Highest Rated Maps of 2010
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#1
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.
3.87
/ 5.00 from
165 votes
#2
Demetori - Emotional Skyscraper ~ World's End
Extra Stage 5.38*
May 13th, 2010
happy30
repetition Features the use of recognizable identical patterns or gameplay elements. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes.
Extra Stage 5.38*
May 13th, 2010
happy30
repetition Features the use of recognizable identical patterns or gameplay elements. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes.
3.92
/ 5.00 from
72 votes
#3
IOSYS - Poinsettia
Lunatic 5.41*
Aug 18th, 2010
Aakiha
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , geometric Incorporates geometric shapes within the map's visual design. , gimmick Focused on a single unique design or gameplay idea. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , storyboard Contains a storyboard that enhances gameplay experience.
Lunatic 5.41*
Aug 18th, 2010
Aakiha
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , geometric Incorporates geometric shapes within the map's visual design. , gimmick Focused on a single unique design or gameplay idea. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , storyboard Contains a storyboard that enhances gameplay experience.
4.07
/ 5.00 from
43 votes
#4
KOTOKO - Wing my Way
v2b 4.91*
Feb 28th, 2010
v2b
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
v2b 4.91*
Feb 28th, 2010
v2b
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.78
/ 5.00 from
158 votes
#5
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
#6
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.
3.79
/ 5.00 from
78 votes
#7
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.
4.02
/ 5.00 from
33 votes
#8
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. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult.
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. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult.
3.98
/ 5.00 from
34 votes
#9
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
25 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.
3.86
/ 5.00 from
46 votes
#11
angela - Shangri-La
Hard 4.13*
Oct 12th, 2010
GladiOol
difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , freeform An unrestrained and loose approach towards visual structure.
Hard 4.13*
Oct 12th, 2010
GladiOol
difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , freeform An unrestrained and loose approach towards visual structure.
3.89
/ 5.00 from
39 votes
#12
Shiki mixed by Djsmalls - Air
Best map ever created 5.71*
Feb 12th, 2010
MegaManEXE
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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , storyboard Contains a storyboard that enhances gameplay experience. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
Best map ever created 5.71*
Feb 12th, 2010
MegaManEXE
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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , storyboard Contains a storyboard that enhances gameplay experience. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.81
/ 5.00 from
38 votes
#13
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.
3.77
/ 5.00 from
41 votes
#14
Jenny Rom - The Game of Love (E=MC2) Mix
Insane 4.88*
Mar 31st, 2010
ztrot
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. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Insane 4.88*
Mar 31st, 2010
ztrot
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. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.90
/ 5.00 from
27 votes
#15
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
#16
Baracuda - Where Is The Love (Nightcore Mix)
There is No Love 4.66*
Aug 15th, 2010
AdRon Zh3Ro
distance snapped Uses osu's in-built distance snap feature for most/all of the map. , 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. , 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
distance snapped Uses osu's in-built distance snap feature for most/all of the map. , 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. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.80
/ 5.00 from
28 votes
#17
paraoka - monolithize phases
Monolithic 4.70*
Nov 4th, 2010
happy30
marathon A map with a drain time of over 5 minutes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
Monolithic 4.70*
Nov 4th, 2010
happy30
marathon A map with a drain time of over 5 minutes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.83
/ 5.00 from
26 votes
#18
Susumu Hirasawa - Big Brother
KIRBY Mix 5.69*
Jan 10th, 2010
Starrodkirby86
progression Contains a gradual advancement in difficulty or concept across the map. , chaotic Unpredictable map design, often testing unusual skillsets. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
KIRBY Mix 5.69*
Jan 10th, 2010
Starrodkirby86
progression Contains a gradual advancement in difficulty or concept across the map. , chaotic Unpredictable map design, often testing unusual skillsets. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.62
/ 5.00 from
28 votes
#19
IOSYS - Danzai Yamaxanadu
Eternal Damnation 5.59*
May 5th, 2010
Zekira
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Eternal Damnation 5.59*
May 5th, 2010
Zekira
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.72
/ 5.00 from
23 votes
#20
Cranky - The Five
Another 5.14*
Jul 29th, 2010
tsuka
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. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
Another 5.14*
Jul 29th, 2010
tsuka
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. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
3.52
/ 5.00 from
24 votes
#21
Ayakura Mei + mican* - Saigetsu
Hard 4.35*
Dec 24th, 2010
James and Alace
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , colorhax Features intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Hard 4.35*
Dec 24th, 2010
James and Alace
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , colorhax Features intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.18
/ 5.00 from
23 votes
#22
Renard - Banned Forever
Lesjuh 5.76*
Jul 27th, 2010
Lesjuh
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
Lesjuh 5.76*
Jul 27th, 2010
Lesjuh
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.44
/ 5.00 from
30 votes
#23
Scott Brown - Go Berzerk
Another 5.61*
Jul 17th, 2010
yeahyeahyeahhh
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Another 5.61*
Jul 17th, 2010
yeahyeahyeahhh
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.69
/ 5.00 from
23 votes
#24
YMCK - Family Dondon
Oni 5.73*
Jan 26th, 2010
Zekira
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , 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. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , taikosu A map intended to produce an osu!taiko map when automatically converted via hitsounds.
