Highest Rated Maps of All Time
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#1
DJKurara - Goodbye
SEVEN COLORS 6.96*
Apr 5th, 2019
EijiKuinbii
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tech Tests uncommon skills. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
SEVEN COLORS 6.96*
Apr 5th, 2019
EijiKuinbii
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tech Tests uncommon skills. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
4.12 / 5.00 from 150 votes
#2
Halozy - Deconstruction Star
Beat Heaven 7.56*
Nov 15th, 2015
Hollow Wings
gimmick Focused on a single unique design or gameplay idea. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , repetition Features the use of recognizable identical patterns or gameplay elements.
Beat Heaven 7.56*
Nov 15th, 2015
Hollow Wings
gimmick Focused on a single unique design or gameplay idea. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , repetition Features the use of recognizable identical patterns or gameplay elements.
4.01 / 5.00 from 190 votes
#3
Hatsuki Yura - Yoiyami Hanabi
Lan 5.50*
Nov 22nd, 2013
Lan wings
progression Contains a gradual advancement in difficulty or concept across the map. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , mapping contest An entry for a mapping contest.
Lan 5.50*
Nov 22nd, 2013
Lan wings
progression Contains a gradual advancement in difficulty or concept across the map. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , mapping contest An entry for a mapping contest.
4.11 / 5.00 from 99 votes
#4
Nhato - Miss You
Selentia 5.65*
Apr 9th, 2014
HanzeR
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , marathon A map with a drain time of over 5 minutes. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , tech Tests uncommon skills. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream.
Selentia 5.65*
Apr 9th, 2014
HanzeR
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , marathon A map with a drain time of over 5 minutes. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , tech Tests uncommon skills. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream.
3.99 / 5.00 from 209 votes
#5
Halozy - Kikoku Doukoku Jigokuraku
Notch Hell 5.50*
Sep 8th, 2016
Hollow Wings
gimmick Focused on a single unique design or gameplay idea. , slidershapes Uses a large variety of slider designs. , high sv Features prominent high slider velocity usage as a key part of map design. , progression Contains a gradual advancement in difficulty or concept across the map. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , freeform An unrestrained and loose approach towards visual structure.
Notch Hell 5.50*
Sep 8th, 2016
Hollow Wings
gimmick Focused on a single unique design or gameplay idea. , slidershapes Uses a large variety of slider designs. , high sv Features prominent high slider velocity usage as a key part of map design. , progression Contains a gradual advancement in difficulty or concept across the map. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , freeform An unrestrained and loose approach towards visual structure.
3.95 / 5.00 from 270 votes
#6
Nekomata Master - Byakuya Gentou
EX 5.54*
Dec 12th, 2011
v2b
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
EX 5.54*
Dec 12th, 2011
v2b
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
4.04 / 5.00 from 92 votes
#7
U1 overground - Dopamine
C6H3(OH)2-CH2-CH2-NH2 6.91*
Mar 18th, 2015
fanzhen0019
tech Tests uncommon skills. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
C6H3(OH)2-CH2-CH2-NH2 6.91*
Mar 18th, 2015
fanzhen0019
tech Tests uncommon skills. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.95 / 5.00 from 124 votes
#8
Camellia - Exit This Earth's Atomosphere
Evolution 7.56*
Nov 9th, 2016
rrtyui
tech Tests uncommon skills. , marathon A map with a drain time of over 5 minutes. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
Evolution 7.56*
Nov 9th, 2016
rrtyui
tech Tests uncommon skills. , marathon A map with a drain time of over 5 minutes. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
3.87 / 5.00 from 265 votes
#9
ELECTROCUTICA - Dependence Intension
AQUARIUM+ 5.56*
Aug 17th, 2021
Scub
repetition Features the use of recognizable identical patterns or gameplay elements. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , tech Tests uncommon skills. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , time signatures Audio contains many changes in time signature or uses an uncommon time signature.
