Highest Rated Maps of 2015
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#51
Ray - Hajimete Girls!
Skystar's Pin Pon~ 5.71*
Nov 20th, 2015
Skystar
swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , slidershapes Uses a large variety of slider designs.
Skystar's Pin Pon~ 5.71*
Nov 20th, 2015
Skystar
swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , slidershapes Uses a large variety of slider designs.
3.82
/ 5.00 from
44 votes
#52
Shimotsuki Haruka - Re:Call
Re:Call 4.94*
Apr 4th, 2015
ID => 1269067
gimmick Focused on a single unique design or gameplay idea. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
Re:Call 4.94*
Apr 4th, 2015
ID => 1269067
gimmick Focused on a single unique design or gameplay idea. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.71
/ 5.00 from
61 votes
#53
Kuroneko Dungeon - Ryoushi no Umi no Lindwurm
MASTER 7.26*
Dec 21st, 2015
P o M u T a
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design.
MASTER 7.26*
Dec 21st, 2015
P o M u T a
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design.
3.87
/ 5.00 from
31 votes
#54
ESTi - HELIX (Edit ver.)
EX EX 6.87*
Nov 9th, 2015
Hollow Wings
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , geometric Incorporates geometric shapes within the map's visual design. , low sv Features prominent low sv usage as a key part of map design. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
EX EX 6.87*
Nov 9th, 2015
Hollow Wings
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , geometric Incorporates geometric shapes within the map's visual design. , low sv Features prominent low sv usage as a key part of map design. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.64
/ 5.00 from
77 votes
#55
Fear, and Loathing in Las Vegas - Let Me Hear
Extra 6.21*
Mar 4th, 2015
Hollow Wings
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high sv Features prominent high slider velocity usage as a key part of map design.
Extra 6.21*
Mar 4th, 2015
Hollow Wings
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high sv Features prominent high slider velocity usage as a key part of map design.
3.86
/ 5.00 from
30 votes
#56
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.
3.79
/ 5.00 from
34 votes
#57
Akiyama Uni - Odoru Mizushibuki
Extra 6.61*
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 6.61*
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.
3.77
/ 5.00 from
29 votes
#58
beatMARIO - Night of Knights
Guy's Extra 5.90*
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 5.90*
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.
3.64
/ 5.00 from
54 votes
#59
Nanahoshi Kangengakudan - Meikaruza
Extra 5.79*
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 5.79*
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.
3.65
/ 5.00 from
52 votes
#60
DJ SHARPNEL - FAKE PROMISE
True 6.16*
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 6.16*
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.
3.54
/ 5.00 from
131 votes
#61
Killer - Zui Qing Feng
Hard 2.89*
Apr 18th, 2015
Hollow Wings
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design.
Hard 2.89*
Apr 18th, 2015
Hollow Wings
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design.
3.76
/ 5.00 from
30 votes
#62
SawanoHiroyuki[nZk]:Gemie - x.U. (ETIA. Hardcore Bootleg Remix)
Shinoa 6.11*
Sep 2nd, 2015
captin1 and Skystar
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes.
Shinoa 6.11*
Sep 2nd, 2015
captin1 and Skystar
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes.
3.83
/ 5.00 from
26 votes
#63
yuikonnu & ayaponzu* - Super Nuko World
Guy's Extra 6.09*
Jan 3rd, 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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design.
Guy's Extra 6.09*
Jan 3rd, 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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design.
3.57
/ 5.00 from
68 votes
#64
Shimotsuki Haruka - Youka to Yumeutsutsu
Awakening 5.69*
Jul 11th, 2015
Voxnola
marathon A map with a drain time of over 5 minutes.
Awakening 5.69*
Jul 11th, 2015
Voxnola
marathon A map with a drain time of over 5 minutes.
