Highest Rated Maps of All Time
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#1
SHIKI - Pure Ruby
Another 5.80*
Aug 31st, 2012
tsuka
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Another 5.80*
Aug 31st, 2012
tsuka
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
4.09 / 5.00 from 64 votes
#2
King Krule - Dum Surfer
Don't Suffer 4.07*
Mar 19th, 2018
dsco
reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , ninja spinners Features spinners that are very short in duration.
Don't Suffer 4.07*
Mar 19th, 2018
dsco
reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , ninja spinners Features spinners that are very short in duration.
3.90 / 5.00 from 117 votes
#3
Cranky - Hanaarashi
Collab Extra 6.15*
May 13th, 2018
Osu Mapman and Mirash
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , collab A map with two or more associated mappers. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Collab Extra 6.15*
May 13th, 2018
Osu Mapman and Mirash
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , collab A map with two or more associated mappers. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
4.16 / 5.00 from 42 votes
#4
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
#5
Brandy - Cross Time
Hard 3.74*
Oct 15th, 2007
FFFanatic
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , 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. , geometric Incorporates geometric shapes within the map's visual design.
Hard 3.74*
Oct 15th, 2007
FFFanatic
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , 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. , geometric Incorporates geometric shapes within the map's visual design.
3.86 / 5.00 from 105 votes
#6
connsome - flat by second
Another 6.30*
Sep 2nd, 2024
ktgster
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tournament custom A custom map for a playing tournament.
Another 6.30*
Sep 2nd, 2024
ktgster
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tournament custom A custom map for a playing tournament.
4.11 / 5.00 from 29 votes
#7
Eiko Shimamiya - sensitive 2001
synthetic 5.69*
Aug 26th, 2025
Melter and chenLia
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
synthetic 5.69*
Aug 26th, 2025
Melter and chenLia
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.81 / 5.00 from 73 votes
#8
Camellia - Introduction / NEURO-CLOUD-9
Schizophrenia 7.13*
Aug 16th, 2016
Mazzerin
tech Tests uncommon skills. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Schizophrenia 7.13*
Aug 16th, 2016
Mazzerin
tech Tests uncommon skills. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
4.03 / 5.00 from 31 votes
#9
BARAKO - Otomegokoro x Kyokuchuuhatto -dandara shooting MIX-
Kyokuchuuhatto 6.55*
Jun 15th, 2010
100pa-
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
Kyokuchuuhatto 6.55*
Jun 15th, 2010
100pa-
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.78 / 5.00 from 78 votes
#10
Caramell - Caramelldansen (Speedycake Remix)
LESJUH DIFFICULTY!! 4.75*
Jan 17th, 2010
Lesjuh
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , freeform An unrestrained and loose approach towards visual structure.
LESJUH DIFFICULTY!! 4.75*
Jan 17th, 2010
Lesjuh
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , freeform An unrestrained and loose approach towards visual structure.
3.84 / 5.00 from 46 votes
#11
Linkin Park - Guilty All The Same (feat. Rakim)
ACT 4 | "THE REBORN" 6.81*
Dec 7th, 2022
pw384
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , playfield usage Includes deliberate use of the playfield within the map design. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , marathon A map with a drain time of over 5 minutes.
ACT 4 | "THE REBORN" 6.81*
Dec 7th, 2022
pw384
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , playfield usage Includes deliberate use of the playfield within the map design. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , marathon A map with a drain time of over 5 minutes.
3.74 / 5.00 from 69 votes
#12
DJ Mass MAD Izm* - Red. by Full Metal Jacket
SCRATCH 6.14*
Aug 14th, 2024
yf_bmp
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
SCRATCH 6.14*
Aug 14th, 2024
yf_bmp
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
3.80 / 5.00 from 41 votes
#13
wa. - Black Lotus
Lucilividly 8.37*
Jan 30th, 2021
blixys
aspire Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
Lucilividly 8.37*
Jan 30th, 2021
blixys
aspire Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
3.74 / 5.00 from 51 votes
#14
Chikamori Kayako - Kigurumi Sungeki
Labyrinth of Steam 6.39*
May 6th, 2021
Mirash
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , tournament custom A custom map for a playing tournament. , 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. , geometric Incorporates geometric shapes within the map's visual design.
