Highest Rated Maps of 2012
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#1
Megurine Luka - Blue Amber
Upari 5.43*
Feb 13th, 2012
-Upari
playfield constraintRestricts object placement to a certain part of the playfield., 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., storyboardContains a storyboard that enhances gameplay experience., custom skinUtilizes custom skin elements and graphics.
Upari 5.43*
Feb 13th, 2012
-Upari
playfield constraintRestricts object placement to a certain part of the playfield., 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., storyboardContains a storyboard that enhances gameplay experience., custom skinUtilizes custom skin elements and graphics.
4.17
/ 5.00 from
99 votes
#2
KOTOKO - Oboetete Ii yo
Insane 5.21*
Oct 23rd, 2012
cRyo[iceeicee]
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.21*
Oct 23rd, 2012
cRyo[iceeicee]
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.07
/ 5.00 from
133 votes
#3
HujuniseikouyuuP - Talent Shredder
0108 style 5.52*
Oct 5th, 2012
val0108
chaoticUnpredictable map design, often testing unusual skillsets., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slidershapesUses a large variety of slider designs.
0108 style 5.52*
Oct 5th, 2012
val0108
chaoticUnpredictable map design, often testing unusual skillsets., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slidershapesUses a large variety of slider designs.
4.04
/ 5.00 from
114 votes
#4
SHIKI - Pure Ruby
Another 5.50*
Aug 31st, 2012
tsuka
finger controlUses complex applications of rhythms in order to test the player's tapping ability., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Another 5.50*
Aug 31st, 2012
tsuka
finger controlUses complex applications of rhythms in order to test the player's tapping ability., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
4.08
/ 5.00 from
65 votes
#5
TJ.Hangneil - Kamui
dksslqj Style 6.01*
Mar 28th, 2012
Nakagawa-Kanon
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., distance snappedUses osu's in-built distance snap feature for most/all of the map.
dksslqj Style 6.01*
Mar 28th, 2012
Nakagawa-Kanon
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., distance snappedUses osu's in-built distance snap feature for most/all of the map.
4.06
/ 5.00 from
66 votes
#6
goreshit - o'er the flood
The Flood Beneath 5.71*
Oct 15th, 2012
grumd
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., staminaTests a player's ability to tap dense rhythms over long periods of time., 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., simpleAccessible and straightforward map design.
The Flood Beneath 5.71*
Oct 15th, 2012
grumd
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., staminaTests a player's ability to tap dense rhythms over long periods of time., 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., simpleAccessible and straightforward map design.
3.85
/ 5.00 from
260 votes
#7
Silent Spica - Anhedonia
Another 5.55*
Nov 6th, 2012
Muya
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 5.55*
Nov 6th, 2012
Muya
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.24
/ 5.00 from
36 votes
#8
Black Hole - Pluto
Challenge 6.60*
Sep 16th, 2012
Snow Note
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., accelerating bpmFeatures progressively increasing tempo.
Challenge 6.60*
Sep 16th, 2012
Snow Note
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., accelerating bpmFeatures progressively increasing tempo.
3.96
/ 5.00 from
90 votes
#9
Tsukasa - Heaven's Race Guitar Style
Collab 5.25*
Jul 30th, 2012
Alace, ignorethis, yeahyeahyeahhh, Natteke, Vass_Bass, La Cataline and Reiji-RJ
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., finger controlUses complex applications of rhythms in order to test the player's tapping ability., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Collab 5.25*
Jul 30th, 2012
Alace, ignorethis, yeahyeahyeahhh, Natteke, Vass_Bass, La Cataline and Reiji-RJ
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., finger controlUses complex applications of rhythms in order to test the player's tapping ability., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.01
/ 5.00 from
67 votes
#10
paraoka - Manima ni
('(oo)') 5.04*
Feb 19th, 2012
Sandpig
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders.
('(oo)') 5.04*
Feb 19th, 2012
Sandpig
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders.