3.70
/ 5.00 from
35 votes
#65
Yooh - Ice Angel
Saint 6.03*
May 14th, 2015
ktgster
marathon A map with a drain time of over 5 minutes. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Saint 6.03*
May 14th, 2015
ktgster
marathon A map with a drain time of over 5 minutes. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.49
/ 5.00 from
155 votes
#66
t+pazolite - cheatreal
RLC's Extra 5.92*
Mar 30th, 2015
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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
RLC's Extra 5.92*
Mar 30th, 2015
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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.73
/ 5.00 from
29 votes
#67
Vektor - Fast Paced Society
Torment 7.59*
Sep 9th, 2015
Ciyus Miapah and Mazzerin
marathon A map with a drain time of over 5 minutes. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , collab A map with two or more associated mappers. , chaotic Unpredictable map design, often testing unusual skillsets. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Torment 7.59*
Sep 9th, 2015
Ciyus Miapah and Mazzerin
marathon A map with a drain time of over 5 minutes. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , collab A map with two or more associated mappers. , chaotic Unpredictable map design, often testing unusual skillsets. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.58
/ 5.00 from
56 votes
#68
Wakeshima Kanon - World's End, Girl's Rondo(Asterisk DnB Remix)
We cry "OPEN" 6.02*
Aug 28th, 2015
Meg
marathon A map with a drain time of over 5 minutes. , 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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
We cry "OPEN" 6.02*
Aug 28th, 2015
Meg
marathon A map with a drain time of over 5 minutes. , 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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.53
/ 5.00 from
78 votes
#69
ZiGZaG HACKER - V^3 (Hello World)
2015 REBORN 9.11*
Oct 12th, 2015
rustbell
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high sv Features prominent high slider velocity usage as a key part of map design. , accelerating bpm Features progressively increasing tempo.
2015 REBORN 9.11*
Oct 12th, 2015
rustbell
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high sv Features prominent high slider velocity usage as a key part of map design. , accelerating bpm Features progressively increasing tempo.
3.71
/ 5.00 from
29 votes
#70
U1 overground - Dopamine
Kotori's EXTREME 5.63*
Mar 18th, 2015
sionKotori
tech Tests uncommon skills. , 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. , slidershapes Uses a large variety of slider designs.
Kotori's EXTREME 5.63*
Mar 18th, 2015
sionKotori
tech Tests uncommon skills. , 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. , slidershapes Uses a large variety of slider designs.
3.62
/ 5.00 from
36 votes
#71
t+pazolite - cheatreal
Extra 6.56*
Mar 30th, 2015
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. , simple Accessible and straightforward map design. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Extra 6.56*
Mar 30th, 2015
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. , simple Accessible and straightforward map design. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.54
/ 5.00 from
53 votes
#72
Hitori Tori - perthed again (yambabom remix)
ktgster's Extra 6.02*
May 5th, 2015
ktgster
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. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
ktgster's Extra 6.02*
May 5th, 2015
ktgster
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. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.61
/ 5.00 from
39 votes
#73
yuikonnu - caramel heaven
Skystar's Caramel 6.71*
Dec 30th, 2015
Skystar
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , 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.
Skystar's Caramel 6.71*
Dec 30th, 2015
Skystar
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , 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.
3.50
/ 5.00 from
81 votes
#74
zts - dreamenddischarger
Love Letter 5.14*
Sep 19th, 2015
happy30, Natteke, Damnae, Irreversible, Okoayu and CalstoneLightO
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , simple Accessible and straightforward map design. , progression Contains a gradual advancement in difficulty or concept across the map.
Love Letter 5.14*
Sep 19th, 2015
happy30, Natteke, Damnae, Irreversible, Okoayu and CalstoneLightO
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , simple Accessible and straightforward map design. , progression Contains a gradual advancement in difficulty or concept across the map.
4.11
/ 5.00 from
22 votes
#75
Reol - Plus Danshi ver Reol
+O-> 6.00*
Aug 3rd, 2015
jonathanlfj
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. , simple Accessible and straightforward map design. , slidershapes Uses a large variety of slider designs.
