Highest Rated Maps of 2013
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#1
Camellia - Kono Hoshi de....
Another 6.07*
Jul 25th, 2013
Snow Note
progressionContains a gradual advancement in difficulty or concept across the map., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 6.07*
Jul 25th, 2013
Snow Note
progressionContains a gradual advancement in difficulty or concept across the map., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.13
/ 5.00 from
119 votes
#2
Rohi - Kakuzetsu Thanatos
Rin 6.56*
Feb 13th, 2013
NatsumeRin
wide aimPatterns, usually jumps, with heavy use of wide angle movement., distance snappedUses osu's in-built distance snap feature for most/all of the map., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, finger controlUses complex applications of rhythms in order to test the player's tapping ability., variable timingContains multiple timing points, usually required for songs not recorded to a metronome.
Rin 6.56*
Feb 13th, 2013
NatsumeRin
wide aimPatterns, usually jumps, with heavy use of wide angle movement., distance snappedUses osu's in-built distance snap feature for most/all of the map., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, finger controlUses complex applications of rhythms in order to test the player's tapping ability., variable timingContains multiple timing points, usually required for songs not recorded to a metronome.
4.12
/ 5.00 from
112 votes
#3
Hatsuki Yura - Yoiyami Hanabi
Lan 5.60*
Nov 22nd, 2013
Lan wings
progressionContains a gradual advancement in difficulty or concept across the map., swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., mapping contestAn entry for a mapping contest., finger controlUses complex applications of rhythms in order to test the player's tapping ability., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Lan 5.60*
Nov 22nd, 2013
Lan wings
progressionContains a gradual advancement in difficulty or concept across the map., swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., mapping contestAn entry for a mapping contest., finger controlUses complex applications of rhythms in order to test the player's tapping ability., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.13
/ 5.00 from
100 votes
#4
yu_tokiwa.djw - murmur twins
Another 5.63*
Aug 9th, 2013
Muya
finger controlUses complex applications of rhythms in order to test the player's tapping ability., staminaTests a player's ability to tap dense rhythms over long periods of time., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 5.63*
Aug 9th, 2013
Muya
finger controlUses complex applications of rhythms in order to test the player's tapping ability., staminaTests a player's ability to tap dense rhythms over long periods of time., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.08
/ 5.00 from
122 votes
#5
Demetori - Crimson Belvedere ~ Eastern Dream
Dream 5.18*
Sep 4th, 2013
jonathanlfj
simpleAccessible and straightforward map design., gungathonA map with a drain time of over 10 minutes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object.
Dream 5.18*
Sep 4th, 2013
jonathanlfj
simpleAccessible and straightforward map design., gungathonA map with a drain time of over 10 minutes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object.
4.06
/ 5.00 from
133 votes
#6
Neru - Ningen Shikkaku
Posthumous 5.94*
Jun 15th, 2013
Ulysses
storyboardContains a storyboard that enhances gameplay experience., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design.
Posthumous 5.94*
Jun 15th, 2013
Ulysses
storyboardContains a storyboard that enhances gameplay experience., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design.
3.97
/ 5.00 from
124 votes
#7
MiddleIsland - Roze
Lan 5.73*
Apr 17th, 2013
Lan wings
variable timingContains multiple timing points, usually required for songs not recorded to a metronome., progressionContains a gradual advancement in difficulty or concept across the map., simpleAccessible and straightforward map design.
Lan 5.73*
Apr 17th, 2013
Lan wings
variable timingContains multiple timing points, usually required for songs not recorded to a metronome., progressionContains a gradual advancement in difficulty or concept across the map., simpleAccessible and straightforward map design.
4.04
/ 5.00 from
84 votes
#8
Shounen Radio - neu
Platinum 6.68*
Mar 28th, 2013
Cygnus
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., staminaTests a player's ability to tap dense rhythms over long periods of time., finger controlUses complex applications of rhythms in order to test the player's tapping ability., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
Platinum 6.68*
Mar 28th, 2013
Cygnus
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., staminaTests a player's ability to tap dense rhythms over long periods of time., finger controlUses complex applications of rhythms in order to test the player's tapping ability., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
4.09
/ 5.00 from
56 votes
#9
Yousei Teikoku - Deep Sea
LC 5.29*
Sep 9th, 2013
La Cataline
wide aimPatterns, usually jumps, with heavy use of wide angle movement., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design.
LC 5.29*
Sep 9th, 2013
La Cataline
wide aimPatterns, usually jumps, with heavy use of wide angle movement., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design.
