Highest Rated Maps of 2019
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#1
DJKurara - Goodbye
SEVEN COLORS 6.96*
Apr 5th, 2019
EijiKuinbii
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. , 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. , tech Tests uncommon skills. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
SEVEN COLORS 6.96*
Apr 5th, 2019
EijiKuinbii
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. , 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. , tech Tests uncommon skills. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
4.12
/ 5.00 from
151 votes
#2
Apocalyptica - Shadowmaker
X 6.76*
Oct 7th, 2019
pishifat
marathon A map with a drain time of over 5 minutes. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , 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.
X 6.76*
Oct 7th, 2019
pishifat
marathon A map with a drain time of over 5 minutes. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , 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.
4.16
/ 5.00 from
98 votes
#3
Camellia - Beyond the Geostationary Orbit Level
Synesthesia 7.68*
Mar 9th, 2019
EijiKuinbii
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , tech Tests uncommon skills. , 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. , geometric Incorporates geometric shapes within the map's visual design. , slidershapes Uses a large variety of slider designs. , high sv Features prominent high slider velocity usage as a key part of map design. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Synesthesia 7.68*
Mar 9th, 2019
EijiKuinbii
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , tech Tests uncommon skills. , 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. , geometric Incorporates geometric shapes within the map's visual design. , slidershapes Uses a large variety of slider designs. , high sv Features prominent high slider velocity usage as a key part of map design. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
4.25
/ 5.00 from
46 votes
#4
ELECTROCUTICA feat. F9 - Triplaneta
FALL 5.31*
Aug 24th, 2019
ac8129464363
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. , progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , simple Accessible and straightforward map design.
FALL 5.31*
Aug 24th, 2019
ac8129464363
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. , progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , simple Accessible and straightforward map design.
3.93
/ 5.00 from
152 votes
#5
Reol - Saisaki
Extra 6.54*
Jan 13th, 2019
cRyo[iceeicee]
tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs.
Extra 6.54*
Jan 13th, 2019
cRyo[iceeicee]
tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs.
3.93
/ 5.00 from
91 votes
#6
sasakure.UK - Sennen to Rasen, Chiru Mono o feat. Sui
Descent 6.14*
Mar 14th, 2019
Kalibe
slidershapes Uses a large variety of slider designs. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , tech Tests uncommon skills. , chaotic Unpredictable map design, often testing unusual skillsets.
Descent 6.14*
Mar 14th, 2019
Kalibe
slidershapes Uses a large variety of slider designs. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , tech Tests uncommon skills. , chaotic Unpredictable map design, often testing unusual skillsets.
3.83
/ 5.00 from
152 votes
#7
GIRAFFES? GIRAFFES! - I Am S/H(im)e[r] As You Am S/H(im)e[r] As You Are Me And We Am I And I...
Our Id/R[e](nt/al)ity: The Saga 8.57*
Sep 20th, 2019
squirrelpascals
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , marathon A map with a drain time of over 5 minutes. , slidershapes Uses a large variety of slider designs. , 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. , 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. , chaotic Unpredictable map design, often testing unusual skillsets.
Our Id/R[e](nt/al)ity: The Saga 8.57*
Sep 20th, 2019
squirrelpascals
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , marathon A map with a drain time of over 5 minutes. , slidershapes Uses a large variety of slider designs. , 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. , 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. , chaotic Unpredictable map design, often testing unusual skillsets.
4.00
/ 5.00 from
53 votes
#8
Chata - len
emptiness 5.41*
Feb 13th, 2019
Kalibe
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , storyboard Contains a storyboard that enhances gameplay experience.
emptiness 5.41*
Feb 13th, 2019
Kalibe
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , storyboard Contains a storyboard that enhances gameplay experience.
3.95
/ 5.00 from
59 votes
#9
Yorushika - Hachigatsu, Bou, Tsukiakari
Collab Extra 7.10*
May 22nd, 2019
Delis and Mirash
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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , collab A map with two or more associated mappers. , geometric Incorporates geometric shapes within the map's visual design. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in.
Collab Extra 7.10*
May 22nd, 2019
Delis and Mirash
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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , collab A map with two or more associated mappers. , geometric Incorporates geometric shapes within the map's visual design. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in.
