Highest Rated Maps of 2014
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#51
ChouchouP - Tsukimiyo Rabbit
Tsuki 6.16*
May 26th, 2014
Zero__wind
swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects., storyboardContains a storyboard that enhances gameplay experience., finger controlUses complex applications of rhythms in order to test the player's tapping ability., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., slidershapesUses a large variety of slider designs.
Tsuki 6.16*
May 26th, 2014
Zero__wind
swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects., storyboardContains a storyboard that enhances gameplay experience., finger controlUses complex applications of rhythms in order to test the player's tapping ability., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., slidershapesUses a large variety of slider designs.
3.96
/ 5.00 from
23 votes
#52
Camellia feat. nanahira - Bassdrop freaks
RiP iidx 6.17*
Dec 8th, 2014
fanzhen0019
techTests uncommon skills., complex svFeatures large changes in slider velocity., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., spaced streamsStreams with large spacing, typically ones where the notes don't overlap., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., accel/decel streamsStyle of streams which use gradual increases or decreases in spacing.
RiP iidx 6.17*
Dec 8th, 2014
fanzhen0019
techTests uncommon skills., complex svFeatures large changes in slider velocity., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., spaced streamsStreams with large spacing, typically ones where the notes don't overlap., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., accel/decel streamsStyle of streams which use gradual increases or decreases in spacing.
4.09
/ 5.00 from
23 votes
#53
Yasuda Rei - Mirror -TV edit-
Reflection 4.56*
Oct 19th, 2014
Skystar
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., simpleAccessible and straightforward map design., progressionContains a gradual advancement in difficulty or concept across the map., slidershapesUses a large variety of slider designs.
Reflection 4.56*
Oct 19th, 2014
Skystar
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., simpleAccessible and straightforward map design., progressionContains a gradual advancement in difficulty or concept across the map., slidershapesUses a large variety of slider designs.
3.68
/ 5.00 from
43 votes
#54
kors k feat.Yukacco - Are You Ready (Original Mix)
Extra 5.93*
Sep 13th, 2014
Kiiwa
marathonA map with a drain time of over 5 minutes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., simpleAccessible and straightforward map design., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Extra 5.93*
Sep 13th, 2014
Kiiwa
marathonA map with a drain time of over 5 minutes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., simpleAccessible and straightforward map design., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.75
/ 5.00 from
34 votes
#55
Demetori - Kanjou no Matenrou ~ World's End
Extra Stage 6.07*
Jul 22nd, 2014
GoldenWolf
marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Extra Stage 6.07*
Jul 22nd, 2014
GoldenWolf
marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.67
/ 5.00 from
36 votes
#56
Himeringo - Idola no Circus
Insane 5.96*
May 7th, 2014
cRyo[iceeicee]
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses 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.
Insane 5.96*
May 7th, 2014
cRyo[iceeicee]
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses 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.
4.19
/ 5.00 from
22 votes
#57
Himeringo - Yotsuya-san ni Yoroshiku
Winber1's Extreme 6.36*
Jun 28th, 2014
winber1
simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., storyboardContains a storyboard that enhances gameplay experience., colorhaxFeatures 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.
Winber1's Extreme 6.36*
Jun 28th, 2014
winber1
simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., storyboardContains a storyboard that enhances gameplay experience., colorhaxFeatures 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.
3.57
/ 5.00 from
64 votes
#58
OctagonCollaboration - 8 Sides of Nico Nico Douga
Marathon 5.93*
Jul 16th, 2014
Charles445
gungathonA map with a drain time of over 10 minutes., simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
Marathon 5.93*
Jul 16th, 2014
Charles445
gungathonA map with a drain time of over 10 minutes., simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
4.02
/ 5.00 from
22 votes
#59
a_hisa - Anhedonia
Collab Extra 5.79*
Oct 5th, 2014
Nakagawa-Kanon, Muya, Frostmourne, rrtyui, Mirage and RLC
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Collab Extra 5.79*
Oct 5th, 2014
Nakagawa-Kanon, Muya, Frostmourne, rrtyui, Mirage and RLC
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.64
/ 5.00 from
37 votes
#60
DETRO - volcanic
Beginner 8.79*
Dec 13th, 2014
rustbell
chaoticUnpredictable map design, often testing unusual skillsets., repetitionFeatures the use of recognizable identical patterns or gameplay elements., jump aimFocuses 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 aimPatterns with heavy use of sharp angle movement, either between circles or into sliders.
Beginner 8.79*
Dec 13th, 2014
rustbell
chaoticUnpredictable map design, often testing unusual skillsets., repetitionFeatures the use of recognizable identical patterns or gameplay elements., jump aimFocuses 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 aimPatterns with heavy use of sharp angle movement, either between circles or into sliders.
