Highest Rated Maps of All Time
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#451
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
#452
Halozy - Paranoid Lost
Nightmare 6.23*
Jul 11th, 2016
Hakurei Yoru
marathon A map with a drain time of over 5 minutes. , 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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Nightmare 6.23*
Jul 11th, 2016
Hakurei Yoru
marathon A map with a drain time of over 5 minutes. , 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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.83
/ 5.00 from
40 votes
#453
Halozy - Crystal Snow
Heat Death 6.34*
Jan 17th, 2022
Hollow Wings
high sv Features prominent high slider velocity usage as a key part of map design. , gimmick Focused on a single unique design or gameplay idea. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure. , 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.
Heat Death 6.34*
Jan 17th, 2022
Hollow Wings
high sv Features prominent high slider velocity usage as a key part of map design. , gimmick Focused on a single unique design or gameplay idea. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure. , 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.
3.71
/ 5.00 from
66 votes
#454
Diao ye zong feat. Meramipop - Shinkirou
Collab Masquerade 6.74*
Nov 19th, 2017
jonathanlfj
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.
Collab Masquerade 6.74*
Nov 19th, 2017
jonathanlfj
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.
3.80
/ 5.00 from
44 votes
#455
DECO*27 feat. marina - Aimai Elegy
0108 5.54*
Feb 7th, 2013
val0108
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
0108 5.54*
Feb 7th, 2013
val0108
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.93
/ 5.00 from
31 votes
#456
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.
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
#457
Camellia - Looking for Edge of Ground
Artificial Star 6.31*
Jun 20th, 2020
Mir
marathon A map with a drain time of over 5 minutes. , tech Tests uncommon skills. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Artificial Star 6.31*
Jun 20th, 2020
Mir
marathon A map with a drain time of over 5 minutes. , tech Tests uncommon skills. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.82
/ 5.00 from
39 votes
#458
Sakaue Nachi - Crazy Hot
Crazy Night 5.60*
Oct 16th, 2015
Rizia, sjoy and Sakaue Nachi
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , 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.
Crazy Night 5.60*
Oct 16th, 2015
Rizia, sjoy and Sakaue Nachi
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.99
/ 5.00 from
24 votes
#459
IOSYS - Endless Tewi-ma Park
Tewi 2B Expert Edition 10.56*
Apr 29th, 2013
Lanturn
2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , progression Contains a gradual advancement in difficulty or concept across the map. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , geometric Incorporates geometric shapes within the map's visual design. , slidershapes Uses a large variety of slider designs.
Tewi 2B Expert Edition 10.56*
Apr 29th, 2013
Lanturn
2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , progression Contains a gradual advancement in difficulty or concept across the map. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , geometric Incorporates geometric shapes within the map's visual design. , slidershapes Uses a large variety of slider designs.
3.87
/ 5.00 from
33 votes
#460
LV.4 - Burning Star
squirrelp's Exoplanetary Extreme 6.91*
May 21st, 2024
squirrelpascals
featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , gimmick Focused on a single unique design or gameplay idea. , 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.
squirrelp's Exoplanetary Extreme 6.91*
May 21st, 2024
squirrelpascals
featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , gimmick Focused on a single unique design or gameplay idea. , 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.
3.89
/ 5.00 from
31 votes
#461
xi - FREEDOM DiVE
FOUR DIMENSIONS 7.52*
Jun 23rd, 2012
Nakagawa-Kanon
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
FOUR DIMENSIONS 7.52*
Jun 23rd, 2012
Nakagawa-Kanon
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.59
/ 5.00 from
180 votes
#462
Rohi - Kakuzetsu Thanatos
Skystar 6.26*
Feb 13th, 2013
Skystar
featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , 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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Skystar 6.26*
Feb 13th, 2013
Skystar
featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , 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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.67
/ 5.00 from
81 votes
#463
Hommarju feat. R.Cena - Chousai Kenbo Sengen
Insane 5.69*
Aug 26th, 2011
galvenize
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.
Insane 5.69*
Aug 26th, 2011
galvenize
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
38 votes
#464
Nico Nico Douga - U.N. Owen Was Her?
Normal 5.55*
Oct 29th, 2008
Duoprism
grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , repetition Features the use of recognizable identical patterns or gameplay elements. , geometric Incorporates geometric shapes within the map's visual design. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
Normal 5.55*
Oct 29th, 2008
Duoprism
grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , repetition Features the use of recognizable identical patterns or gameplay elements. , geometric Incorporates geometric shapes within the map's visual design. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
3.67
/ 5.00 from
85 votes
#465
Look Vibrant - Hot Iron Wheel
Expert 6.35*
Aug 18th, 2021
laura-
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , 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. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs.
Expert 6.35*
Aug 18th, 2021
laura-
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , 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. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs.