3.83
/ 5.00 from
109 votes
#10
Various Artists - A Tribute to Kyoto Animation
Marathon 5.90*
Aug 9th, 2019
Froslass, Dangaard, happy30, Andrea, Kite, Frostmourne, bossandy, Jenny, Sekai, Skystar, Realazy, Hinsvar, Irreversible, Gero, Asphyxia, Meg, Little, Mint, Gaia, Monstrata, Toy, toybot, Seto Kousuke, Rizen, Kibbleru, Doormat, ProfessionalBox, Kalibe, Haruto, Sotarks, Yahuri, Nathan, Neto, tomadoi, Mordred and Nevo
collab A map with two or more associated mappers. , gungathon A map with a drain time of over 10 minutes. , multi-song Contains multiple songs within the audio. , megacollab A map with 8 or more associated mappers.
Marathon 5.90*
Aug 9th, 2019
Froslass, Dangaard, happy30, Andrea, Kite, Frostmourne, bossandy, Jenny, Sekai, Skystar, Realazy, Hinsvar, Irreversible, Gero, Asphyxia, Meg, Little, Mint, Gaia, Monstrata, Toy, toybot, Seto Kousuke, Rizen, Kibbleru, Doormat, ProfessionalBox, Kalibe, Haruto, Sotarks, Yahuri, Nathan, Neto, tomadoi, Mordred and Nevo
collab A map with two or more associated mappers. , gungathon A map with a drain time of over 10 minutes. , multi-song Contains multiple songs within the audio. , megacollab A map with 8 or more associated mappers.
4.15
/ 5.00 from
35 votes
#11
Linkin Park - Session
RVB's Insane 4.79*
Feb 7th, 2019
Vass_Bass and Rue
freeform An unrestrained and loose approach towards visual structure. , 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. , collab A map with two or more associated mappers. , simple Accessible and straightforward map design.
RVB's Insane 4.79*
Feb 7th, 2019
Vass_Bass and Rue
freeform An unrestrained and loose approach towards visual structure. , 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. , collab A map with two or more associated mappers. , simple Accessible and straightforward map design.
4.07
/ 5.00 from
36 votes
#12
Radiohead - My Iron Lung
Insane 4.60*
Feb 22nd, 2019
Myxo
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , progression Contains a gradual advancement in difficulty or concept across the map. , chaotic Unpredictable map design, often testing unusual skillsets. , freeform An unrestrained and loose approach towards visual structure.
Insane 4.60*
Feb 22nd, 2019
Myxo
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , progression Contains a gradual advancement in difficulty or concept across the map. , chaotic Unpredictable map design, often testing unusual skillsets. , freeform An unrestrained and loose approach towards visual structure.
3.99
/ 5.00 from
48 votes
#13
Camellia - DON'T GIVE A FUCK
unhappy 6.59*
Feb 27th, 2019
Chloe and z1085684963
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , tech Tests uncommon skills. , 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.
unhappy 6.59*
Feb 27th, 2019
Chloe and z1085684963
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , tech Tests uncommon skills. , 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.
3.95
/ 5.00 from
49 votes
#14
FELT - RESISTANCE
ENDURANCE 6.75*
Aug 31st, 2019
Kalibe
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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs.
ENDURANCE 6.75*
Aug 31st, 2019
Kalibe
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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs.
3.81
/ 5.00 from
100 votes
#15
YURiKA - Kyoumen no Nami
Expert 5.13*
Apr 18th, 2019
Vell
storyboard Contains a storyboard that enhances gameplay experience. , 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.
Expert 5.13*
Apr 18th, 2019
Vell
storyboard Contains a storyboard that enhances gameplay experience. , 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.
4.05
/ 5.00 from
37 votes
#16
Kalafina x The Prodigy - No Good Magia (Start the Witch)
Walpurgisnacht 6.12*
Nov 30th, 2019
Okoayu
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , 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. , freeform An unrestrained and loose approach towards visual structure.
Walpurgisnacht 6.12*
Nov 30th, 2019
Okoayu
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , 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. , freeform An unrestrained and loose approach towards visual structure.
