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Highest Rated Maps of 2018

#1
JUNNA - Here
Extra 5.81*
Apr 17th, 2018
Mirash
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. , 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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
4.02 / 5.00 from 89 votes
#2
Shimotsuki Haruka - SilentFlame
Gensou 5.76*
Aug 10th, 2018
gust
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.29 / 5.00 from 37 votes
#3
sanj - last minute (sakuraburst remix)
the nature of withering 5.82*
Aug 18th, 2018
Scub
progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , slider animation Succession of sliders as individual frames to create the illusion of fluid motion.
4.15 / 5.00 from 53 votes
#4
Hana - Shuumatsu no Bishou
Through the Looking Glass 5.36*
Dec 21st, 2018
PandaHero
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
4.00 / 5.00 from 89 votes
#5
King Krule - Dum Surfer
Don't Suffer 4.07*
Mar 19th, 2018
dsco
reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , ninja spinners Features spinners that are very short in duration.
3.91 / 5.00 from 117 votes
#6
-45 - Midorigo Queen Bee
EijiKuinbii's Expert 6.14*
Dec 16th, 2018
EijiKuinbii
stamina Tests a player's ability to tap dense rhythms over long periods of time. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , 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. , high sv Features prominent high slider velocity usage as a key part of map design.
4.06 / 5.00 from 56 votes
#7
Camellia vs Akira Complex - Reality Distortion
rrtyui x Sing's Transference 7.18*
Jan 2nd, 2018
rrtyui and Sing
tech Tests uncommon skills. , marathon A map with a drain time of over 5 minutes. , collab A map with two or more associated mappers. , slidershapes Uses a large variety of slider designs. , storyboard Contains a storyboard that enhances gameplay experience. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.94 / 5.00 from 79 votes
#8
Cranky - Hanaarashi
Collab Extra 6.15*
May 13th, 2018
CalstoneLightO and Mirash
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , collab A map with two or more associated mappers. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
4.10 / 5.00 from 43 votes
#9
a_hisa - Tenri Kaku Jou
Celestial 8.28*
Nov 15th, 2018
Axarious
progression Contains a gradual advancement in difficulty or concept across the map. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , 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. , slidershapes Uses a large variety of slider designs.
4.09 / 5.00 from 45 votes
#10
Yousei Teikoku - Mischievous of Alice
Extreme 6.29*
Apr 6th, 2018
Delis
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design.
4.09 / 5.00 from 42 votes
#11
FELT - Day and Night
Terrace Ballad 4.84*
Jun 8th, 2018
UndeadCapulet
progression Contains a gradual advancement in difficulty or concept across the map. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , freeform An unrestrained and loose approach towards visual structure. , marathon A map with a drain time of over 5 minutes.
3.90 / 5.00 from 80 votes
#12
Ciel - If you're my destiny, end this fated determination.
Cruel Fate 6.02*
Jun 26th, 2018
Kalibe
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. , marathon A map with a drain time of over 5 minutes.
3.99 / 5.00 from 56 votes
#13
paranoid void - Utsukushii Kodoku
Escapism 5.94*
Nov 16th, 2018
dsco
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , repetition Features the use of recognizable identical patterns or gameplay elements. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.83 / 5.00 from 125 votes
#14
Akitsuki Fuuka CV:Lynn - Fair wind
cRyo&xsrs's Extreme 6.31*
Feb 3rd, 2018
xsrsbsns and cRyo[iceeicee]
collab A map with two or more associated mappers. , 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.
