Highest Rated Maps of 2011
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#1
Nekomata Master - Byakuya Gentou
EX 5.90*
Dec 12th, 2011
v2b
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., finger controlUses complex applications of rhythms in order to test the player's tapping ability., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects.
EX 5.90*
Dec 12th, 2011
v2b
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., finger controlUses complex applications of rhythms in order to test the player's tapping ability., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects.
4.04
/ 5.00 from
93 votes
#2
Nekomata Master - Far east nightbird
Extreme 6.02*
Aug 27th, 2011
tsuka
geometricIncorporates geometric shapes within the map's visual design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extreme 6.02*
Aug 27th, 2011
tsuka
geometricIncorporates geometric shapes within the map's visual design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.92
/ 5.00 from
115 votes
#3
Lia - Kokoro ni Todoku Uta
Holo 5.05*
May 2nd, 2011
Holoaz
simpleAccessible and straightforward map design., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., jump aimFocuses 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 aimPatterns, usually jumps, with heavy use of wide angle movement.
Holo 5.05*
May 2nd, 2011
Holoaz
simpleAccessible and straightforward map design., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., jump aimFocuses 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 aimPatterns, usually jumps, with heavy use of wide angle movement.
4.08
/ 5.00 from
50 votes
#4
Bomfunk MC's - Freestyler
Insane 4.75*
Oct 16th, 2011
Lesjuh
simpleAccessible and straightforward map design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Insane 4.75*
Oct 16th, 2011
Lesjuh
simpleAccessible and straightforward map design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.89
/ 5.00 from
91 votes
#5
07th Expansion - Eiji Kuinbii
Collapse 4.94*
Dec 27th, 2011
Natteke
simpleAccessible and straightforward map design., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., staminaTests a player's ability to tap dense rhythms over long periods of time., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
Collapse 4.94*
Dec 27th, 2011
Natteke
simpleAccessible and straightforward map design., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., staminaTests a player's ability to tap dense rhythms over long periods of time., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
3.87
/ 5.00 from
72 votes
#6
Dark PHOENiX - Taketori Hishou
Extra 5.76*
Feb 23rd, 2011
KanbeKotori
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Extra 5.76*
Feb 23rd, 2011
KanbeKotori
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
4.04
/ 5.00 from
41 votes
#7
Acme Iku - chaosmaid (demo)
Lesjuh '09 5.33*
Nov 28th, 2011
Lesjuh
geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Lesjuh '09 5.33*
Nov 28th, 2011
Lesjuh
geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.82
/ 5.00 from
57 votes
#8
Two Door Cinema Club - Cigarettes In The Theatre
Insane 4.65*
Dec 9th, 2011
Lesjuh
simpleAccessible and straightforward map design., distance snappedUses osu's in-built distance snap feature for most/all of the map., finger controlUses complex applications of rhythms in order to test the player's tapping ability., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 4.65*
Dec 9th, 2011
Lesjuh
simpleAccessible and straightforward map design., distance snappedUses osu's in-built distance snap feature for most/all of the map., finger controlUses complex applications of rhythms in order to test the player's tapping ability., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.86
/ 5.00 from
40 votes
#9
Jun.A - The Fairy's Adventurous Tale
kiddly's Extreme 6.35*
Feb 20th, 2011
kiddly
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., jump aimFocuses 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 aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
kiddly's Extreme 6.35*
Feb 20th, 2011
kiddly
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., jump aimFocuses 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 aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.06
/ 5.00 from
24 votes
#10
Dio ft. Sef - Tijdmachine
Lesjuh! '11 5.20*
Dec 19th, 2011
Lesjuh
geometricIncorporates geometric shapes within the map's visual design., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Lesjuh! '11 5.20*
Dec 19th, 2011
Lesjuh
geometricIncorporates geometric shapes within the map's visual design., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.69
/ 5.00 from
88 votes
#11
IOSYS - Chanteikku Sanyousei no Itazura Daisensou
Crazy Jay 5.23*
Jun 5th, 2011
Crazy Jay
simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., jump aimFocuses 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 snappedUses osu's in-built distance snap feature for most/all of the map.
Crazy Jay 5.23*
Jun 5th, 2011
Crazy Jay
simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., jump aimFocuses 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 snappedUses osu's in-built distance snap feature for most/all of the map.
3.97
/ 5.00 from
28 votes
#12
ClariS - Connect (TV Size)
Crazy Jay 4.43*
Feb 2nd, 2011
Crazy Jay
simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., jump aimFocuses 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.
