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Highest Rated Maps of 2014

#1
Halozy - Sentimental Skyscraper
Myouren Hijiri 7.48*
May 27th, 2014
Hollow Wings
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , marathon A map with a drain time of over 5 minutes. , progression Contains a gradual advancement in difficulty or concept across the map. , storyboard Contains a storyboard that enhances gameplay experience. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high sv Features prominent high slider velocity usage as a key part of map design.
4.17 / 5.00 from 290 votes
#2
Function Phantom - Neuronecia
Ethereal 5.92*
Dec 12th, 2014
Skystar
tech Tests uncommon skills. , storyboard Contains a storyboard that enhances gameplay experience. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , slidershapes Uses a large variety of slider designs.
4.09 / 5.00 from 217 votes
#3
Kalafina - Kimi no Gin no Niwa
Extra 5.26*
Oct 13th, 2014
Hollow Wings
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , marathon A map with a drain time of over 5 minutes. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
4.18 / 5.00 from 117 votes
#4
onoken - P8107
KA071 6.20*
Sep 11th, 2014
Kloyd
progression Contains a gradual advancement in difficulty or concept across the map. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , marathon A map with a drain time of over 5 minutes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes.
4.05 / 5.00 from 158 votes
#5
Nhato - Miss You
Selentia 5.83*
Apr 9th, 2014
HanzeR
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , marathon A map with a drain time of over 5 minutes. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , tech Tests uncommon skills. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream.
4.00 / 5.00 from 210 votes
#6
Sota Fujimori - Move That Body -Extended Mix-
Extreme 6.17*
Dec 11th, 2014
Skystar
tech Tests uncommon skills. , 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. , slidershapes Uses a large variety of slider designs.
4.16 / 5.00 from 76 votes
#7
aran - Graces of Heaven
Debug 7.26*
Feb 5th, 2014
rustbell
marathon A map with a drain time of over 5 minutes. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , gimmick Focused on a single unique design or gameplay idea. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , 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. , chaotic Unpredictable map design, often testing unusual skillsets. , double taps Patterns that require tapping on both keys simultaneously, through 2B or very fast doubles.
4.07 / 5.00 from 116 votes
#8
airportexpress feat.Itsuneko - BIRTH
Insane 6.08*
Jul 20th, 2014
Chloe
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , chaotic Unpredictable map design, often testing unusual skillsets.
4.06 / 5.00 from 102 votes
#9
Eagle - S!ck
Extreme 5.62*
Feb 9th, 2014
tsuka
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , slidershapes Uses a large variety of slider designs.
4.10 / 5.00 from 69 votes
#10
DJ TOTTO feat. Sunao Yoshikawa - Arousing
HW's Extra 6.29*
Jul 29th, 2014
Hollow Wings
sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , freeform An unrestrained and loose approach towards visual structure. , high sv Features prominent high slider velocity usage as a key part of map design.
4.24 / 5.00 from 44 votes
#11
a_hisa - Anhedonia
Euphoria 6.03*
Oct 5th, 2014
RLC
marathon A map with a drain time of over 5 minutes. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , colorhax Features intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience.
3.99 / 5.00 from 108 votes
#12
LeaF - Evanescent
Aspire 6.60*
Nov 13th, 2014
Charles445
aspire Employs intentionally unrankable decisions to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , mapping contest An entry for a mapping contest. , tech Tests uncommon skills. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , gimmick Focused on a single unique design or gameplay idea. , video gimmick Employs patterning that closely references the included background video.
3.99 / 5.00 from 89 votes
#13
Traktion - The Near Distant Future
Lapse 5.63*
Apr 13th, 2014
RLC
marathon A map with a drain time of over 5 minutes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , 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.
3.89 / 5.00 from 190 votes
#14
Expander - Move That Body
EXTREME 5.76*
Feb 12th, 2014
fanzhen0019
tech Tests uncommon skills. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , 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. , slidershapes Uses a large variety of slider designs.