4.14
/ 5.00 from
49 votes
#10
Black Sun Empire - Dawn Of A Dark Day (Receptor Remix)
Marathon 5.44*
Dec 18th, 2013
Natteke
marathonA map with a drain time of over 5 minutes., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., storyboardContains a storyboard that enhances gameplay experience.
Marathon 5.44*
Dec 18th, 2013
Natteke
marathonA map with a drain time of over 5 minutes., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., storyboardContains a storyboard that enhances gameplay experience.
4.14
/ 5.00 from
44 votes
#11
seiya-murai feat. ALT - 8bit Princess
Another 5.17*
Aug 29th, 2013
fanzhen0019
cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., ninja spinnersFeatures spinners that are very short in duration., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 5.17*
Aug 29th, 2013
fanzhen0019
cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., ninja spinnersFeatures spinners that are very short in duration., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.96
/ 5.00 from
92 votes
#12
Gentle Stick X M2U - Hades in the Heaven
Lan's Extra 5.08*
Dec 25th, 2013
Lan wings
sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Lan's Extra 5.08*
Dec 25th, 2013
Lan wings
sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
4.04
/ 5.00 from
64 votes
#13
Oratorio The World God Only Knows - God only knows -Secrets of the Goddess-
The World Guy Only Knows 5.01*
Oct 25th, 2013
Guy
gungathonA map with a drain time of over 10 minutes., simpleAccessible and straightforward map design., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
The World Guy Only Knows 5.01*
Oct 25th, 2013
Guy
gungathonA map with a drain time of over 10 minutes., simpleAccessible and straightforward map design., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.92
/ 5.00 from
102 votes
#14
M2U - Gypsy Tronic
Insane 5.58*
Apr 3rd, 2013
LKs
finger controlUses complex applications of rhythms in order to test the player's tapping ability., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.58*
Apr 3rd, 2013
LKs
finger controlUses complex applications of rhythms in order to test the player's tapping ability., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.17
/ 5.00 from
40 votes
#15
Camellia ft. Ayakura Mei - Integration under the moon of codes
gansijiye 5.57*
Apr 22nd, 2013
kiddly
marathonA map with a drain time of over 5 minutes., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., finger controlUses complex applications of rhythms in order to test the player's tapping ability., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
gansijiye 5.57*
Apr 22nd, 2013
kiddly
marathonA map with a drain time of over 5 minutes., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., finger controlUses complex applications of rhythms in order to test the player's tapping ability., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.95
/ 5.00 from
66 votes
#16
Nekomata Master+ - squall
WIND 6.23*
May 6th, 2013
RLC
techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
WIND 6.23*
May 6th, 2013
RLC
techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.93
/ 5.00 from
70 votes
#17
Ryo - Yoru no Himawari
Hard 2.84*
Aug 15th, 2013
kiddly
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Hard 2.84*
Aug 15th, 2013
kiddly
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
4.09
/ 5.00 from
41 votes
#18
S.S.H. - Intersect Thunderbolt-Remix
Exceed 6.92*
Jun 3rd, 2013
Snow Note
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Exceed 6.92*
Jun 3rd, 2013
Snow Note
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.98
/ 5.00 from
55 votes
#19
Tamura Yukari feat. motsu from m.o.v.e - You & Me
Insane 4.87*
May 23rd, 2013
cRyo[iceeicee]
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., wide aimPatterns, usually jumps, with heavy use of wide angle movement., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 4.87*
May 23rd, 2013
cRyo[iceeicee]
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., wide aimPatterns, usually jumps, with heavy use of wide angle movement., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.24
/ 5.00 from
29 votes
#20
Igorrr - Pavor Nocturnus
Insane 5.68*
May 20th, 2013
grumd
staminaTests a player's ability to tap dense rhythms over long periods of time., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design.
Insane 5.68*
May 20th, 2013
grumd
staminaTests a player's ability to tap dense rhythms over long periods of time., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design.
3.95
/ 5.00 from
55 votes
#21
t+pazolite feat. Rizna - Distorted Lovesong
Love 6.71*
May 6th, 2013
RLC
marathonA map with a drain time of over 5 minutes., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, gimmickFocused on a single unique design or gameplay idea., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Love 6.71*
May 6th, 2013
RLC
marathonA map with a drain time of over 5 minutes., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, gimmickFocused on a single unique design or gameplay idea., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.79
/ 5.00 from
127 votes
#22
Infected Mushroom - The Pretender
Pretender 5.98*
Feb 26th, 2013
RLC
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., marathonA map with a drain time of over 5 minutes., geometricIncorporates geometric shapes within the map's visual design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience.
Pretender 5.98*
Feb 26th, 2013
RLC
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., marathonA map with a drain time of over 5 minutes., geometricIncorporates geometric shapes within the map's visual design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience.