Crazy Jay 4.43*
Feb 2nd, 2011
Crazy Jay
simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., jump aimFocuses 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.
3.93
/ 5.00 from
31 votes
#13
La Cataline - Chaotic
Hard 4.09*
Jan 4th, 2011
La Cataline
simpleAccessible and straightforward map design., finger controlUses complex applications of rhythms in order to test the player's tapping ability., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., custom songMaps a song made specifically for the map. This includes songs created for a mapping contest which the map participated in.
Hard 4.09*
Jan 4th, 2011
La Cataline
simpleAccessible and straightforward map design., finger controlUses complex applications of rhythms in order to test the player's tapping ability., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., custom songMaps a song made specifically for the map. This includes songs created for a mapping contest which the map participated in.
4.13
/ 5.00 from
22 votes
#14
Shounen Radio - neu
EX 5.89*
May 20th, 2011
v2b
slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult.
EX 5.89*
May 20th, 2011
v2b
slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult.
3.83
/ 5.00 from
39 votes
#15
Megurine Luka - Leia
gowww 5.37*
May 6th, 2011
gowww
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult.
gowww 5.37*
May 6th, 2011
gowww
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult.
3.85
/ 5.00 from
43 votes
#16
sasakure.UK - Jack-the-Ripper
JackHasCome! 5.61*
Apr 14th, 2011
rustbell
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., time signaturesAudio contains many changes in time signature or uses an uncommon time signature.
JackHasCome! 5.61*
Apr 14th, 2011
rustbell
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., time signaturesAudio contains many changes in time signature or uses an uncommon time signature.
3.84
/ 5.00 from
37 votes
#17
Hommarju feat. R.Cena - Chousai Kenbo Sengen
Insane 5.57*
Aug 26th, 2011
galvenize
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.57*
Aug 26th, 2011
galvenize
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.82
/ 5.00 from
39 votes
#18
ClariS - Connect
Holo 4.86*
Apr 3rd, 2011
Holoaz
simpleAccessible and straightforward map design., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Holo 4.86*
Apr 3rd, 2011
Holoaz
simpleAccessible and straightforward map design., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.79
/ 5.00 from
39 votes
#19
Tatsh feat. Sariyajin - FOUR SEASONS OF LONELINESS
gow's Lunatic 5.36*
Aug 6th, 2011
gowww
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., marathonA map with a drain time of over 5 minutes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
gow's Lunatic 5.36*
Aug 6th, 2011
gowww
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., marathonA map with a drain time of over 5 minutes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.90
/ 5.00 from
27 votes
#20
Yuki Kajiura - Mezame
Mai 4.83*
Oct 1st, 2011
mercury2004
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., high svFeatures prominent high slider velocity usage as a key part of map design.
Mai 4.83*
Oct 1st, 2011
mercury2004
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., high svFeatures prominent high slider velocity usage as a key part of map design.
3.94
/ 5.00 from
23 votes
#21
Hatsune Miku - With a Dance Number
0108 style 5.60*
Aug 1st, 2011
val0108
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., slidershapesUses a large variety of slider designs., storyboardContains a storyboard that enhances gameplay experience.
0108 style 5.60*
Aug 1st, 2011
val0108
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., slidershapesUses a large variety of slider designs., storyboardContains a storyboard that enhances gameplay experience.
