Highest Rated Maps of All Time
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#1
Halozy - Sentimental Skyscraper
Myouren Hijiri 6.95*
May 27th, 2014
Hollow Wings
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , 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.
Myouren Hijiri 6.95*
May 27th, 2014
Hollow Wings
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , 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.
4.16 / 5.00 from 285 votes
#2
onoken - vijore
Mythic 5.18*
Jun 16th, 2015
kiddly
progression Contains a gradual advancement in difficulty or concept across the map. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , 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. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream.
Mythic 5.18*
Jun 16th, 2015
kiddly
progression Contains a gradual advancement in difficulty or concept across the map. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , 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. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream.
4.16 / 5.00 from 179 votes
#3
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
#4
t=NODE - Four Seasons
Relax 5.43*
Mar 15th, 2015
Lan wings
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , time signatures Audio contains many changes in time signature or uses an uncommon time signature.
Relax 5.43*
Mar 15th, 2015
Lan wings
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , time signatures Audio contains many changes in time signature or uses an uncommon time signature.
4.16 / 5.00 from 110 votes
#5
Camellia - Kono Hoshi de....
Another 6.07*
Jul 25th, 2013
Snow Note
progression Contains a gradual advancement in difficulty or concept across the map. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 6.07*
Jul 25th, 2013
Snow Note
progression Contains a gradual advancement in difficulty or concept across the map. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.15 / 5.00 from 115 votes
#6
onoken - P8107
KA071 6.00*
Sep 11th, 2014
Kloyd
progression Contains a gradual advancement in difficulty or concept across the map. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , marathon A map with a drain time of over 5 minutes. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes.
KA071 6.00*
Sep 11th, 2014
Kloyd
progression Contains a gradual advancement in difficulty or concept across the map. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , marathon A map with a drain time of over 5 minutes. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes.
4.07 / 5.00 from 157 votes
#7
Hatsuki Yura - Yoiyami Hanabi
Lan 5.50*
Nov 22nd, 2013
Lan wings
progression Contains a gradual advancement in difficulty or concept across the map. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , mapping contest An entry for a mapping contest.
Lan 5.50*
Nov 22nd, 2013
Lan wings
progression Contains a gradual advancement in difficulty or concept across the map. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , mapping contest An entry for a mapping contest.
4.11 / 5.00 from 99 votes
#8
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
#9
KikuoHana - Nobore! Susume! Takai Tou
Expert 5.68*
Dec 2nd, 2016
Karen
progression Contains a gradual advancement in difficulty or concept across the map. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , marathon A map with a drain time of over 5 minutes.
Expert 5.68*
Dec 2nd, 2016
Karen
progression Contains a gradual advancement in difficulty or concept across the map. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , marathon A map with a drain time of over 5 minutes.
3.93 / 5.00 from 160 votes
#10
ELECTROCUTICA feat. F9 - Triplaneta
FALL 5.31*
Aug 24th, 2019
ac8129464363
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. , progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , simple Accessible and straightforward map design.
FALL 5.31*
Aug 24th, 2019
ac8129464363
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. , progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , simple Accessible and straightforward map design.
3.93 / 5.00 from 152 votes
#11
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
#12
sanj - last minute (sakuraburst remix)
the nature of withering 5.82*
Aug 18th, 2018
Scub
progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
the nature of withering 5.82*
Aug 18th, 2018
Scub
progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
4.17 / 5.00 from 49 votes
#13
goreshit - burn this moment into the retina of my eye
extra 7.06*
Jan 16th, 2016
grumd
progression Contains a gradual advancement in difficulty or concept across the map. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , simple Accessible and straightforward map design.
extra 7.06*
Jan 16th, 2016
grumd
progression Contains a gradual advancement in difficulty or concept across the map. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , simple Accessible and straightforward map design.
3.93 / 5.00 from 150 votes
#14
MiddleIsland - Roze
Lan 5.63*
Apr 17th, 2013
Lan wings
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. , simple Accessible and straightforward map design.
Lan 5.63*
Apr 17th, 2013
Lan wings
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. , simple Accessible and straightforward map design.
4.03 / 5.00 from 83 votes
#15
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
#16
Camellia - Chirality
Original 6.75*
Sep 10th, 2017
rrtyui
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , mapping contest An entry for a mapping contest.
Original 6.75*
Sep 10th, 2017
rrtyui
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , mapping contest An entry for a mapping contest.
4.33 / 5.00 from 31 votes
#17
Nekomata Master+ - Kung-fu Empire
Backdrop 5.36*
May 24th, 2015
Damnae
simple Accessible and straightforward map design. , storyboard Contains a storyboard that enhances gameplay experience. , progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes.