+O-> 6.00*
Aug 3rd, 2015
jonathanlfj
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. , simple Accessible and straightforward map design. , slidershapes Uses a large variety of slider designs.
3.65
/ 5.00 from
27 votes
#76
sasakure.UK - Spider Thread Monopoly feat. Hatsune Miku
deetz' Deception 5.76*
Nov 10th, 2015
ac8129464363
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.
deetz' Deception 5.76*
Nov 10th, 2015
ac8129464363
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.
3.63
/ 5.00 from
33 votes
#77
ALiCE'S EMOTiON - Dark Flight Dreamer
Dreamer 6.32*
Oct 24th, 2015
Sakaue Nachi
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.
Dreamer 6.32*
Oct 24th, 2015
Sakaue Nachi
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.
3.44
/ 5.00 from
76 votes
#78
Neru x Rib - Jinsei wa Hoeru
pishi's Extra 5.70*
Sep 12th, 2015
pishifat
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
pishi's Extra 5.70*
Sep 12th, 2015
pishifat
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.98
/ 5.00 from
20 votes
#79
Celldweller - I Can't Wait
Impatient 6.14*
Jul 5th, 2015
Zero__wind
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , marathon A map with a drain time of over 5 minutes. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Impatient 6.14*
Jul 5th, 2015
Zero__wind
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , marathon A map with a drain time of over 5 minutes. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.61
/ 5.00 from
24 votes
#80
cillia - Fairytale,
Promise 6.29*
Sep 21st, 2015
moph
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. , marathon A map with a drain time of over 5 minutes. , slidershapes Uses a large variety of slider designs.
Promise 6.29*
Sep 21st, 2015
moph
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. , marathon A map with a drain time of over 5 minutes. , slidershapes Uses a large variety of slider designs.
3.50
/ 5.00 from
43 votes
#81
Bal-Sagoth - The Obsidian Crown Unbound (Episode: IX)
Onslaught 7.64*
Mar 29th, 2015
Mazzerin and pishifat
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes.
Onslaught 7.64*
Mar 29th, 2015
Mazzerin and pishifat
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes.
3.59
/ 5.00 from
26 votes
#82
ALiCE'S EMOTiON - Dark Flight Dreamer
CRN's Extra 6.22*
Oct 24th, 2015
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. , 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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
CRN's Extra 6.22*
Oct 24th, 2015
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. , 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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.45
/ 5.00 from
42 votes
#83
Camellia - R U Still xxxx?
Extra 8.55*
Dec 1st, 2015
captin1
sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Extra 8.55*
Dec 1st, 2015
captin1
sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.51
/ 5.00 from
25 votes
#84
Camellia - Chirality
Isomer 5.74*
May 10th, 2015
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.
Isomer 5.74*
May 10th, 2015
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.
3.47
/ 5.00 from
26 votes
#85
beatMARIO - Night of Knights
The World 6.52*
Dec 1st, 2015
alacat
gimmick Focused on a single unique design or gameplay idea. , progression Contains a gradual advancement in difficulty or concept across the map. , 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. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
The World 6.52*
Dec 1st, 2015
alacat
gimmick Focused on a single unique design or gameplay idea. , progression Contains a gradual advancement in difficulty or concept across the map. , 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. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.33
/ 5.00 from
75 votes
#86
Ryu* - Sakura Mirage
ULTRA 7.04*
Mar 8th, 2015
Avena
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
ULTRA 7.04*
Mar 8th, 2015
Avena
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.46
/ 5.00 from
24 votes
#87
sasakure.UK - Spider Thread Monopoly feat. Hatsune Miku
RLC's Insane 5.47*
Nov 10th, 2015
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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
RLC's Insane 5.47*
Nov 10th, 2015
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. , 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
20 votes
#88
Hitori Tori - perthed again (yambabom remix)
Extra 6.46*
May 5th, 2015
Asphyxia
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. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Extra 6.46*
May 5th, 2015
Asphyxia
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. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.43
/ 5.00 from
25 votes
#89
positive MAD-crew - Mynarco Addiction
Ex 6.35*
Dec 19th, 2015
Okoayu
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , marathon A map with a drain time of over 5 minutes.