Oni 5.73*
Jan 26th, 2010
Zekira
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , 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. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , taikosu A map intended to produce an osu!taiko map when automatically converted via hitsounds.
3.55
/ 5.00 from
21 votes
#25
Sawashiro Miyuki - TITLE Nante Jibun de KangaeNasanaiNA (TV Size)
Lolicon 4.83*
Oct 1st, 2010
1OOpa-
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , repetition Features the use of recognizable identical patterns or gameplay elements. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Lolicon 4.83*
Oct 1st, 2010
1OOpa-
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , repetition Features the use of recognizable identical patterns or gameplay elements. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
4.10
/ 5.00 from
19 votes
#26
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.
3.34
/ 5.00 from
40 votes
#27
Susumu Hirasawa - Forces
KIRBY Mix 4.73*
Dec 2nd, 2010
Starrodkirby86
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
KIRBY Mix 4.73*
Dec 2nd, 2010
Starrodkirby86
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.76
/ 5.00 from
21 votes
#28
Suzaku - Anisakis -somatic mutation type "Forza"-
Another 5.78*
May 25th, 2010
tsuka
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , repetition Features the use of recognizable identical patterns or gameplay elements. , 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.
Another 5.78*
May 25th, 2010
tsuka
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , repetition Features the use of recognizable identical patterns or gameplay elements. , 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.
4.23
/ 5.00 from
17 votes
#29
DM Ashura - deltaMAX
Challenge 7.82*
Jul 22nd, 2010
rustbell
accelerating bpm Features progressively increasing tempo. , 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. , geometric Incorporates geometric shapes within the map's visual design. , high sv Features prominent high slider velocity usage as a key part of map design.
Challenge 7.82*
Jul 22nd, 2010
rustbell
accelerating bpm Features progressively increasing tempo. , 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. , geometric Incorporates geometric shapes within the map's visual design. , high sv Features prominent high slider velocity usage as a key part of map design.
3.43
/ 5.00 from
23 votes
#30
DJ YOSHITAKA - Elisha
Another 5.02*
Dec 23rd, 2010
tsuka
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 5.02*
Dec 23rd, 2010
tsuka
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.94
/ 5.00 from
18 votes
#31
Hommarju feat. Latte - masterpiece
Insane 5.32*
Apr 2nd, 2010
simplistiC
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , repetition Features the use of recognizable identical patterns or gameplay elements.
Insane 5.32*
Apr 2nd, 2010
simplistiC
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , repetition Features the use of recognizable identical patterns or gameplay elements.
3.11
/ 5.00 from
85 votes
#32
Cirwo - Welcome to my Fuckin' Flower Garden!!
Hard+ 6.58*
Oct 25th, 2010
nollarg
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design. , slidershapes Uses a large variety of slider designs. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Hard+ 6.58*
Oct 25th, 2010
nollarg
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design. , slidershapes Uses a large variety of slider designs. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.25
/ 5.00 from
19 votes
#33
Humanoid - MENDES
Another 5.14*
Dec 6th, 2010
yeahyeahyeahhh
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , simple Accessible and straightforward map design. , 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.
Another 5.14*
Dec 6th, 2010
yeahyeahyeahhh
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , simple Accessible and straightforward map design. , 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.
3.11
/ 5.00 from
49 votes
#34
The Ting Tings - Keep Your Head (NIGHTMARECORE MIX)
NiGHtCoREEzZZ~ 5.59*
Dec 28th, 2010
Jarby
storyboard Contains a storyboard that enhances gameplay experience. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , 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. , high sv Features prominent high slider velocity usage as a key part of map design.
NiGHtCoREEzZZ~ 5.59*
Dec 28th, 2010
Jarby
storyboard Contains a storyboard that enhances gameplay experience. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , 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. , high sv Features prominent high slider velocity usage as a key part of map design.
4.29
/ 5.00 from
15 votes
#35
Susumu Hirasawa - Amor Buffer
KIRBY Mix 5.31*
Feb 19th, 2010
Starrodkirby86
repetition Features the use of recognizable identical patterns or gameplay elements. , 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. , slidershapes Uses a large variety of slider designs. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
KIRBY Mix 5.31*
Feb 19th, 2010
Starrodkirby86
repetition Features the use of recognizable identical patterns or gameplay elements. , 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. , slidershapes Uses a large variety of slider designs. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.08
/ 5.00 from
25 votes
#36
Kucchy vs Akky - Yakumo ~ JOINT STRUGGLE
SOLO 6.26*
Feb 12th, 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. , 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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , 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 6.26*
Feb 12th, 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. , 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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , 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.
