Highest Rated Maps of 2012
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#1
KOTOKO - Oboetete Ii yo
Insane 5.28*
Oct 23rd, 2012
cRyo[iceeicee]
simple Accessible and straightforward map design. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.28*
Oct 23rd, 2012
cRyo[iceeicee]
simple Accessible and straightforward map design. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.10
/ 5.00 from
129 votes
#2
Megurine Luka - Blue Amber
Upari 5.34*
Feb 13th, 2012
-Upari
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , playfield constraint Restricts object placement to a certain part of the playfield. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
Upari 5.34*
Feb 13th, 2012
-Upari
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , playfield constraint Restricts object placement to a certain part of the playfield. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
4.14
/ 5.00 from
97 votes
#3
HujuniseikouyuuP - Talent Shredder
0108 style 5.32*
Oct 5th, 2012
val0108
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , chaotic Unpredictable map design, often testing unusual skillsets. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
0108 style 5.32*
Oct 5th, 2012
val0108
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , chaotic Unpredictable map design, often testing unusual skillsets. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.05
/ 5.00 from
112 votes
#4
SHIKI - Pure Ruby
Another 5.80*
Aug 31st, 2012
tsuka
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Another 5.80*
Aug 31st, 2012
tsuka
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
4.09
/ 5.00 from
64 votes
#5
Chata - Remind
Overdrive!! 5.56*
Jun 7th, 2012
Patchouli
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , marathon A map with a drain time of over 5 minutes. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , storyboard Contains a storyboard that enhances gameplay experience.
Overdrive!! 5.56*
Jun 7th, 2012
Patchouli
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , marathon A map with a drain time of over 5 minutes. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , storyboard Contains a storyboard that enhances gameplay experience.
3.96
/ 5.00 from
106 votes
#6
goreshit - o'er the flood
The Flood Beneath 5.61*
Oct 15th, 2012
grumd
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , simple Accessible and straightforward map design.
The Flood Beneath 5.61*
Oct 15th, 2012
grumd
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , simple Accessible and straightforward map design.
3.85
/ 5.00 from
256 votes
#7
Tsukasa - Heaven's Race Guitar Style
Collab 5.14*
Jul 30th, 2012
Alace, ignorethis, yeahyeahyeahhh, Natteke, Vass_Bass, La Cataline and Reiji-RJ
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Collab 5.14*
Jul 30th, 2012
Alace, ignorethis, yeahyeahyeahhh, Natteke, Vass_Bass, La Cataline and Reiji-RJ
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.02
/ 5.00 from
65 votes
#8
Silent Spica - Anhedonia
Another 5.55*
Nov 6th, 2012
Muya
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 5.55*
Nov 6th, 2012
Muya
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.23
/ 5.00 from
36 votes
#9
07th Expansion - worldenddominator
La Cataline 4.36*
Dec 4th, 2012
La Cataline
simple Accessible and straightforward map design. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
La Cataline 4.36*
Dec 4th, 2012
La Cataline
simple Accessible and straightforward map design. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.98
/ 5.00 from
73 votes
#10
paraoka - Manima ni
('(oo)') 4.98*
Feb 19th, 2012
Sandpig
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
('(oo)') 4.98*
Feb 19th, 2012
Sandpig
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
4.04
/ 5.00 from
60 votes
#11
TJ.Hangneil - Kamui
dksslqj Style 5.87*
Mar 28th, 2012
Nakagawa-Kanon
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
dksslqj Style 5.87*
Mar 28th, 2012
Nakagawa-Kanon
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
4.01
/ 5.00 from
67 votes
#12
wac - neu
Music 6.69*
Feb 17th, 2012
Nakagawa-Kanon
gungathon A map with a drain time of over 10 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Music 6.69*
Feb 17th, 2012
Nakagawa-Kanon
gungathon A map with a drain time of over 10 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.01
/ 5.00 from
63 votes
#13
Black Hole - Pluto
Challenge 6.60*
Sep 16th, 2012
Snow Note
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , accelerating bpm Features progressively increasing tempo.
Challenge 6.60*
Sep 16th, 2012
Snow Note
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , accelerating bpm Features progressively increasing tempo.