3.71
/ 5.00 from
269 votes
#23
PESS vs t.A.T.u. - All The Things She Said (DnB Remix)
Stressboxer 5.35*
Nov 3rd, 2013
spboxer3
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Stressboxer 5.35*
Nov 3rd, 2013
spboxer3
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.92
/ 5.00 from
44 votes
#24
DJ Sharpnel - IVALTEK
HappyMiX 5.34*
Mar 27th, 2013
happy30
storyboardContains a storyboard that enhances gameplay experience., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
HappyMiX 5.34*
Mar 27th, 2013
happy30
storyboardContains a storyboard that enhances gameplay experience., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.86
/ 5.00 from
53 votes
#25
momori - Togameru Kage
Insane 5.02*
Mar 24th, 2013
cRyo[iceeicee]
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.02*
Mar 24th, 2013
cRyo[iceeicee]
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.08
/ 5.00 from
31 votes
#26
Seiryu - Ultramarine
yf's Expert 6.42*
Jul 27th, 2013
yf_bmp
wide aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
yf's Expert 6.42*
Jul 27th, 2013
yf_bmp
wide aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.07
/ 5.00 from
27 votes
#27
Manabu Namiki - Tenshi
Hibachi 7.80*
Oct 5th, 2013
Snow Note
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
Hibachi 7.80*
Oct 5th, 2013
Snow Note
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
3.93
/ 5.00 from
34 votes
#28
nano - Nevereverland
Insane 5.43*
Jul 12th, 2013
Nyquill
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.43*
Jul 12th, 2013
Nyquill
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.87
/ 5.00 from
43 votes
#29
Harada Hitomi, Kayano Ai & Ogura Yui - Maware! Setsugekka (TV Size)
Skystar 6.09*
Nov 8th, 2013
Skystar
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Skystar 6.09*
Nov 8th, 2013
Skystar
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.92
/ 5.00 from
32 votes
#30
An - artcore JINJA
Lunatic 5.32*
Sep 11th, 2013
Flower
mapping contestAn entry for a mapping contest., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Lunatic 5.32*
Sep 11th, 2013
Flower
mapping contestAn entry for a mapping contest., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.79
/ 5.00 from
50 votes
#31
Rohi - Kakuzetsu Thanatos
Skystar 6.75*
Feb 13th, 2013
Skystar
featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, finger controlUses complex applications of rhythms in order to test the player's tapping ability., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., wide aimPatterns, usually jumps, with heavy use of wide angle movement., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Skystar 6.75*
Feb 13th, 2013
Skystar
featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, finger controlUses complex applications of rhythms in order to test the player's tapping ability., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., wide aimPatterns, usually jumps, with heavy use of wide angle movement., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.68
/ 5.00 from
81 votes
#32
DystopiaGround - AugoEidEs
nao 6.75*
Oct 4th, 2013
Skystar
marathonA map with a drain time of over 5 minutes., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience., colorhaxFeatures intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience.
nao 6.75*
Oct 4th, 2013
Skystar
marathonA map with a drain time of over 5 minutes., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience., colorhaxFeatures intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience.
3.69
/ 5.00 from
68 votes
#33
DECO*27 feat. marina - Aimai Elegy
0108 5.67*
Feb 7th, 2013
val0108
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., wide aimPatterns, usually jumps, with heavy use of wide angle movement., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
0108 5.67*
Feb 7th, 2013
val0108
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., wide aimPatterns, usually jumps, with heavy use of wide angle movement., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
3.92
/ 5.00 from
31 votes
#34
LeaF - Calamity Fortune
Extra 6.39*
Jun 30th, 2013
Flower
finger controlUses complex applications of rhythms in order to test the player's tapping ability., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., geometricIncorporates geometric shapes within the map's visual design., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
Extra 6.39*
Jun 30th, 2013
Flower
finger controlUses complex applications of rhythms in order to test the player's tapping ability., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., geometricIncorporates geometric shapes within the map's visual design., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.70
/ 5.00 from
61 votes
#35
IOSYS - Endless Tewi-ma Park
Tewi 2B Expert Edition 5.89*
Apr 29th, 2013
Lanturn
2BIncludes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'., progressionContains a gradual advancement in difficulty or concept across the map., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., geometricIncorporates geometric shapes within the map's visual design., slidershapesUses a large variety of slider designs.
Tewi 2B Expert Edition 5.89*
Apr 29th, 2013
Lanturn
2BIncludes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'., progressionContains a gradual advancement in difficulty or concept across the map., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., geometricIncorporates geometric shapes within the map's visual design., slidershapesUses a large variety of slider designs.