Labyrinth of Steam 6.39*
May 6th, 2021
Mirash
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , tournament custom A custom map for a playing tournament. , 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. , geometric Incorporates geometric shapes within the map's visual design.
3.64 / 5.00 from 93 votes
#15
Tokyo Jihen - Sounan
Normal 5.49*
Aug 1st, 2019
Axarious
reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Normal 5.49*
Aug 1st, 2019
Axarious
reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.99 / 5.00 from 24 votes
#16
Satou Hiromi - Hikari
Expert 6.11*
Jan 19th, 2023
allein
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , spaced streams Streams with large spacing, typically ones where the notes don't overlap.
Expert 6.11*
Jan 19th, 2023
allein
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , spaced streams Streams with large spacing, typically ones where the notes don't overlap.
3.66 / 5.00 from 77 votes
#17
BRANDY - Move It On (DJ HD MIx)
DaRRi MIx 3.31*
Sep 30th, 2008
darrihuka
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
DaRRi MIx 3.31*
Sep 30th, 2008
darrihuka
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.85 / 5.00 from 34 votes
#18
Sound Horizon - Raijin no Hidariude
Insane 5.24*
Jul 27th, 2010
AngelHoney
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , storyboard Contains a storyboard that enhances gameplay experience. , custom skin Utilizes custom skin elements and graphics.
Insane 5.24*
Jul 27th, 2010
AngelHoney
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , storyboard Contains a storyboard that enhances gameplay experience. , custom skin Utilizes custom skin elements and graphics.
3.78 / 5.00 from 41 votes
#19
IOSYS - Hinarin no Yakui Kankei (Edit ver.)
Kuru-kurunatic 6.46*
Dec 7th, 2023
Luscent
repetition Features the use of recognizable identical patterns or gameplay elements. , 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. , tournament custom A custom map for a playing tournament. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Kuru-kurunatic 6.46*
Dec 7th, 2023
Luscent
repetition Features the use of recognizable identical patterns or gameplay elements. , 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. , tournament custom A custom map for a playing tournament. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.61 / 5.00 from 89 votes
#20
Koronba - Iwashi ga Tsuchi kara Haete Kurunda
Sardine 5.08*
Apr 21st, 2018
Damnjelly
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , geometric Incorporates geometric shapes within the map's visual design.
Sardine 5.08*
Apr 21st, 2018
Damnjelly
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , geometric Incorporates geometric shapes within the map's visual design.
3.81 / 5.00 from 33 votes
#21
beatMARIO - Night of Knights
SOLO 5.59*
May 23rd, 2010
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
SOLO 5.59*
May 23rd, 2010
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
4.04 / 5.00 from 23 votes
#22
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 27 votes
#23
Brandy - Love Fighter
Normal 3.40*
Oct 7th, 2007
FFFanatic
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , geometric Incorporates geometric shapes within the map's visual design.
Normal 3.40*
Oct 7th, 2007
FFFanatic
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , geometric Incorporates geometric shapes within the map's visual design.
3.69 / 5.00 from 34 votes
#24
dj TAKA meets DJ YOSHITAKA ft.guit.good-cool - Elemental Creation -GITADO ROCK ver.-
Extra 7.29*
Jul 26th, 2014
Flower
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Extra 7.29*
Jul 26th, 2014
Flower
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.73 / 5.00 from 22 votes
#25
FELT - Rendezvous
Insane 4.69*
Mar 16th, 2018
UndeadCapulet
progression Contains a gradual advancement in difficulty or concept across the map. , freeform An unrestrained and loose approach towards visual structure. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Insane 4.69*
Mar 16th, 2018
UndeadCapulet
progression Contains a gradual advancement in difficulty or concept across the map. , freeform An unrestrained and loose approach towards visual structure. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.40 / 5.00 from 132 votes
#26
Camellia - Routing
ScubDomino's Special 6.15*
May 15th, 2024
Scub
tech Tests uncommon skills. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
ScubDomino's Special 6.15*
May 15th, 2024
Scub
tech Tests uncommon skills. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.52 / 5.00 from 36 votes
#27
android52 - the incredible food groove (Cut Ver.)
pishi's extra 4.59*
Jan 10th, 2023
pishifat
gimmick Focused on a single unique design or gameplay idea. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
pishi's extra 4.59*
Jan 10th, 2023
pishifat
gimmick Focused on a single unique design or gameplay idea. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.50 / 5.00 from 27 votes
#28
boa - Fool
?) 7.08*
Oct 30th, 2021
kuyusu
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , 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. , chaotic Unpredictable map design, often testing unusual skillsets. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures.
