Highest Rated Maps of All Time
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#1
Silentroom - Nhelv
KATASTROPHE 195.35*
Apr 1st, 2024
pw384
2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , aspire Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , slidershapes Uses a large variety of slider designs. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , chaotic Unpredictable map design, often testing unusual skillsets. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
KATASTROPHE 195.35*
Apr 1st, 2024
pw384
2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , aspire Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , slidershapes Uses a large variety of slider designs. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , chaotic Unpredictable map design, often testing unusual skillsets. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.14 / 5.00 from 80 votes
#2
HujuniseikouyuuP - Talent Shredder
0108 style 5.32*
Oct 5th, 2012
val0108
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. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
0108 style 5.32*
Oct 5th, 2012
val0108
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. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.05 / 5.00 from 112 votes
#3
Shimotsuki Haruka - Byakuya Gensoutan
yf's Expert 5.93*
Dec 27th, 2017
yf_bmp
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
yf's Expert 5.93*
Dec 27th, 2017
yf_bmp
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
4.07 / 5.00 from 86 votes
#4
hicalculator - Life is Game
tobe Style 4.21*
Aug 11th, 2009
tobebuta
simple Accessible and straightforward map design. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
tobe Style 4.21*
Aug 11th, 2009
tobebuta
simple Accessible and straightforward map design. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.11 / 5.00 from 61 votes
#5
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.
3.90 / 5.00 from 183 votes
#6
Shounen Radio - neu
Platinum 6.45*
Mar 28th, 2013
Cygnus
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , 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. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Platinum 6.45*
Mar 28th, 2013
Cygnus
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , 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. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.10 / 5.00 from 56 votes
#7
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 164 votes
#8
ESTi - HELIX (Edit ver.)
fanzhen's EX 6.53*
Nov 9th, 2015
fanzhen0019
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , repetition Features the use of recognizable identical patterns or gameplay elements. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
fanzhen's EX 6.53*
Nov 9th, 2015
fanzhen0019
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , repetition Features the use of recognizable identical patterns or gameplay elements. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.00 / 5.00 from 66 votes
#9
Hitori Tori - perthed again (yambabom remix)
Zapy's Extra 6.55*
May 5th, 2015
Zapy
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , 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. , geometric Incorporates geometric shapes within the map's visual design.
Zapy's Extra 6.55*
May 5th, 2015
Zapy
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , 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. , geometric Incorporates geometric shapes within the map's visual design.
3.92 / 5.00 from 84 votes
#10
Niko - Made of Fire
Oni 6.22*
Nov 8th, 2009
Lesjuh
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Oni 6.22*
Nov 8th, 2009
Lesjuh
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.82 / 5.00 from 168 votes
#11
TJ.Hangneil - Kamui
SHD 6.56*
Mar 28th, 2012
Snow Note
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
SHD 6.56*
Mar 28th, 2012
Snow Note
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.91 / 5.00 from 84 votes
#12
IA - Six Trillion Years and Overnight Story
0108 6.08*
Jun 17th, 2012
val0108
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
0108 6.08*
Jun 17th, 2012
val0108
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.02 / 5.00 from 42 votes
#13
TERRA - Mugen no Hikari
mangetsu 5.68*
Feb 5th, 2025
kodama
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , playfield usage Includes deliberate use of the playfield within the map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
mangetsu 5.68*
Feb 5th, 2025
kodama
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , playfield usage Includes deliberate use of the playfield within the map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.80 / 5.00 from 103 votes
#14
Knife Party - Centipede
This isn't a map, just a simple ... 69.35*
Mar 26th, 2015
Akali
2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
This isn't a map, just a simple ... 69.35*
Mar 26th, 2015
Akali
2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.82 / 5.00 from 75 votes
#15
hasu - Warcry
THOUSAND PUNCH (kills instantly) 7.55*
Feb 17th, 2025
melonboy
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tournament custom A custom map for a playing tournament. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
THOUSAND PUNCH (kills instantly) 7.55*
Feb 17th, 2025
melonboy
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tournament custom A custom map for a playing tournament. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.21 / 5.00 from 23 votes
#16
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
#17
Nekomata Gekidan - AsiaN distractive
Orientalism 6.12*
Oct 28th, 2017
Regou and yf_bmp
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , collab A map with two or more associated mappers. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Orientalism 6.12*
Oct 28th, 2017
Regou and yf_bmp
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , collab A map with two or more associated mappers. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.07 / 5.00 from 34 votes
#18
Susumu Hirasawa - SWITCHED-ON LOTUS
KIRBY Mix Deluxe 5.23*
Dec 5th, 2010
Starrodkirby86
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
KIRBY Mix Deluxe 5.23*
Dec 5th, 2010
Starrodkirby86
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.85 / 5.00 from 64 votes
#19
Nene Anegasaki feat. Salita - Act Beloved
Retrospection 4.46*
Jul 13th, 2021
fanzhen0019
repetition Features the use of recognizable identical patterns or gameplay elements. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Retrospection 4.46*
Jul 13th, 2021
fanzhen0019
repetition Features the use of recognizable identical patterns or gameplay elements. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.19 / 5.00 from 27 votes
#20
Dark PHOENiX - Taketori Hishou
Extra 5.64*
Feb 23rd, 2011
KanbeKotori
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Extra 5.64*
Feb 23rd, 2011
KanbeKotori
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.00 / 5.00 from 37 votes
#21
Aphex Twin - CIRCLONT14 (shrymoming mix)
MarathonAFX 6.19*
Jan 25th, 2015
D33d
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , marathon A map with a drain time of over 5 minutes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design. , stamina Tests a player's ability to tap dense rhythms over long periods of time.