3.64
/ 5.00 from
33 votes
#61
Natsume Chiaki - Hanairo Biyori
Awaken's Challenge 6.95*
Dec 23rd, 2014
Awaken
simpleAccessible and straightforward map design., jump aimFocuses 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., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Awaken's Challenge 6.95*
Dec 23rd, 2014
Awaken
simpleAccessible and straightforward map design., jump aimFocuses 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., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.51
/ 5.00 from
52 votes
#62
dj TAKA meets DJ YOSHITAKA ft.guit.good-cool - Elemental Creation -GITADO ROCK ver.-
Extra 7.28*
Jul 26th, 2014
Flower
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., staminaTests a player's ability to tap dense rhythms over long periods of time., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extra 7.28*
Jul 26th, 2014
Flower
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., staminaTests a player's ability to tap dense rhythms over long periods of time., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.68
/ 5.00 from
23 votes
#63
Akiyama Uni - Chi no Iro wa Kiiro
Extra 5.82*
Feb 4th, 2014
Hollow Wings
freeformAn unrestrained and loose approach towards visual structure., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Extra 5.82*
Feb 4th, 2014
Hollow Wings
freeformAn unrestrained and loose approach towards visual structure., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.61
/ 5.00 from
27 votes
#64
DJ Totoriott - Arcanos
Insane 6.07*
Feb 10th, 2014
Holoaz
simpleAccessible and straightforward map design., jump aimFocuses 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 aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 6.07*
Feb 10th, 2014
Holoaz
simpleAccessible and straightforward map design., jump aimFocuses 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 aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.14
/ 5.00 from
20 votes
#65
Kuroneko Dungeon - Ryuu to Shoujo to Decoherence
Overdrive 7.10*
Mar 4th, 2014
Flower
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Overdrive 7.10*
Mar 4th, 2014
Flower
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
4.06
/ 5.00 from
19 votes
#66
Meg & Dia - Monster (DotEXE Remix)
Xtra 5.34*
Jul 24th, 2014
Ulysses
techTests uncommon skills., complex svFeatures large changes in slider velocity., slidershapesUses a large variety of slider designs., storyboardContains a storyboard that enhances gameplay experience., colorhaxFeatures 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.
Xtra 5.34*
Jul 24th, 2014
Ulysses
techTests uncommon skills., complex svFeatures large changes in slider velocity., slidershapesUses a large variety of slider designs., storyboardContains a storyboard that enhances gameplay experience., colorhaxFeatures 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.
3.53
/ 5.00 from
39 votes
#67
Nekomata Master - Far east nightbird (kors k Remix)
Another 5.22*
Nov 2nd, 2014
jonathanlfj
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 5.22*
Nov 2nd, 2014
jonathanlfj
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.76
/ 5.00 from
21 votes
#68
akari - boys, be "stand up"!!
Collab Extra 5.61*
Oct 22nd, 2014
Hollow Wings and Kinomi
collabA map with two or more associated mappers., progressionContains a gradual advancement in difficulty or concept across the map., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Collab Extra 5.61*
Oct 22nd, 2014
Hollow Wings and Kinomi
collabA map with two or more associated mappers., progressionContains a gradual advancement in difficulty or concept across the map., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.62
/ 5.00 from
25 votes
#69
Pendulum - Propane Nightmares (Celldweller Remix)
Heaven's Gate 5.72*
Oct 19th, 2014
ProfessionalBox
marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Heaven's Gate 5.72*
Oct 19th, 2014
ProfessionalBox
marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.55
/ 5.00 from
25 votes
#70
Hige Driver join. SELEN - Dadadadadadadadadada
SPECIAL 6.54*
Dec 13th, 2014
spboxer3
simpleAccessible and straightforward map design., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
SPECIAL 6.54*
Dec 13th, 2014
spboxer3
simpleAccessible and straightforward map design., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.49
/ 5.00 from
33 votes
#71
SawanoHiroyuki[nZk]:mizuki - aLIEz (TV size)
Skystar's Invasion 6.11*
Oct 26th, 2014
Skystar
jump aimFocuses 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 aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., low svFeatures prominent low sv usage as a key part of map design.
Skystar's Invasion 6.11*
Oct 26th, 2014
Skystar
jump aimFocuses 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 aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., low svFeatures prominent low sv usage as a key part of map design.
3.55
/ 5.00 from
24 votes
#72
Himeringo - Yotsuya-san ni Yoroshiku
Skystar's Extra 5.88*
Jun 28th, 2014
Skystar
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience., colorhaxFeatures 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.
Skystar's Extra 5.88*
Jun 28th, 2014
Skystar
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience., colorhaxFeatures 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.
