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Highest Rated Maps of 2011

#1
Nekomata Master - Byakuya Gentou
EX 5.54*
Dec 12th, 2011
v2b
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
4.04 / 5.00 from 93 votes
#2
Nekomata Master - Far east nightbird
Extreme 6.09*
Aug 27th, 2011
tsuka
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.93 / 5.00 from 113 votes
#3
Lia - Kokoro ni Todoku Uta
Holo 5.03*
May 2nd, 2011
Holoaz
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design.
4.08 / 5.00 from 50 votes
#4
Bomfunk MC's - Freestyler
Insane 4.77*
Oct 16th, 2011
Lesjuh
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.
3.88 / 5.00 from 90 votes
#5
07th Expansion - Eiji Kuinbii
Collapse 4.64*
Dec 27th, 2011
Natteke
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.87 / 5.00 from 71 votes
#6
Dark PHOENiX - Taketori Hishou
Extra 5.64*
Feb 23rd, 2011
KanbeKotori
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.00 / 5.00 from 37 votes
#7
Acme Iku - chaosmaid (demo)
Lesjuh '09 5.40*
Nov 28th, 2011
Lesjuh
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design. , 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.
3.82 / 5.00 from 56 votes
#8
Dio ft. Sef - Tijdmachine
Lesjuh! '11 5.09*
Dec 19th, 2011
Lesjuh
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. , geometric Incorporates geometric shapes within the map's visual design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.71 / 5.00 from 87 votes
#9
La Cataline - Chaotic
Hard 4.03*
Jan 4th, 2011
La Cataline
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , custom song Maps a song made specifically for the map. This includes songs created for a mapping contest which the map participated in.
4.14 / 5.00 from 22 votes
#10
Two Door Cinema Club - Cigarettes In The Theatre
Insane 4.53*
Dec 9th, 2011
Lesjuh
simple Accessible and straightforward map design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.85 / 5.00 from 40 votes
#11
ClariS - Connect
Holo 4.65*
Apr 3rd, 2011
Holoaz
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.
3.90 / 5.00 from 35 votes
#12
IOSYS - Chanteikku Sanyousei no Itazura Daisensou
Crazy Jay 5.05*
Jun 5th, 2011
Crazy Jay
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.95 / 5.00 from 28 votes
#13
Jun.A - The Fairy's Adventurous Tale
kiddly's Extreme 6.31*
Feb 20th, 2011
kiddly
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. , 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.
4.03 / 5.00 from 24 votes
#14
Shounen Radio - neu
EX 5.68*
May 20th, 2011
v2b
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult.
3.84 / 5.00 from 38 votes
#15
ClariS - Connect (TV Size)
Crazy Jay 4.39*
Feb 2nd, 2011
Crazy Jay
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object.
3.92 / 5.00 from 30 votes
#16
Hommarju feat. R.Cena - Chousai Kenbo Sengen
Insane 5.69*
Aug 26th, 2011
galvenize
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.
3.82 / 5.00 from 38 votes
#17
Megurine Luka - Leia
gowww 5.16*
May 6th, 2011
gowww
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult.
3.82 / 5.00 from 43 votes
#18
Tatsh feat. Sariyajin - FOUR SEASONS OF LONELINESS
gow's Lunatic 5.15*
Aug 6th, 2011
gowww
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , 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.
3.90 / 5.00 from 27 votes
#19
Hatsune Miku - With a Dance Number
0108 style 5.43*
Aug 1st, 2011
val0108
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , 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. , slidershapes Uses a large variety of slider designs. , storyboard Contains a storyboard that enhances gameplay experience.
3.65 / 5.00 from 73 votes
#20
Yuki Kajiura - Mezame
Mai 4.82*
Oct 1st, 2011
mercury2004
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. , high sv Features prominent high slider velocity usage as a key part of map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.93 / 5.00 from 23 votes
#21
sasakure.UK - Jack-the-Ripper
JackHasCome! 5.44*
Apr 14th, 2011
rustbell
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. , simple Accessible and straightforward map design. , 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. , geometric Incorporates geometric shapes within the map's visual design.
3.79 / 5.00 from 35 votes
#22
Jin Yan Xie - Dancing Kong Fu
Insane 4.88*
Dec 16th, 2011
bakabaka
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , 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.
3.62 / 5.00 from 67 votes
#23
Nanamori-chu * Goraku-bu - My Pace de Ikimashou
Yuri 5.74*
Oct 12th, 2011
bakabaka
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
3.64 / 5.00 from 55 votes
#24
SHIKI - Pure Ruby
Another 4.95*
Jun 17th, 2011
Glass
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.81 / 5.00 from 26 votes
#25
Dio ft. Sef - Tijdmachine
Insane! '10 4.78*
Dec 19th, 2011
GladiOol
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.72 / 5.00 from 27 votes
#26
IOSYS - The Lovely, Freezing, Tomboyish Bath, Cirno's Hot Spring
Hot Spring 5.48*
Apr 19th, 2011
Mafiamaster
storyboard Contains a storyboard that enhances gameplay experience. , 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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.76 / 5.00 from 24 votes
#27
Hirano Aya - Super Driver
Collab 5.34*
Apr 21st, 2011
Doomsday, Nakagawa-Kanon, Derekku, orioncomet, Vicho, Shohei Ohtani, Natteke, Colin Hou and Garven
storyboard Contains a storyboard that enhances gameplay experience. , megacollab A map with 8 or more associated mappers. , simple Accessible and straightforward map design. , 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.