AQUARIUM+ 5.56*
Aug 17th, 2021
Scub
repetition Features the use of recognizable identical patterns or gameplay elements. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , tech Tests uncommon skills. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , time signatures Audio contains many changes in time signature or uses an uncommon time signature.
4.08 / 5.00 from 58 votes
#10
Rita - dorchadas
Sharnoth 6.20*
Jun 22nd, 2017
Delis
jump aim Focuses 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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Sharnoth 6.20*
Jun 22nd, 2017
Delis
jump aim Focuses 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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.91 / 5.00 from 112 votes
#11
Gentle Stick X M2U - Hades in the Heaven
Lan's Extra 5.25*
Dec 25th, 2013
Lan wings
sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Lan's Extra 5.25*
Dec 25th, 2013
Lan wings
sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
4.01 / 5.00 from 64 votes
#12
siraph - damp damp
incandescence 6.41*
Jul 25th, 2025
surgis
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses 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 aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
incandescence 6.41*
Jul 25th, 2025
surgis
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses 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 aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
4.10 / 5.00 from 44 votes
#13
A.SAKA - Nanatsu Issenzakura
Whirl 6.27*
May 25th, 2015
Hollow Wings
sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , freeform An unrestrained and loose approach towards visual structure. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , mapping contest An entry for a mapping contest. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Whirl 6.27*
May 25th, 2015
Hollow Wings
sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , freeform An unrestrained and loose approach towards visual structure. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , mapping contest An entry for a mapping contest. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.96 / 5.00 from 76 votes
#14
Niko - Made of Fire
Oni 6.22*
Nov 8th, 2009
Lesjuh
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Oni 6.22*
Nov 8th, 2009
Lesjuh
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.82 / 5.00 from 168 votes
#15
a_hisa - Tenri Kaku Jou
Celestial 8.28*
Nov 15th, 2018
Axarious
progression Contains a gradual advancement in difficulty or concept across the map. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses 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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , slidershapes Uses a large variety of slider designs.
Celestial 8.28*
Nov 15th, 2018
Axarious
progression Contains a gradual advancement in difficulty or concept across the map. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses 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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , slidershapes Uses a large variety of slider designs.
4.10 / 5.00 from 45 votes
#16
sasakure.UK - Sennen to Rasen, Chiru Mono o feat. Sui
Descent 6.14*
Mar 14th, 2019
Kalibe
slidershapes Uses a large variety of slider designs. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , tech Tests uncommon skills. , chaotic Unpredictable map design, often testing unusual skillsets.
Descent 6.14*
Mar 14th, 2019
Kalibe
slidershapes Uses a large variety of slider designs. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , tech Tests uncommon skills. , chaotic Unpredictable map design, often testing unusual skillsets.
3.82 / 5.00 from 152 votes
#17
SARUKANI x Blacklolita - Kuchi kara Totsugeki
Callionet's Black Another 6.16*
Sep 17th, 2024
Callionet
tech Tests uncommon skills. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , slidershapes Uses a large variety of slider designs.
Callionet's Black Another 6.16*
Sep 17th, 2024
Callionet
tech Tests uncommon skills. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , slidershapes Uses a large variety of slider designs.
4.02 / 5.00 from 52 votes
#18
Gesu no Kiwami Otome. - Romance ga Ariamaru
Extra 5.72*
Dec 19th, 2020
toybot
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extra 5.72*
Dec 19th, 2020
toybot
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.99 / 5.00 from 59 votes
#19
PUP - Scorpion Hill
Extra 5.58*
Jun 9th, 2022
pishifat
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Extra 5.58*
Jun 9th, 2022
pishifat
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.98 / 5.00 from 58 votes
#20
paranoid void - Utsukushii Kodoku
Escapism 5.94*
Nov 16th, 2018
dsco
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , repetition Features the use of recognizable identical patterns or gameplay elements. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
Escapism 5.94*
Nov 16th, 2018
dsco
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , repetition Features the use of recognizable identical patterns or gameplay elements. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.84 / 5.00 from 125 votes
#21
Noeliart - Indigo Blue
Eternity 5.24*
Jul 8th, 2020
Kalibe
marathon A map with a drain time of over 5 minutes. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , slidershapes Uses a large variety of slider designs.
