Highest Rated Maps of 2012
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#51
yambabom - Over my head
Insane AR10 6.31*
Aug 18th, 2012
Zapy
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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Insane AR10 6.31*
Aug 18th, 2012
Zapy
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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.81
/ 5.00 from
23 votes
#52
Fear, and Loathing in Las Vegas - Just Awake
Insane 5.90*
Feb 18th, 2012
gowww
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Insane 5.90*
Feb 18th, 2012
gowww
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.76
/ 5.00 from
28 votes
#53
utsuP - Adult's Toy
Desecration 5.85*
Dec 17th, 2012
SapphireGhost
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , 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.
Desecration 5.85*
Dec 17th, 2012
SapphireGhost
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , 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.
3.77
/ 5.00 from
26 votes
#54
Sota Fujimori - Mother Ship
EXTREME 5.24*
Dec 18th, 2012
Flower
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
EXTREME 5.24*
Dec 18th, 2012
Flower
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
3.76
/ 5.00 from
24 votes
#55
Shihori - Magic Girl !!
Lunatic 4.78*
Aug 1st, 2012
Frostmourne
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
Lunatic 4.78*
Aug 1st, 2012
Frostmourne
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
3.62
/ 5.00 from
44 votes
#56
Skrillex - First Of The Year (Equinox)
ND1 5.54*
Nov 14th, 2012
Ulysses
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , 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. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects.
ND1 5.54*
Nov 14th, 2012
Ulysses
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , 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. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects.
3.61
/ 5.00 from
44 votes
#57
Beatdrop - Phase 1
SHD 5.91*
Nov 15th, 2012
rickyboi
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. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , freeform An unrestrained and loose approach towards visual structure.
SHD 5.91*
Nov 15th, 2012
rickyboi
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. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , freeform An unrestrained and loose approach towards visual structure.
3.72
/ 5.00 from
27 votes
#58
Yousei Teikoku - Kokou no Sousei
Chaos 6.65*
Feb 10th, 2012
Saten
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. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Chaos 6.65*
Feb 10th, 2012
Saten
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. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.53
/ 5.00 from
70 votes
#59
Skrillex - Bangarang (feat. Sirah) (Cut Ver.)
LC 5.03*
Mar 18th, 2012
La Cataline
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
LC 5.03*
Mar 18th, 2012
La Cataline
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.75
/ 5.00 from
22 votes
#60
Kola Kid - can't hide your love
Can't 5.62*
Jan 25th, 2012
Kert
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
Can't 5.62*
Jan 25th, 2012
Kert
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
3.71
/ 5.00 from
29 votes
#61
Mutsuhiko Izumi - Red Goose
Superable 6.71*
Jul 2nd, 2012
Ulysses
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. , freeform An unrestrained and loose approach towards visual structure.
Superable 6.71*
Jul 2nd, 2012
Ulysses
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. , freeform An unrestrained and loose approach towards visual structure.
3.58
/ 5.00 from
46 votes
#62
Xelia - Illumiscape
Extra 6.23*
Aug 17th, 2012
LKs
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. , geometric Incorporates geometric shapes within the map's visual design.
Extra 6.23*
Aug 17th, 2012
LKs
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. , geometric Incorporates geometric shapes within the map's visual design.
3.90
/ 5.00 from
22 votes
#63
Demetori - Silent Voyage to Eternity
BMix 5.97*
Jan 4th, 2012
bmin11
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. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , marathon A map with a drain time of over 5 minutes.
BMix 5.97*
Jan 4th, 2012
bmin11
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. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , marathon A map with a drain time of over 5 minutes.
3.62
/ 5.00 from
30 votes
#64
Demetori - Desire Drive ~ Desire Dream
Extra Stage 5.62*
Sep 21st, 2012
happy30
marathon A map with a drain time of over 5 minutes.
Extra Stage 5.62*
Sep 21st, 2012
happy30
marathon A map with a drain time of over 5 minutes.
4.00
/ 5.00 from
22 votes
#65
Black Hole - Pluto
Expert 5.76*
Sep 16th, 2012
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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , accelerating bpm Features progressively increasing tempo.