3.44
/ 5.00 from
43 votes
#73
himmel feat. YooSanHyakurei - Seraphim
Heaven 5.40*
Sep 30th, 2014
fanzhen0019
marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Heaven 5.40*
Sep 30th, 2014
fanzhen0019
marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.90
/ 5.00 from
24 votes
#74
Truxton - SHOTGUN JUGGLE
Extra 5.60*
Aug 1st, 2014
P o M u T a
flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Extra 5.60*
Aug 1st, 2014
P o M u T a
flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.44
/ 5.00 from
25 votes
#75
kors k - Insane Techniques
HanzeR's Extreme 6.02*
Jun 6th, 2014
HanzeR
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
HanzeR's Extreme 6.02*
Jun 6th, 2014
HanzeR
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.66
/ 5.00 from
21 votes
#76
Yooh - salvation
Redemption 6.59*
Oct 19th, 2014
ktgster
marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., finger controlUses complex applications of rhythms in order to test the player's tapping ability., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
Redemption 6.59*
Oct 19th, 2014
ktgster
marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., finger controlUses complex applications of rhythms in order to test the player's tapping ability., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.41
/ 5.00 from
24 votes
#77
sweet ARMS - Installation
Nightmare 6.39*
Sep 15th, 2014
Cherry Blossom
marathonA map with a drain time of over 5 minutes.
Nightmare 6.39*
Sep 15th, 2014
Cherry Blossom
marathonA map with a drain time of over 5 minutes.
3.89
/ 5.00 from
19 votes
#78
Feint (feat. CoMa) - Snake Eyes
galv's Extreme 4.58*
Apr 4th, 2014
galvenize
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
galv's Extreme 4.58*
Apr 4th, 2014
galvenize
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.64
/ 5.00 from
20 votes
#79
Okui Masami - FISSION
Insane 4.88*
Apr 9th, 2014
Asagi
simpleAccessible and straightforward map design., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 4.88*
Apr 9th, 2014
Asagi
simpleAccessible and straightforward map design., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.34
/ 5.00 from
28 votes
#80
DJ Fresh (feat. Rita Ora) - Hot Right Now (Radio Edit)
Insane 5.40*
Nov 29th, 2014
Asphyxia
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.40*
Nov 29th, 2014
Asphyxia
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.34
/ 5.00 from
27 votes
#81
Eagle - S!ck
Extra 5.40*
Feb 9th, 2014
Skystar
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Extra 5.40*
Feb 9th, 2014
Skystar
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.66
/ 5.00 from
22 votes
#82
kors k - Insane Techniques (Extended)
( ' v ' ) 5.86*
Jun 7th, 2014
fanzhen0019 and RLC
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
( ' v ' ) 5.86*
Jun 7th, 2014
fanzhen0019 and RLC
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.67
/ 5.00 from
21 votes
#83
Function Phantom - Neuronecia
iyasine's Insane 5.41*
Dec 12th, 2014
iyasine
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, colorhaxFeatures 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.
iyasine's Insane 5.41*
Dec 12th, 2014
iyasine
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, colorhaxFeatures 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.
3.54
/ 5.00 from
21 votes
#84
Warak - REANIMATE
LV. 10.1 5.50*
Oct 13th, 2014
Skystar
techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs.
LV. 10.1 5.50*
Oct 13th, 2014
Skystar
techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs.
3.38
/ 5.00 from
24 votes
#85
UPLIFT SPICE - Omega Rhythm
Extra 5.98*
Dec 10th, 2014
Jemmmmy
simpleAccessible and straightforward map design., jump aimFocuses 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 aimPatterns, usually jumps, with heavy use of wide angle movement.
Extra 5.98*
Dec 10th, 2014
Jemmmmy
simpleAccessible and straightforward map design., jump aimFocuses 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 aimPatterns, usually jumps, with heavy use of wide angle movement.
3.31
/ 5.00 from
22 votes
#86
LiSA - Rising Hope (TV Size)
Skystar's extrA 5.43*
Jun 7th, 2014
Skystar
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs.
Skystar's extrA 5.43*
Jun 7th, 2014
Skystar
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs.
3.48
/ 5.00 from
22 votes
#87
LiSA - Rising Hope (TV Size)
Rising Hope 5.47*
Jun 7th, 2014
Chloe
geometricIncorporates geometric shapes within the map's visual design., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Rising Hope 5.47*
Jun 7th, 2014
Chloe
geometricIncorporates geometric shapes within the map's visual design., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.26
/ 5.00 from
27 votes
#88
Receptor - Redstar
Glory 5.50*
Nov 28th, 2014
fergas
marathonA map with a drain time of over 5 minutes., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
Glory 5.50*
Nov 28th, 2014
fergas
marathonA map with a drain time of over 5 minutes., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
4.02
/ 5.00 from
18 votes
#89
Chasers - Lost
Insane 5.24*
Apr 10th, 2014
ktgster
simpleAccessible and straightforward map design., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., mapping contestAn entry for a mapping contest.
