Highest Rated Maps of All Time
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#1
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.
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
#2
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
#3
DJ TOTTO feat. Sunao Yoshikawa - Arousing
HW's Extra 6.02*
Jul 29th, 2014
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. , high sv Features prominent high slider velocity usage as a key part of map design.
HW's Extra 6.02*
Jul 29th, 2014
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. , high sv Features prominent high slider velocity usage as a key part of map design.
4.23 / 5.00 from 42 votes
#4
paraoka - Manima ni
('(oo)') 4.98*
Feb 19th, 2012
Sandpig
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
('(oo)') 4.98*
Feb 19th, 2012
Sandpig
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
4.04 / 5.00 from 60 votes
#5
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
#6
Hana - Lifework (2014ver.)
Alice 6.46*
Jan 1st, 2023
chenLia
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
Alice 6.46*
Jan 1st, 2023
chenLia
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
4.07 / 5.00 from 42 votes
#7
FELT - Day and Night
Terrace Ballad 4.84*
Jun 8th, 2018
UndeadCapulet
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , marathon A map with a drain time of over 5 minutes.
Terrace Ballad 4.84*
Jun 8th, 2018
UndeadCapulet
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , marathon A map with a drain time of over 5 minutes.
3.89 / 5.00 from 79 votes
#8
Kawada Mami - Going back to square one
Insane 6.62*
Dec 2nd, 2015
cRyo[iceeicee]
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , freeform An unrestrained and loose approach towards visual structure. , 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.
Insane 6.62*
Dec 2nd, 2015
cRyo[iceeicee]
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , freeform An unrestrained and loose approach towards visual structure. , 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.
4.15 / 5.00 from 33 votes
#9
Linkin Park - Session
RVB's Insane 4.79*
Feb 7th, 2019
Vass_Bass and Rue
freeform An unrestrained and loose approach towards visual structure. , 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. , collab A map with two or more associated mappers.
RVB's Insane 4.79*
Feb 7th, 2019
Vass_Bass and Rue
freeform An unrestrained and loose approach towards visual structure. , 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. , collab A map with two or more associated mappers.
4.09 / 5.00 from 36 votes
#10
Radiohead - My Iron Lung
Insane 4.60*
Feb 22nd, 2019
Myxo
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , progression Contains a gradual advancement in difficulty or concept across the map. , chaotic Unpredictable map design, often testing unusual skillsets. , freeform An unrestrained and loose approach towards visual structure.
Insane 4.60*
Feb 22nd, 2019
Myxo
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , progression Contains a gradual advancement in difficulty or concept across the map. , chaotic Unpredictable map design, often testing unusual skillsets. , freeform An unrestrained and loose approach towards visual structure.
3.99 / 5.00 from 48 votes
#11
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.
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
#12
ishikinonaikranke - kiminozanshihabokunihuru (2016 ver.)
collabexpert 6.37*
Feb 3rd, 2024
kuyusu and Troupe a troops
freeform An unrestrained and loose approach towards visual structure. , 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. , slidershapes Uses a large variety of slider designs. , playfield usage Includes deliberate use of the playfield within the map design.
collabexpert 6.37*
Feb 3rd, 2024
kuyusu and Troupe a troops
freeform An unrestrained and loose approach towards visual structure. , 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. , slidershapes Uses a large variety of slider designs. , playfield usage Includes deliberate use of the playfield within the map design.
3.85 / 5.00 from 67 votes
#13
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.
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
#14
Sir Mix-A-Lot - Baby Got Back
rev03's FOUR BOOTYMENSIONS 6.82*
Apr 30th, 2024
1103 and revoh
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , 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. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , tournament custom A custom map for a playing tournament. , freeform An unrestrained and loose approach towards visual structure. , playfield usage Includes deliberate use of the playfield within the map design.
rev03's FOUR BOOTYMENSIONS 6.82*
Apr 30th, 2024
1103 and revoh
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , 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. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , tournament custom A custom map for a playing tournament. , freeform An unrestrained and loose approach towards visual structure. , playfield usage Includes deliberate use of the playfield within the map design.
