Highest Rated Maps of All Time
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#601
Asaka - Open your eyes
World: :Synchronization 6.31*
Dec 30th, 2018
Fushimi Rio and Karen
collab A map with two or more associated mappers. , storyboard Contains a storyboard that enhances gameplay experience. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
World: :Synchronization 6.31*
Dec 30th, 2018
Fushimi Rio and Karen
collab A map with two or more associated mappers. , storyboard Contains a storyboard that enhances gameplay experience. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.93
/ 5.00 from
24 votes
#602
Memme - Avalanche
nihil's Blizzard 7.83*
Mar 3rd, 2025
nhlx
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. , high sv Features prominent high slider velocity usage as a key part of map design.
nihil's Blizzard 7.83*
Mar 3rd, 2025
nhlx
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. , high sv Features prominent high slider velocity usage as a key part of map design.
3.82
/ 5.00 from
29 votes
#603
M2U feat. Guriri - Magnolia
AngelHoney's ExtrA 5.78*
Oct 15th, 2014
AngelHoney
tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
AngelHoney's ExtrA 5.78*
Oct 15th, 2014
AngelHoney
tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.75
/ 5.00 from
37 votes
#604
Vektor - Tetrastructural Minds
Dissonant Existence 6.81*
Dec 23rd, 2016
Makeli
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , 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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Dissonant Existence 6.81*
Dec 23rd, 2016
Makeli
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , 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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.91
/ 5.00 from
27 votes
#606
Shimotsuki Haruka - Secret Liqueur
Last Order 6.79*
Dec 5th, 2017
Fushimi Rio and ID => 1269067
marathon A map with a drain time of over 5 minutes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , 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.
Last Order 6.79*
Dec 5th, 2017
Fushimi Rio and ID => 1269067
marathon A map with a drain time of over 5 minutes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , 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.
3.66
/ 5.00 from
65 votes
#607
Munimuni - Kalachuchi
Ekstra 6.21*
May 11th, 2021
flake
progression Contains a gradual advancement in difficulty or concept across the map. , 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.
Ekstra 6.21*
May 11th, 2021
flake
progression Contains a gradual advancement in difficulty or concept across the map. , 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.
3.91
/ 5.00 from
25 votes
#608
EZFG - Hurting for a Very Hurtful Pain
Dance 5.86*
Apr 24th, 2013
tutuhaha
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , geometric Incorporates geometric shapes within the map's visual design.
Dance 5.86*
Apr 24th, 2013
tutuhaha
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , geometric Incorporates geometric shapes within the map's visual design.
3.70
/ 5.00 from
42 votes
#609
Chata - samsara
Collab extra 5.34*
May 19th, 2023
Mirash and misho15_701_4_0
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , collab A map with two or more associated mappers. , freeform An unrestrained and loose approach towards visual structure.
Collab extra 5.34*
May 19th, 2023
Mirash and misho15_701_4_0
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , collab A map with two or more associated mappers. , freeform An unrestrained and loose approach towards visual structure.
3.62
/ 5.00 from
70 votes
#610
Wotamin - Gigantic O.T.N
S.S 6.23*
Jul 16th, 2013
Star Stream
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. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
S.S 6.23*
Jul 16th, 2013
Star Stream
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. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.69
/ 5.00 from
47 votes
#611
Risshuu feat. Choko - Take
Ta~ke take take take take take t... 7.58*
Jun 3rd, 2021
yf_bmp
complex snap divisors Uses mixed or unusual snap divisors in order to test the player's tapping ability. , accelerating bpm Features progressively increasing tempo.
Ta~ke take take take take take t... 7.58*
Jun 3rd, 2021
yf_bmp
complex snap divisors Uses mixed or unusual snap divisors in order to test the player's tapping ability. , accelerating bpm Features progressively increasing tempo.
3.70
/ 5.00 from
42 votes
#612
sekai - God-ish
! 6.53*
Jul 28th, 2022
Petal
tournament custom A custom map for a playing tournament. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
! 6.53*
Jul 28th, 2022
Petal
tournament custom A custom map for a playing tournament. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.84
/ 5.00 from
28 votes
#613
Troye Sivan - Rush
My High 5.23*
Feb 4th, 2024
choke enough
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.
My High 5.23*
Feb 4th, 2024
choke enough
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.