MarathonAFX 6.19*
Jan 25th, 2015
D33d
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , marathon A map with a drain time of over 5 minutes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design. , stamina Tests a player's ability to tap dense rhythms over long periods of time.
3.96 / 5.00 from 36 votes
#22
Aramary - StarDust
Stardust 4.29*
Aug 21st, 2010
[Aramary]
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , storyboard Contains a storyboard that enhances gameplay experience. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Stardust 4.29*
Aug 21st, 2010
[Aramary]
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , storyboard Contains a storyboard that enhances gameplay experience. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.01 / 5.00 from 33 votes
#23
nobodyknows+ - Kokoro Odoru (Heart Dancing)
Dance 5.52*
Sep 29th, 2010
100pa-
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Dance 5.52*
Sep 29th, 2010
100pa-
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.98 / 5.00 from 34 votes
#24
Manabu Namiki - Tenshi
Hibachi 7.64*
Oct 5th, 2013
Snow Note
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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Hibachi 7.64*
Oct 5th, 2013
Snow Note
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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.98 / 5.00 from 33 votes
#25
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
#26
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
#27
Caravan Palace - Dragons
Insane 5.30*
Mar 20th, 2012
Charles445
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Insane 5.30*
Mar 20th, 2012
Charles445
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.82 / 5.00 from 46 votes
#28
DJ Mars - Lemon Tree
Hard 4.12*
Nov 6th, 2009
mm201
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. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , iNiS-style A style originating from the original DS games, recognizable by it's emphasis on vocal rhythm, constant slider velocity, and easily understandable grid-snapped patterns. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Hard 4.12*
Nov 6th, 2009
mm201
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. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , iNiS-style A style originating from the original DS games, recognizable by it's emphasis on vocal rhythm, constant slider velocity, and easily understandable grid-snapped patterns. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.03 / 5.00 from 25 votes
#29
Hatsune Miku - Electric Love (t+pazolite Overcute Remix)
Overcute 6.94*
May 11th, 2012
Zapy
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Overcute 6.94*
May 11th, 2012
Zapy
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.17 / 5.00 from 25 votes
#30
Lemon Demon - Hyakugojyuuichi 2003
Colin Mochrie 7.07*
May 2nd, 2025
Bive
reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , chaotic Unpredictable map design, often testing unusual skillsets. , video gimmick Employs patterning that closely references the included background video. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , geometric Incorporates geometric shapes within the map's visual design. , old-style revival Emulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia. , 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.
Colin Mochrie 7.07*
May 2nd, 2025
Bive
reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , chaotic Unpredictable map design, often testing unusual skillsets. , video gimmick Employs patterning that closely references the included background video. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , geometric Incorporates geometric shapes within the map's visual design. , old-style revival Emulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia. , 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.
3.72 / 5.00 from 57 votes
#31
Kurubukko vs yukitani - Minamichita EVOLVED
Another 5.82*
Jul 26th, 2014
Cherry Blossom
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Another 5.82*
Jul 26th, 2014
Cherry Blossom
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.88 / 5.00 from 30 votes
#32
beatMARIO - Sousei (Driving style)
Fatfan style 5.36*
Jun 9th, 2026
Fatfan Kolek
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , chaotic Unpredictable map design, often testing unusual skillsets.
Fatfan style 5.36*
Jun 9th, 2026
Fatfan Kolek
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , chaotic Unpredictable map design, often testing unusual skillsets.