4.21
/ 5.00 from
27 votes
#17
Tipper - Dreamsters
drifting upwards 6.48*
Jan 21st, 2019
Drimm
playfield constraint Restricts object placement to a certain part of the playfield. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , gimmick Focused on a single unique design or gameplay idea. , 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.
drifting upwards 6.48*
Jan 21st, 2019
Drimm
playfield constraint Restricts object placement to a certain part of the playfield. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , gimmick Focused on a single unique design or gameplay idea. , 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.
3.97
/ 5.00 from
44 votes
#18
a_hisa - Alexithymia | Lupinus | Tokei no Heya to Seishin Sekai
Chronostasis 6.00*
Oct 27th, 2019
ProfessionalBox
gungathon A map with a drain time of over 10 minutes. , multi-song Contains multiple songs within the audio. , storyboard Contains a storyboard that enhances gameplay experience. , keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song. , 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.
Chronostasis 6.00*
Oct 27th, 2019
ProfessionalBox
gungathon A map with a drain time of over 10 minutes. , multi-song Contains multiple songs within the audio. , storyboard Contains a storyboard that enhances gameplay experience. , keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song. , 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.
3.88
/ 5.00 from
62 votes
#19
Tennyson - Uh Oh! EP
Marathon 6.16*
May 1st, 2019
sammish
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. , gungathon A map with a drain time of over 10 minutes. , multi-song Contains multiple songs within the audio. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , storyboard Contains a storyboard that enhances gameplay experience.
Marathon 6.16*
May 1st, 2019
sammish
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. , gungathon A map with a drain time of over 10 minutes. , multi-song Contains multiple songs within the audio. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , storyboard Contains a storyboard that enhances gameplay experience.
3.86
/ 5.00 from
64 votes
#20
James Landino - Hide And Seek
Expert 6.60*
May 31st, 2019
Mirash
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , storyboard Contains a storyboard that enhances gameplay experience. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Expert 6.60*
May 31st, 2019
Mirash
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , storyboard Contains a storyboard that enhances gameplay experience. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.75
/ 5.00 from
110 votes
#21
Laur - Pristine
Viola 6.03*
Feb 7th, 2019
J1_
tech Tests uncommon skills. , 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. , storyboard Contains a storyboard that enhances gameplay experience.
Viola 6.03*
Feb 7th, 2019
J1_
tech Tests uncommon skills. , 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. , storyboard Contains a storyboard that enhances gameplay experience.
4.05
/ 5.00 from
30 votes
#22
Shimotsuki Haruka - Rengoku
Uberzolik's Extra 5.18*
Mar 17th, 2019
Uberzolik
progression Contains a gradual advancement in difficulty or concept across the map. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
Uberzolik's Extra 5.18*
Mar 17th, 2019
Uberzolik
progression Contains a gradual advancement in difficulty or concept across the map. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.93
/ 5.00 from
42 votes
#23
DJKurara - Goodbye
grumd's Extra 6.14*
Apr 5th, 2019
grumd
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
grumd's Extra 6.14*
Apr 5th, 2019
grumd
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.92
/ 5.00 from
40 votes
#24
MYTH & ROID - L.L.L.
Lust 6.33*
Feb 11th, 2019
Kalibe
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. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs.
Lust 6.33*
Feb 11th, 2019
Kalibe
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. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs.
3.97
/ 5.00 from
36 votes
#25
la la larks - Sayonara Waltz
Expert 6.27*
Jan 19th, 2019
Mirash
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.
Expert 6.27*
Jan 19th, 2019
Mirash
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.
3.94
/ 5.00 from
39 votes
#26
Tokyo Jihen - Sounan
Insane 5.65*
Sep 11th, 2019
Uberzolik
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , 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.
Insane 5.65*
Sep 11th, 2019
Uberzolik
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , 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.
3.68
/ 5.00 from
151 votes
#27
Fractal - Spection
Quantum Flux 5.89*
Apr 15th, 2019
rrtyui, NeilPerry, Sing and Sharu
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , collab A map with two or more associated mappers. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures.
Quantum Flux 5.89*
Apr 15th, 2019
rrtyui, NeilPerry, Sing and Sharu
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , collab A map with two or more associated mappers. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures.