3.60
/ 5.00 from
78 votes
#614
Hana - Sakura no Uta
litoluna's Extra 5.83*
Dec 4th, 2015
litoluna
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. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
litoluna's Extra 5.83*
Dec 4th, 2015
litoluna
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. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.78
/ 5.00 from
34 votes
#615
Akiyama Uni - Odoru Mizushibuki
Extra 6.62*
Dec 15th, 2015
Hollow Wings
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , 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.
Extra 6.62*
Dec 15th, 2015
Hollow Wings
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , 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.
3.78
/ 5.00 from
29 votes
#616
556t - moon
end 6.43*
Dec 4th, 2021
revurii
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , slidershapes Uses a large variety of slider designs.
end 6.43*
Dec 4th, 2021
revurii
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , slidershapes Uses a large variety of slider designs.
3.90
/ 5.00 from
23 votes
#617
Hatsune Miku - Sakura Zensen Ijou Nashi
Ijou Nashi 6.07*
Apr 24th, 2012
Lalarun
gimmick Focused on a single unique design or gameplay idea. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Ijou Nashi 6.07*
Apr 24th, 2012
Lalarun
gimmick Focused on a single unique design or gameplay idea. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , 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
35 votes
#618
Jin Yan Xie - Dancing Kong Fu
Insane 4.88*
Dec 16th, 2011
bakabaka
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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 4.88*
Dec 16th, 2011
bakabaka
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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.62
/ 5.00 from
67 votes
#619
Chino (CV:Minase Inori) - Mahou Shoujo Chino (nenpulse bootleg remix)
cappuChino!! 5.80*
Jun 17th, 2017
Asahina Momoko
marathon A map with a drain time of over 5 minutes.
cappuChino!! 5.80*
Jun 17th, 2017
Asahina Momoko
marathon A map with a drain time of over 5 minutes.
4.01
/ 5.00 from
22 votes
#620
Kakeru - Do you love me? feat. Rntl
kurukuru 6.59*
Aug 14th, 2020
lcfc
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
kurukuru 6.59*
Aug 14th, 2020
lcfc
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.84
/ 5.00 from
26 votes
#621
Nanahoshi Kangengakudan - Meikaruza
Extra 5.65*
Oct 10th, 2015
pkk
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Extra 5.65*
Oct 10th, 2015
pkk
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.67
/ 5.00 from
52 votes
#622
DystopiaGround - AugoEidEs
Aphotic 5.96*
Sep 16th, 2012
happy30
progression Contains a gradual advancement in difficulty or concept across the map. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure.
Aphotic 5.96*
Sep 16th, 2012
happy30
progression Contains a gradual advancement in difficulty or concept across the map. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure.
3.69
/ 5.00 from
44 votes
#623
Camellia - crystallized
handsome's Master 6.33*
Jun 28th, 2016
hehe
storyboard Contains a storyboard that enhances gameplay experience. , tech Tests uncommon skills. , 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.
handsome's Master 6.33*
Jun 28th, 2016
hehe
storyboard Contains a storyboard that enhances gameplay experience. , tech Tests uncommon skills. , 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.
3.88
/ 5.00 from
23 votes
#624
Yorushika - Itte.
Clearly 4.94*
Jun 19th, 2019
ac8129464363
repetition Features the use of recognizable identical patterns or gameplay elements. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Clearly 4.94*
Jun 19th, 2019
ac8129464363
repetition Features the use of recognizable identical patterns or gameplay elements. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.68
/ 5.00 from
45 votes
#625
Camellia - Routing
Metro 6.79*
May 15th, 2024
wyit
gimmick Focused on a single unique design or gameplay idea. , geometric Incorporates geometric shapes within the map's visual design. , slidershapes Uses a large variety of slider designs. , 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.
Metro 6.79*
May 15th, 2024
wyit
gimmick Focused on a single unique design or gameplay idea. , geometric Incorporates geometric shapes within the map's visual design. , slidershapes Uses a large variety of slider designs. , 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.
3.60
/ 5.00 from
74 votes
#626
Nico Nico Douga - BARUSA of MIKOSU
TAG4 9.41*
Feb 8th, 2009
DJPop
tag [playstyle] Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
TAG4 9.41*
Feb 8th, 2009
DJPop
tag [playstyle] Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
3.78
/ 5.00 from
31 votes
#627
M2U - Placebo Dying
ExtrA 6.06*
Dec 1st, 2012
AngelHoney
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. , freeform An unrestrained and loose approach towards visual structure.
