Highest Rated Maps of All Time
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#501
haru - you feat. Eminem
Collab Insane 4.11*
Nov 12th, 2020
tieff, Natteke, Fixxis and Gillstar
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , simple Accessible and straightforward map design. , 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.
Collab Insane 4.11*
Nov 12th, 2020
tieff, Natteke, Fixxis and Gillstar
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , simple Accessible and straightforward map design. , 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.
3.84
/ 5.00 from
32 votes
#502
wa. - Black Lotus
Lucilividly 8.37*
Jan 30th, 2021
blixys
aspire Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , slidershapes Uses a large variety of slider designs.
Lucilividly 8.37*
Jan 30th, 2021
blixys
aspire Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , slidershapes Uses a large variety of slider designs.
3.72
/ 5.00 from
53 votes
#503
BAND-MAID - RINNE
REINCARNATION 6.75*
Jul 20th, 2020
Delis
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. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets.
REINCARNATION 6.75*
Jul 20th, 2020
Delis
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. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets.
3.66
/ 5.00 from
75 votes
#504
Nanahira - Bassdrop Freaks (Long Ver.)
BASSDROP!! 6.23*
Sep 30th, 2016
yf_bmp
marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , 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. , slidershapes Uses a large variety of slider designs.
BASSDROP!! 6.23*
Sep 30th, 2016
yf_bmp
marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , 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. , slidershapes Uses a large variety of slider designs.
3.85
/ 5.00 from
33 votes
#505
DystopiaGround - AugoEidEs
nao 6.38*
Oct 4th, 2013
Skystar
marathon A map with a drain time of over 5 minutes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , storyboard Contains a storyboard that enhances gameplay experience. , 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.
nao 6.38*
Oct 4th, 2013
Skystar
marathon A map with a drain time of over 5 minutes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , storyboard Contains a storyboard that enhances gameplay experience. , 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.
3.68
/ 5.00 from
68 votes
#506
Zekk - Fluctuation
Last Stand 7.23*
Dec 9th, 2020
Acylica
tech Tests uncommon skills. , tournament custom A custom map for a playing tournament. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
Last Stand 7.23*
Dec 9th, 2020
Acylica
tech Tests uncommon skills. , tournament custom A custom map for a playing tournament. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
3.73
/ 5.00 from
52 votes
#507
Megurine Luka - Leia
gowww 5.16*
May 6th, 2011
gowww
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. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult.
gowww 5.16*
May 6th, 2011
gowww
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. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult.
3.82
/ 5.00 from
43 votes
#508
Levaslater - NNRT
Extra 5.94*
Jul 7th, 2012
Nakagawa-Kanon
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Extra 5.94*
Jul 7th, 2012
Nakagawa-Kanon
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.98
/ 5.00 from
26 votes
#509
IA - Six Trillion Years and Overnight Story
Rin 5.65*
Jun 17th, 2012
NatsumeRin
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Rin 5.65*
Jun 17th, 2012
NatsumeRin
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.95
/ 5.00 from
25 votes
#510
LiLA'c Records - Maze of Vapor (Brutal Core mix)
Mirash's Extra 6.15*
Dec 30th, 2022
Mirash
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , tournament custom A custom map for a playing tournament. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , 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.
Mirash's Extra 6.15*
Dec 30th, 2022
Mirash
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , tournament custom A custom map for a playing tournament. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , 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.
3.97
/ 5.00 from
23 votes
#511
Hitori Tori - perthed again (yambabom remix)
Extra 7.05*
Apr 2nd, 2026
Beomsan
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high sv Features prominent high slider velocity usage as a key part of map design.
Extra 7.05*
Apr 2nd, 2026
Beomsan
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high sv Features prominent high slider velocity usage as a key part of map design.
3.67
/ 5.00 from
66 votes
#512
yanaginagi - Tokohana
Insane 5.34*
Aug 17th, 2014
P A N
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design. , storyboard Contains a storyboard that enhances gameplay experience.
Insane 5.34*
Aug 17th, 2014
P A N
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design. , storyboard Contains a storyboard that enhances gameplay experience.