Insane 5.24*
Apr 10th, 2014
ktgster
simpleAccessible and straightforward map design., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., mapping contestAn entry for a mapping contest.
3.36
/ 5.00 from
21 votes
#90
senya - Songs Compilation
Marathon 4.64*
Feb 1st, 2014
Satellite
marathonA map with a drain time of over 5 minutes., multi-songContains multiple songs within the audio., jump aimFocuses 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., gungathonA map with a drain time of over 10 minutes., accelerating bpmFeatures progressively increasing tempo.
Marathon 4.64*
Feb 1st, 2014
Satellite
marathonA map with a drain time of over 5 minutes., multi-songContains multiple songs within the audio., jump aimFocuses 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., gungathonA map with a drain time of over 10 minutes., accelerating bpmFeatures progressively increasing tempo.
3.92
/ 5.00 from
18 votes
#91
Hanatan, yuikonnu & Mitani Nana - Songs Compilation
Rabbit Face 6.72*
May 14th, 2014
Skystar
gungathonA map with a drain time of over 10 minutes.
Rabbit Face 6.72*
May 14th, 2014
Skystar
gungathonA map with a drain time of over 10 minutes.
3.64
/ 5.00 from
20 votes
#92
FELT - Closed Wings
Lunatic 4.97*
Aug 15th, 2014
Sylith
simpleAccessible and straightforward map design., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Lunatic 4.97*
Aug 15th, 2014
Sylith
simpleAccessible and straightforward map design., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.00
/ 5.00 from
18 votes
#93
Drop - Granat
Extra 5.58*
Mar 27th, 2014
Lan wings
jump aimFocuses 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., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., simpleAccessible and straightforward map design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extra 5.58*
Mar 27th, 2014
Lan wings
jump aimFocuses 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., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., simpleAccessible and straightforward map design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.22
/ 5.00 from
25 votes
#94
Himeringo - Yotsuya-san ni Yoroshiku
Insane 5.57*
Jun 28th, 2014
RLC
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience., colorhaxFeatures 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.
Insane 5.57*
Jun 28th, 2014
RLC
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience., colorhaxFeatures 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.
3.36
/ 5.00 from
22 votes
#95
void feat. Komatsuna - Akatsuki no Tsuki
Skystar's Extreme 6.10*
Dec 26th, 2014
Skystar
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Skystar's Extreme 6.10*
Dec 26th, 2014
Skystar
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.62
/ 5.00 from
21 votes
#96
Kuba Oms - My Love
Insane 3.89*
May 5th, 2014
Beige
mapping contestAn entry for a mapping contest., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 3.89*
May 5th, 2014
Beige
mapping contestAn entry for a mapping contest., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.16
/ 5.00 from
38 votes
#97
nmk - sola
Extra 6.38*
Sep 27th, 2014
sjoy
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extra 6.38*
Sep 27th, 2014
sjoy
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.61
/ 5.00 from
19 votes
#98
yuikonnu - Chikyuu Saigo no Kokuhaku o
Skystar's Kokuhaku 5.86*
Nov 29th, 2014
Skystar
simpleAccessible and straightforward map design., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Skystar's Kokuhaku 5.86*
Nov 29th, 2014
Skystar
simpleAccessible and straightforward map design., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.72
/ 5.00 from
19 votes
#99
Utada Hikaru - Sakura Nagashi (el poco maro Remix)
Eternity 5.31*
Sep 8th, 2014
Asphyxia and ProfessionalBox
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., storyboardContains a storyboard that enhances gameplay experience.
Eternity 5.31*
Sep 8th, 2014
Asphyxia and ProfessionalBox
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., storyboardContains a storyboard that enhances gameplay experience.
3.46
/ 5.00 from
21 votes
#100
Demetori - Songs Compilation
Marathon 5.72*
Jun 16th, 2014
jonathanlfj
gungathonA map with a drain time of over 10 minutes., accelerating bpmFeatures progressively increasing tempo.
Marathon 5.72*
Jun 16th, 2014
jonathanlfj
gungathonA map with a drain time of over 10 minutes., accelerating bpmFeatures progressively increasing tempo.
3.95
/ 5.00 from
17 votes
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Info
The chart is based on an implementation of the Bayesian average method. It updates once every day.
The next update will happen in ---
Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
The chart is based on an implementation of the Bayesian average method. It updates once every day.
The next update will happen in ---
Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
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