Expert 5.76*
Sep 16th, 2012
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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , accelerating bpm Features progressively increasing tempo.
3.90
/ 5.00 from
23 votes
#66
Yousei Teikoku - Wahrheit
Saten 5.35*
Sep 23rd, 2012
Saten
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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Saten 5.35*
Sep 23rd, 2012
Saten
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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.54
/ 5.00 from
41 votes
#67
DJ Okawari - Luv Letter
Posthumous 5.53*
Jan 15th, 2012
Ulysses
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Posthumous 5.53*
Jan 15th, 2012
Ulysses
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.57
/ 5.00 from
31 votes
#68
Caramell - Caramelldansen (Ryu* Remix) (Nightcore Mix)
Collab 5.86*
Sep 15th, 2012
LKs and Star Stream
collab A map with two or more associated mappers.
Collab 5.86*
Sep 15th, 2012
LKs and Star Stream
collab A map with two or more associated mappers.
3.98
/ 5.00 from
20 votes
#69
Memme - BSPower Explosion
Extra 6.00*
Aug 9th, 2012
AngelHoney
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , 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. , freeform An unrestrained and loose approach towards visual structure.
Extra 6.00*
Aug 9th, 2012
AngelHoney
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , 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. , freeform An unrestrained and loose approach towards visual structure.
3.58
/ 5.00 from
26 votes
#70
Awake - Supernova
DoKo 6.32*
May 8th, 2012
DoKito
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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , chaotic Unpredictable map design, often testing unusual skillsets.
DoKo 6.32*
May 8th, 2012
DoKito
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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , chaotic Unpredictable map design, often testing unusual skillsets.
3.50
/ 5.00 from
32 votes
#71
Tama - Saigetsu (Midnight Moon Walker Remix)
Lunatic 4.94*
Nov 2nd, 2012
Skystar
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Lunatic 4.94*
Nov 2nd, 2012
Skystar
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.57
/ 5.00 from
24 votes
#72
Hatsune Miku - Atama no Taisou
0108 6.63*
Apr 20th, 2012
val0108
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
0108 6.63*
Apr 20th, 2012
val0108
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.51
/ 5.00 from
27 votes
#73
Eguchi Takahiro - silver temple
Insane 5.26*
Dec 2nd, 2012
LKs
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
Insane 5.26*
Dec 2nd, 2012
LKs
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
3.49
/ 5.00 from
28 votes
#74
3.96
/ 5.00 from
22 votes
#75
TERRA - EDEN
Holo 5.23*
Apr 8th, 2012
Holoaz
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Holo 5.23*
Apr 8th, 2012
Holoaz
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.88
/ 5.00 from
21 votes
#77
DJ YOSHITAKA - CaptivAte Compilation
Marathon 5.49*
Jan 7th, 2012
Lesjuh
gungathon A map with a drain time of over 10 minutes. , multi-song Contains multiple songs within the audio. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Marathon 5.49*
Jan 7th, 2012
Lesjuh
gungathon A map with a drain time of over 10 minutes. , multi-song Contains multiple songs within the audio. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
4.20
/ 5.00 from
22 votes
#79
IOSYS - Usatei 2011
Ozzy's Extra 5.85*
Jun 14th, 2012
OzzyOzrock
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , 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.
Ozzy's Extra 5.85*
Jun 14th, 2012
OzzyOzrock
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , 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.
3.30
/ 5.00 from
30 votes
#80
Nomy - Cocaine (Nightcore Mix)
Insane 5.64*
Jan 7th, 2012
Aleks719
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , geometric Incorporates geometric shapes within the map's visual design. , 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.
Insane 5.64*
Jan 7th, 2012
Aleks719
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , geometric Incorporates geometric shapes within the map's visual design. , 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.
3.44
/ 5.00 from
22 votes
#84
paraoka - Manima ni (Short Ver.)
0108 5.59*
Jan 13th, 2012
val0108
wide aim Patterns, usually jumps, with heavy use of wide angle movement.