?) 7.08*
Oct 30th, 2021
kuyusu
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , 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. , chaotic Unpredictable map design, often testing unusual skillsets. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures.
3.46 / 5.00 from 32 votes
#29
gmtn. vs. kozato (fw. LUZE) & gmtn. (witch's slave) - squartatrice vs. disperagioia
Extra 6.58*
Jul 13th, 2017
Lama Poluna
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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , marathon A map with a drain time of over 5 minutes.
Extra 6.58*
Jul 13th, 2017
Lama Poluna
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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , marathon A map with a drain time of over 5 minutes.
4.02 / 5.00 from 21 votes
#30
xi - FREEDOM DiVE
nihil's FOUR DIMENSIONS 8.00*
Jan 17th, 2025
nhlx
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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
nihil's FOUR DIMENSIONS 8.00*
Jan 17th, 2025
nhlx
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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.35 / 5.00 from 55 votes
#31
DWMw - Shirayama Hime no Kami
Rush 7.33*
Jul 23rd, 2018
rustbell
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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Rush 7.33*
Jul 23rd, 2018
rustbell
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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.75 / 5.00 from 22 votes
#32
Captain Jack - Captain Jack
Run along with Captain Jack 5.00*
Apr 21st, 2026
P_O
old-style revival Emulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Run along with Captain Jack 5.00*
Apr 21st, 2026
P_O
old-style revival Emulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.44 / 5.00 from 22 votes
#33
Renard - Banned Forever
Nogard 6.00*
Jul 27th, 2010
Froslass
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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
Nogard 6.00*
Jul 27th, 2010
Froslass
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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.33 / 5.00 from 39 votes
#34
boa - Twilight
G-g-g... g-gloom blooms: an immo... 5.86*
Nov 11th, 2023
Hamano
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , slidershapes Uses a large variety of slider designs. , high sv Features prominent high slider velocity usage as a key part of map design.
G-g-g... g-gloom blooms: an immo... 5.86*
Nov 11th, 2023
Hamano
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , slidershapes Uses a large variety of slider designs. , high sv Features prominent high slider velocity usage as a key part of map design.
3.34 / 5.00 from 35 votes
#35
Frums - Pictured as Perfect and Plus
Conway's Game of Life 8.64*
Aug 29th, 2023
Ancelysia and Mattay
collab A map with two or more associated mappers. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , complex snap divisors Uses mixed or unusual snap divisors in order to test the player's tapping ability. , progression Contains a gradual advancement in difficulty or concept across the map. , 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.
Conway's Game of Life 8.64*
Aug 29th, 2023
Ancelysia and Mattay
collab A map with two or more associated mappers. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , complex snap divisors Uses mixed or unusual snap divisors in order to test the player's tapping ability. , progression Contains a gradual advancement in difficulty or concept across the map. , 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.
3.31 / 5.00 from 42 votes
#36
Glasslake - Driving Lazy Bee
DaRRi MIx 5.30*
Nov 19th, 2008
darrihuka
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , hexgrid Objects are placed along a hexagonal grid.
DaRRi MIx 5.30*
Nov 19th, 2008
darrihuka
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , hexgrid Objects are placed along a hexagonal grid.
3.60 / 5.00 from 20 votes
#37
sasakure.UK - Jack-the-Ripper
ReMiX 5.63*
Apr 14th, 2011
tsuka
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , 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.
ReMiX 5.63*
Apr 14th, 2011
tsuka
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , 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.
