Highest Rated Maps of All Time
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#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.
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
DJ S3RL - T-T-Techno (feat. Jesskah)
Technonationalism 6.03*
Mar 31st, 2015
Ulysses
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song.
Technonationalism 6.03*
Mar 31st, 2015
Ulysses
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song.
4.01 / 5.00 from 169 votes
#3
aran - Graces of Heaven
Debug 7.86*
Feb 5th, 2014
rustbell
gimmick Focused on a single unique design or gameplay idea. , marathon A map with a drain time of over 5 minutes. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , 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. , chaotic Unpredictable map design, often testing unusual skillsets.
Debug 7.86*
Feb 5th, 2014
rustbell
gimmick Focused on a single unique design or gameplay idea. , marathon A map with a drain time of over 5 minutes. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , 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. , chaotic Unpredictable map design, often testing unusual skillsets.
4.07 / 5.00 from 116 votes
#4
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
#5
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.
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
#6
bermei.inazawa feat. Shimotsuki Haruka - Taitou no Suika
where i was buried 6.68*
May 29th, 2024
fanzhen0019
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , progression Contains a gradual advancement in difficulty or concept across the map. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , marathon A map with a drain time of over 5 minutes. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in.
where i was buried 6.68*
May 29th, 2024
fanzhen0019
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , progression Contains a gradual advancement in difficulty or concept across the map. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , marathon A map with a drain time of over 5 minutes. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in.
3.91 / 5.00 from 182 votes
#7
SOPHIE - NOTHING MORE TO SAY (DUB)
NOTHING ELSE TO SLAY (DAB) ft. t... 5.90*
Jun 27th, 2022
emilia, tatemae and schoolboy
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. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , repetition Features the use of recognizable identical patterns or gameplay elements.
NOTHING ELSE TO SLAY (DAB) ft. t... 5.90*
Jun 27th, 2022
emilia, tatemae and schoolboy
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. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , repetition Features the use of recognizable identical patterns or gameplay elements.
3.92 / 5.00 from 113 votes
#8
Tsukasa - Heaven's Race Guitar Style
Collab 5.14*
Jul 30th, 2012
Alace, ignorethis, yeahyeahyeahhh, Natteke, Vass_Bass, La Cataline and Reiji-RJ
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Collab 5.14*
Jul 30th, 2012
Alace, ignorethis, yeahyeahyeahhh, Natteke, Vass_Bass, La Cataline and Reiji-RJ
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.03 / 5.00 from 65 votes
#9
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
#10
Daisuke Achiwa - BASARA
BASARA 4.72*
Dec 28th, 2010
100pa-
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , taikosu A map intended to produce an osu!taiko map when automatically converted via hitsounds.
BASARA 4.72*
Dec 28th, 2010
100pa-
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , taikosu A map intended to produce an osu!taiko map when automatically converted via hitsounds.
3.86 / 5.00 from 163 votes
#11
Lia - Kokoro ni Todoku Uta
Holo 5.03*
May 2nd, 2011
Holoaz
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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design.
Holo 5.03*
May 2nd, 2011
Holoaz
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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design.
4.07 / 5.00 from 50 votes
#12
Demetori - Yuuga ni Sakase, Sumizome no Sakura ~ The Harm of Coming into Existence
Extra Stage 6.89*
Apr 13th, 2020
jonathanlfj
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , 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.
Extra Stage 6.89*
Apr 13th, 2020
jonathanlfj
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , 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.
3.98 / 5.00 from 59 votes
#13
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
#14
Ryo - Yoru no Himawari
Hard 2.84*
Aug 15th, 2013
kiddly
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , simple Accessible and straightforward map design.
Hard 2.84*
Aug 15th, 2013
kiddly
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , simple Accessible and straightforward map design.
4.07 / 5.00 from 41 votes
#15
Akitsuki Fuuka CV:Lynn - Fair wind
cRyo&xsrs's Extreme 6.31*
Feb 3rd, 2018
xsrsbsns and cRyo[iceeicee]
collab A map with two or more associated mappers. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
cRyo&xsrs's Extreme 6.31*
Feb 3rd, 2018
xsrsbsns and cRyo[iceeicee]
collab A map with two or more associated mappers. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
4.11 / 5.00 from 34 votes
#16
Camellia ft. Ayakura Mei - Integration under the moon of codes
gansijiye 5.37*
Apr 22nd, 2013
kiddly
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. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
gansijiye 5.37*
Apr 22nd, 2013
kiddly
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. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.93 / 5.00 from 65 votes
#17
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
#18
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.