Backdrop 5.36*
May 24th, 2015
Damnae
simple Accessible and straightforward map design. , storyboard Contains a storyboard that enhances gameplay experience. , progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes.
4.09 / 5.00 from 55 votes
#18
a_hisa - Tenri Kaku Jou
Celestial 8.28*
Nov 15th, 2018
Axarious
progression Contains a gradual advancement in difficulty or concept across the map. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , slidershapes Uses a large variety of slider designs.
Celestial 8.28*
Nov 15th, 2018
Axarious
progression Contains a gradual advancement in difficulty or concept across the map. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , slidershapes Uses a large variety of slider designs.
4.10 / 5.00 from 45 votes
#19
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
#20
Shimotsuki Haruka - Tsubasa o Kudasai
Super Extra 5.49*
Aug 15th, 2022
misho15_701_4_0 and Troupe a troops
progression Contains a gradual advancement in difficulty or concept across the map. , 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.
Super Extra 5.49*
Aug 15th, 2022
misho15_701_4_0 and Troupe a troops
progression Contains a gradual advancement in difficulty or concept across the map. , 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.
3.81 / 5.00 from 129 votes
#21
40mP feat.yuikonnu - Ame to Asphalt
Skystar's Extra 5.88*
Mar 5th, 2015
Skystar
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. , 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. , slidershapes Uses a large variety of slider designs.
Skystar's Extra 5.88*
Mar 5th, 2015
Skystar
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. , 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. , slidershapes Uses a large variety of slider designs.
3.82 / 5.00 from 113 votes
#22
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
#23
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
#24
goreshit - burn this moment into the retina of my eye
insane 6.04*
Jan 16th, 2016
grumd
progression Contains a gradual advancement in difficulty or concept across the map. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , simple Accessible and straightforward map design.
insane 6.04*
Jan 16th, 2016
grumd
progression Contains a gradual advancement in difficulty or concept across the map. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , simple Accessible and straightforward map design.
3.88 / 5.00 from 71 votes
#25
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
#26
Camellia - Chirality
tyui's Original 6.88*
Nov 1st, 2025
rrtyui
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. , mapping contest An entry for a mapping contest. , tech Tests uncommon skills. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
tyui's Original 6.88*
Nov 1st, 2025
rrtyui
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. , mapping contest An entry for a mapping contest. , tech Tests uncommon skills. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.02 / 5.00 from 42 votes
#27
sasakure.UK - ChRoNiClESeVeN feat. Annabel
Flora 6.08*
Jun 29th, 2018
AIR
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. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , 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. , simple Accessible and straightforward map design.
Flora 6.08*
Jun 29th, 2018
AIR
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. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , 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. , simple Accessible and straightforward map design.
3.97 / 5.00 from 44 votes
#28
Rita - dorchadas
oidhche original 5.53*
Oct 27th, 2017
rrtyui
slidershapes Uses a large variety of slider designs. , mapping contest An entry for a mapping contest. , progression Contains a gradual advancement in difficulty or concept across the map. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
oidhche original 5.53*
Oct 27th, 2017
rrtyui
slidershapes Uses a large variety of slider designs. , mapping contest An entry for a mapping contest. , progression Contains a gradual advancement in difficulty or concept across the map. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
3.76 / 5.00 from 110 votes
#29
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
#30
Abuse - Shinjuku Jack
Grotesque 7.08*
Jan 18th, 2022
Ryuusei Aika
progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes. , chaotic Unpredictable map design, often testing unusual skillsets. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
Grotesque 7.08*
Jan 18th, 2022
Ryuusei Aika
progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes. , chaotic Unpredictable map design, often testing unusual skillsets. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
4.00 / 5.00 from 34 votes
#31
baker - For a Dead Girl+
Master 5.90*
Nov 2nd, 2017
hehe
progression Contains a gradual advancement in difficulty or concept across the map. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , tech Tests uncommon skills.
Master 5.90*
Nov 2nd, 2017
hehe
progression Contains a gradual advancement in difficulty or concept across the map. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , tech Tests uncommon skills.
3.80 / 5.00 from 78 votes
#32
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
#33
KOTOKO - Agony
Hard 3.50*
Sep 19th, 2012
IceBeam
simple Accessible and straightforward map design. , progression Contains a gradual advancement in difficulty or concept across the map. , playfield usage Includes deliberate use of the playfield within the map design.
Hard 3.50*
Sep 19th, 2012
IceBeam
simple Accessible and straightforward map design. , progression Contains a gradual advancement in difficulty or concept across the map. , playfield usage Includes deliberate use of the playfield within the map design.