3.34 / 5.00 from 26 votes
#38
Memme - BSPower BigBang
Explosion 6.99*
Apr 22nd, 2017
Ameth Rianno
tech Tests uncommon skills. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Explosion 6.99*
Apr 22nd, 2017
Ameth Rianno
tech Tests uncommon skills. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.31 / 5.00 from 25 votes
#39
Ween - Ocean Man
Surfer Insane 3.70*
Jan 8th, 2025
Froslass
overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
Surfer Insane 3.70*
Jan 8th, 2025
Froslass
overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
3.40 / 5.00 from 19 votes
#40
Dio feat. Sef - Aye
broek laag, pet laag, jep iedere... 5.45*
Nov 18th, 2021
AJT
repetition Features the use of recognizable identical patterns or gameplay elements. , geometric Incorporates geometric shapes within the map's visual design. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
broek laag, pet laag, jep iedere... 5.45*
Nov 18th, 2021
AJT
repetition Features the use of recognizable identical patterns or gameplay elements. , geometric Incorporates geometric shapes within the map's visual design. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.11 / 5.00 from 39 votes
#41
Iyowa feat. Adachi Rei - Heat abnormal
OGLE-2005-BLG-390Lb 6.73*
Jan 11th, 2024
Ryuusei Aika
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. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , 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. , 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. , gimmick Focused on a single unique design or gameplay idea. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
OGLE-2005-BLG-390Lb 6.73*
Jan 11th, 2024
Ryuusei Aika
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. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , 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. , 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. , gimmick Focused on a single unique design or gameplay idea. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
3.10 / 5.00 from 69 votes
#42
Frederic - oddloop
oldloop 5.47*
Nov 22nd, 2016
n0ah
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
oldloop 5.47*
Nov 22nd, 2016
n0ah
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.08 / 5.00 from 32 votes
#43
android52 - super anime groove 3d world
Insane 4.54*
Oct 9th, 2017
pishifat
playfield constraint Restricts object placement to a certain part of the playfield. , repetition Features the use of recognizable identical patterns or gameplay elements. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects.
Insane 4.54*
Oct 9th, 2017
pishifat
playfield constraint Restricts object placement to a certain part of the playfield. , repetition Features the use of recognizable identical patterns or gameplay elements. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects.
4.25 / 5.00 from 16 votes
#44
Scatman John - Scatman
Insane 3.89*
Oct 7th, 2007
Extor
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Insane 3.89*
Oct 7th, 2007
Extor
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.06 / 5.00 from 29 votes
#45
DJ SHARPNEL - Mmmmmmm
Chaos Collab!! 7.64*
May 26th, 2026
bad boy and netnesanya
tournament custom A custom map for a playing tournament. , progression Contains a gradual advancement in difficulty or concept across the map. , tech Tests uncommon skills. , 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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Chaos Collab!! 7.64*
May 26th, 2026
bad boy and netnesanya
tournament custom A custom map for a playing tournament. , progression Contains a gradual advancement in difficulty or concept across the map. , tech Tests uncommon skills. , 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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
2.97 / 5.00 from 25 votes
#46
Paramore - Decode
Ultra 6.52*
Mar 29th, 2023
Rita Summers
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , chaotic Unpredictable map design, often testing unusual skillsets. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , gimmick Focused on a single unique design or gameplay idea. , 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. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures.
Ultra 6.52*
Mar 29th, 2023
Rita Summers
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , chaotic Unpredictable map design, often testing unusual skillsets. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , gimmick Focused on a single unique design or gameplay idea. , 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. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures.
2.99 / 5.00 from 75 votes
#47
Caramell - Caramelldansen (Ryu* Remix)
(* V* ) 6.53*
Oct 27th, 2022
AJT and YokesPai
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , collab A map with two or more associated mappers.
(* V* ) 6.53*
Oct 27th, 2022
AJT and YokesPai
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , collab A map with two or more associated mappers.
3.46 / 5.00 from 15 votes
#48
Absofacto - Dissolve
Dissolve 3.76*
Apr 10th, 2022
Mosebye
reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Dissolve 3.76*
Apr 10th, 2022
Mosebye
reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
2.86 / 5.00 from 23 votes
#49
King Gizzard & The Lizard Wizard - Wah Wah
squirrelp's Infatuation 4.69*
Oct 2nd, 2023
squirrelpascals
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
squirrelp's Infatuation 4.69*
Oct 2nd, 2023
squirrelpascals
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
3.82 / 5.00 from 13 votes
#50
Eiko Shimamiya - sensitive 2001
synthetic 5.69*
Aug 26th, 2025
Melter and chenLia
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes.
synthetic 5.69*
Aug 26th, 2025
Melter and chenLia
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes.
4.17 / 5.00 from 12 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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