4.09 / 5.00 from 58 votes
#15
sakuzyo - Neurotoxin
Another 5.71*
Sep 17th, 2014
kiddly
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
4.08 / 5.00 from 55 votes
#16
Meramipop - Rakujitsu Romance
Romance 4.79*
Dec 31st, 2014
Loneight
repetition Features the use of recognizable identical patterns or gameplay elements. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , simple Accessible and straightforward map design.
4.07 / 5.00 from 49 votes
#17
Nekomata Master+ - Funny shuffle
RiP iidx 5.46*
Dec 28th, 2014
fanzhen0019
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. , slidershapes Uses a large variety of slider designs. , slider animation Succession of sliders as individual frames to create the illusion of fluid motion.
4.21 / 5.00 from 35 votes
#18
Taishi feat. Himawari - Slow Step -First Love Comes Again-
KATAOMOI 5.32*
Nov 30th, 2014
Zweib
marathon A map with a drain time of over 5 minutes. , 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.
4.06 / 5.00 from 50 votes
#19
Renard - Terminal
EXTRA 6.57*
Jan 9th, 2014
Ulysses
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , 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 sv Features prominent high slider velocity usage as a key part of map design.
3.87 / 5.00 from 83 votes
#20
The Qemists - Dem Na Like Me (feat. Wiley)
Insane Collab 5.16*
Feb 21st, 2014
Natteke and La Cataline
collab A map with two or more associated mappers. , storyboard Contains a storyboard that enhances gameplay experience. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.03 / 5.00 from 35 votes
#21
a_hisa - Cheshire,s dance
Another 6.43*
Apr 13th, 2014
Muya
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , 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.
4.00 / 5.00 from 37 votes
#22
TRakker - Rootus
Remix 5.51*
May 21st, 2014
Skystar
marathon A map with a drain time of over 5 minutes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.90 / 5.00 from 56 votes
#23
Sakamoto Maaya - Okaerinasai (tomatomerde Remix)
Collab 4.98*
Oct 10th, 2014
Frostmourne, those, RLC and Azer
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.77 / 5.00 from 93 votes
#24
MYTK - Yggdrasil
dksslqj's EXHAUST 5.39*
Mar 24th, 2014
Nakagawa-Kanon
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.12 / 5.00 from 28 votes
#25
Mitsunori Ikeda ft. Aimee B - Fallen Angel (El Poco Maro Remix)
Ascension 5.76*
May 30th, 2014
galvenize
marathon A map with a drain time of over 5 minutes. , 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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream.
3.82 / 5.00 from 68 votes
#26
Mago de Oz - Xanandra
Insane 6.48*
Mar 2nd, 2014
Luvdic
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , 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.
3.77 / 5.00 from 89 votes
#27
Traktion - Mission ASCII
Another 5.78*
Nov 24th, 2014
galvenize
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. , geometric Incorporates geometric shapes within the map's visual design. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.89 / 5.00 from 49 votes
#28
Utagumi Setsugekka - Yumemi Sunrise
Insane 5.29*
Feb 4th, 2014
Zweib
swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , 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.
4.04 / 5.00 from 31 votes
#29
Zhou Li Ming - Pi Li Pa La
Extra 6.74*
May 16th, 2014
bakabaka
accelerating bpm Features progressively increasing tempo. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.87 / 5.00 from 49 votes
#30
School Food Punishment - in bloom
Insane 5.03*
Dec 20th, 2014
Irie Miyuki
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.
3.88 / 5.00 from 41 votes
#31
Nekomata Master - Far east nightbird (kors k Remix)
RLC's Extra 5.35*
Nov 2nd, 2014
RLC
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.
3.86 / 5.00 from 41 votes
#32
ave;new feat. Shirasawa Rie - MAYBE ROSY KISS -HARD dRESS STYLE-
MAYBE POSSIBLE 6.53*
Apr 25th, 2014
[CSGA]Ar3sgice
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , 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. , freeform An unrestrained and loose approach towards visual structure.
