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The Summit · Rating

One number for a season

Every ranked map you clear is scored against everyone who has run it, weighted by how hard the map plays. Your rating is the weighted sum of your best 25 map scores. Nothing else touches it.

2 rated this season45 ranked maps840 at the top · United Stateskevj9best 25 maps · 0.95 decayrescored every 10 min

The tiers

bands on the number

  1. Summit≥ 9,000
  2. Peak≥ 6,000
  3. Cliffside≥ 3,000
  4. Ridge≥ 1,000
  5. Base Campfirst clear

Bars show where the top 2 sit right now. A season starts with everyone unrated; the first ranked clear puts you at Base Camp.

How a run becomes a score

four steps, straight from the server's formulas
01

Every map carries a weight

The Ranked Difficulty Score starts from the label and moves with how the map actually plays: how long a best takes, how many falls even the best runs carry, how many jumps a fast run needs, how far good and average runners are apart, and how often an attempt ends in a clear.

RDS = clamp( base × length × falls × jumps × (spread × clear)confidence, 20, 2,000 )
length = 1 + 0.6 × log₁₀(1 + median minutes)  ·  falls = 1 + 0.35 × log₁₀(1 + median falls)  ·  jumps = 1 + 0.25 × log₁₀(1 + perfect jumps ÷ 20)
spread = 1 + 0.3 × log₁₀(p90 ÷ p10)  ·  clear = 1 + 0.5 × (1 − clear rate)
  • Hard220
  • Expert380
  • Insane600

Every input is one number per player (the median best time, the median falls on those bests, the median clear rate), so nobody can inflate a map by running it more. The two crowd terms, spread and clear rate, only count as far as the field is known. A Hard course with a 1:30 median, three falls on a typical best, sixty perfect jumps, a two-to-one spread and a 40% clear rate weighs 493.14 with twelve players, 407.05 with one.

02

Pace against the record, place in the field

Your personal best is measured two ways: how close it sits to the map's record, and where it lands among every player's best. The fastest time is 1.0 on both.

performance = confidence × ( 0.6 × (record ÷ best)2.5 + 0.4 × (1 − 0.9 × percentile) ) + (1 − confidence) × 0.55
× (1 + 0.05) if you hold the record
record
1.00
+5%
0.89
+10%
0.79
+25%
0.57
2× slower
0.18

Record pace keeps its resolution at the top, where the real skill gaps are: fifteen seconds behind a one-minute record is worth far less than it used to be. The percentile keeps a crowded map ranking its runners. Both use the effective time, so random debuffs that fired on schedule earn half their bonus as time off the clock.

03

Confidence, not a quorum

A map's numbers are trusted as far as its field is known. A lone runner on a new map is scored the moment they clear it, pulled toward a baseline; the same time is worth more as others arrive and they stay ahead.

confidence = players ÷ (players + 4)
1 player
0.20
4
0.50
12
0.75
36
0.90

Alone on a map you hold the record by definition, so the first clear pays 0.67 × RDS instead of a jackpot; still on top with twelve players it pays 0.93. Nobody waits for a minimum player count, and being first is never a free ride.

Set Pace. On a new map a setter can run it 5 to 10 times in pace mode. Those runs never reach a board; they leave a prior instead: the setter's typical time, an expected record (0.95 × their best), a synthetic field (median at 1.35 × their typical run) and the falls and jumps a good run takes. The prior counts as up to 4 virtual players, so a paced map starts half-known and a lone runner is measured against the pace, not against themselves. Maps with a pace show it on their page.

04

Clean, efficient, honest

The best is measured on the run you submitted. Slips beyond what the map normally costs and deliberate go-backs to a checkpoint cost more with every repeat, restarts a little, extra jumps and mods scale the score, and the whole stack is capped.

clean = 1 − 0.04 × ((slips − forgiven) ÷ √segments)1.30.03 × returns1.30.01 × restarts  (floor 0.6; none of the three = 1.03)
jumps = 1 − 0.1 × (1 − perfect jumps ÷ your jumps)  (matched = 1.03)
mods = 1 + (flat multiplier − 1) × 0.4, at most 1.2
score = RDS × min(1.2, performance × clean × jumps × mods)
  • A quarter of the falls a good run takes on the map is free (forgiven = ⌊0.25 × expected falls⌋, from the field or the set pace). Beyond that it escalates: on a 2-checkpoint map one slip is 0.98, three are 0.92, six are 0.80; the same three slips on a 15-checkpoint course are 0.97. Go-backs hit harder still: three cost 0.87, six 0.69, and spamming the checkpoint sits on the floor of 0.6.
  • Perfect Jumps is the fewest jumps anyone needed on a fast run. Taking 25% more pays 0.98, twice as many 0.95, matching it 1.03.
  • No Falls pays 1.04, Exact Jumps 1.20; a crown, a perfect run, perfect jumps and a mod together can never pay more than 1.2 × the map's weight. Quitting is a profile statistic, not a rating input.
05

Your best 25, weighted, times Form

Every ranked map you have cleared has a score. Sort them best first, weight each one a little less than the one before, add them up, and multiply by Form: one bounded number for how you play.

base = Σ scoreᵢ × 0.95ⁱ   for your best 25 maps, i = 0 … 24
form = clamp( 1 + 0.02 × flawless0.02 × (1 − commitment) + 0.02 × min(1, breadth ÷ 0.5) + 0.02 × (efficiency0.7) ÷ 0.30000000000000004, 0.95, 1.05 )
rating = base × form
#1#10#25

The weights add up to 14.45. Your best map counts in full, your tenth at 63%, your twenty-fifth at 29%. Breadth matters, but depth on hard maps matters more.