3.96
/ 5.00 from
26 votes
#513
Eisyo-kobu - Oriental Blossom
Karen's Extra 6.78*
Oct 9th, 2017
Karen
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. , 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. , mapping contest An entry for a mapping contest.
Karen's Extra 6.78*
Oct 9th, 2017
Karen
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. , 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. , mapping contest An entry for a mapping contest.
3.91
/ 5.00 from
27 votes
#514
FELT - Lies in Reality
Deception 6.19*
Jun 9th, 2016
captin1
marathon A map with a drain time of over 5 minutes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Deception 6.19*
Jun 9th, 2016
captin1
marathon A map with a drain time of over 5 minutes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.82
/ 5.00 from
35 votes
#515
yuigot + Hakushi Hasegawa - Otogasuru
do you want some ice cream? 7.30*
Jul 9th, 2023
ak74
tech Tests uncommon skills. , 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.
do you want some ice cream? 7.30*
Jul 9th, 2023
ak74
tech Tests uncommon skills. , 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.
3.88
/ 5.00 from
31 votes
#516
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
#517
Hail the Sun - Missed Injections
Underwater 6.39*
Oct 12th, 2020
Hobbes2
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , 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.
Underwater 6.39*
Oct 12th, 2020
Hobbes2
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , 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.
3.85
/ 5.00 from
32 votes
#518
BRANDY - Move It On (DJ HD MIx)
DaRRi MIx 3.31*
Sep 30th, 2008
darrihuka
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
DaRRi MIx 3.31*
Sep 30th, 2008
darrihuka
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.86
/ 5.00 from
34 votes
#519
Hiroyuki Sawano feat. Mika Kobayashi - Bios
LKs' Another 6.11*
Jun 28th, 2012
LKs
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , freeform An unrestrained and loose approach towards visual structure.
LKs' Another 6.11*
Jun 28th, 2012
LKs
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , freeform An unrestrained and loose approach towards visual structure.
3.80
/ 5.00 from
40 votes
#520
Starving Trancer - New Gravity
Expert 5.22*
Aug 22nd, 2014
fanzhen0019
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Expert 5.22*
Aug 22nd, 2014
fanzhen0019
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.88
/ 5.00 from
30 votes
#521
Chick Corea, Return to Forever - 500 Miles High
Light as a Feather 5.41*
Apr 18th, 2021
olc
marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , 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. , 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.
Light as a Feather 5.41*
Apr 18th, 2021
olc
marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , 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. , 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.
3.86
/ 5.00 from
35 votes
#522
syatten remixed celas - Bird Sprite -Awakening of Light-
LKs' Awakening 5.64*
Jan 8th, 2025
LKs
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.
LKs' Awakening 5.64*
Jan 8th, 2025
LKs
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.
3.77
/ 5.00 from
39 votes
#523
Tatsh feat. Sariyajin - FOUR SEASONS OF LONELINESS
gow's Lunatic 5.15*
Aug 6th, 2011
gowww
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. , 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.
gow's Lunatic 5.15*
Aug 6th, 2011
gowww
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. , 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.
3.90
/ 5.00 from
27 votes
#524
ABBA - Thank You For The Music
Game Over! 3.31*
Jan 7th, 2012
Larto
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Game Over! 3.31*
Jan 7th, 2012
Larto
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.91
/ 5.00 from
26 votes
#525
THE BINARY mido - Ego mo Id mo Tanjun ni
Expert 6.83*
Mar 15th, 2021
kuyusu
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. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
Expert 6.83*
Mar 15th, 2021
kuyusu
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. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
3.97
/ 5.00 from
25 votes
#526
IOSYS - Hinarin no Yakui Kankei (Edit ver.)
Kuru-kurunatic 6.46*
Dec 7th, 2023
Luscent
repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , tournament custom A custom map for a playing tournament. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Kuru-kurunatic 6.46*
Dec 7th, 2023
Luscent
repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , tournament custom A custom map for a playing tournament. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.62
/ 5.00 from
90 votes
#527
UNDEAD CORPORATION - Yoru Naku Usagi wa Yume o Miru
Lunatic 5.42*
Jun 6th, 2014
Smoothie
storyboard Contains a storyboard that enhances gameplay experience. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Lunatic 5.42*
Jun 6th, 2014
Smoothie
storyboard Contains a storyboard that enhances gameplay experience. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.84
/ 5.00 from
33 votes
#528
Yousei Teikoku - Hades: The rise
Hardest 7.27*
Dec 29th, 2017
Delis
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes.