3.91 / 5.00 from 34 votes
#33
cYsmix feat. Emmy - Tear Rain
Insane 3.90*
Jan 21st, 2014
jonathanlfj
mapping contest An entry for a mapping contest. , 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. , slidershapes Uses a large variety of slider designs.
3.84 / 5.00 from 39 votes
#34
Starving Trancer - New Gravity
Expert 5.20*
Aug 22nd, 2014
fanzhen0019
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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , 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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.90 / 5.00 from 31 votes
#35
ginkiha - EOS
Lycoris 5.62*
Jun 2nd, 2014
alacat
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. , 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. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.77 / 5.00 from 46 votes
#36
yuikonnu & ayaponzu* - Kunoichi demo Koi ga Shitai
Skystar's Extra 6.00*
May 20th, 2014
Skystar
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. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.83 / 5.00 from 38 votes
#37
Akiyama Uni - The Grimoire of Alice
Extra 6.50*
Sep 28th, 2014
Hollow Wings
large circles Uses larger-than-usual circles. Typically refers to maps with circle sizes below 3. , playfield constraint Restricts object placement to a certain part of the playfield. , gimmick Focused on a single unique design or gameplay idea. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.80 / 5.00 from 41 votes
#38
UNDEAD CORPORATION - Yoru Naku Usagi wa Yume o Miru
CRN's Extra 6.62*
Jun 6th, 2014
caren_sk
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , 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. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.76 / 5.00 from 46 votes
#39
Kurubukko vs yukitani - Minamichita EVOLVED
Another 5.83*
Jul 26th, 2014
Cherry Blossom
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.85 / 5.00 from 31 votes
#40
UNDEAD CORPORATION - Yoru Naku Usagi wa Yume o Miru
Lunatic 5.72*
Jun 6th, 2014
Smoothie
storyboard Contains a storyboard that enhances gameplay experience. , 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. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.84 / 5.00 from 33 votes
#41
Chasers - Lost
Insane 5.10*
May 21st, 2014
fanzhen0019
mapping contest An entry for a mapping contest. , geometric Incorporates geometric shapes within the map's visual design. , slidershapes Uses a large variety of slider designs.
3.91 / 5.00 from 28 votes
#42
M2U feat. Guriri - Magnolia
AngelHoney's ExtrA 5.97*
Oct 15th, 2014
AngelHoney
tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.77 / 5.00 from 39 votes
#43
Rohi - Kanata ni Mau wa Sakura no Shirabe
Extra 6.28*
Feb 12th, 2014
NatsumeRin
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.92 / 5.00 from 25 votes
#44
yanaginagi - Tokohana
Insane 5.48*
Aug 17th, 2014
P A N
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. , 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. , geometric Incorporates geometric shapes within the map's visual design. , storyboard Contains a storyboard that enhances gameplay experience.
3.91 / 5.00 from 27 votes
#45
Dark PHOENiX - Green-Eyed Jealousy
Envy 6.20*
Jun 26th, 2014
chenwu and sjoy
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
4.01 / 5.00 from 25 votes
#46
Sota Fujimori - Move That Body -Extended Mix-
RLC's Extra 5.63*
Dec 11th, 2014
RLC
tech Tests uncommon skills. , 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.
3.82 / 5.00 from 31 votes
#47
Hanatan - Sasa Bune
Insane 5.28*
Jun 5th, 2014
ShiauKe
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. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.79 / 5.00 from 30 votes
#48
Hanatan - Airman ga Taosenai (SOUND HOLIC Ver.)
CRN's Extra 6.36*
Apr 25th, 2014
caren_sk
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. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.72 / 5.00 from 35 votes
#49
ChouchouP - Tsukimiyo Rabbit
Tsuki 6.16*
May 26th, 2014
Zero__wind
swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , storyboard Contains a storyboard that enhances gameplay experience. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , slidershapes Uses a large variety of slider designs.
3.96 / 5.00 from 23 votes
#50
Rohi - Kanata ni Mau wa Sakura no Shirabe
Skystar's Extra 6.24*
Feb 12th, 2014
Skystar
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. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , colorhax Features intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience.
3.82 / 5.00 from 26 votes
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