3.73 / 5.00 from 109 votes
#15
Shimotsuki Haruka - Rengoku
Uberzolik's Extra 5.18*
Mar 17th, 2019
Uberzolik
progression Contains a gradual advancement in difficulty or concept across the map. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
Uberzolik's Extra 5.18*
Mar 17th, 2019
Uberzolik
progression Contains a gradual advancement in difficulty or concept across the map. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
3.92 / 5.00 from 42 votes
#16
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
#17
DJ Noriken - #The_Relentless_(Modified)
Unstoppable 5.87*
Sep 13th, 2015
captin1 and Broccoly
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure. , tech Tests uncommon skills.
Unstoppable 5.87*
Sep 13th, 2015
captin1 and Broccoly
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure. , tech Tests uncommon skills.
3.93 / 5.00 from 40 votes
#18
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
#19
Utsu-P - Imperfect Animals
Expert 6.73*
Jun 22nd, 2021
kuyusu
repetition Features the use of recognizable identical patterns or gameplay elements. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , 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. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
Expert 6.73*
Jun 22nd, 2021
kuyusu
repetition Features the use of recognizable identical patterns or gameplay elements. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , 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. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
4.01 / 5.00 from 32 votes
#20
HAELOS - Buried in the Sand
Don't look away 5.77*
Jan 31st, 2020
squirrelpascals
marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Don't look away 5.77*
Jan 31st, 2020
squirrelpascals
marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
4.04 / 5.00 from 29 votes
#21
Kara's Walk Home - Gauge Means Nothing in the Car
second chance 5.39*
Mar 8th, 2024
pishifat
simple Accessible and straightforward map design. , 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. , storyboard Contains a storyboard that enhances gameplay experience. , freeform An unrestrained and loose approach towards visual structure.
second chance 5.39*
Mar 8th, 2024
pishifat
simple Accessible and straightforward map design. , 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. , storyboard Contains a storyboard that enhances gameplay experience. , freeform An unrestrained and loose approach towards visual structure.
3.75 / 5.00 from 77 votes
#22
angela - Shangri-La
Hard 4.13*
Oct 12th, 2010
GladiOol
difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , freeform An unrestrained and loose approach towards visual structure.
Hard 4.13*
Oct 12th, 2010
GladiOol
difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , freeform An unrestrained and loose approach towards visual structure.
3.89 / 5.00 from 39 votes
#23
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
#24
POCAH - Nao sou obrigada
Funk 6.09*
Dec 20th, 2022
jamesjan3
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. , 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. , freeform An unrestrained and loose approach towards visual structure.
Funk 6.09*
Dec 20th, 2022
jamesjan3
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. , 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. , freeform An unrestrained and loose approach towards visual structure.
3.83 / 5.00 from 50 votes
#25
Drake - Nice For What
Expert 6.10*
Jan 10th, 2019
UndeadCapulet
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , freeform An unrestrained and loose approach towards visual structure.
Expert 6.10*
Jan 10th, 2019
UndeadCapulet
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , freeform An unrestrained and loose approach towards visual structure.
3.66 / 5.00 from 132 votes
#26
Caramell - Caramelldansen (Speedycake Remix)
LESJUH DIFFICULTY!! 4.75*
Jan 17th, 2010
Lesjuh
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , freeform An unrestrained and loose approach towards visual structure.
LESJUH DIFFICULTY!! 4.75*
Jan 17th, 2010
Lesjuh
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , freeform An unrestrained and loose approach towards visual structure.
3.84 / 5.00 from 46 votes
#27
KOTOKO - agony
Insane 4.15*
Dec 1st, 2007
K-S-O
precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , freeform An unrestrained and loose approach towards visual structure. , simple Accessible and straightforward map design. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Insane 4.15*
Dec 1st, 2007
K-S-O
precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , freeform An unrestrained and loose approach towards visual structure. , simple Accessible and straightforward map design. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.71 / 5.00 from 78 votes
#28
Spide - Ama no Hane wa Kami no Gotoshi
Intertextuality 5.52*
Oct 14th, 2019
tatemae
low sv Features prominent low sv usage as a key part of map design. , 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. , freeform An unrestrained and loose approach towards visual structure. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
Intertextuality 5.52*
Oct 14th, 2019
tatemae
low sv Features prominent low sv usage as a key part of map design. , 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. , freeform An unrestrained and loose approach towards visual structure. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
3.88 / 5.00 from 32 votes
#29
Halozy - Crystal Snow
Heat Death 6.34*
Jan 17th, 2022
Hollow Wings
high sv Features prominent high slider velocity usage as a key part of map design. , gimmick Focused on a single unique design or gameplay idea. , 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. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure.