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
#19
07th Expansion - Eiji Kuinbii
Collapse 4.64*
Dec 27th, 2011
Natteke
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , 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.
Collapse 4.64*
Dec 27th, 2011
Natteke
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , 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.
3.89 / 5.00 from 72 votes
#20
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
#21
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
#22
Bring Me the Horizon - Anthem
orvtoris 8.04*
Apr 5th, 2025
nhlx
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , tech Tests uncommon skills. , 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. , high sv Features prominent high slider velocity usage as a key part of map design.
orvtoris 8.04*
Apr 5th, 2025
nhlx
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , tech Tests uncommon skills. , 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. , high sv Features prominent high slider velocity usage as a key part of map design.
4.19 / 5.00 from 25 votes
#23
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
#24
S3RL feat Harri Rush - Nostalgic (Nightcore Mix)
Posthumous 7.65*
May 10th, 2018
Ulysses
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , tech Tests uncommon skills. , geometric Incorporates geometric shapes within the map's visual design. , storyboard Contains a storyboard that enhances gameplay experience. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song.
Posthumous 7.65*
May 10th, 2018
Ulysses
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , tech Tests uncommon skills. , geometric Incorporates geometric shapes within the map's visual design. , storyboard Contains a storyboard that enhances gameplay experience. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song.
3.78 / 5.00 from 92 votes
#25
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
#26
BARAKO - Otomegokoro x Kyokuchuuhatto -dandara shooting MIX-
Kyokuchuuhatto 6.55*
Jun 15th, 2010
100pa-
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
Kyokuchuuhatto 6.55*
Jun 15th, 2010
100pa-
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.78 / 5.00 from 78 votes
#27
Mago de Oz - Xanandra
Insane 6.23*
Mar 2nd, 2014
Luvdic
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , repetition Features the use of recognizable identical patterns or gameplay elements. , 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. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
Insane 6.23*
Mar 2nd, 2014
Luvdic
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , repetition Features the use of recognizable identical patterns or gameplay elements. , 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. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
3.77 / 5.00 from 90 votes
#28
Zedd - Clarity (feat. Foxes) (kamome sano remix)
The Song Is About a Tragic Love 5.92*
Sep 7th, 2015
Broccoly
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , tech Tests uncommon skills. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , marathon A map with a drain time of over 5 minutes.
The Song Is About a Tragic Love 5.92*
Sep 7th, 2015
Broccoly
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , tech Tests uncommon skills. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , marathon A map with a drain time of over 5 minutes.
3.84 / 5.00 from 61 votes
#29
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
#30
Daisuke Achiwa - BASARA
Luca 4.38*
Dec 28th, 2010
100pa-
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Luca 4.38*
Dec 28th, 2010
100pa-
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.10 / 5.00 from 24 votes
#31
Frums - I Can't Even Remember My Own Name
Reborn 5.59*
Feb 14th, 2023
kiddly and PandaHero
simple Accessible and straightforward map design. , 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. , collab A map with two or more associated mappers. , 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
Reborn 5.59*
Feb 14th, 2023
kiddly and PandaHero
simple Accessible and straightforward map design. , 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. , collab A map with two or more associated mappers. , 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
3.77 / 5.00 from 60 votes
#32
Saki Kabata - LONELY ROLLING STAR
* 5.39*
Aug 24th, 2024
Mattay
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , 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. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs.
* 5.39*
Aug 24th, 2024
Mattay
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , 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. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs.
3.72 / 5.00 from 79 votes
#33
Hatsune Miku - Mythologia's End
Myth0108ia 6.22*
Jul 8th, 2012
val0108
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Myth0108ia 6.22*
Jul 8th, 2012
val0108
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.69 / 5.00 from 96 votes
#34
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.
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
#35
UNDEAD CORPORATION - Yoru Naku Usagi wa Yume o Miru
CRN's Extra 6.37*
Jun 6th, 2014
caren_sk
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. , storyboard Contains a storyboard that enhances gameplay experience.