3.72 / 5.00 from 27 votes
#28
Nekomata Master - Byakuya Gentou
Another 4.92*
Dec 12th, 2011
Nakagawa-Kanon
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.64 / 5.00 from 35 votes
#29
Kenny Loggins - Footloose
Insane 4.04*
Dec 19th, 2011
D33d
iNiS-style A simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.92 / 5.00 from 21 votes
#30
O-Life Japan - Yakujinsama no Couple Dance
Lunatic 6.12*
Aug 16th, 2011
ignorethis
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , accelerating bpm Features progressively increasing tempo. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , 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.
3.92 / 5.00 from 22 votes
#31
DJ Fresh - Gold Dust
Insane 5.24*
Jun 17th, 2011
galvenize
simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object.
3.44 / 5.00 from 106 votes
#32
Nekomata Master - Far east nightbird
Another 4.56*
Aug 27th, 2011
qinche
simple Accessible and straightforward map design. , 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.
3.74 / 5.00 from 22 votes
#33
Hatsune Miku - Rubik's Cube
7x7x7 5.49*
Dec 5th, 2011
rui
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , 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.
3.58 / 5.00 from 25 votes
#34
Okui Masami - God Speed
Insane 5.51*
Aug 9th, 2011
Sure
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.
3.70 / 5.00 from 24 votes
#35
DragonForce - Through The Fire And Flames
Legend 6.28*
Mar 10th, 2011
Lesjuh
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , 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. , 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.
4.02 / 5.00 from 22 votes
#36
Kuripurin - Jutenija
Jutenija 4.42*
Apr 9th, 2011
qinche
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , 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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.75 / 5.00 from 21 votes
#37
Kagamine Rin - Tokyo Teddy Bear
Rin 5.31*
Dec 28th, 2011
NatsumeRin
simple Accessible and straightforward map design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , freeform An unrestrained and loose approach towards visual structure.
4.00 / 5.00 from 19 votes
#38
FictionJunction YURIKO KAIDA - here we stand in the morning dew
Insane 4.31*
Sep 20th, 2011
Lizbeth
repetition Features the use of recognizable identical patterns or gameplay elements. , progression Contains a gradual advancement in difficulty or concept across the map. , simple Accessible and straightforward map design. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.84 / 5.00 from 20 votes
#39
Hatsune Miku - Hiatus
Insane 5.43*
Sep 27th, 2011
wcx19911123
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.
4.19 / 5.00 from 18 votes
#40
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
3.32 / 5.00 from 25 votes
#41
Furries in a Blender - Ridorii
Insane 5.68*
Oct 16th, 2011
-Lennox-
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.28 / 5.00 from 31 votes
#42
Atoguru - Itoshi Kimi wo Mitsuke ni
Insane 5.20*
Jun 5th, 2011
bakabaka
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.89 / 5.00 from 20 votes
#43
Hatsune Miku - Homework Crisis
Let's Jump!! 5.94*
Aug 22nd, 2011
val0108
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. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.29 / 5.00 from 28 votes
#44
Ayane - Endless Tears...
Plus 5.65*
Jun 13th, 2011
lkp
marathon A map with a drain time of over 5 minutes. , custom skin Utilizes custom skin elements and graphics. , 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.
4.03 / 5.00 from 19 votes
#45
Miki Sayaka vs. Miki Sayaka (fw. Miki Sayaka) - squartatrice
Sayaka 6.99*
Nov 28th, 2011
soulfear
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , chaotic Unpredictable map design, often testing unusual skillsets. , freeform An unrestrained and loose approach towards visual structure.
3.29 / 5.00 from 25 votes
#46
kors k - Wuv U
dksslqj Style 4.99*
Nov 11th, 2011
Nakagawa-Kanon
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.
4.04 / 5.00 from 19 votes
#47
Rap-bit & Ritsuka - When They Cry -Rosin Mix-
Hard 3.86*
Jul 25th, 2011
Lanttu
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , simple Accessible and straightforward map design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.92 / 5.00 from 20 votes
#48
DJ Okawari - Flower Dance
Flower 3.98*
Dec 14th, 2011
JauiPlaY
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , custom skin Utilizes custom skin elements and graphics.
3.37 / 5.00 from 19 votes
#49
seiya-murai feat.ALT - Sumidagawa Karenka
Extra 5.21*
Jul 9th, 2011
kiddly
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. , 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. , geometric Incorporates geometric shapes within the map's visual design.
3.16 / 5.00 from 26 votes
#50
3.91 / 5.00 from 19 votes
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Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
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