Heat Death 6.34*
Jan 17th, 2022
Hollow Wings
high sv Features prominent high slider velocity usage as a key part of map design. , gimmick Focused on a single unique design or gameplay idea. , 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. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure.
3.71 / 5.00 from 64 votes
#30
Kenji Ohtsuki to Zetsubou Shoujotachi - Ningyoutachi
The End of The World 6.41*
Aug 12th, 2024
App and Troupe a troops
avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , progression Contains a gradual advancement in difficulty or concept across the map. , 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. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , collab A map with two or more associated mappers. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
The End of The World 6.41*
Aug 12th, 2024
App and Troupe a troops
avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , progression Contains a gradual advancement in difficulty or concept across the map. , 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. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , collab A map with two or more associated mappers. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
3.72 / 5.00 from 56 votes
#31
Hiroyuki Sawano feat. Mika Kobayashi - Bios
LKs' Another 6.11*
Jun 28th, 2012
LKs
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. , freeform An unrestrained and loose approach towards visual structure.
LKs' Another 6.11*
Jun 28th, 2012
LKs
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. , freeform An unrestrained and loose approach towards visual structure.
3.81 / 5.00 from 40 votes
#32
Namakemono - Yasou -HEAVEN'S DOOR MIX-
Dream 6.26*
Jun 17th, 2024
pumice
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , marathon A map with a drain time of over 5 minutes.
Dream 6.26*
Jun 17th, 2024
pumice
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , marathon A map with a drain time of over 5 minutes.
3.70 / 5.00 from 55 votes
#33
stargaze shelter - OPTICAL
Expert Irregular: Alteratio 5.26*
Dec 31st, 2024
Frakturehawkens
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , freeform An unrestrained and loose approach towards visual structure. , playfield usage Includes deliberate use of the playfield within the map design.
Expert Irregular: Alteratio 5.26*
Dec 31st, 2024
Frakturehawkens
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , freeform An unrestrained and loose approach towards visual structure. , playfield usage Includes deliberate use of the playfield within the map design.
3.87 / 5.00 from 28 votes
#34
wa. remixed celas - Gin no Kaze
Expert 6.96*
Feb 21st, 2019
rrtyui
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. , 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. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Expert 6.96*
Feb 21st, 2019
rrtyui
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. , 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. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.68 / 5.00 from 54 votes
#35
WSTR - Eastbound & Down
Irre <3 HanzeR 6.12*
Apr 12th, 2017
Irreversible and HanzeR
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. , chaotic Unpredictable map design, often testing unusual skillsets. , progression Contains a gradual advancement in difficulty or concept across the map. , freeform An unrestrained and loose approach towards visual structure.
Irre <3 HanzeR 6.12*
Apr 12th, 2017
Irreversible and HanzeR
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. , chaotic Unpredictable map design, often testing unusual skillsets. , progression Contains a gradual advancement in difficulty or concept across the map. , freeform An unrestrained and loose approach towards visual structure.
3.63 / 5.00 from 65 votes
#36
ELECTROCUTICA feat. yanaginagi - Hysteresis
Ashen Rain 5.76*
Sep 8th, 2019
UndeadCapulet
progression Contains a gradual advancement in difficulty or concept across the map. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Ashen Rain 5.76*
Sep 8th, 2019
UndeadCapulet
progression Contains a gradual advancement in difficulty or concept across the map. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.84 / 5.00 from 29 votes
#37
Tiny Moving Parts - Good Enough / Birdhouse / Minnow
Indecisive Forthcomings 6.08*
Mar 4th, 2019
vrnl
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , 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. , marathon A map with a drain time of over 5 minutes. , multi-song Contains multiple songs within the audio. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , 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. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
Indecisive Forthcomings 6.08*
Mar 4th, 2019
vrnl
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , 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. , marathon A map with a drain time of over 5 minutes. , multi-song Contains multiple songs within the audio. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , 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. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
3.89 / 5.00 from 25 votes
#38
DystopiaGround - AugoEidEs
Aphotic 5.96*
Sep 16th, 2012
happy30
progression Contains a gradual advancement in difficulty or concept across the map. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure.