Hardest 7.27*
Dec 29th, 2017
Delis
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes.
3.64
/ 5.00 from
78 votes
#529
Frums - Flashbacklog
V 126.35*
Jul 21st, 2020
Acylica
slidershapes Uses a large variety of slider designs. , aspire Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , mapping contest An entry for a mapping contest. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , 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. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
V 126.35*
Jul 21st, 2020
Acylica
slidershapes Uses a large variety of slider designs. , aspire Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , mapping contest An entry for a mapping contest. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , 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. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.85
/ 5.00 from
32 votes
#530
Hatsune Miku - With a Dance Number
0108 style 5.43*
Aug 1st, 2011
val0108
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , slidershapes Uses a large variety of slider designs. , storyboard Contains a storyboard that enhances gameplay experience.
0108 style 5.43*
Aug 1st, 2011
val0108
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , slidershapes Uses a large variety of slider designs. , storyboard Contains a storyboard that enhances gameplay experience.
3.65
/ 5.00 from
73 votes
#531
BRANDY - The Festival of Ghost 2
DaRRi MIx 4.19*
Oct 1st, 2008
darrihuka
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , chaotic Unpredictable map design, often testing unusual skillsets. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
DaRRi MIx 4.19*
Oct 1st, 2008
darrihuka
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , chaotic Unpredictable map design, often testing unusual skillsets. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.82
/ 5.00 from
33 votes
#532
Chasers - Lost
Insane 4.97*
May 21st, 2014
fanzhen0019
mapping contest An entry for a mapping contest. , geometric Incorporates geometric shapes within the map's visual design. , slidershapes Uses a large variety of slider designs.
Insane 4.97*
May 21st, 2014
fanzhen0019
mapping contest An entry for a mapping contest. , geometric Incorporates geometric shapes within the map's visual design. , slidershapes Uses a large variety of slider designs.
3.91
/ 5.00 from
28 votes
#533
DJ Yoshitaka vs. DJ Mass MAD Izm* - Snake Stick
yf's EX 6.41*
Dec 19th, 2023
yf_bmp
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. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
yf's EX 6.41*
Dec 19th, 2023
yf_bmp
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. , 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
37 votes
#534
Nekomata Master - Smile of Split
Insane 5.33*
Dec 4th, 2012
Charles445
swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.33*
Dec 4th, 2012
Charles445
swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.96
/ 5.00 from
23 votes
#535
Car Seat Headrest - Bodys
embrace 5.69*
Mar 27th, 2023
wafer
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. , progression Contains a gradual advancement in difficulty or concept across the map. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , repetition Features the use of recognizable identical patterns or gameplay elements. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , low sv Features prominent low sv usage as a key part of map design.
embrace 5.69*
Mar 27th, 2023
wafer
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. , progression Contains a gradual advancement in difficulty or concept across the map. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , repetition Features the use of recognizable identical patterns or gameplay elements. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , low sv Features prominent low sv usage as a key part of map design.
3.62
/ 5.00 from
84 votes
#536
Ricky Montgomery - Line Without a Hook
Tiii---i-i-i---i-i---iide ~ ! 4.60*
Sep 16th, 2022
-Doodle
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , playfield usage Includes deliberate use of the playfield within the map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Tiii---i-i-i---i-i---iide ~ ! 4.60*
Sep 16th, 2022
-Doodle
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , playfield usage Includes deliberate use of the playfield within the map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.67
/ 5.00 from
62 votes
#537
Yuki Kajiura - Mezame
Mai 4.82*
Oct 1st, 2011
mercury2004
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. , high sv Features prominent high slider velocity usage as a key part of map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Mai 4.82*
Oct 1st, 2011
mercury2004
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. , high sv Features prominent high slider velocity usage as a key part of map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.93
/ 5.00 from
23 votes
#538
DJ Sharpnel - StrangeProgram
Lesjuh's TAG 7.05*
Mar 12th, 2009
Lesjuh
gimmick Focused on a single unique design or gameplay idea. , storyboard Contains a storyboard that enhances gameplay experience. , tag [playstyle] Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability.