Ex 6.35*
Dec 19th, 2015
Okoayu
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , marathon A map with a drain time of over 5 minutes.
3.42
/ 5.00 from
26 votes
#90
Hatsuki Yura - Drivi'n greedy - Nhato Remix -
Moon 5.32*
Jan 30th, 2015
Kamio Misuzu
marathon A map with a drain time of over 5 minutes.
Moon 5.32*
Jan 30th, 2015
Kamio Misuzu
marathon A map with a drain time of over 5 minutes.
4.22
/ 5.00 from
20 votes
#91
UNDEAD CORPORATION - Everything will freeze
Time Freeze 8.31*
Mar 24th, 2015
Ekoro
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , colorhax Features intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience.
Time Freeze 8.31*
Mar 24th, 2015
Ekoro
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , colorhax Features intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience.
3.31
/ 5.00 from
66 votes
#92
Nakajima Megumi - TRY UNITE! (aran Remix)
Arles 7.44*
Jun 4th, 2015
elchxyrlia
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.
Arles 7.44*
Jun 4th, 2015
elchxyrlia
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.
3.32
/ 5.00 from
38 votes
#93
Giga-P - Hibikase
Insane 4.86*
May 14th, 2015
tutuhaha
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , freeform An unrestrained and loose approach towards visual structure.
Insane 4.86*
May 14th, 2015
tutuhaha
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , freeform An unrestrained and loose approach towards visual structure.
3.76
/ 5.00 from
20 votes
#94
nano - Born to be
Kiiwa's Insane 5.07*
Dec 5th, 2015
Kiiwa
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. , slidershapes Uses a large variety of slider designs.
Kiiwa's Insane 5.07*
Dec 5th, 2015
Kiiwa
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. , slidershapes Uses a large variety of slider designs.
4.06
/ 5.00 from
20 votes
#95
Tujamo & Plastik Funk feat. Sneakbo - Dr. Who! (Smooth Remix)
Extra 5.33*
Apr 20th, 2015
Natteke
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.
Extra 5.33*
Apr 20th, 2015
Natteke
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.
4.11
/ 5.00 from
18 votes
#96
A.SAKA - Nanatsu Issenzakura
fanzhen's Another 5.34*
May 25th, 2015
fanzhen0019
featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
fanzhen's Another 5.34*
May 25th, 2015
fanzhen0019
featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.96
/ 5.00 from
23 votes
#97
Fujijo Seitokai Shikkou-bu - Best FriendS
Insane 4.83*
Feb 15th, 2015
No Dap
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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Insane 4.83*
Feb 15th, 2015
No Dap
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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.28
/ 5.00 from
27 votes
#98
Asriel - Kegare Naki Yume
Epilogue 8.36*
Dec 6th, 2015
Settia
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. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Epilogue 8.36*
Dec 6th, 2015
Settia
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. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.62
/ 5.00 from
20 votes
#99
Our Stolen Theory - United (L.A.O.S Remix)
Infinity 6.29*
Jan 10th, 2015
Asphyxia
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , 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. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Infinity 6.29*
Jan 10th, 2015
Asphyxia
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , 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. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.20
/ 5.00 from
110 votes
#100
xi - Blue Zenith
RLC's Extra 6.83*
Aug 16th, 2015
RLC
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , storyboard Contains a storyboard that enhances gameplay experience. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , colorhax Features intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience.
RLC's Extra 6.83*
Aug 16th, 2015
RLC
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , storyboard Contains a storyboard that enhances gameplay experience. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , colorhax Features intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience.
3.25
/ 5.00 from
29 votes
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