Aphotic 5.96*
Sep 16th, 2012
happy30
progression Contains a gradual advancement in difficulty or concept across the map. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure.
3.69 / 5.00 from 44 votes
#39
nobodyknows+ - Kokoro Odoru
bbj's Expert 5.96*
Oct 9th, 2019
Akiyama Mizuki
freeform An unrestrained and loose approach towards visual structure.
bbj's Expert 5.96*
Oct 9th, 2019
Akiyama Mizuki
freeform An unrestrained and loose approach towards visual structure.
3.78 / 5.00 from 30 votes
#40
Chata - samsara
Collab extra 5.34*
May 19th, 2023
Mirash and misho15_701_4_0
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , collab A map with two or more associated mappers. , freeform An unrestrained and loose approach towards visual structure.
Collab extra 5.34*
May 19th, 2023
Mirash and misho15_701_4_0
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , collab A map with two or more associated mappers. , freeform An unrestrained and loose approach towards visual structure.
3.59 / 5.00 from 69 votes
#41
Kanye West - Love Lockdown
Heartbreak 5.51*
Aug 14th, 2024
jamesjan3
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. , freeform An unrestrained and loose approach towards visual structure. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , large circles Uses larger-than-usual circles. Typically refers to maps with circle sizes 2 and below.
Heartbreak 5.51*
Aug 14th, 2024
jamesjan3
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. , freeform An unrestrained and loose approach towards visual structure. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , large circles Uses larger-than-usual circles. Typically refers to maps with circle sizes 2 and below.
3.77 / 5.00 from 28 votes
#42
New Order - Temptation
Green Eyes Blue Eyes Grey Eyes 4.49*
Dec 30th, 2024
pumice
marathon A map with a drain time of over 5 minutes. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , freeform An unrestrained and loose approach towards visual structure.
Green Eyes Blue Eyes Grey Eyes 4.49*
Dec 30th, 2024
pumice
marathon A map with a drain time of over 5 minutes. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , freeform An unrestrained and loose approach towards visual structure.
3.69 / 5.00 from 37 votes
#43
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.
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
#44
COALTAR OF THE DEEPERS - H/S/K/S
I/D/G/A/F 6.85*
Mar 12th, 2024
App
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. , 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. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , freeform An unrestrained and loose approach towards visual structure.
I/D/G/A/F 6.85*
Mar 12th, 2024
App
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. , 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. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , freeform An unrestrained and loose approach towards visual structure.
3.62 / 5.00 from 55 votes
#45
FELT - our song
expert 5.67*
Dec 25th, 2019
UndeadCapulet
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures.
expert 5.67*
Dec 25th, 2019
UndeadCapulet
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures.
3.73 / 5.00 from 27 votes
#46
A.R. Kane - Butterfly Collector
Rykoblydie 5.80*
Oct 7th, 2023
App
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. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , 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. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , 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.
Rykoblydie 5.80*
Oct 7th, 2023
App
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. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , 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. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , 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.
3.56 / 5.00 from 58 votes
#47
Cocteau Twins - Kookaburra
Nomadic 5.92*
Feb 8th, 2023
App
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
Nomadic 5.92*
Feb 8th, 2023
App
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
3.59 / 5.00 from 40 votes
#48
N.W.A. - Fuck Tha Police
Straight Outta Compton 6.91*
Jun 24th, 2025
The Honeysticks
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
Straight Outta Compton 6.91*
Jun 24th, 2025
The Honeysticks
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
3.65 / 5.00 from 28 votes
#49
KOAN Sound - Vibrant
Rise on the Neon Sky 5.69*
Aug 28th, 2020
Akeruyri
tech Tests uncommon skills. , 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.
Rise on the Neon Sky 5.69*
Aug 28th, 2020
Akeruyri
tech Tests uncommon skills. , 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.
3.99 / 5.00 from 21 votes
#50
twenty one pilots - Levitate
Vulture 5.89*
Feb 11th, 2020
Mao
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. , freeform An unrestrained and loose approach towards visual structure. , high sv Features prominent high slider velocity usage as a key part of map design.
Vulture 5.89*
Feb 11th, 2020
Mao
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. , freeform An unrestrained and loose approach towards visual structure. , high sv Features prominent high slider velocity usage as a key part of map design.
3.86 / 5.00 from 22 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.
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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