3.93
/ 5.00 from
86 votes
#14
TJ.Hangneil - Kamui
SHD 6.56*
Mar 28th, 2012
Snow Note
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
SHD 6.56*
Mar 28th, 2012
Snow Note
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.91
/ 5.00 from
84 votes
#15
IA - Six Trillion Years and Overnight Story
0108 6.08*
Jun 17th, 2012
val0108
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
0108 6.08*
Jun 17th, 2012
val0108
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.02
/ 5.00 from
42 votes
#16
Felt - Protagonists
2012 5.02*
Sep 4th, 2012
Rue
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
2012 5.02*
Sep 4th, 2012
Rue
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.00
/ 5.00 from
43 votes
#17
HujuniseikouyuuP - Talent Shredder
Lesjuh style 5.76*
Oct 5th, 2012
Lesjuh
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Lesjuh style 5.76*
Oct 5th, 2012
Lesjuh
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.79
/ 5.00 from
100 votes
#18
StylipS - STUDYxSTUDY (TV Size)
Insane 4.60*
Mar 23rd, 2012
xsrsbsns
repetition Features the use of recognizable identical patterns or gameplay elements. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
Insane 4.60*
Mar 23rd, 2012
xsrsbsns
repetition Features the use of recognizable identical patterns or gameplay elements. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
4.03
/ 5.00 from
41 votes
#19
Katakiri Rekka - Answer
Insane 6.04*
Jan 16th, 2012
bakabaka
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 6.04*
Jan 16th, 2012
bakabaka
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.84
/ 5.00 from
62 votes
#20
nano - No pain, No game
Insane 5.37*
Nov 2nd, 2012
xsrsbsns
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.37*
Nov 2nd, 2012
xsrsbsns
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.05
/ 5.00 from
31 votes
#21
DJ Genericname - Dear You
Dear Rue 4.82*
Feb 21st, 2012
Rue
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
Dear Rue 4.82*
Feb 21st, 2012
Rue
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
3.73
/ 5.00 from
106 votes
#22
KOTOKO - Agony
Hard 3.50*
Sep 19th, 2012
IceBeam
simple Accessible and straightforward map design. , progression Contains a gradual advancement in difficulty or concept across the map. , playfield usage Includes deliberate use of the playfield within the map design.
Hard 3.50*
Sep 19th, 2012
IceBeam
simple Accessible and straightforward map design. , progression Contains a gradual advancement in difficulty or concept across the map. , playfield usage Includes deliberate use of the playfield within the map design.
4.06
/ 5.00 from
28 votes
#23
FELT - Flower Flag (MZC Echoes the Spring Liquid Mix)
Lunatic 4.92*
Oct 7th, 2012
Frostmourne
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Lunatic 4.92*
Oct 7th, 2012
Frostmourne
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.93
/ 5.00 from
42 votes
#24
Kozato - 45nen no Yukizakura
Another 4.49*
May 31st, 2012
LoliSora
storyboard Contains a storyboard that enhances gameplay experience. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , custom skin Utilizes custom skin elements and graphics.
Another 4.49*
May 31st, 2012
LoliSora
storyboard Contains a storyboard that enhances gameplay experience. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , custom skin Utilizes custom skin elements and graphics.
4.04
/ 5.00 from
28 votes
#25
Itou Kanako - fake me (Science Adventure Dance Remix)
Insane 4.95*
Jun 25th, 2012
Sure
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Insane 4.95*
Jun 25th, 2012
Sure
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.93
/ 5.00 from
44 votes
#26
Hatsune Miku - Mythologia's End
Myth0108ia 6.22*
Jul 8th, 2012
val0108
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Myth0108ia 6.22*
Jul 8th, 2012
val0108
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.71
/ 5.00 from
98 votes
#27
RSP - The First Star
S h i a's Insane 5.33*
Apr 15th, 2012
S h i a
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design.
S h i a's Insane 5.33*
Apr 15th, 2012
S h i a
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design.
3.97
/ 5.00 from
34 votes
#28
Caravan Palace - Dragons
Insane 5.30*
Mar 20th, 2012
Charles445
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , simple Accessible and straightforward map design. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.30*
Mar 20th, 2012
Charles445
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , simple Accessible and straightforward map design. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.83
/ 5.00 from
46 votes
#29
yambabom - Over my head
Insane 6.31*
Aug 18th, 2012
Zapy
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Insane 6.31*
Aug 18th, 2012
Zapy
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.99
/ 5.00 from
28 votes
#30
yanaginagi - Killer Song (Short Ver.)
Insane 5.11*
May 24th, 2012
terametis
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
Insane 5.11*
May 24th, 2012
terametis
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
3.98
/ 5.00 from
28 votes
#31
Hatsune Miku - Electric Love (t+pazolite Overcute Remix)
Overcute 6.94*
May 11th, 2012
Zapy
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Overcute 6.94*
May 11th, 2012
Zapy
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.17
/ 5.00 from
25 votes
#32
xi - FREEDOM DiVE
FOUR DIMENSIONS 7.52*
Jun 23rd, 2012
Nakagawa-Kanon
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
FOUR DIMENSIONS 7.52*
Jun 23rd, 2012
Nakagawa-Kanon
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.59
/ 5.00 from
180 votes
#33
paraoka - Manima ni (Short Ver.)