CRN's Extra 6.37*
Jun 6th, 2014
caren_sk
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. , storyboard Contains a storyboard that enhances gameplay experience.
3.78 / 5.00 from 46 votes
#36
Megurine Luka - Leia
gowww 5.16*
May 6th, 2011
gowww
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. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult.
gowww 5.16*
May 6th, 2011
gowww
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. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult.
3.84 / 5.00 from 43 votes
#37
BAND-MAID - RINNE
REINCARNATION 6.75*
Jul 20th, 2020
Delis
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. , 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. , 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.
REINCARNATION 6.75*
Jul 20th, 2020
Delis
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. , 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. , 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.
3.67 / 5.00 from 73 votes
#38
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
#39
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
#40
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
#41
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
#42
Henry Salvia, Kathleen Enright - Brick by Brick
Tock by Tick 6.40*
Jan 26th, 2022
moonpoint
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. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , geometric Incorporates geometric shapes within the map's visual design.
Tock by Tick 6.40*
Jan 26th, 2022
moonpoint
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. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , geometric Incorporates geometric shapes within the map's visual design.
3.61 / 5.00 from 47 votes
#43
Demetori - Higan Kikou ~ View of The River Styx
Extra Stage 5.95*
Mar 23rd, 2021
RLC
simple Accessible and straightforward map design. , 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. , marathon A map with a drain time of over 5 minutes.
Extra Stage 5.95*
Mar 23rd, 2021
RLC
simple Accessible and straightforward map design. , 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. , marathon A map with a drain time of over 5 minutes.
3.65 / 5.00 from 29 votes
#44
kors k - Love Is Eternity (Original Extended Ver.)
Marathon 5.53*
Dec 30th, 2024
aspen
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , marathon A map with a drain time of over 5 minutes. , chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design.
Marathon 5.53*
Dec 30th, 2024
aspen
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , marathon A map with a drain time of over 5 minutes. , chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design.
3.47 / 5.00 from 62 votes
#45
TRakker - The Inner Gaze -Will-
Collab Extra 5.79*
Oct 20th, 2023
PandaHero and Koiyuki
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. , marathon A map with a drain time of over 5 minutes. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Collab Extra 5.79*
Oct 20th, 2023
PandaHero and Koiyuki
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. , marathon A map with a drain time of over 5 minutes. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.80 / 5.00 from 22 votes
#46
Abuse - Flower War
Shunionuu 5.89*
Nov 5th, 2023
Shiny Braixen
avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , 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. , freeform An unrestrained and loose approach towards visual structure. , 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. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Shunionuu 5.89*
Nov 5th, 2023
Shiny Braixen
avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , 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. , freeform An unrestrained and loose approach towards visual structure. , 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. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.50 / 5.00 from 50 votes
#47
"Weird Al" Yankovic - The Alternative Polka
Holy Polka! It's "Weird Al"!! 7.06*
Sep 26th, 2023
Froslass and moonpoint
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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , collab A map with two or more associated mappers. , chaotic Unpredictable map design, often testing unusual skillsets. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , geometric Incorporates geometric shapes within the map's visual design.
Holy Polka! It's "Weird Al"!! 7.06*
Sep 26th, 2023
Froslass and moonpoint
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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , collab A map with two or more associated mappers. , chaotic Unpredictable map design, often testing unusual skillsets. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , geometric Incorporates geometric shapes within the map's visual design.
3.54 / 5.00 from 32 votes
#48
suzumu - Tokyo Teddy Bear
Lost 7.56*
Feb 25th, 2020
Ryuusei Aika
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , freeform An unrestrained and loose approach towards visual structure.
Lost 7.56*
Feb 25th, 2020
Ryuusei Aika
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , freeform An unrestrained and loose approach towards visual structure.
3.51 / 5.00 from 40 votes
#49
Nico Nico Chorus - Leia
Dasein 6.92*
Apr 15th, 2020
tatemae
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , chaotic Unpredictable map design, often testing unusual skillsets.
Dasein 6.92*
Apr 15th, 2020
tatemae
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , chaotic Unpredictable map design, often testing unusual skillsets.
3.49 / 5.00 from 32 votes
#50
Radiohead - Just
Extra Mapping 5.88*
May 15th, 2023
olc
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
Extra Mapping 5.88*
May 15th, 2023
olc
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
3.38 / 5.00 from 68 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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