ExtrA 6.06*
Dec 1st, 2012
AngelHoney
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. , freeform An unrestrained and loose approach towards visual structure.
3.65
/ 5.00 from
53 votes
#628
Linkin Park - Guilty All The Same (feat. Rakim)
ACT 3B | "SHACKLES OF GREED" 6.30*
Dec 7th, 2022
pw384
precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , marathon A map with a drain time of over 5 minutes. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
ACT 3B | "SHACKLES OF GREED" 6.30*
Dec 7th, 2022
pw384
precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , marathon A map with a drain time of over 5 minutes. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.77
/ 5.00 from
32 votes
#629
DJ SHARPNEL - FAKE PROMISE
True 5.92*
Mar 27th, 2015
Leiwa
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.
True 5.92*
Mar 27th, 2015
Leiwa
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.
3.55
/ 5.00 from
131 votes
#630
beatMARIO - Night of Knights
Guy's Extra 5.65*
Dec 1st, 2015
Guy
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.
Guy's Extra 5.65*
Dec 1st, 2015
Guy
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.
3.65
/ 5.00 from
53 votes
#631
Kanpyohgo - Unmei no Dark Side -Rolling Gothic mix
yf's Expert 6.28*
Mar 28th, 2017
yf_bmp
mapping contest An entry for a mapping contest. , 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.
yf's Expert 6.28*
Mar 28th, 2017
yf_bmp
mapping contest An entry for a mapping contest. , 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.
3.80
/ 5.00 from
30 votes
#632
siraph - Souzou no Ame
Surgis & Hamano's Wet Dreams 5.83*
May 25th, 2025
Hamano and surgis
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , 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. , collab A map with two or more associated mappers. , slidershapes Uses a large variety of slider designs.
Surgis & Hamano's Wet Dreams 5.83*
May 25th, 2025
Hamano and surgis
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , 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. , collab A map with two or more associated mappers. , slidershapes Uses a large variety of slider designs.
3.86
/ 5.00 from
23 votes
#633
Porter Robinson - Goodbye To A World
Terminus 4.66*
Mar 2nd, 2017
Monstrata
progression Contains a gradual advancement in difficulty or concept across the map. , geometric Incorporates geometric shapes within the map's visual design. , slidershapes Uses a large variety of slider designs. , gimmick Focused on a single unique design or gameplay idea. , marathon A map with a drain time of over 5 minutes.
Terminus 4.66*
Mar 2nd, 2017
Monstrata
progression Contains a gradual advancement in difficulty or concept across the map. , geometric Incorporates geometric shapes within the map's visual design. , slidershapes Uses a large variety of slider designs. , gimmick Focused on a single unique design or gameplay idea. , marathon A map with a drain time of over 5 minutes.
3.67
/ 5.00 from
49 votes
#634
Nanamori-chu * Goraku-bu - My Pace de Ikimashou
Yuri 5.74*
Oct 12th, 2011
bakabaka
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. , freeform An unrestrained and loose approach towards visual structure.
Yuri 5.74*
Oct 12th, 2011
bakabaka
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. , freeform An unrestrained and loose approach towards visual structure.
3.64
/ 5.00 from
55 votes
#635
Kenshi Yonezu - KICK BACK
IMPURE'S CHAIN 6.46*
Nov 12th, 2022
Eithne
tech Tests uncommon skills. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
IMPURE'S CHAIN 6.46*
Nov 12th, 2022
Eithne
tech Tests uncommon skills. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.73
/ 5.00 from
39 votes
#636
Kanon Wakeshima - Love your enemies
Extra 5.64*
May 26th, 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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extra 5.64*
May 26th, 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. , 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
29 votes
#637
Kurubukko - Hometown in Ruins
Crypt's End 6.90*
Oct 31st, 2025
fowwo, Pandize, phyr, Weoweet and 6pXgEj3hc7Umj5H
mapping contest An entry for a mapping contest. , slider animation Succession of sliders as individual frames to create the illusion of fluid motion. , progression Contains a gradual advancement in difficulty or concept across the map. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , collab A map with two or more associated mappers. , slidershapes Uses a large variety of slider designs.