Eternity 5.24*
Jul 8th, 2020
Kalibe
marathon A map with a drain time of over 5 minutes. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , slidershapes Uses a large variety of slider designs.
3.94 / 5.00 from 70 votes
#22
Outsider - Like A Man
Freestyle 5.53*
Oct 27th, 2017
IceBeam
repetition Features the use of recognizable identical patterns or gameplay elements. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design.
Freestyle 5.53*
Oct 27th, 2017
IceBeam
repetition Features the use of recognizable identical patterns or gameplay elements. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design.
4.01 / 5.00 from 49 votes
#23
Kuroneko Dungeon - Ryoushi no Umi no Lindwurm
EXK 7.57*
Dec 21st, 2015
kiddly
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design.
EXK 7.57*
Dec 21st, 2015
kiddly
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design.
3.98 / 5.00 from 53 votes
#24
Beatdrop - Phase 1
HD 6.48*
Oct 28th, 2016
rustbell
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
HD 6.48*
Oct 28th, 2016
rustbell
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.99 / 5.00 from 49 votes
#25
DJ Mass MAD Izm* - SHAKUNETSU Beach Side Bunny
Another 8.23*
Jan 26th, 2016
rustbell
gimmick Focused on a single unique design or gameplay idea. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 8.23*
Jan 26th, 2016
rustbell
gimmick Focused on a single unique design or gameplay idea. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.95 / 5.00 from 56 votes
#26
Wiklund - Billy Boogie
16 bits?! 5.43*
Oct 16th, 2009
Inozuma and yeahyeahyeahhh
repetition Features the use of recognizable identical patterns or gameplay elements. , collab A map with two or more associated mappers. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
16 bits?! 5.43*
Oct 16th, 2009
Inozuma and yeahyeahyeahhh
repetition Features the use of recognizable identical patterns or gameplay elements. , collab A map with two or more associated mappers. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.91 / 5.00 from 63 votes
#27
Yorushika - Hachigatsu, Bou, Tsukiakari
Collab Extra 7.10*
May 22nd, 2019
Delis and Mirash
jump aim Focuses 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 aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , collab A map with two or more associated mappers. , geometric Incorporates geometric shapes within the map's visual design.
Collab Extra 7.10*
May 22nd, 2019
Delis and Mirash
jump aim Focuses 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 aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , collab A map with two or more associated mappers. , geometric Incorporates geometric shapes within the map's visual design.
3.82 / 5.00 from 106 votes
#28
Sayuri - Mikazuki
fanzhen's Insane 4.66*
Jun 4th, 2018
fanzhen0019
repetition Features the use of recognizable identical patterns or gameplay elements. , progression Contains a gradual advancement in difficulty or concept across the map. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , circle only Restricts object choice to circles only. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency. , gimmick Focused on a single unique design or gameplay idea. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
fanzhen's Insane 4.66*
Jun 4th, 2018
fanzhen0019
repetition Features the use of recognizable identical patterns or gameplay elements. , progression Contains a gradual advancement in difficulty or concept across the map. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , circle only Restricts object choice to circles only. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency. , gimmick Focused on a single unique design or gameplay idea. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.88 / 5.00 from 71 votes
#29
Aiobahn - resonance feat. KOCHO (KARUT Remix)
dual tone 5.77*
Dec 22nd, 2025
Lince Cosmico and mystycute
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
dual tone 5.77*
Dec 22nd, 2025
Lince Cosmico and mystycute
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.87 / 5.00 from 69 votes
#30
Feryquitous (VO: F9) - Monochrome Re.Surgence
1/12 IS NOT RECOMMENDED FOR ANYO... 6.91*
Jul 30th, 2017
rustbell
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , complex snap divisors Uses mixed or unusual snap divisors in order to test the player's tapping ability.
