remaining maps

Team 1 Picks 1 of the 12 remaining maps

Team 2 Picks 1 of the 11 remaining maps

Team 1 Picks 1 of the 10 remaining maps

Team 2 Picks 1 of the 9 remaining maps

BEST OF 7

Team 1 Picks one of the 5 available map pools

Team 2 Picks one of the 4 remaining map pools

This creates a combined pool of 18 Maps

Team 2 Bans 3 of the 18 available maps

Team 1 Bans 3 of the 15 remaining maps

Team 1 Picks 1 of the 12 remaining maps

Team 2 Picks 1 of the 11 remaining maps

Team 1 Picks 1 of the 10 remaining maps

Team 2 Picks 1 of the 9 remaining maps

Team 1 Picks 1 of the 8 remaining maps

Team 2 Picks 1 of the 7 remaining maps

Tiebreaker

Both captains will dice roll.

3 minute break to prepare.

Winner will ban a remaining pool (of 3) Loser will ban a remaining pool (of 2) The remaining pool will be used as the tiebreaker

Loser will ban 2 maps Winner will ban 2 maps Loser will ban 2 maps Winner will pick the tiebreaker map from the 3 remaining maps

There would be a STRICT time limit on these to make this work during a match. Pool bans would be 45 seconds each Groups of 2 bans would be 45 seconds total each. If a captain doesnt submit those within the time limit the pool/map will be randomly selected, even if you are a second late