Rin 5.10*
Feb 4th, 2012
NatsumeRin
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Rin 5.10*
Feb 4th, 2012
NatsumeRin
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.03
/ 5.00 from
23 votes
#34
Levaslater - NNRT
Extra 5.94*
Jul 7th, 2012
Nakagawa-Kanon
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Extra 5.94*
Jul 7th, 2012
Nakagawa-Kanon
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.98
/ 5.00 from
26 votes
#35
IA - Six Trillion Years and Overnight Story
Rin 5.65*
Jun 17th, 2012
NatsumeRin
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Rin 5.65*
Jun 17th, 2012
NatsumeRin
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.95
/ 5.00 from
25 votes
#36
Hiroyuki Sawano feat. Mika Kobayashi - Bios
LKs' Another 6.11*
Jun 28th, 2012
LKs
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , freeform An unrestrained and loose approach towards visual structure.
LKs' Another 6.11*
Jun 28th, 2012
LKs
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , freeform An unrestrained and loose approach towards visual structure.
3.80
/ 5.00 from
40 votes
#37
ABBA - Thank You For The Music
Game Over! 3.31*
Jan 7th, 2012
Larto
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Game Over! 3.31*
Jan 7th, 2012
Larto
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.91
/ 5.00 from
26 votes
#38
Nekomata Master - Smile of Split
Insane 5.33*
Dec 4th, 2012
Charles445
swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.33*
Dec 4th, 2012
Charles445
swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.96
/ 5.00 from
23 votes
#39
xi - FREEDOM DiVE
Another 6.84*
Jun 23rd, 2012
Nakagawa-Kanon
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 6.84*
Jun 23rd, 2012
Nakagawa-Kanon
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.59
/ 5.00 from
128 votes
#40
07th Expansion - goldenslaughterer
Hard 4.12*
Mar 21st, 2012
La Cataline
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Hard 4.12*
Mar 21st, 2012
La Cataline
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.85
/ 5.00 from
31 votes
#41
Rabpit - Sanctity
Expert 5.00*
Nov 9th, 2012
tsuka
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Expert 5.00*
Nov 9th, 2012
tsuka
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.98
/ 5.00 from
27 votes
#42
yanaginagi - Muteki no Soldier
Invincible 5.98*
Dec 17th, 2012
BinJip
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Invincible 5.98*
Dec 17th, 2012
BinJip
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.82
/ 5.00 from
32 votes
#43
paraoka - boot
Shoe 6.23*
Aug 1st, 2012
rickyboi
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
Shoe 6.23*
Aug 1st, 2012
rickyboi
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
3.73
/ 5.00 from
44 votes
#44
L.E.D. - THE LAST STRIKER
Another 5.86*
Apr 25th, 2012
Nakagawa-Kanon
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Another 5.86*
Apr 25th, 2012
Nakagawa-Kanon
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
4.21
/ 5.00 from
22 votes
#45
goreshit - the nature of dying
The Nature of Dying 4.68*
Jun 26th, 2012
grumd
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , storyboard Contains a storyboard that enhances gameplay experience.
The Nature of Dying 4.68*
Jun 26th, 2012
grumd
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , storyboard Contains a storyboard that enhances gameplay experience.
3.64
/ 5.00 from
66 votes
#46
Hatsune Miku - Sakura Zensen Ijou Nashi
Ijou Nashi 6.07*
Apr 24th, 2012
Lalarun
gimmick Focused on a single unique design or gameplay idea. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Ijou Nashi 6.07*
Apr 24th, 2012
Lalarun
gimmick Focused on a single unique design or gameplay idea. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.76
/ 5.00 from
35 votes
#47
DystopiaGround - AugoEidEs
Aphotic 5.96*
Sep 16th, 2012
happy30
progression Contains a gradual advancement in difficulty or concept across the map. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure.
Aphotic 5.96*
Sep 16th, 2012
happy30
progression Contains a gradual advancement in difficulty or concept across the map. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure.
3.69
/ 5.00 from
44 votes
#48
M2U - Placebo Dying
ExtrA 6.06*
Dec 1st, 2012
AngelHoney
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , freeform An unrestrained and loose approach towards visual structure.
ExtrA 6.06*
Dec 1st, 2012
AngelHoney
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , freeform An unrestrained and loose approach towards visual structure.
3.65
/ 5.00 from
53 votes
#49
Lily - Scarlet Rose
0108 style 5.60*
Jan 27th, 2012
val0108
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
0108 style 5.60*
Jan 27th, 2012
val0108
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.52
/ 5.00 from
150 votes
#50
SHK - Identity Part 4
Insane 5.66*
Feb 20th, 2012
AngelHoney
cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , progression Contains a gradual advancement in difficulty or concept across the map. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.66*
Feb 20th, 2012
AngelHoney
cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , progression Contains a gradual advancement in difficulty or concept across the map. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.58
/ 5.00 from
70 votes
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