3.83
/ 5.00 from
18 votes
#37
Hatsune Miku & Megpoid Gumi - MATRYOSHKA
Insane 5.32*
Oct 6th, 2010
gowww
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , slidershapes Uses a large variety of slider designs.
Insane 5.32*
Oct 6th, 2010
gowww
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , slidershapes Uses a large variety of slider designs.
3.68
/ 5.00 from
18 votes
#38
DragonForce - Revolution Deathsquad
Legend 6.28*
Aug 15th, 2010
Lesjuh
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. , 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.
Legend 6.28*
Aug 15th, 2010
Lesjuh
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. , 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.
4.09
/ 5.00 from
16 votes
#39
TAMUSIC - Kyuu Jigoku Kaidou wo Yuku
Lunatic 4.63*
Jul 4th, 2010
Gabi
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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes.
Lunatic 4.63*
Jul 4th, 2010
Gabi
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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes.
3.64
/ 5.00 from
16 votes
#40
07th Expansion - Aci-L
ignore's Insane 5.00*
Jun 2nd, 2010
ignorethis
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. , stamina Tests a player's ability to tap dense rhythms over long periods of time.
ignore's Insane 5.00*
Jun 2nd, 2010
ignorethis
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. , stamina Tests a player's ability to tap dense rhythms over long periods of time.
4.28
/ 5.00 from
14 votes
#41
COOL&CREATE - Rapid Ensemble
Lunatic 4.97*
May 31st, 2010
Doomsday
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , 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.
Lunatic 4.97*
May 31st, 2010
Doomsday
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , 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.
3.60
/ 5.00 from
15 votes
#42
Hommarju feat. Latte - masterpiece
ignore's Chaos 4.65*
Apr 2nd, 2010
ignorethis
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , simple Accessible and straightforward map design. , 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.
ignore's Chaos 4.65*
Apr 2nd, 2010
ignorethis
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , simple Accessible and straightforward map design. , 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.
3.40
/ 5.00 from
18 votes
#43
m-flo loves CHEMISTRY - Astrosexy
Sexy 5.77*
May 13th, 2010
mtmcl
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
Sexy 5.77*
May 13th, 2010
mtmcl
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
2.98
/ 5.00 from
102 votes
#44
kors k vs. L.E.D. - SOLID STATE SQUAD
Another 4.84*
Oct 20th, 2010
rustbell
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
Another 4.84*
Oct 20th, 2010
rustbell
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.56
/ 5.00 from
15 votes
#45
Aya Ishihara - Reset (Full ver)
Madness 5.15*
Aug 2nd, 2010
Bikko
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.
Madness 5.15*
Aug 2nd, 2010
Bikko
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.
3.03
/ 5.00 from
18 votes
#46
Basement Jaxx (feat. Lisa Kekaula) - Good Luck
Hard 3.57*
Nov 5th, 2010
Lesjuh
distance snapped Uses osu's in-built distance snap feature for most/all of the map. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Hard 3.57*
Nov 5th, 2010
Lesjuh
distance snapped Uses osu's in-built distance snap feature for most/all of the map. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.85
/ 5.00 from
13 votes
#47
DCX - Flying High (DJ Splash Remix)
InoSane 5.51*
Dec 10th, 2010
Inozuma
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
InoSane 5.51*
Dec 10th, 2010
Inozuma
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.02
/ 5.00 from
14 votes
#48
Boots Randolph - Yakety Sax
Ridiculous 5.71*
Aug 15th, 2010
Nharox, Doomsday, Froslass, GladiOol, Jarby, mm201, Mashley, Sushi, Lesjuh, Lilac, Azure_Kite, aRiskOfRain, NoHitter and RandomJibberish
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , 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. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , megacollab A map with 8 or more associated mappers. , accelerating bpm Features progressively increasing tempo.
Ridiculous 5.71*
Aug 15th, 2010
Nharox, Doomsday, Froslass, GladiOol, Jarby, mm201, Mashley, Sushi, Lesjuh, Lilac, Azure_Kite, aRiskOfRain, NoHitter and RandomJibberish
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , 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. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , megacollab A map with 8 or more associated mappers. , accelerating bpm Features progressively increasing tempo.
2.92
/ 5.00 from
21 votes
#49
DJ Sharpnel - Exciting Hyper Highspeed Star
Highspeed 5.40*
Jul 16th, 2010
xBubu
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , 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.
Highspeed 5.40*
Jul 16th, 2010
xBubu
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , 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.
3.69
/ 5.00 from
16 votes
#50
Outkast - Hey Ya!
Hey Lesjuh! 3.66*
Jan 9th, 2010
Lesjuh
simple Accessible and straightforward map design. , 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. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
Hey Lesjuh! 3.66*
Jan 9th, 2010
Lesjuh
simple Accessible and straightforward map design. , 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. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.29
/ 5.00 from
15 votes
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