3.77 / 5.00 from 43 votes
#33
UNDEAD CORPORATION - Yoru Naku Usagi wa Yume o Miru
Lunatic 5.42*
Jun 6th, 2014
Smoothie
storyboard Contains a storyboard that enhances gameplay experience. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Lunatic 5.42*
Jun 6th, 2014
Smoothie
storyboard Contains a storyboard that enhances gameplay experience. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.85 / 5.00 from 33 votes
#34
Starving Trancer - New Gravity
Expert 5.22*
Aug 22nd, 2014
fanzhen0019
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Expert 5.22*
Aug 22nd, 2014
fanzhen0019
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.88 / 5.00 from 30 votes
#35
Manabu Namiki - Tenshi
Inbachi 8.88*
Oct 5th, 2013
Snow Note
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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Inbachi 8.88*
Oct 5th, 2013
Snow Note
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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.89 / 5.00 from 28 votes
#36
Ricky Montgomery - Line Without a Hook
Tiii---i-i-i---i-i---iide ~ ! 4.60*
Sep 16th, 2022
-Doodle
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , playfield usage Includes deliberate use of the playfield within the map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Tiii---i-i-i---i-i---iide ~ ! 4.60*
Sep 16th, 2022
-Doodle
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , playfield usage Includes deliberate use of the playfield within the map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.67 / 5.00 from 62 votes
#37
BRANDY - The Festival of Ghost 2
DaRRi MIx 4.19*
Oct 1st, 2008
darrihuka
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
DaRRi MIx 4.19*
Oct 1st, 2008
darrihuka
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.82 / 5.00 from 32 votes
#38
Gold Season - Experiment A (Cut Ver.)
Extreme 6.51*
Dec 5th, 2020
pishifat
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Extreme 6.51*
Dec 5th, 2020
pishifat
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.83 / 5.00 from 28 votes
#39
Linkin Park - Guilty All The Same (feat. Rakim)
ACT 3B | "SHACKLES OF GREED" 6.30*
Dec 7th, 2022
pw384
precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , marathon A map with a drain time of over 5 minutes. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
ACT 3B | "SHACKLES OF GREED" 6.30*
Dec 7th, 2022
pw384
precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , marathon A map with a drain time of over 5 minutes. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.77 / 5.00 from 32 votes
#40
Lily - Scarlet Rose
0108 style 5.60*
Jan 27th, 2012
val0108
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
0108 style 5.60*
Jan 27th, 2012
val0108
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.52 / 5.00 from 150 votes
#41
Baracuda - Where Is The Love (Nightcore Mix)
There is No Love 4.66*
Aug 15th, 2010
AdRon Zh3Ro
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
There is No Love 4.66*
Aug 15th, 2010
AdRon Zh3Ro
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.80 / 5.00 from 28 votes
#42
Camellia - Kimi ga Shinu no o Nagamete Iru yo
Extra 6.11*
May 25th, 2019
pishifat
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , simple Accessible and straightforward map design. , progression Contains a gradual advancement in difficulty or concept across the map. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Extra 6.11*
May 25th, 2019
pishifat
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , simple Accessible and straightforward map design. , progression Contains a gradual advancement in difficulty or concept across the map. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.59 / 5.00 from 69 votes
#43
TJ.hangneil - Apollo
Encounter with the Unknown 10.93*
Nov 8th, 2021
Snow Note
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Encounter with the Unknown 10.93*
Nov 8th, 2021
Snow Note
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.93 / 5.00 from 21 votes
#44
UNDEAD CORPORATION - The Empress
STARBOW BREAK! 133.56*
Aug 29th, 2016
Plutia
chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , aspire Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , playfield usage Includes deliberate use of the playfield within the map design.
STARBOW BREAK! 133.56*
Aug 29th, 2016
Plutia
chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , aspire Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , playfield usage Includes deliberate use of the playfield within the map design.
4.00 / 5.00 from 22 votes
#45
Sagara Kokoro - Hoshizora no Ima
S.S 5.50*
May 8th, 2013
Star Stream
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. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
S.S 5.50*
May 8th, 2013
Star Stream
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. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.60 / 5.00 from 51 votes
#46
Dio ft. Sef - Tijdmachine
Insane! '10 4.78*
Dec 19th, 2011
GladiOol
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Insane! '10 4.78*
Dec 19th, 2011
GladiOol
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.72 / 5.00 from 27 votes
#47
Kenny Loggins - Footloose
Insane 4.04*
Dec 19th, 2011
D33d
iNiS-style A style originating from the original DS games, recognizable by it's emphasis on vocal rhythm, constant slider velocity, and easily understandable grid-snapped patterns. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Insane 4.04*
Dec 19th, 2011
D33d
iNiS-style A style originating from the original DS games, recognizable by it's emphasis on vocal rhythm, constant slider velocity, and easily understandable grid-snapped patterns. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.92 / 5.00 from 21 votes
#48
Himeringo - Idola no Circus
Insane 5.75*
May 7th, 2014
cRyo[iceeicee]
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. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Insane 5.75*
May 7th, 2014
cRyo[iceeicee]
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. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.18 / 5.00 from 21 votes
#49
SYUNN - Megalara Garuda
rustbell 9.37*
Nov 22nd, 2016
rustbell
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
rustbell 9.37*
Nov 22nd, 2016
rustbell
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.83 / 5.00 from 23 votes
#50
Yousei Teikoku - Kokou no Sousei
Chaos 6.65*
Feb 10th, 2012
Saten
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. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Chaos 6.65*
Feb 10th, 2012
Saten
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. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.51 / 5.00 from 69 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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