1/12 IS NOT RECOMMENDED FOR ANYO... 6.91*
Jul 30th, 2017
rustbell
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , complex snap divisors Uses mixed or unusual snap divisors in order to test the player's tapping ability.
4.07 / 5.00 from 36 votes
#31
hasu - Warcry
THOUSAND PUNCH (kills instantly) 7.55*
Feb 17th, 2025
melonboy
jump aim Focuses 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 aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tournament custom A custom map for a playing tournament. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
THOUSAND PUNCH (kills instantly) 7.55*
Feb 17th, 2025
melonboy
jump aim Focuses 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 aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tournament custom A custom map for a playing tournament. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.21 / 5.00 from 23 votes
#32
Susumu Hirasawa - SWITCHED-ON LOTUS
KIRBY Mix Deluxe 5.23*
Dec 5th, 2010
Starrodkirby86
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
KIRBY Mix Deluxe 5.23*
Dec 5th, 2010
Starrodkirby86
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.86 / 5.00 from 64 votes
#33
my sound life - AIR
Aria 5.49*
Nov 14th, 2021
HanzeR
marathon A map with a drain time of over 5 minutes. , jump aim Focuses 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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Aria 5.49*
Nov 14th, 2021
HanzeR
marathon A map with a drain time of over 5 minutes. , jump aim Focuses 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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.95 / 5.00 from 44 votes
#34
Rita - dorchadas
oidhche original 5.53*
Oct 27th, 2017
rrtyui
slidershapes Uses a large variety of slider designs. , mapping contest An entry for a mapping contest. , progression Contains a gradual advancement in difficulty or concept across the map. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
oidhche original 5.53*
Oct 27th, 2017
rrtyui
slidershapes Uses a large variety of slider designs. , mapping contest An entry for a mapping contest. , progression Contains a gradual advancement in difficulty or concept across the map. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
3.76 / 5.00 from 110 votes
#35
James Landino - Hide And Seek
Expert 6.60*
May 31st, 2019
Mirash
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , storyboard Contains a storyboard that enhances gameplay experience. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Expert 6.60*
May 31st, 2019
Mirash
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , storyboard Contains a storyboard that enhances gameplay experience. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.76 / 5.00 from 110 votes
#36
connsome - flat by second
Another 6.30*
Sep 2nd, 2024
ktgster
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tournament custom A custom map for a playing tournament.
Another 6.30*
Sep 2nd, 2024
ktgster
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tournament custom A custom map for a playing tournament.
4.11 / 5.00 from 29 votes
#37
monet - Noborenai Sakamichi
Hill of Sunflowers 6.36*
Dec 31st, 2017
Mirash
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Hill of Sunflowers 6.36*
Dec 31st, 2017
Mirash
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.79 / 5.00 from 94 votes
#38
Eiko Shimamiya - sensitive 2001
synthetic 5.69*
Aug 26th, 2025
Melter and chenLia
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
synthetic 5.69*
Aug 26th, 2025
Melter and chenLia
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.81 / 5.00 from 73 votes
#39
Reol - +Danshi
+O-> 6.93*
Apr 28th, 2025
Heilia
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
+O-> 6.93*
Apr 28th, 2025
Heilia
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.16 / 5.00 from 25 votes
#40
Abuse - Shinjuku Jack
Grotesque 7.08*
Jan 18th, 2022
Ryuusei Aika
progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes. , chaotic Unpredictable map design, often testing unusual skillsets. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
Grotesque 7.08*
Jan 18th, 2022
Ryuusei Aika
progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes. , chaotic Unpredictable map design, often testing unusual skillsets. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
4.00 / 5.00 from 34 votes
#41
Lia - disintegration
amber 6.79*
Jun 6th, 2026
chenLia
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , marathon A map with a drain time of over 5 minutes. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects.
amber 6.79*
Jun 6th, 2026
chenLia
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , marathon A map with a drain time of over 5 minutes. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects.