3.76
/ 5.00 from
50 votes
#466
FELT - Lost My Way
Absolution 6.56*
Jan 8th, 2020
RLC
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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Absolution 6.56*
Jan 8th, 2020
RLC
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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.69
/ 5.00 from
69 votes
#467
happy30 - As the wind blows
Storm 6.16*
Apr 24th, 2016
happy30
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.
Storm 6.16*
Apr 24th, 2016
happy30
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.
3.83
/ 5.00 from
38 votes
#468
jun - KIMONO <3 PRINCESS
Lesjuh's Insane 4.93*
Jan 6th, 2024
Lesjuh
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
Lesjuh's Insane 4.93*
Jan 6th, 2024
Lesjuh
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.74
/ 5.00 from
54 votes
#469
roer - ViLLAGE OF CHRYSANTHEMUM
sea of liquid C10H15N 6.74*
Jun 12th, 2024
0ppInOsu
tech Tests uncommon skills. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , slidershapes Uses a large variety of slider designs.
sea of liquid C10H15N 6.74*
Jun 12th, 2024
0ppInOsu
tech Tests uncommon skills. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , slidershapes Uses a large variety of slider designs.
3.80
/ 5.00 from
44 votes
#470
UNDEAD CORPORATION - Yoru Naku Usagi wa Yume o Miru
CRN's Extra 6.37*
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.
CRN's Extra 6.37*
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.
3.77
/ 5.00 from
46 votes
#471
DJ Mass MAD Izm* - Red. by Full Metal Jacket
SCRATCH 6.14*
Aug 14th, 2024
yf_bmp
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
SCRATCH 6.14*
Aug 14th, 2024
yf_bmp
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
3.79
/ 5.00 from
41 votes
#472
Satou Hiromi - Hikari
Expert 6.11*
Jan 19th, 2023
allein
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , 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.
Expert 6.11*
Jan 19th, 2023
allein
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , 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.
3.67
/ 5.00 from
78 votes
#473
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.
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
#474
Ray - Hajimete Girls!
Skystar's Pin Pon~ 5.56*
Nov 20th, 2015
Skystar
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. , slidershapes Uses a large variety of slider designs.
Skystar's Pin Pon~ 5.56*
Nov 20th, 2015
Skystar
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. , slidershapes Uses a large variety of slider designs.
3.82
/ 5.00 from
44 votes
#475
Kurubukko vs yukitani - Minamichita EVOLVED
Another 5.82*
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.
Another 5.82*
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.
3.88
/ 5.00 from
30 votes
#476
Shimotsuki Haruka - Re:Call
Re:Call 4.95*
Apr 4th, 2015
ID => 1269067
gimmick Focused on a single unique design or gameplay idea. , 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.
Re:Call 4.95*
Apr 4th, 2015
ID => 1269067
gimmick Focused on a single unique design or gameplay idea. , 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.
3.71
/ 5.00 from
61 votes
#477
Kenji Ohtsuki to Zetsubou Shoujotachi - Ningyoutachi
The End of The World 6.41*
Aug 12th, 2024
App and Lyubym liya
avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , progression Contains a gradual advancement in difficulty or concept across the map. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , collab A map with two or more associated mappers. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
The End of The World 6.41*
Aug 12th, 2024
App and Lyubym liya
avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , progression Contains a gradual advancement in difficulty or concept across the map. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , collab A map with two or more associated mappers. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
3.73
/ 5.00 from
56 votes
#478
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
#479
monet - Noborenai Sakamichi
Insane 4.92*
Dec 31st, 2017
Mirash
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. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 4.92*
Dec 31st, 2017
Mirash
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. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.91
/ 5.00 from
30 votes
#480
yuikonnu & ayaponzu* - Kunoichi demo Koi ga Shitai
Skystar's Extra 5.74*
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.
Skystar's Extra 5.74*
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
#481
Rabpit - Sanctity
Expert 5.00*
Nov 9th, 2012
tsuka
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Expert 5.00*
Nov 9th, 2012
tsuka
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.99
/ 5.00 from
28 votes
#482
SHISHAMO - Kimi to Gelaende
Insane 5.29*
Dec 12th, 2017
Zero__wind
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.
Insane 5.29*
Dec 12th, 2017
Zero__wind
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.
3.86
/ 5.00 from
31 votes
#483
Kara & Kurokotei - Valley of Voices
Infinitesimal 6.87*
Sep 20th, 2022
JeZag
tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , marathon A map with a drain time of over 5 minutes. , slidershapes Uses a large variety of slider designs. , tournament custom A custom map for a playing tournament.
Infinitesimal 6.87*
Sep 20th, 2022
JeZag
tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , marathon A map with a drain time of over 5 minutes. , slidershapes Uses a large variety of slider designs. , tournament custom A custom map for a playing tournament.