4.06 / 5.00 from 28 votes
#34
RADWIMPS - Hyperventilation
What are you gonna do to my b**bs? 6.53*
Sep 14th, 2023
seros
progression Contains a gradual advancement in difficulty or concept across the map. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , chaotic Unpredictable map design, often testing unusual skillsets. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
What are you gonna do to my b**bs? 6.53*
Sep 14th, 2023
seros
progression Contains a gradual advancement in difficulty or concept across the map. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , chaotic Unpredictable map design, often testing unusual skillsets. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
3.74 / 5.00 from 92 votes
#35
YURiCa/Hanatan - Telomere no Ubugoe
First Cry 4.55*
Jan 1st, 2022
kodama
progression Contains a gradual advancement in difficulty or concept across the map.
First Cry 4.55*
Jan 1st, 2022
kodama
progression Contains a gradual advancement in difficulty or concept across the map.
3.97 / 5.00 from 36 votes
#36
Tokyo Jihen - Sounan
Insane 5.65*
Sep 11th, 2019
Uberzolik
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , progression Contains a gradual advancement in difficulty or concept across the map. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
Insane 5.65*
Sep 11th, 2019
Uberzolik
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , progression Contains a gradual advancement in difficulty or concept across the map. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
3.68 / 5.00 from 152 votes
#37
TOMINAGA TOMMY HIROAKI - JoJo ~Sono Chi no Sadame~ Archetype MIX Ver.
Overdrive 6.20*
Apr 1st, 2018
Delis
progression Contains a gradual advancement in difficulty or concept across the map. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , geometric Incorporates geometric shapes within the map's visual design.
Overdrive 6.20*
Apr 1st, 2018
Delis
progression Contains a gradual advancement in difficulty or concept across the map. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , geometric Incorporates geometric shapes within the map's visual design.
3.81 / 5.00 from 55 votes
#38
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
#39
Function Phantom - Paradox
fanzhen's EX 6.16*
Dec 28th, 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. , tech Tests uncommon skills. , storyboard Contains a storyboard that enhances gameplay experience.
fanzhen's EX 6.16*
Dec 28th, 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. , tech Tests uncommon skills. , storyboard Contains a storyboard that enhances gameplay experience.
3.87 / 5.00 from 34 votes
#40
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
#41
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
#42
Silentroom - F1055
world champeionshop 6.61*
Sep 14th, 2025
fowwo, Pandize, phyr, Weoweet and 6pXgEj3hc7Umj5H
mapping contest An entry for a mapping contest. , progression Contains a gradual advancement in difficulty or concept across the map. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , slidershapes Uses a large variety of slider designs.
world champeionshop 6.61*
Sep 14th, 2025
fowwo, Pandize, phyr, Weoweet and 6pXgEj3hc7Umj5H
mapping contest An entry for a mapping contest. , progression Contains a gradual advancement in difficulty or concept across the map. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , slidershapes Uses a large variety of slider designs.
4.22 / 5.00 from 22 votes
#43
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
#44
Car Seat Headrest - Bodys
embrace 5.69*
Mar 27th, 2023
wafer
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. , progression Contains a gradual advancement in difficulty or concept across the map. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , repetition Features the use of recognizable identical patterns or gameplay elements. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , low sv Features prominent low sv usage as a key part of map design.
embrace 5.69*
Mar 27th, 2023
wafer
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. , progression Contains a gradual advancement in difficulty or concept across the map. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , repetition Features the use of recognizable identical patterns or gameplay elements. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , low sv Features prominent low sv usage as a key part of map design.
3.61 / 5.00 from 82 votes
#45
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
#46
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
#47
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
#48
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
#49
zts - dreamenddischarger
Love Letter 4.89*
Sep 19th, 2015
happy30, Natteke, Damnae, Irreversible, Okoayu and Osu Mapman
simple Accessible and straightforward map design. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , progression Contains a gradual advancement in difficulty or concept across the map.
Love Letter 4.89*
Sep 19th, 2015
happy30, Natteke, Damnae, Irreversible, Okoayu and Osu Mapman
simple Accessible and straightforward map design. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , progression Contains a gradual advancement in difficulty or concept across the map.
4.12 / 5.00 from 22 votes
#50
Silentroom - F1055
final 7.54*
May 23rd, 2026
Acylica, Taeyang, Beomsan and milr_
tech Tests uncommon skills. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs. , mapping contest An entry for a mapping contest. , progression Contains a gradual advancement in difficulty or concept across the map. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
final 7.54*
May 23rd, 2026
Acylica, Taeyang, Beomsan and milr_
tech Tests uncommon skills. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs. , mapping contest An entry for a mapping contest. , progression Contains a gradual advancement in difficulty or concept across the map. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
3.64 / 5.00 from 55 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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