3.85 / 5.00 from 58 votes
#42
Camellia - Introduction / NEURO-CLOUD-9
Schizophrenia 7.13*
Aug 16th, 2016
Mazzerin
tech Tests uncommon skills. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Schizophrenia 7.13*
Aug 16th, 2016
Mazzerin
tech Tests uncommon skills. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
4.03 / 5.00 from 31 votes
#43
KOAN Sound & Asa - Tetsuo's Redemption (Billain Remix)
Redemption 5.72*
Dec 9th, 2015
RLC, hehe and Aiceo
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes.
Redemption 5.72*
Dec 9th, 2015
RLC, hehe and Aiceo
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes.
3.98 / 5.00 from 35 votes
#44
Memme - Chinese Restaurant
tyui 6.45*
Jan 1st, 2016
rrtyui
tech Tests uncommon skills. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
tyui 6.45*
Jan 1st, 2016
rrtyui
tech Tests uncommon skills. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.90 / 5.00 from 45 votes
#45
Towa Tei with Sheena Ringo - APPLE
who da hell is an apple 6.02*
Jun 15th, 2023
fanzhen0019
repetition Features the use of recognizable identical patterns or gameplay elements. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , freeform An unrestrained and loose approach towards visual structure.
who da hell is an apple 6.02*
Jun 15th, 2023
fanzhen0019
repetition Features the use of recognizable identical patterns or gameplay elements. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , freeform An unrestrained and loose approach towards visual structure.
3.77 / 5.00 from 85 votes
#46
Akiyama Uni - Odoru Mizushibuki
Death Dance 7.26*
Dec 15th, 2015
Hollow Wings
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Death Dance 7.26*
Dec 15th, 2015
Hollow Wings
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.74 / 5.00 from 97 votes
#47
Kanpyohgo - Unmei no Dark Side -Rolling Gothic mix
FreeSongs' Rolling Hell 7.60*
Mar 28th, 2017
FreeSongs
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , tech Tests uncommon skills. , mapping contest An entry for a mapping contest.
FreeSongs' Rolling Hell 7.60*
Mar 28th, 2017
FreeSongs
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , tech Tests uncommon skills. , mapping contest An entry for a mapping contest.
3.73 / 5.00 from 96 votes
#48
Syrufit feat. Mei Ayakura - Wheel of Fortune
Cami's Samsara 6.48*
Jun 13th, 2024
Tannhauser
repetition Features the use of recognizable identical patterns or gameplay elements. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , tournament custom A custom map for a playing tournament. , freeform An unrestrained and loose approach towards visual structure.
Cami's Samsara 6.48*
Jun 13th, 2024
Tannhauser
repetition Features the use of recognizable identical patterns or gameplay elements. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , tournament custom A custom map for a playing tournament. , freeform An unrestrained and loose approach towards visual structure.
4.13 / 5.00 from 25 votes
#49
TOMINAGA TOMMY HIROAKI - JoJo ~Sono Chi no Sadame~ Archetype MIX Ver.
Overdrive 6.20*
Apr 1st, 2018
Delis
progression Contains a gradual advancement in difficulty or concept across the map. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , geometric Incorporates geometric shapes within the map's visual design.
Overdrive 6.20*
Apr 1st, 2018
Delis
progression Contains a gradual advancement in difficulty or concept across the map. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , geometric Incorporates geometric shapes within the map's visual design.
3.81 / 5.00 from 55 votes
#50
Ito Kashitaro - Kyouhansha
UC's Expert 6.21*
Nov 27th, 2018
UndeadCapulet
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , freeform An unrestrained and loose approach towards visual structure. , progression Contains a gradual advancement in difficulty or concept across the map. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
UC's Expert 6.21*
Nov 27th, 2018
UndeadCapulet
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , freeform An unrestrained and loose approach towards visual structure. , progression Contains a gradual advancement in difficulty or concept across the map. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
3.88 / 5.00 from 42 votes
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Info
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.
Info
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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