3.92
/ 5.00 from
28 votes
#484
Shiki mixed by Djsmalls - Air
Best map ever created 5.71*
Feb 12th, 2010
MegaManEXE
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , storyboard Contains a storyboard that enhances gameplay experience. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
Best map ever created 5.71*
Feb 12th, 2010
MegaManEXE
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , storyboard Contains a storyboard that enhances gameplay experience. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.81
/ 5.00 from
38 votes
#485
Cocteau Twins - I wear your ring
Cherry-coloured ring 4.86*
Sep 3rd, 2024
revoh
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Cherry-coloured ring 4.86*
Sep 3rd, 2024
revoh
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.92
/ 5.00 from
28 votes
#486
Namakemono - Yasou -HEAVEN'S DOOR MIX-
Dream 6.26*
Jun 17th, 2024
pumice
progression Contains a gradual advancement in difficulty or concept across the map. , freeform An unrestrained and loose approach towards visual structure. , 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.
Dream 6.26*
Jun 17th, 2024
pumice
progression Contains a gradual advancement in difficulty or concept across the map. , freeform An unrestrained and loose approach towards visual structure. , 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.
3.72
/ 5.00 from
55 votes
#487
LeaF - Calamity Fortune
Extra 6.17*
Jun 30th, 2013
Flower
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. , 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.
Extra 6.17*
Jun 30th, 2013
Flower
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. , 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.
3.70
/ 5.00 from
61 votes
#488
paraoka - Manima ni (Short Ver.)
Rin 5.10*
Feb 4th, 2012
NatsumeRin
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Rin 5.10*
Feb 4th, 2012
NatsumeRin
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.03
/ 5.00 from
23 votes
#489
ginkiha - EOS
Lycoris 5.56*
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.
Lycoris 5.56*
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.
3.76
/ 5.00 from
45 votes
#490
Ayalis - Ai o Chikaishi Hime Kazari
Master 6.85*
Oct 13th, 2016
hehe
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. , geometric Incorporates geometric shapes within the map's visual design. , 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.
Master 6.85*
Oct 13th, 2016
hehe
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. , geometric Incorporates geometric shapes within the map's visual design. , 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.
3.75
/ 5.00 from
47 votes
#491
my sound life - AIR
Collab Extra 6.25*
Aug 8th, 2022
Mirash and allein
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. , 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.
Collab Extra 6.25*
Aug 8th, 2022
Mirash and allein
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. , 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.
3.73
/ 5.00 from
55 votes
#492
Rawtekk - Amber's Love Was Like A Marble (Billain Remix)
Marmoreal 5.84*
Apr 17th, 2016
RLC, Rohit6, Aiceo 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. , storyboard Contains a storyboard that enhances gameplay experience.
Marmoreal 5.84*
Apr 17th, 2016
RLC, Rohit6, Aiceo 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. , storyboard Contains a storyboard that enhances gameplay experience.
3.72
/ 5.00 from
53 votes
#493
Yuzuki - Dear You (DJ Genericname DnB Remix)
Dear You 5.21*
Jun 12th, 2022
Luscent
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.
Dear You 5.21*
Jun 12th, 2022
Luscent
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.
3.97
/ 5.00 from
24 votes
#494
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.
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
#495
Kuroneko Dungeon - Ryoushi no Umi no Lindwurm
MASTER 6.87*
Dec 21st, 2015
P o M u T a
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. , geometric Incorporates geometric shapes within the map's visual design.
MASTER 6.87*
Dec 21st, 2015
P o M u T a
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. , geometric Incorporates geometric shapes within the map's visual design.
3.87
/ 5.00 from
31 votes
#496
Akiyama Uni - The Grimoire of Alice
Extra 6.09*
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.
Extra 6.09*
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
#497
Suigetsu Yamato - Fuujin Shoujo (Suigetsu Yamato Remix)
Lunatic 5.50*
Sep 19th, 2017
ktgster
repetition Features the use of recognizable identical patterns or gameplay elements. , 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. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Lunatic 5.50*
Sep 19th, 2017
ktgster
repetition Features the use of recognizable identical patterns or gameplay elements. , 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. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.84
/ 5.00 from
33 votes
#498
illion - AIWAGUMA
E=mc^2 5.64*
Nov 4th, 2017
Ellyu
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. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream.
E=mc^2 5.64*
Nov 4th, 2017
Ellyu
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. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream.
3.90
/ 5.00 from
29 votes
#499
la la larks - Massive Passive
existence 6.17*
Feb 14th, 2020
Kalibe
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. , 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. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , slidershapes Uses a large variety of slider designs.
existence 6.17*
Feb 14th, 2020
Kalibe
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. , 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. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , slidershapes Uses a large variety of slider designs.
3.71
/ 5.00 from
58 votes
#500
Hideki Naganuma - Let Mom Sleep
Graffiti 6.74*
Oct 20th, 2025
blixys
tech Tests uncommon skills. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Graffiti 6.74*
Oct 20th, 2025
blixys
tech Tests uncommon skills. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.73
/ 5.00 from
48 votes
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