3.63
/ 5.00 from
74 votes
#22
Nanamori-chu * Goraku-bu - My Pace de Ikimashou
Yuri 5.92*
Oct 12th, 2011
bakabaka
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Yuri 5.92*
Oct 12th, 2011
bakabaka
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.64
/ 5.00 from
55 votes
#23
Jin Yan Xie - Dancing Kong Fu
Insane 5.03*
Dec 16th, 2011
bakabaka
wide aimPatterns, usually jumps, with heavy use of wide angle movement., simpleAccessible and straightforward map design., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.03*
Dec 16th, 2011
bakabaka
wide aimPatterns, usually jumps, with heavy use of wide angle movement., simpleAccessible and straightforward map design., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.60
/ 5.00 from
68 votes
#24
Kenny Loggins - Footloose
Insane 4.07*
Dec 19th, 2011
D33d
iNiS-styleA simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns., simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
Insane 4.07*
Dec 19th, 2011
D33d
iNiS-styleA simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns., simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
3.93
/ 5.00 from
22 votes
#25
SHIKI - Pure Ruby
Another 4.99*
Jun 17th, 2011
Glass
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 4.99*
Jun 17th, 2011
Glass
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.81
/ 5.00 from
26 votes
#26
Hirano Aya - Super Driver
Collab 5.58*
Apr 21st, 2011
Doomsday, Nakagawa-Kanon, Derekku, orioncomet, Vicho, Shohei Ohtani, Natteke, Colin Hou and Garven
megacollabA map with 8 or more associated mappers., storyboardContains a storyboard that enhances gameplay experience., simpleAccessible and straightforward map design., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Collab 5.58*
Apr 21st, 2011
Doomsday, Nakagawa-Kanon, Derekku, orioncomet, Vicho, Shohei Ohtani, Natteke, Colin Hou and Garven
megacollabA map with 8 or more associated mappers., storyboardContains a storyboard that enhances gameplay experience., simpleAccessible and straightforward map design., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.75
/ 5.00 from
29 votes
#27
IOSYS - The Lovely, Freezing, Tomboyish Bath, Cirno's Hot Spring
Hot Spring 5.40*
Apr 19th, 2011
Mafiamaster
storyboardContains a storyboard that enhances gameplay experience., simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Hot Spring 5.40*
Apr 19th, 2011
Mafiamaster
storyboardContains a storyboard that enhances gameplay experience., simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.77
/ 5.00 from
26 votes
#28
Nekomata Master - Byakuya Gentou
Another 5.09*
Dec 12th, 2011
Nakagawa-Kanon
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Another 5.09*
Dec 12th, 2011
Nakagawa-Kanon
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.66
/ 5.00 from
36 votes
#29
Nekomata Master - Far east nightbird
Another 4.52*
Aug 27th, 2011
qinche
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 4.52*
Aug 27th, 2011
qinche
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.75
/ 5.00 from
22 votes
#30
Kagamine Rin - Tokyo Teddy Bear
Rin 5.36*
Dec 28th, 2011
NatsumeRin
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Rin 5.36*
Dec 28th, 2011
NatsumeRin
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., distance snappedUses osu's in-built distance snap feature for most/all of the map.
4.03
/ 5.00 from
20 votes
#31
Dio ft. Sef - Tijdmachine
Insane! '10 4.79*
Dec 19th, 2011
GladiOol
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
Insane! '10 4.79*
Dec 19th, 2011
GladiOol
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.70
/ 5.00 from
27 votes
#32
O-Life Japan - Yakujinsama no Couple Dance
Lunatic 5.95*
Aug 16th, 2011
ignorethis
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., accelerating bpmFeatures progressively increasing tempo., simpleAccessible and straightforward map design., finger controlUses complex applications of rhythms in order to test the player's tapping ability., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Lunatic 5.95*
Aug 16th, 2011
ignorethis
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., accelerating bpmFeatures progressively increasing tempo., simpleAccessible and straightforward map design., finger controlUses complex applications of rhythms in order to test the player's tapping ability., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.92
/ 5.00 from
22 votes
#33
DJ Fresh - Gold Dust
Insane 5.41*
Jun 17th, 2011
galvenize
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., jump aimFocuses 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., square aimUses patterns where circles are placed in a square arrangement.
Insane 5.41*
Jun 17th, 2011
galvenize
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., jump aimFocuses 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., square aimUses patterns where circles are placed in a square arrangement.
3.45
/ 5.00 from
108 votes
#34
Okui Masami - God Speed
Insane 5.50*
Aug 9th, 2011
Sure
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Insane 5.50*
Aug 9th, 2011
Sure
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.70
/ 5.00 from
25 votes
#35
Hatsune Miku - Rubik's Cube
7x7x7 5.66*
Dec 5th, 2011
rui
chaoticUnpredictable map design, often testing unusual skillsets., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., slidershapesUses a large variety of slider designs., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
7x7x7 5.66*
Dec 5th, 2011
rui
chaoticUnpredictable map design, often testing unusual skillsets., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., slidershapesUses a large variety of slider designs., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.63
/ 5.00 from
26 votes
#36
Hatsune Miku - Hiatus
Insane 5.71*
Sep 27th, 2011
wcx19911123
simpleAccessible and straightforward map design., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.71*
Sep 27th, 2011
wcx19911123
simpleAccessible and straightforward map design., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.20
/ 5.00 from
20 votes
#37
DragonForce - Through The Fire And Flames
Legend 6.44*
Mar 10th, 2011
Lesjuh
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., staminaTests a player's ability to tap dense rhythms over long periods of time., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Legend 6.44*
Mar 10th, 2011
Lesjuh
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., staminaTests a player's ability to tap dense rhythms over long periods of time., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
4.03
/ 5.00 from
23 votes
#38
Ayane - Endless Tears...