Form is built from four shares that volume cannot farm: flawless clears (no slips, go-backs or restarts) out of your clears this season, commitment (clears ÷ (clears + deliberate quits) on ranked maps; failing an attempt is not quitting), breadth (how much of the ranked catalogue you have scored, full bonus at 50%) and jump efficiency (the maps' perfect jumps ÷ yours, counted above 70%). It never moves the rating by more than 5%: a tidy record on hard maps still beats a spotless mid-pack.

Live: how kevj11 gets 0

every scored map, best first, and what each one adds
ke
kevj11

unrated this season·0 maps counted·Season 1

Rating

0Base Camp

Unrated: no ranked clears this season yet. The first one puts a number here.

straight from the servers ·

When it moves

on your clears, on everyone else's, and at season's end

The moment you finish

A ranked clear refreshes that map's field and weight, scores your best on it and recomputes your rating before the run's toast reaches you.

Every 10 minutes

Maps other people ran are rescored for everyone holding a score on them, so your number can move on a day you never played. The whole season is redone every sixth pass as a safety net.

When a season closes

The board is final and every rating belongs to that season. The next one opens with everyone unrated until their first ranked clear.

What counts, what never does

  • Published ranked maps. Your best on one is placed against every other player's best and can raise your score there.
  • Your best 25 map scores, best first. Improving a weaker map you already scored moves the sum too.
  • Holding a record: the map's performance is multiplied by 1.05 while it stands, and everyone else's pace is measured against you.
  • More runs. The field is one best per player, so grinding a map moves nobody's score, including yours.
  • Unranked maps, player plots, practice and runs with an assisted kit: tracked for bragging rights, never for rating.
  • Ranks and store purchases. Nothing bought changes a time, a score or a tier.

Good to know

10 answers
Why did my rating change when I didn't play?
A map's weight and every place in its field come from each player's best. When somebody new clears it, sets a record or the field grows, the map is rescored for everyone holding a score on it, every 10 minutes.
Does a slow run hurt me? Does grinding help?
Neither. Only your best time on each map is scored, and the field is one best per player, so submitting more runs moves nothing. A slow clear can only add a map you hadn't scored yet.
I'm the only one who has run a map. What do I get?
A real score, not a jackpot. With one best on the map the field is 20% known, so your performance sits 80% on the baseline of 0.55; as more people clear it and you stay ahead, the same time is worth more.
Why is my hardest clear worth so much more?
The label is only the starting point. Long courses, courses where even the best runs carry falls, courses that need many jumps, courses with a wide spread of times and courses few attempts ever clear all weigh more. A solid time on an Insane course can outscore a record on an Easy one.
What do falls, go-backs and restarts do?
A quarter of the falls a good run takes on that map is free. Beyond that every slip costs more than the last (4% × (slips ÷ √segments)^1.3), deliberate go-backs to a checkpoint escalate faster (3% × go-backs^1.3: three cost about 12%, six about 31%), restarts cost 1% each, all down to a floor of 60%. A run with none of the three pays +3%. A cleaner run later replaces it.
What are Perfect Jumps?
The fewest jumps anyone needed on a fast run of the map. Taking more costs up to 10% of the score in proportion; matching the count pays +3%.
What is Form?
One number for how you play, multiplied onto your whole rating and never further than 5% from 1. Flawless clears, breadth across the ranked catalogue and jump efficiency raise it; a habit of quitting runs mid-way lowers it. Failing an attempt is not quitting, and running more never moves it on its own.
What is a set pace?
A prior for a map few people have run. A setter plays it 5 or more times in pace mode; those runs stay off the boards and give the map an expected record, a synthetic field and the falls and jumps a good run takes, worth up to 4 virtual players. Until real players fill the field, your best is measured against that pace instead of a flat baseline. The map page shows the pace when one is set.
Do kits or mods count?
Kits marked "assisted" never reach a board. Flat mods such as No Falls or Exact Jumps pay 40% of their multiplier, capped at ×1.2; random debuffs that fired on schedule take half their bonus off the rating clock instead. Everything together never pays more than ×1.2 of the map's weight.
Where do I start?
Unrated. There is no starting number: your first ranked clear scores one map, and that score, weighted in full, is your rating. Every further map adds to it.

Constants shown are the plugin's configured defaults (skyline-core config.yml, ranked section). The tier bands sit at roughly 8%, 25%, 50% and 75% of what holding every record on the 25 heaviest maps is worth; the names are placeholders until game design confirms them.