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Highest Rated Maps of All Time

#1
Kalafina - Kimi no Gin no Niwa
Extra 5.13*
Oct 13th, 2014
Hollow Wings
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , marathon A map with a drain time of over 5 minutes. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
4.19 / 5.00 from 115 votes
#2
paraoka feat. haru*nya - Hokori Yuki
BabeLisM 5.55*
Jun 10th, 2022
Xilver15
repetition Features the use of recognizable identical patterns or gameplay elements. , freeform An unrestrained and loose approach towards visual structure. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , progression Contains a gradual advancement in difficulty or concept across the map. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , marathon A map with a drain time of over 5 minutes. , colorhax Features 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.
4.10 / 5.00 from 148 votes
#3
Apocalyptica - Shadowmaker
X 6.76*
Oct 7th, 2019
pishifat
marathon A map with a drain time of over 5 minutes. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , 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.
4.17 / 5.00 from 98 votes
#4
Camellia - Kono Hoshi de....
Another 6.07*
Jul 25th, 2013
Snow Note
progression Contains a gradual advancement in difficulty or concept across the map. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , 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.
4.15 / 5.00 from 115 votes
#5
Megurine Luka - Blue Amber
Upari 5.34*
Feb 13th, 2012
-Upari
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , playfield constraint Restricts object placement to a certain part of the playfield. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
4.15 / 5.00 from 97 votes
#6
JUNNA - Here
Extra 5.81*
Apr 17th, 2018
Mirash
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
4.04 / 5.00 from 89 votes
#7
Shimotsuki Haruka - SilentFlame
Gensou 5.76*
Aug 10th, 2018
gust
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , 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.
4.27 / 5.00 from 36 votes
#8
cosMo@BousouP - Oceanus
Divinity 6.45*
Jan 1st, 2016
Broccoly
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , 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.
3.98 / 5.00 from 91 votes
#9
gmtn. (witch's slave) - furioso melodia
Wrath 7.66*
Apr 10th, 2015
Alumetorz
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , 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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.87 / 5.00 from 185 votes
#10
M2U - Gypsy Tronic
Insane 5.50*
Apr 3rd, 2013
LKs
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , 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.
4.17 / 5.00 from 41 votes
#11
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.
3.82 / 5.00 from 168 votes
#12
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
3.98 / 5.00 from 58 votes
#13
KOTOKO - Wing my Way
v2b 4.91*
Feb 28th, 2010
v2b
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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.
3.78 / 5.00 from 158 votes
#14
Kalafina x The Prodigy - No Good Magia (Start the Witch)
Walpurgisnacht 6.12*
Nov 30th, 2019
Okoayu
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
4.23 / 5.00 from 27 votes
#15
Rita - Suisouka
Blossom 3.70*
Nov 27th, 2017
Fushimi Rio
complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
4.07 / 5.00 from 36 votes
#16
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.
3.86 / 5.00 from 64 votes
#17
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.
4.11 / 5.00 from 29 votes
#18
Hana - Gekka Jasmine (2014ver.)
Jasmine 5.84*
Oct 9th, 2017
ID => 1269067
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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
4.04 / 5.00 from 39 votes
#19
siraph - Jikan wa Tsugu
Chronostasis 7.14*
Apr 14th, 2023
Voxnola
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , freeform An unrestrained and loose approach towards visual structure. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.70 / 5.00 from 186 votes
#20
nobodyknows+ - Kokoro Odoru (Heart Dancing)
Dance 5.52*
Sep 29th, 2010
100pa-
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.98 / 5.00 from 34 votes
#21
Electus - Whispers From The Sea
water 4.10*
Jun 28th, 2016
ac8129464363
repetition Features the use of recognizable identical patterns or gameplay elements. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , low sv Features prominent low sv usage as a key part of map design.
4.05 / 5.00 from 28 votes
#22
Aramary - StarDust
Stardust 4.29*
Aug 21st, 2010
[Aramary]
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , overlap reading Contains patterns where overlapped objects make 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. , storyboard Contains a storyboard that enhances gameplay experience. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.00 / 5.00 from 32 votes
#23
Lia - Tori no Uta
Collab 5.42*
Feb 24th, 2016
Erisan, Arieruco and OK_oreGENKI
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.85 / 5.00 from 53 votes
#24
Havok - Postmortem/Raining Blood (Slayer cover)
Vengeance 8.50*
May 31st, 2021
Mazzerin
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , tournament custom A custom map for a playing tournament.
3.95 / 5.00 from 32 votes
#25
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.
3.88 / 5.00 from 42 votes
#26
Dio ft. Sef - Tijdmachine
Lesjuh! '11 5.09*
Dec 19th, 2011
Lesjuh
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. , geometric Incorporates geometric shapes within the map's visual design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.71 / 5.00 from 87 votes
#27
monet - Noborenai Sakamichi
Delis' Insane 5.39*
Dec 31st, 2017
Delis
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , 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.