4.07 / 5.00 from 35 votes
#15
Ne Obliviscaris - Painters of the Tempest (Part II): Triptych Lux
Reveries from the Stained Glass ... 7.15*
Mar 24th, 2018
sharpnel
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. , gungathon A map with a drain time of over 10 minutes. , simple Accessible and straightforward map design. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.86 / 5.00 from 81 votes
#16
Sayuri - Mikazuki
fanzhen's Insane 4.66*
Jun 4th, 2018
fanzhen0019
repetition Features the use of recognizable identical patterns or gameplay elements. , progression Contains a gradual advancement in difficulty or concept across the map. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , circle only Restricts object choice to circles only. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency. , gimmick Focused on a single unique design or gameplay idea. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.88 / 5.00 from 71 votes
#17
Cranky - Rave 2 Rave
Expert 5.90*
May 13th, 2018
Sonnyc
repetition Features the use of recognizable identical patterns or gameplay elements. , 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 , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
3.84 / 5.00 from 86 votes
#18
Zensou Sagi no Hito - Ginza vs Ginza
Ex 6.54*
May 19th, 2018
Delis
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. , geometric Incorporates geometric shapes within the map's visual design. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.94 / 5.00 from 54 votes
#19
Function Phantom - Variable
Deluxe 5.77*
May 12th, 2018
Chaoslitz
tech Tests uncommon skills. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , slidershapes Uses a large variety of slider designs. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.94 / 5.00 from 53 votes
#20
sasakure.UK - ChRoNiClESeVeN feat. Annabel
Flora 6.08*
Jun 29th, 2018
AIR
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , progression Contains a gradual advancement in difficulty or concept across the map. , 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.
3.97 / 5.00 from 44 votes
#21
S3RL feat Harri Rush - Nostalgic (Nightcore Mix)
Posthumous 7.65*
May 10th, 2018
Ulysses
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , tech Tests uncommon skills. , geometric Incorporates geometric shapes within the map's visual design. , storyboard Contains a storyboard that enhances gameplay experience. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song.
3.78 / 5.00 from 93 votes
#22
zakuro - Inochi ni Kirawarete Iru.
Delis' Extra 5.73*
Jun 29th, 2018
Delis
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.01 / 5.00 from 35 votes
#23
Culprate & Joe Ford - Gaucho
Extra 5.63*
Oct 27th, 2018
Scub
tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.93 / 5.00 from 38 votes
#24
Nekomata Master+ - squall
Extra 6.23*
Mar 23rd, 2018
Reisen Udongein
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , 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.
3.91 / 5.00 from 43 votes
#25
sasakure.UK - ChRoNiClESeVeN feat. Annabel
Insane 5.80*
Jan 5th, 2018
Delis
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.
4.08 / 5.00 from 27 votes
#26
paraoka feat. haru*nya - Manimani
Yamazakura 6.19*
Feb 11th, 2018
Saoji
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. , 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.
4.14 / 5.00 from 27 votes
#27
Ito Kashitaro - Kyouhansha
UC's Expert 6.21*
Nov 27th, 2018
UndeadCapulet
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , freeform An unrestrained and loose approach towards visual structure. , progression Contains a gradual advancement in difficulty or concept across the map. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
3.89 / 5.00 from 42 votes
#28
Sakuzyo - FAFNIR
-kevincela-'s Extreme 6.10*
Jul 17th, 2018
-kevincela-
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.96 / 5.00 from 32 votes
#29
Rita - Beyond the Eternity
Desolation 6.21*
Mar 31st, 2018
Delis and CalstoneLightO
collab A map with two or more associated mappers. , 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. , geometric Incorporates geometric shapes within the map's visual design.
4.01 / 5.00 from 31 votes
#30
MitiS - Living Color (Dezpot Remix)
Vividness 6.34*
Feb 27th, 2018
rrtyui, Bonzi, ProfessionalBox and byfar
tech Tests uncommon skills. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs. , storyboard Contains a storyboard that enhances gameplay experience. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.77 / 5.00 from 59 votes
#31
BUTAOTOME - Makkuro na Yuki
Green Jealousy 5.49*
Jan 22nd, 2018
CalstoneLightO and Mirash
collab A map with two or more associated mappers. , 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.
4.05 / 5.00 from 28 votes
#32
kors k feat.RIRE - Nirvana(Camellia's "BinaryHeaven" Remix)
Skystar x Bonzi's Samsara 6.21*
Jun 21st, 2018
Skystar and Bonzi
tech Tests uncommon skills. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , 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. , slidershapes Uses a large variety of slider designs.
3.81 / 5.00 from 47 votes
#33
TOMINAGA TOMMY HIROAKI - JoJo ~Sono Chi no Sadame~ Archetype MIX Ver.
Overdrive 6.20*
Apr 1st, 2018
Delis
progression Contains a gradual advancement in difficulty or concept across the map. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , geometric Incorporates geometric shapes within the map's visual design.