3.88
/ 5.00 from
44 votes
#28
dj TAKA - Colors -sasakure.UK Futurelogic Remix-
Insane 5.65*
Feb 6th, 2019
wa_
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , 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. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Insane 5.65*
Feb 6th, 2019
wa_
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , 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. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.77
/ 5.00 from
66 votes
#29
Drake - Nice For What
Expert 6.10*
Jan 10th, 2019
UndeadCapulet
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , freeform An unrestrained and loose approach towards visual structure.
Expert 6.10*
Jan 10th, 2019
UndeadCapulet
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , freeform An unrestrained and loose approach towards visual structure.
3.67
/ 5.00 from
134 votes
#30
VINXIS - Left Behind
Hollow 5.77*
Dec 9th, 2019
EririSawamura
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , 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. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Hollow 5.77*
Dec 9th, 2019
EririSawamura
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , 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. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.90
/ 5.00 from
37 votes
#31
Yorushika - Hachigatsu, Bou, Tsukiakari
Extra 6.04*
May 22nd, 2019
Delis
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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design.
Extra 6.04*
May 22nd, 2019
Delis
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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design.
3.87
/ 5.00 from
45 votes
#32
Yonezu Kenshi - LOSER
WINNER 5.51*
Jul 23rd, 2019
Skystar
swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , mapping contest An entry for a mapping contest. , 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.
WINNER 5.51*
Jul 23rd, 2019
Skystar
swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , mapping contest An entry for a mapping contest. , 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.
3.74
/ 5.00 from
74 votes
#33
Sota Fujimori - ACCELERATE
Extra (#1) 5.66*
Jul 26th, 2019
Chaoslitz
mapping contest An entry for a mapping contest. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extra (#1) 5.66*
Jul 26th, 2019
Chaoslitz
mapping contest An entry for a mapping contest. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.07
/ 5.00 from
23 votes
#34
Yin Lin - Lu Gu Xun Meng
May 5.25*
Mar 6th, 2019
AIR
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. , 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.
May 5.25*
Mar 6th, 2019
AIR
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. , 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.
3.98
/ 5.00 from
29 votes
#35
Spide - Ama no Hane wa Kami no Gotoshi
Intertextuality 5.52*
Oct 14th, 2019
tatemae
low sv Features prominent low sv usage as a key part of map design. , repetition Features the use of recognizable identical patterns or gameplay elements. , 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. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
Intertextuality 5.52*
Oct 14th, 2019
tatemae
low sv Features prominent low sv usage as a key part of map design. , repetition Features the use of recognizable identical patterns or gameplay elements. , 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. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
3.88
/ 5.00 from
33 votes
#36
Tokyo Jihen - Sounan
Normal 5.49*
Aug 1st, 2019
Axarious
reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Normal 5.49*
Aug 1st, 2019
Axarious
reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.01
/ 5.00 from
24 votes
#37
ELECTROCUTICA feat. yanaginagi - Hysteresis
Ashen Rain 5.76*
Sep 8th, 2019
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. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Ashen Rain 5.76*
Sep 8th, 2019
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. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.89
/ 5.00 from
30 votes
#38
Tiny Moving Parts - Good Enough / Birdhouse / Minnow
Indecisive Forthcomings 6.08*
Mar 4th, 2019
vrnl
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. , marathon A map with a drain time of over 5 minutes. , multi-song Contains multiple songs within the audio. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , 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. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
Indecisive Forthcomings 6.08*
Mar 4th, 2019
vrnl
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. , marathon A map with a drain time of over 5 minutes. , multi-song Contains multiple songs within the audio. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , 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. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
3.90
/ 5.00 from
27 votes
#39
kors k - Playing With Fire
kiddly's Mythic 5.55*
Aug 16th, 2019
kiddly
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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
kiddly's Mythic 5.55*
Aug 16th, 2019
kiddly
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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.98
/ 5.00 from
23 votes
#40
Krewella x Diskord - Beggars (Consouls Remix)
Neil x Ameth's Conflux 6.21*
Jan 16th, 2019
NeilPerry and Ameth Rianno
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , 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. , slidershapes Uses a large variety of slider designs.