0108 5.59*
Jan 13th, 2012
val0108
wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.89
/ 5.00 from
18 votes
#85
4.11
/ 5.00 from
17 votes
#86
Hashimoto Miyuki - Symphonic Love (Short Ver.)
Cookiezi's Insane 4.52*
May 6th, 2012
chocomint
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design.
Cookiezi's Insane 4.52*
May 6th, 2012
chocomint
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design.
3.64
/ 5.00 from
18 votes
#87
a-ha - Analogue
Abomination 5.15*
Sep 11th, 2012
Yuukari-Banteki
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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , chaotic Unpredictable map design, often testing unusual skillsets. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Abomination 5.15*
Sep 11th, 2012
Yuukari-Banteki
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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , chaotic Unpredictable map design, often testing unusual skillsets. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.14
/ 5.00 from
26 votes
#88
U - Ha-tenya?
Insane 5.00*
Feb 13th, 2012
biwako
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
Insane 5.00*
Feb 13th, 2012
biwako
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
3.72
/ 5.00 from
17 votes
#89
Within Temptation - The Unforgiving
Marathon 5.53*
Sep 10th, 2012
Card N'FoRcE, Armin, Roddie, Luvdic, HakuNoKaemi, Vass_Bass, Gonzvlo and narakucrimson
collab A map with two or more associated mappers. , gungathon A map with a drain time of over 10 minutes. , multi-song Contains multiple songs within the audio. , slidershapes Uses a large variety of slider designs. , megacollab A map with 8 or more associated mappers.
Marathon 5.53*
Sep 10th, 2012
Card N'FoRcE, Armin, Roddie, Luvdic, HakuNoKaemi, Vass_Bass, Gonzvlo and narakucrimson
collab A map with two or more associated mappers. , gungathon A map with a drain time of over 10 minutes. , multi-song Contains multiple songs within the audio. , slidershapes Uses a large variety of slider designs. , megacollab A map with 8 or more associated mappers.
3.13
/ 5.00 from
29 votes
#90
Fear, and Loathing in Las Vegas - Chase the Light! (TV Size)
Insane! 5.27*
May 26th, 2012
mochi
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design.
Insane! 5.27*
May 26th, 2012
mochi
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design.
3.42
/ 5.00 from
20 votes
#92
M2U - BlythE (Osuka)
Maniac 5.28*
Dec 30th, 2012
ziin
storyboard gimmick Includes a storyboard that changes how the map is played, usually by changing a map's visuals by using storyboard elements in place of showing the map's hitobjects. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , custom skin Utilizes custom skin elements and graphics.
Maniac 5.28*
Dec 30th, 2012
ziin
storyboard gimmick Includes a storyboard that changes how the map is played, usually by changing a map's visuals by using storyboard elements in place of showing the map's hitobjects. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , custom skin Utilizes custom skin elements and graphics.
3.69
/ 5.00 from
21 votes
#94
Manasora Akiha, Tokika - Toukasa Funtouki!~ Rakutoferin no Hate e ~
Lunatic 5.66*
Apr 16th, 2012
fanzhen0019
Lunatic 5.66*
Apr 16th, 2012
fanzhen0019
3.41
/ 5.00 from
19 votes
#95
3.43
/ 5.00 from
20 votes
#98
3.04
/ 5.00 from
25 votes
#99
Susumu Hirasawa - Bandiria Travellers
Insane 5.47*
May 26th, 2012
jesse1412
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slidershapes Uses a large variety of slider designs. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
Insane 5.47*
May 26th, 2012
jesse1412
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slidershapes Uses a large variety of slider designs. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.22
/ 5.00 from
20 votes
#100
Hatsune Miku - Atama no Taisou
AngelHoney 6.23*
Apr 20th, 2012
AngelHoney
distance snapped Uses osu's in-built distance snap feature for most/all of the map. , freeform An unrestrained and loose approach towards visual structure.
AngelHoney 6.23*
Apr 20th, 2012
AngelHoney
distance snapped Uses osu's in-built distance snap feature for most/all of the map. , freeform An unrestrained and loose approach towards visual structure.
3.04
/ 5.00 from
29 votes
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The chart is based on an implementation of the Bayesian average method. It updates once every day.
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Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
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