3.76 / 5.00 from 57 votes
#34
yuikonnu & ayaponzu* - Happy Halloween
Happy Halloween 5.36*
Mar 5th, 2018
Loneight
swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , complex snap divisors Uses mixed or unusual snap divisors in order to test the player's tapping ability.
3.88 / 5.00 from 34 votes
#35
Maon Kurosaki - X-encounter (TV-size)
X-tra 5.55*
Jan 11th, 2018
Starfy
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
4.01 / 5.00 from 25 votes
#36
Function Phantom - Paradox
fanzhen's EX 6.16*
Dec 28th, 2018
fanzhen0019
repetition Features the use of recognizable identical patterns or gameplay elements. , progression Contains a gradual advancement in difficulty or concept across the map. , tech Tests uncommon skills. , storyboard Contains a storyboard that enhances gameplay experience.
3.87 / 5.00 from 34 votes
#37
Chinese Man - I Got That Tune (Tha Trickaz Remix)
Funk 5.73*
Jul 13th, 2018
toybot
marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
3.96 / 5.00 from 25 votes
#38
Camellia vs Akira Complex - Railgun Roulette (VIP)
yf's Extra 6.32*
Mar 22nd, 2018
yf_bmp
tech Tests uncommon skills. , slidershapes Uses a large variety of slider designs. , storyboard Contains a storyboard that enhances gameplay experience. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.85 / 5.00 from 35 votes
#39
S3RL feat Harri Rush - Nostalgic (Nightcore Mix)
yf's Insane 5.37*
May 10th, 2018
yf_bmp
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design.
3.95 / 5.00 from 23 votes
#40
Koronba - Iwashi ga Tsuchi kara Haete Kurunda
Sardine 5.08*
Apr 21st, 2018
Damnjelly
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , geometric Incorporates geometric shapes within the map's visual design.
3.81 / 5.00 from 33 votes
#41
a_hisa - Tokei no Heya to Seishin Sekai
Horologe 5.83*
Mar 11th, 2018
Asahina Momoko
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.
4.03 / 5.00 from 24 votes
#42
Dormir - Cookie Bouquets
Fanzhen's Extra 5.84*
Jan 7th, 2018
fanzhen0019
gimmick Focused on a single unique design or gameplay idea. , repetition Features the use of recognizable identical patterns or gameplay elements. , 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.
3.83 / 5.00 from 28 votes
#43
Asaka - Open your eyes
World: :Synchronization 6.31*
Dec 30th, 2018
Fushimi Rio and Karen
collab A map with two or more associated mappers. , 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.
3.93 / 5.00 from 24 votes
#44
X2N_ - Smile of the End
Extra 7.15*
May 4th, 2018
Mirash
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.77 / 5.00 from 40 votes
#45
FELT - New World
z1's Another 6.04*
Jan 16th, 2018
z1085684963
repetition Features the use of recognizable identical patterns or gameplay elements. , 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. , geometric Incorporates geometric shapes within the map's visual design.
3.87 / 5.00 from 23 votes
#46
Nekomata Master+ - squall
Muya's Another 5.45*
Mar 23rd, 2018
Muya
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.
3.96 / 5.00 from 21 votes
#47
Culprate & Skorpion - Jester
Transcending Dimensions 6.94*
Oct 19th, 2018
NeilPerry
repetition Features the use of recognizable identical patterns or gameplay elements. , tech Tests uncommon skills. , slidershapes Uses a large variety of slider designs.
3.65 / 5.00 from 38 votes
#48
YUC'e - Sengoku HOP
YOISHO 6.62*
Jan 2nd, 2018
Nathan
tech Tests uncommon skills. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , slidershapes Uses a large variety of slider designs. , high sv Features prominent high slider velocity usage as a key part of map design.
3.73 / 5.00 from 28 votes
#49
Kucchi vs Akki - Yakumo >>JOINT STRUGGLE
SUKIMA 6.81*
Jan 19th, 2018
Muya
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , 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.
3.89 / 5.00 from 21 votes
#50
Ocelot - KAEDE
EX EX 7.78*
Feb 24th, 2018
Hollow Wings
gimmick Focused on a single unique design or gameplay idea. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , repetition Features the use of recognizable identical patterns or gameplay elements. , chaotic Unpredictable map design, often testing unusual skillsets. , 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.
3.52 / 5.00 from 80 votes
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