Neil x Ameth's Conflux 6.21*
Jan 16th, 2019
NeilPerry and Ameth Rianno
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , 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. , slidershapes Uses a large variety of slider designs.
3.67
/ 5.00 from
56 votes
#41
FictionJunction - Parallel Hearts
Bravery 5.33*
Jul 1st, 2019
Kalibe
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , 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.
Bravery 5.33*
Jul 1st, 2019
Kalibe
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , 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.
3.94
/ 5.00 from
24 votes
#42
Yorushika - Hole In The Heart
Fountain Pen, Stockholm's Street... 6.59*
Sep 24th, 2019
Mirash and Ryuusei Aika
collab A map with two or more associated mappers. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream.
Fountain Pen, Stockholm's Street... 6.59*
Sep 24th, 2019
Mirash and Ryuusei Aika
collab A map with two or more associated mappers. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream.
3.87
/ 5.00 from
26 votes
#43
wa. remixed celas - Gin no Kaze
Expert 6.96*
Feb 21st, 2019
rrtyui
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. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , freeform An unrestrained and loose approach towards visual structure. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Expert 6.96*
Feb 21st, 2019
rrtyui
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. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , freeform An unrestrained and loose approach towards visual structure. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.67
/ 5.00 from
54 votes
#44
Enter Shikari - Radiate
SPRING CLEANING OF THE MIND 6.55*
Jun 8th, 2019
Hectic
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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , high sv Features prominent high slider velocity usage as a key part of map design.
SPRING CLEANING OF THE MIND 6.55*
Jun 8th, 2019
Hectic
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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , high sv Features prominent high slider velocity usage as a key part of map design.
3.74
/ 5.00 from
38 votes
#45
Yorushika - Itte.
Clearly 4.94*
Jun 19th, 2019
ac8129464363
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Clearly 4.94*
Jun 19th, 2019
ac8129464363
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.68
/ 5.00 from
45 votes
#46
nobodyknows+ - Kokoro Odoru
bbj's Expert 5.96*
Oct 9th, 2019
Akiyama Mizuki
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. , 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.
bbj's Expert 5.96*
Oct 9th, 2019
Akiyama Mizuki
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. , 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.
3.78
/ 5.00 from
30 votes
#47
Traktion - Gid V
Fragment Collab 6.54*
May 29th, 2019
EphemeralFetish and Hikaru Rose
tech Tests uncommon skills. , marathon A map with a drain time of over 5 minutes. , collab A map with two or more associated mappers. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Fragment Collab 6.54*
May 29th, 2019
EphemeralFetish and Hikaru Rose
tech Tests uncommon skills. , marathon A map with a drain time of over 5 minutes. , collab A map with two or more associated mappers. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.73
/ 5.00 from
38 votes
#48
Camellia - Kimi ga Shinu no o Nagamete Iru yo
Extra 6.11*
May 25th, 2019
pishifat
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , simple Accessible and straightforward map design. , progression Contains a gradual advancement in difficulty or concept across the map. , 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.
Extra 6.11*
May 25th, 2019
pishifat
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , simple Accessible and straightforward map design. , progression Contains a gradual advancement in difficulty or concept across the map. , 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.
3.59
/ 5.00 from
70 votes
#49
Radiohead - Sit down. Stand up. (Snakes & Ladders.)
Expert 6.25*
Sep 9th, 2019
Mirash
difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , progression Contains a gradual advancement in difficulty or concept across the map. , 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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , storyboard Contains a storyboard that enhances gameplay experience. , freeform An unrestrained and loose approach towards visual structure.
Expert 6.25*
Sep 9th, 2019
Mirash
difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , progression Contains a gradual advancement in difficulty or concept across the map. , 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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , storyboard Contains a storyboard that enhances gameplay experience. , freeform An unrestrained and loose approach towards visual structure.
3.81
/ 5.00 from
25 votes
#50
MGMT - Little Dark Age
Insane 5.25*
Jul 4th, 2019
Senseabel
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.
Insane 5.25*
Jul 4th, 2019
Senseabel
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.
3.67
/ 5.00 from
42 votes
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