4.04
/ 5.00 from
60 votes
#11
wac - neu
Music 7.02*
Feb 17th, 2012
Nakagawa-Kanon
gungathonA map with a drain time of over 10 minutes., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Music 7.02*
Feb 17th, 2012
Nakagawa-Kanon
gungathonA map with a drain time of over 10 minutes., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.01
/ 5.00 from
65 votes
#12
Chata - Remind
Overdrive!! 5.67*
Jun 7th, 2012
Patchouli
marathonA map with a drain time of over 5 minutes., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., simpleAccessible and straightforward map design., 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., storyboardContains a storyboard that enhances gameplay experience.
Overdrive!! 5.67*
Jun 7th, 2012
Patchouli
marathonA map with a drain time of over 5 minutes., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., simpleAccessible and straightforward map design., 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., storyboardContains a storyboard that enhances gameplay experience.
3.90
/ 5.00 from
109 votes
#13
TJ.Hangneil - Kamui
SHD 6.77*
Mar 28th, 2012
Snow Note
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
SHD 6.77*
Mar 28th, 2012
Snow Note
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
3.93
/ 5.00 from
84 votes
#14
07th Expansion - worldenddominator
La Cataline 4.35*
Dec 4th, 2012
La Cataline
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.
La Cataline 4.35*
Dec 4th, 2012
La Cataline
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.
3.95
/ 5.00 from
73 votes
#15
IA - Six Trillion Years and Overnight Story
0108 6.21*
Jun 17th, 2012
val0108
messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., 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.
0108 6.21*
Jun 17th, 2012
val0108
messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., 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.
4.03
/ 5.00 from
44 votes
#16
Felt - Protagonists
2012 4.88*
Sep 4th, 2012
Rue
simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
2012 4.88*
Sep 4th, 2012
Rue
simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.01
/ 5.00 from
44 votes
#17
HujuniseikouyuuP - Talent Shredder
Lesjuh style 5.96*
Oct 5th, 2012
Lesjuh
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., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Lesjuh style 5.96*
Oct 5th, 2012
Lesjuh
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., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.80
/ 5.00 from
100 votes
#18
StylipS - STUDYxSTUDY (TV Size)
Insane 4.69*
Mar 23rd, 2012
xsrsbsns
simpleAccessible and straightforward map design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., 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.
Insane 4.69*
Mar 23rd, 2012
xsrsbsns
simpleAccessible and straightforward map design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., 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.
4.04
/ 5.00 from
41 votes
#19
nano - No pain, No game
Insane 5.37*
Nov 2nd, 2012
xsrsbsns
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., 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 5.37*
Nov 2nd, 2012
xsrsbsns
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., 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.
4.07
/ 5.00 from
32 votes
#20
Katakiri Rekka - Answer
Insane 6.19*
Jan 16th, 2012
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., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 6.19*
Jan 16th, 2012
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., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.85
/ 5.00 from
64 votes
#21
KOTOKO - Agony
Hard 3.55*
Sep 19th, 2012
IceBeam
simpleAccessible and straightforward map design., progressionContains a gradual advancement in difficulty or concept across the map., playfield usageIncludes deliberate use of the playfield within the map design.
Hard 3.55*
Sep 19th, 2012
IceBeam
simpleAccessible and straightforward map design., progressionContains a gradual advancement in difficulty or concept across the map., playfield usageIncludes deliberate use of the playfield within the map design.
4.10
/ 5.00 from
29 votes
#22
FELT - Flower Flag (MZC Echoes the Spring Liquid Mix)
Lunatic 4.89*
Oct 7th, 2012
Frostmourne
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Lunatic 4.89*
Oct 7th, 2012
Frostmourne
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.96
/ 5.00 from
45 votes
#23
DJ Genericname - Dear You
Dear Rue 4.83*
Feb 21st, 2012
Rue
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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Dear Rue 4.83*
Feb 21st, 2012
Rue
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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.74
/ 5.00 from
108 votes
#24
Itou Kanako - fake me (Science Adventure Dance Remix)
Insane 5.08*
Jun 25th, 2012
Sure
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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.08*
Jun 25th, 2012
Sure
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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.94
/ 5.00 from
44 votes
#25
RSP - The First Star
S h i a's Insane 5.36*
Apr 15th, 2012
S h i a
cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
S h i a's Insane 5.36*
Apr 15th, 2012
S h i a
cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.97
/ 5.00 from
35 votes
#26
yambabom - Over my head
Insane 6.31*
Aug 18th, 2012
Zapy
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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Insane 6.31*
Aug 18th, 2012
Zapy
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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
4.00
/ 5.00 from
29 votes
#27
Hatsune Miku - Mythologia's End
Myth0108ia 6.59*
Jul 8th, 2012
val0108
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., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Myth0108ia 6.59*
Jul 8th, 2012
val0108
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., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.69
/ 5.00 from
99 votes
#28
Kozato - 45nen no Yukizakura
Another 4.47*
May 31st, 2012
LoliSora
storyboardContains a storyboard that enhances gameplay experience., 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., custom skinUtilizes custom skin elements and graphics.