Lesjuh's TAG 7.05*
Mar 12th, 2009
Lesjuh
gimmick Focused on a single unique design or gameplay idea. , storyboard Contains a storyboard that enhances gameplay experience. , tag [playstyle] Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability.
3.71
/ 5.00 from
51 votes
#539
Rohi - Kanata ni Mau wa Sakura no Shirabe
Extra 6.20*
Feb 12th, 2014
NatsumeRin
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extra 6.20*
Feb 12th, 2014
NatsumeRin
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.93
/ 5.00 from
25 votes
#540
EiK feat. Raimu - a wonderful days -rebirth-
Jabberwocky 6.48*
Jun 16th, 2022
ponbot
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. , 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.
Jabberwocky 6.48*
Jun 16th, 2022
ponbot
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. , 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.
3.92
/ 5.00 from
28 votes
#541
07th Expansion - goldenslaughterer
Hard 4.12*
Mar 21st, 2012
La Cataline
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Hard 4.12*
Mar 21st, 2012
La Cataline
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.85
/ 5.00 from
31 votes
#542
Rina Sawayama - XS
yaspo's XS 4.93*
Dec 4th, 2021
yaspo
tournament custom A custom map for a playing tournament. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , freeform An unrestrained and loose approach towards visual structure.
yaspo's XS 4.93*
Dec 4th, 2021
yaspo
tournament custom A custom map for a playing tournament. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , freeform An unrestrained and loose approach towards visual structure.
3.69
/ 5.00 from
59 votes
#543
ESTi - HELIX (Edit ver.)
EX EX 6.83*
Nov 9th, 2015
Hollow Wings
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , geometric Incorporates geometric shapes within the map's visual design. , low sv Features prominent low sv usage as a key part of map design. , 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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
EX EX 6.83*
Nov 9th, 2015
Hollow Wings
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , geometric Incorporates geometric shapes within the map's visual design. , low sv Features prominent low sv usage as a key part of map design. , 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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.64
/ 5.00 from
77 votes
#544
monet - ZYPRESSEN no Hanataba
III.ZYPRESSEN 4.56*
Feb 15th, 2021
gust
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. , 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. , geometric Incorporates geometric shapes within the map's visual design.
III.ZYPRESSEN 4.56*
Feb 15th, 2021
gust
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. , 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. , geometric Incorporates geometric shapes within the map's visual design.
4.01
/ 5.00 from
26 votes
#545
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
#546
Fear, and Loathing in Las Vegas - Let Me Hear
Extra 6.14*
Mar 4th, 2015
Hollow Wings
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. , high sv Features prominent high slider velocity usage as a key part of map design.
Extra 6.14*
Mar 4th, 2015
Hollow Wings
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. , high sv Features prominent high slider velocity usage as a key part of map design.
3.86
/ 5.00 from
30 votes
#547
Dance Gavin Dance - NASA / I'm Down with Brown Town
Reminiscence 6.19*
Sep 27th, 2017
Sharkie
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. , finger control Uses complex applications of rhythms in order to test the player's tapping ability.
Reminiscence 6.19*
Sep 27th, 2017
Sharkie
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. , finger control Uses complex applications of rhythms in order to test the player's tapping ability.
3.75
/ 5.00 from
44 votes
#548
TAROLIN feat. Katakiri Rekka - Cardinal Rave
Expert 6.65*
Jul 1st, 2020
Yusomi
tech Tests uncommon skills. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Expert 6.65*
Jul 1st, 2020
Yusomi
tech Tests uncommon skills. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.82
/ 5.00 from
34 votes
#549
Manabu Namiki - Tenshi
Inbachi 8.88*
Oct 5th, 2013
Snow Note
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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Inbachi 8.88*
Oct 5th, 2013
Snow Note
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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.86
/ 5.00 from
29 votes
#550
onoken - Viden
Extreme 6.27*
Aug 30th, 2016
-kevincela-
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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extreme 6.27*
Aug 30th, 2016
-kevincela-
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. , 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
31 votes
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