3.84
/ 5.00 from
34 votes
#36
TOTAL OBJECTION - Higurashi Moratorium
Rin 5.94*
May 14th, 2013
NatsumeRin
wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Rin 5.94*
May 14th, 2013
NatsumeRin
wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.04
/ 5.00 from
22 votes
#37
Yuuyu - Scrap Syndrome
Desperation 7.51*
Dec 10th, 2013
Snow Note
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., spaced streamsStreams with large spacing, typically ones where the notes don't overlap., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Desperation 7.51*
Dec 10th, 2013
Snow Note
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., spaced streamsStreams with large spacing, typically ones where the notes don't overlap., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.94
/ 5.00 from
24 votes
#38
Manabu Namiki - Tenshi
Inbachi 8.98*
Oct 5th, 2013
Snow Note
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
Inbachi 8.98*
Oct 5th, 2013
Snow Note
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
3.86
/ 5.00 from
29 votes
#39
EZFG - Hurting for a Very Hurtful Pain
Dance 6.16*
Apr 24th, 2013
tutuhaha
flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., geometricIncorporates geometric shapes within the map's visual design.
Dance 6.16*
Apr 24th, 2013
tutuhaha
flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., geometricIncorporates geometric shapes within the map's visual design.
3.72
/ 5.00 from
43 votes
#40
Wotamin - Gigantic O.T.N
S.S 6.42*
Jul 16th, 2013
Star Stream
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., staminaTests a player's ability to tap dense rhythms over long periods of time., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
S.S 6.42*
Jul 16th, 2013
Star Stream
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., staminaTests a player's ability to tap dense rhythms over long periods of time., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.69
/ 5.00 from
47 votes
#41
jippusu - Mushikui Saikede Rhythm
RLC 6.28*
May 25th, 2013
RLC
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
RLC 6.28*
May 25th, 2013
RLC
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.74
/ 5.00 from
38 votes
#42
senya - Kanjou Chemistry (Drum 'n' Bass Remix)
Exw 5.78*
Aug 22nd, 2013
wring
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Exw 5.78*
Aug 22nd, 2013
wring
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.83
/ 5.00 from
27 votes
#43
An - artcore JINJA
Skystar 6.14*
Sep 11th, 2013
Skystar
mapping contestAn entry for a mapping contest., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience.
Skystar 6.14*
Sep 11th, 2013
Skystar
mapping contestAn entry for a mapping contest., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience.
3.55
/ 5.00 from
75 votes
#44
eyemedia - Bloody Purity
Expert 5.02*
Apr 6th, 2013
tsuka
cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Expert 5.02*
Apr 6th, 2013
tsuka
cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
4.09
/ 5.00 from
25 votes
#45
LeaF - I
Terror 6.78*
Jul 31st, 2013
Mirage
aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, accelerating bpmFeatures progressively increasing tempo.
Terror 6.78*
Jul 31st, 2013
Mirage
aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, accelerating bpmFeatures progressively increasing tempo.
3.73
/ 5.00 from
28 votes
#46
Gentle Stick X M2U - Hades in the Heaven
ExtrA 5.50*
Dec 25th, 2013
AngelHoney
slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
ExtrA 5.50*
Dec 25th, 2013
AngelHoney
slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.66
/ 5.00 from
36 votes
#47
Shintani Ryoko - Wonderful World
Extra 6.22*
Nov 16th, 2013
HanzeR
progressionContains a gradual advancement in difficulty or concept across the map., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Extra 6.22*
Nov 16th, 2013
HanzeR
progressionContains a gradual advancement in difficulty or concept across the map., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.82
/ 5.00 from
23 votes
#48
Sagara Kokoro - Hoshizora no Ima
S.S 5.40*
May 8th, 2013
Star Stream
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
S.S 5.40*
May 8th, 2013
Star Stream
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
3.57
/ 5.00 from
52 votes
#49
Kuroneko Dungeon - Ryuu to Shoujo to Decoherence
Another 8.13*
May 22nd, 2013
ignorethis and kiddly
aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., collabA map with two or more associated mappers., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 8.13*
May 22nd, 2013
ignorethis and kiddly
aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., collabA map with two or more associated mappers., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.94
/ 5.00 from
22 votes
#50
bibuko - Reizouko Mitara Pudding ga Nai
Jumpudding! 6.73*
Aug 30th, 2013
val0108
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
Jumpudding! 6.73*
Aug 30th, 2013
val0108
jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
3.49
/ 5.00 from
56 votes
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The chart is based on an implementation of the Bayesian average method. It updates once every day.
The next update will happen in ---
Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
The chart is based on an implementation of the Bayesian average method. It updates once every day.
The next update will happen in ---
Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
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