Another 4.47*
May 31st, 2012
LoliSora
storyboardContains a storyboard that enhances gameplay experience., 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., custom skinUtilizes custom skin elements and graphics.
4.02
/ 5.00 from
29 votes
#29
Hatsune Miku - Electric Love (t+pazolite Overcute Remix)
Overcute 6.92*
May 11th, 2012
Zapy
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Overcute 6.92*
May 11th, 2012
Zapy
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.11
/ 5.00 from
25 votes
#30
Caravan Palace - Dragons
Insane 5.50*
Mar 20th, 2012
Charles445
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., simpleAccessible and straightforward map design., 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.
Insane 5.50*
Mar 20th, 2012
Charles445
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., simpleAccessible and straightforward map design., 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.
3.83
/ 5.00 from
46 votes
#31
paraoka - Manima ni (Short Ver.)
Rin 5.19*
Feb 4th, 2012
NatsumeRin
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.
Rin 5.19*
Feb 4th, 2012
NatsumeRin
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.
4.05
/ 5.00 from
24 votes
#32
yanaginagi - Killer Song (Short Ver.)
Insane 5.07*
May 24th, 2012
terametis
simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Insane 5.07*
May 24th, 2012
terametis
simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.98
/ 5.00 from
28 votes
#33
Hiroyuki Sawano feat. Mika Kobayashi - Bios
LKs' Another 6.30*
Jun 28th, 2012
LKs
freeformAn unrestrained and loose approach towards visual structure., 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., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
LKs' Another 6.30*
Jun 28th, 2012
LKs
freeformAn unrestrained and loose approach towards visual structure., 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., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
3.83
/ 5.00 from
44 votes
#34
Nekomata Master - Smile of Split
Insane 5.55*
Dec 4th, 2012
Charles445
swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects., 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.
Insane 5.55*
Dec 4th, 2012
Charles445
swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects., 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.
4.01
/ 5.00 from
24 votes
#35
xi - FREEDOM DiVE
FOUR DIMENSIONS 7.81*
Jun 23rd, 2012
Nakagawa-Kanon
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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
FOUR DIMENSIONS 7.81*
Jun 23rd, 2012
Nakagawa-Kanon
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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.59
/ 5.00 from
182 votes
#36
Rabpit - Sanctity
Expert 5.02*
Nov 9th, 2012
tsuka
simpleAccessible and straightforward map design., finger controlUses complex applications of rhythms in order to test the player's tapping ability., 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., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Expert 5.02*
Nov 9th, 2012
tsuka
simpleAccessible and straightforward map design., finger controlUses complex applications of rhythms in order to test the player's tapping ability., 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., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.99
/ 5.00 from
28 votes
#37
IA - Six Trillion Years and Overnight Story
Rin 6.02*
Jun 17th, 2012
NatsumeRin
simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Rin 6.02*
Jun 17th, 2012
NatsumeRin
simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.95
/ 5.00 from
25 votes
#38
Levaslater - NNRT
Extra 5.94*
Jul 7th, 2012
Nakagawa-Kanon
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., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Extra 5.94*
Jul 7th, 2012
Nakagawa-Kanon
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., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.95
/ 5.00 from
27 votes
#39
ABBA - Thank You For The Music
Game Over! 3.31*
Jan 7th, 2012
Larto
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Game Over! 3.31*
Jan 7th, 2012
Larto
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.91
/ 5.00 from
26 votes
#40
L.E.D. - THE LAST STRIKER
Another 5.86*
Apr 25th, 2012
Nakagawa-Kanon
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Another 5.86*
Apr 25th, 2012
Nakagawa-Kanon
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
4.21
/ 5.00 from
22 votes
#41
07th Expansion - goldenslaughterer
Hard 4.07*
Mar 21st, 2012
La Cataline
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.