Plus 5.68*
Jun 13th, 2011
lkp
marathonA map with a drain time of over 5 minutes., custom skinUtilizes custom skin elements and graphics., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Plus 5.68*
Jun 13th, 2011
lkp
marathonA map with a drain time of over 5 minutes., custom skinUtilizes custom skin elements and graphics., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
4.07
/ 5.00 from
20 votes
#39
Atoguru - Itoshi Kimi wo Mitsuke ni
Insane 5.36*
Jun 5th, 2011
bakabaka
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Insane 5.36*
Jun 5th, 2011
bakabaka
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.86
/ 5.00 from
21 votes
#40
Kuripurin - Jutenija
Jutenija 4.31*
Apr 9th, 2011
qinche
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., readingTests a player's reading skill, i.e. patterns that obfuscate note order and/or timing., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult.
Jutenija 4.31*
Apr 9th, 2011
qinche
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., readingTests a player's reading skill, i.e. patterns that obfuscate note order and/or timing., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult.
3.76
/ 5.00 from
21 votes
#41
Miki Sayaka vs. Miki Sayaka (fw. Miki Sayaka) - squartatrice
Sayaka 6.94*
Nov 28th, 2011
soulfear
chaoticUnpredictable map design, often testing unusual skillsets., freeformAn unrestrained and loose approach towards visual structure., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Sayaka 6.94*
Nov 28th, 2011
soulfear
chaoticUnpredictable map design, often testing unusual skillsets., freeformAn unrestrained and loose approach towards visual structure., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.36
/ 5.00 from
27 votes
#42
sasakure.UK - Jack-the-Ripper
ReMiX 5.81*
Apr 14th, 2011
tsuka
visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., time signaturesAudio contains many changes in time signature or uses an uncommon time signature., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
ReMiX 5.81*
Apr 14th, 2011
tsuka
visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., time signaturesAudio contains many changes in time signature or uses an uncommon time signature., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.35
/ 5.00 from
25 votes
#43
FictionJunction YURIKO KAIDA - here we stand in the morning dew
Insane 4.34*
Sep 20th, 2011
Lizbeth
simpleAccessible and straightforward map design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., progressionContains a gradual advancement in difficulty or concept across the map., complex svFeatures large changes in slider velocity., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 4.34*
Sep 20th, 2011
Lizbeth
simpleAccessible and straightforward map design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., progressionContains a gradual advancement in difficulty or concept across the map., complex svFeatures large changes in slider velocity., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.84
/ 5.00 from
20 votes
#44
Rap-bit & Ritsuka - When They Cry -Rosin Mix-
Hard 3.80*
Jul 25th, 2011
Lanttu
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., simpleAccessible and straightforward map design., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Hard 3.80*
Jul 25th, 2011
Lanttu
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., simpleAccessible and straightforward map design., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.92
/ 5.00 from
19 votes
#45
Hatsune Miku - Homework Crisis
Let's Jump!! 6.12*
Aug 22nd, 2011
val0108
jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in.
Let's Jump!! 6.12*
Aug 22nd, 2011
val0108
jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in.
3.28
/ 5.00 from
28 votes
#46
kors k - Wuv U
dksslqj Style 5.01*
Nov 11th, 2011
Nakagawa-Kanon
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
dksslqj Style 5.01*
Nov 11th, 2011
Nakagawa-Kanon
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.02
/ 5.00 from
19 votes
#47
Furries in a Blender - Ridorii
Insane 5.81*
Oct 16th, 2011
-Lennox-
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.81*
Oct 16th, 2011
-Lennox-
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.24
/ 5.00 from
32 votes
#48
Yousei Teikoku - Asgard
Valhalla 6.13*
May 29th, 2011
Lybydose
simpleAccessible and straightforward map design., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Valhalla 6.13*
May 29th, 2011
Lybydose
simpleAccessible and straightforward map design., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.75
/ 5.00 from
20 votes
#49
Demetori - Wind God Girl
Extra 6.05*
Jan 16th, 2011
lkp
marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extra 6.05*
Jan 16th, 2011
lkp
marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.52
/ 5.00 from
20 votes
#50
seiya-murai feat.ALT - Sumidagawa Karenka
Extra 5.09*
Jul 9th, 2011
kiddly
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., jump aimFocuses 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 denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extra 5.09*
Jul 9th, 2011
kiddly
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., jump aimFocuses 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 denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.21
/ 5.00 from
27 votes
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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.
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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