Crypt's End 6.90*
Oct 31st, 2025
fowwo, Pandize, phyr, Weoweet and 6pXgEj3hc7Umj5H
mapping contest An entry for a mapping contest. , slider animation Succession of sliders as individual frames to create the illusion of fluid motion. , progression Contains a gradual advancement in difficulty or concept across the map. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , collab A map with two or more associated mappers. , slidershapes Uses a large variety of slider designs.
3.69
/ 5.00 from
42 votes
#638
jippusu - Mushikui Saikede Rhythm
RLC 6.12*
May 25th, 2013
RLC
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
RLC 6.12*
May 25th, 2013
RLC
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.73
/ 5.00 from
38 votes
#639
nobodyknows+ - Kokoro Odoru
bbj's Expert 5.96*
Oct 9th, 2019
Akiyama Mizuki
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , freeform An unrestrained and loose approach towards visual structure.
bbj's Expert 5.96*
Oct 9th, 2019
Akiyama Mizuki
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , freeform An unrestrained and loose approach towards visual structure.
3.78
/ 5.00 from
30 votes
#640
Shimotsuki Haruka - Liblume
PinkHeart's Heartbreak 4.39*
Oct 15th, 2021
ID => 1269067
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs. , gimmick Focused on a single unique design or gameplay idea.
PinkHeart's Heartbreak 4.39*
Oct 15th, 2021
ID => 1269067
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs. , gimmick Focused on a single unique design or gameplay idea.
3.81
/ 5.00 from
29 votes
#641
Silentroom - F1055
final 7.54*
May 23rd, 2026
Acylica, Taeyang, Beomsan and milr_
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs. , mapping contest An entry for a mapping contest. , 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. , slider animation Succession of sliders as individual frames to create the illusion of fluid motion.
final 7.54*
May 23rd, 2026
Acylica, Taeyang, Beomsan and milr_
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs. , mapping contest An entry for a mapping contest. , 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. , slider animation Succession of sliders as individual frames to create the illusion of fluid motion.
3.63
/ 5.00 from
59 votes
#642
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.
3.99
/ 5.00 from
24 votes
#643
senya - Kanjou Chemistry (Drum 'n' Bass Remix)
Exw 5.70*
Aug 22nd, 2013
wring
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.
Exw 5.70*
Aug 22nd, 2013
wring
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
27 votes
#644
Dustvoxx - Deep Dream
#{{Lu:cid]$ 7.14*
Jan 31st, 2022
garvanturr
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes.
#{{Lu:cid]$ 7.14*
Jan 31st, 2022
garvanturr
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes.
3.83
/ 5.00 from
27 votes
#645
Mysteka - Hesperos
3dyoshispin 6.30*
May 16th, 2022
Acylica
tournament custom A custom map for a playing tournament. , tech Tests uncommon skills. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs. , keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song.
3dyoshispin 6.30*
May 16th, 2022
Acylica
tournament custom A custom map for a playing tournament. , tech Tests uncommon skills. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs. , keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song.
3.70
/ 5.00 from
43 votes
#646
Lily - Scarlet Rose
0108 style 5.60*
Jan 27th, 2012
val0108
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
0108 style 5.60*
Jan 27th, 2012
val0108
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.52
/ 5.00 from
150 votes
#647
fizzd - Super Battleworn Insomniac
Pyo's Extra (#1) 6.49*
Aug 14th, 2024
Pyo
mapping contest An entry for a mapping contest. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , slidershapes Uses a large variety of slider designs.
Pyo's Extra (#1) 6.49*
Aug 14th, 2024
Pyo
mapping contest An entry for a mapping contest. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , slidershapes Uses a large variety of slider designs.
3.78
/ 5.00 from
29 votes
#648
Hanatan - Omoide Kakera
Mirash's Expert 6.90*
Sep 3rd, 2024
Mirash
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
Mirash's Expert 6.90*
Sep 3rd, 2024
Mirash
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
3.80
/ 5.00 from
32 votes
#649
Hanatan - Airman ga Taosenai (SOUND HOLIC Ver.)
CRN's Extra 6.23*
Apr 25th, 2014
caren_sk
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
CRN's Extra 6.23*
Apr 25th, 2014
caren_sk
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.72
/ 5.00 from
35 votes
#650
beatMARIO - Night of Knights
SOLO 5.59*
May 23rd, 2010
DJPop
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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
SOLO 5.59*
May 23rd, 2010
DJPop
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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
4.04
/ 5.00 from
23 votes
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