Hard 4.07*
Mar 21st, 2012
La Cataline
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.
3.86
/ 5.00 from
31 votes
#42
paraoka - boot
Shoe 6.48*
Aug 1st, 2012
rickyboi
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., 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.
Shoe 6.48*
Aug 1st, 2012
rickyboi
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., 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.
3.73
/ 5.00 from
45 votes
#43
yanaginagi - Muteki no Soldier
Invincible 6.11*
Dec 17th, 2012
BinJip
simpleAccessible and straightforward map 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., marathonA map with a drain time of over 5 minutes.
Invincible 6.11*
Dec 17th, 2012
BinJip
simpleAccessible and straightforward map 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., marathonA map with a drain time of over 5 minutes.
3.82
/ 5.00 from
32 votes
#44
xi - FREEDOM DiVE
Another 7.02*
Jun 23rd, 2012
Nakagawa-Kanon
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
Another 7.02*
Jun 23rd, 2012
Nakagawa-Kanon
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.56
/ 5.00 from
131 votes
#45
Skrillex - First Of The Year (Equinox)
ND1 5.54*
Nov 14th, 2012
Ulysses
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., 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., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., wide aimPatterns, usually jumps, with heavy use of wide angle movement., swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects.
ND1 5.54*
Nov 14th, 2012
Ulysses
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., 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., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., wide aimPatterns, usually jumps, with heavy use of wide angle movement., swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects.
3.70
/ 5.00 from
48 votes
#46
goreshit - the nature of dying
The Nature of Dying 4.78*
Jun 26th, 2012
grumd
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., finger controlUses complex applications of rhythms in order to test the player's tapping ability., marathonA map with a drain time of over 5 minutes., distance snappedUses osu's in-built distance snap feature for most/all of the map., storyboardContains a storyboard that enhances gameplay experience.
The Nature of Dying 4.78*
Jun 26th, 2012
grumd
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., finger controlUses complex applications of rhythms in order to test the player's tapping ability., marathonA map with a drain time of over 5 minutes., distance snappedUses osu's in-built distance snap feature for most/all of the map., storyboardContains a storyboard that enhances gameplay experience.
3.64
/ 5.00 from
66 votes
#47
Hatsune Miku - Sakura Zensen Ijou Nashi
Ijou Nashi 6.20*
Apr 24th, 2012
Lalarun
simpleAccessible and straightforward map design., gimmickFocused on a single unique design or gameplay idea., 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., 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.
Ijou Nashi 6.20*
Apr 24th, 2012
Lalarun
simpleAccessible and straightforward map design., gimmickFocused on a single unique design or gameplay idea., 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., 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.
3.76
/ 5.00 from
36 votes
#48
DystopiaGround - AugoEidEs
Aphotic 6.18*
Sep 16th, 2012
happy30
marathonA map with a drain time of over 5 minutes., freeformAn unrestrained and loose approach towards visual structure., progressionContains a gradual advancement in difficulty or concept across the map., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Aphotic 6.18*
Sep 16th, 2012
happy30
marathonA map with a drain time of over 5 minutes., freeformAn unrestrained and loose approach towards visual structure., progressionContains a gradual advancement in difficulty or concept across the map., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.69
/ 5.00 from
44 votes
#49
Fear, and Loathing in Las Vegas - Just Awake
Insane 5.90*
Feb 18th, 2012
gowww
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., 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.
Insane 5.90*
Feb 18th, 2012
gowww
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., 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.
3.80
/ 5.00 from
29 votes
#50
Lily - Scarlet Rose
0108 style 5.79*
Jan 27th, 2012
val0108
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., chaoticUnpredictable map design, often testing unusual skillsets., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slidershapesUses a large variety of slider designs., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
0108 style 5.79*
Jan 27th, 2012
val0108
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., chaoticUnpredictable map design, often testing unusual skillsets., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slidershapesUses a large variety of slider designs., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.53
/ 5.00 from
149 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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