3.83 / 5.00 from 46 votes
#28
Dio feat. Sef - Aye
Lesjuh's Aye!! 4.68*
Nov 18th, 2021
Lesjuh
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , 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. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.78 / 5.00 from 53 votes
#29
Cocteau Twins - Summerhead
nomadic 5.87*
Nov 21st, 2023
mapping cancer
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.73 / 5.00 from 63 votes
#30
xi - FREEDOM DiVE
FOUR DIMENSIONS 7.52*
Jun 23rd, 2012
Nakagawa-Kanon
stamina Tests a player's ability to tap dense rhythms over long periods of time. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.60 / 5.00 from 180 votes
#31
Hitori Tori - perthed again (yambabom remix)
Extra 7.05*
Apr 2nd, 2026
Beomsan
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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , 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. , high sv Features prominent high slider velocity usage as a key part of map design.
3.68 / 5.00 from 66 votes
#32
Satou Hiromi - Hikari
Expert 6.11*
Jan 19th, 2023
allein
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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , spaced streams Streams with large spacing, typically ones where the notes don't overlap.
3.66 / 5.00 from 77 votes
#33
Eisyo-kobu - Oriental Blossom
Karen's Extra 6.78*
Oct 9th, 2017
Karen
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , geometric Incorporates geometric shapes within the map's visual design. , mapping contest An entry for a mapping contest.
3.91 / 5.00 from 27 votes
#34
JYOCHO - Kirei na Sankaku, Asahi Ningen
looks like a dream, tastes like ... 6.60*
Aug 30th, 2024
blixys
tech Tests uncommon skills. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , slidershapes Uses a large variety of slider designs.
3.72 / 5.00 from 44 votes
#35
Parannoul - White Ceiling
to see the next part of the dream 6.86*
Jul 3rd, 2025
9ami, Lince Cosmico, Creepattack, Mizunashi Akari, mintIceCream_, Sanayui, Alty, Phten02, songpyeon, EnderCraft and Cocoyu
marathon A map with a drain time of over 5 minutes. , megacollab A map with 8 or more associated mappers. , 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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , chaotic Unpredictable map design, often testing unusual skillsets.
3.77 / 5.00 from 36 votes
#36
M2U feat. Guriri - Magnolia
AngelHoney's ExtrA 5.78*
Oct 15th, 2014
AngelHoney
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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.73 / 5.00 from 36 votes
#37
EZFG - Hurting for a Very Hurtful Pain
Dance 5.86*
Apr 24th, 2013
tutuhaha
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , 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.
3.69 / 5.00 from 41 votes
#38
Killer - Zui Qing Feng
Hard 2.93*
Apr 18th, 2015
Hollow Wings
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design.
3.76 / 5.00 from 30 votes
#39
SYUNN - Megalara Garuda
rustbell 9.37*
Nov 22nd, 2016
rustbell
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , 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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , 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. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.85 / 5.00 from 23 votes
#40
Radiohead - Sit down. Stand up. (Snakes & Ladders.)
Expert 6.25*
Sep 9th, 2019
Mirash
difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , progression Contains a gradual advancement in difficulty or concept across the map. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , storyboard Contains a storyboard that enhances gameplay experience. , freeform An unrestrained and loose approach towards visual structure.
3.81 / 5.00 from 25 votes
#41
L.E.D. - THE SHINING POLARIS -kors k mix-
LEGGENDARIA 7.11*
Feb 7th, 2025
lKepler
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. , 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.
3.77 / 5.00 from 27 votes
#42
Shintani Ryoko - Wonderful World
Extra 5.97*
Nov 16th, 2013
HanzeR
progression Contains a gradual advancement in difficulty or concept across the map. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , 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. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.84 / 5.00 from 23 votes
#43
sekai - God-ish
? 6.58*
Jul 28th, 2022
seros
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , tournament custom A custom map for a playing tournament. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.66 / 5.00 from 39 votes
#44
yax03 - down
noob... 5.74*
May 15th, 2026
aspen
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , marathon A map with a drain time of over 5 minutes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes.
3.69 / 5.00 from 31 votes
#45
UKRampage - Jack-the-Ripper
Extravaganza 7.43*
Dec 11th, 2021
DeviousPanda
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. , 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. , keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song.
3.51 / 5.00 from 90 votes
#46
Dio ft. Sef - Tijdmachine
Insane! '10 4.78*
Dec 19th, 2011
GladiOol
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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.72 / 5.00 from 27 votes
#47
FUJIN CLUB - Tabi to Ferry
Seaside 6.05*
Mar 12th, 2018
dsco
repetition Features the use of recognizable identical patterns or gameplay elements. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.56 / 5.00 from 55 votes
#48
sakuzyo - AXION
HW's EX 6.61*
Oct 26th, 2016
Hollow Wings
gimmick Focused on a single unique design or gameplay idea. , 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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.58 / 5.00 from 44 votes
#49
Bernd Krueger - Sonata No.14 in cis-Moll, Op. 27/2 - 3. Satz
Presto Agitato 6.45*
Aug 18th, 2017
Fenza
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
3.66 / 5.00 from 24 votes
#50
Susumu Hirasawa - Big Brother
KIRBY Mix 5.69*
Jan 10th, 2010
Starrodkirby86
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.63 / 5.00 from 28 votes
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The chart is based on an implementation of the Bayesian average method. It updates once every day.

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Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
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