Highest Rated Maps of 2016
«
1
2
3
4
5
6
7
8
9
»
#51
Inferi - The Promethean Kings
The Merciless 9.46*
Oct 10th, 2016
Mazzerin
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , chaotic Unpredictable map design, often testing unusual skillsets. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , marathon A map with a drain time of over 5 minutes.
The Merciless 9.46*
Oct 10th, 2016
Mazzerin
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , chaotic Unpredictable map design, often testing unusual skillsets. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , marathon A map with a drain time of over 5 minutes.
3.62
/ 5.00 from
49 votes
#52
3L - MyonMyonMyonMyonMyonMyon!
11t's Extra 4.58*
Apr 20th, 2016
11t
storyboard Contains a storyboard that enhances gameplay experience. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
11t's Extra 4.58*
Apr 20th, 2016
11t
storyboard Contains a storyboard that enhances gameplay experience. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.73
/ 5.00 from
30 votes
#53
Shimotsuki Haruka - Secret Liqueur -Short ver-
Liqueur 5.93*
Apr 5th, 2016
ID => 1269067
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high sv Features prominent high slider velocity usage as a key part of map design.
Liqueur 5.93*
Apr 5th, 2016
ID => 1269067
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high sv Features prominent high slider velocity usage as a key part of map design.
3.76
/ 5.00 from
28 votes
#54
Numakura Manami, Seto Asami, Fuchigami Mai - Justability
Amamiya Nathan's Shooting Star 6.26*
Nov 12th, 2016
Skystar and Nathan
simple Accessible and straightforward map design. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes.
Amamiya Nathan's Shooting Star 6.26*
Nov 12th, 2016
Skystar and Nathan
simple Accessible and straightforward map design. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes.
3.52
/ 5.00 from
103 votes
#55
Streetlight Manifesto - A Better Place, A Better Time
Extra 5.70*
Aug 31st, 2016
pishifat
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. , 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.
Extra 5.70*
Aug 31st, 2016
pishifat
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. , 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.
3.75
/ 5.00 from
25 votes
#56
Matsumoto Sara - Suika
Drunken Flower 5.67*
Aug 11th, 2016
hehe
precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , marathon A map with a drain time of over 5 minutes.
Drunken Flower 5.67*
Aug 11th, 2016
hehe
precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , marathon A map with a drain time of over 5 minutes.
3.70
/ 5.00 from
29 votes
#57
Reol - Gokusaishiki
Myriad of Colors 5.52*
May 16th, 2016
Chaoslitz
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Myriad of Colors 5.52*
May 16th, 2016
Chaoslitz
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.70
/ 5.00 from
30 votes
#58
UNDEAD CORPORATION - The Empress
STARBOW BREAK! 133.56*
Aug 29th, 2016
Plutia
chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , aspire Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , playfield usage Includes deliberate use of the playfield within the map design.
STARBOW BREAK! 133.56*
Aug 29th, 2016
Plutia
chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , aspire Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , playfield usage Includes deliberate use of the playfield within the map design.
4.00
/ 5.00 from
22 votes
#59
TRUE - DREAM SOLISTER
Melody 5.51*
Mar 18th, 2016
Kibbleru
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.
Melody 5.51*
Mar 18th, 2016
Kibbleru
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
32 votes
#60
sakuzyo - AXION
HW's EX 6.61*
Oct 26th, 2016
Hollow Wings
gimmick Focused on a single unique design or gameplay idea. , 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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , high sv Features prominent high slider velocity usage as a key part of map design.
HW's EX 6.61*
Oct 26th, 2016
Hollow Wings
gimmick Focused on a single unique design or gameplay idea. , 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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , high sv Features prominent high slider velocity usage as a key part of map design.
3.57
/ 5.00 from
44 votes
#61
Ariabl'eyeS - Kegare Naki Bara Juuji
Twin-Renatic 7.14*
Jul 14th, 2016
yf_bmp
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
Twin-Renatic 7.14*
Jul 14th, 2016
yf_bmp
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
3.80
/ 5.00 from
25 votes
#62
Demetori - Kuuchuu ni Shizumu Kishinjou ~ Counter-Clock World
Extra Stage 6.28*
Jan 24th, 2016
jonathanlfj
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extra Stage 6.28*
Jan 24th, 2016
jonathanlfj
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.65
/ 5.00 from
24 votes
#63
Ocelot - TSUBAKI
EX EX 6.94*
Jun 4th, 2016
Hollow Wings
gimmick Focused on a single unique design or gameplay idea. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
EX EX 6.94*
Jun 4th, 2016
Hollow Wings
gimmick Focused on a single unique design or gameplay idea. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.46
/ 5.00 from
55 votes
#64
sakuzyo - AXION
AXION_REBORN 7.25*
Oct 26th, 2016
Flower
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design.
AXION_REBORN 7.25*
Oct 26th, 2016
Flower
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design.
3.48
/ 5.00 from
44 votes
#65
sakuzyo - AXION
Skystar's Expert 6.55*
Oct 26th, 2016
Skystar
tech Tests uncommon skills. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Skystar's Expert 6.55*
Oct 26th, 2016
Skystar
tech Tests uncommon skills. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.51
/ 5.00 from
36 votes
#66
Streetlight Manifesto - Everything Went Numb
Extreme 6.26*
Mar 30th, 2016
pishifat
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. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extreme 6.26*
Mar 30th, 2016
pishifat
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. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.50
/ 5.00 from
34 votes
#67
3.94
/ 5.00 from
23 votes
#69
Shimotsuki Haruka - Re:Call
Re:Collab 6.19*
Dec 30th, 2016
Fushimi Rio and ID => 1269067
marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , 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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Re:Collab 6.19*
Dec 30th, 2016
Fushimi Rio and ID => 1269067
marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , 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. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.39
/ 5.00 from
82 votes
#70
SYUNN - Megalara Garuda
rustbell 9.37*
Nov 22nd, 2016
rustbell
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
rustbell 9.37*
Nov 22nd, 2016
rustbell
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.83
/ 5.00 from
22 votes
#71
Imperial Circus Dead Decadence - Uta
Himei 7.29*
Apr 12th, 2016
Kite
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. , marathon A map with a drain time of over 5 minutes.
Himei 7.29*
Apr 12th, 2016
Kite
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. , marathon A map with a drain time of over 5 minutes.
3.36
/ 5.00 from
115 votes
#72
Chitose Haru & Kumagai Eri - Perfect Free
xlNathan's Concert Extra 6.26*
Jun 7th, 2016
RLC and Nathan
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes.
xlNathan's Concert Extra 6.26*
Jun 7th, 2016
RLC and Nathan
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes.
3.53
/ 5.00 from
26 votes
#73
3L - MyonMyonMyonMyonMyonMyon!
Myon 5.26*
Apr 20th, 2016
Len
storyboard Contains a storyboard that enhances gameplay experience. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Myon 5.26*
Apr 20th, 2016
Len
storyboard Contains a storyboard that enhances gameplay experience. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.47
/ 5.00 from
31 votes
#74
Nanahoshi Kangengakudan feat.Matsushita - Dance Number o Tomo ni
Dance Number 5.86*
Sep 16th, 2016
pkk
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Dance Number 5.86*
Sep 16th, 2016
pkk
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.51
/ 5.00 from
23 votes
#75
Streetlight Manifesto - A Better Place, A Better Time
Insane 4.51*
Aug 31st, 2016
pishifat
slider only Restricts object choice to sliders only. , 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.
Insane 4.51*
Aug 31st, 2016
pishifat
slider only Restricts object choice to sliders only. , 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.
3.65
/ 5.00 from
22 votes
#76
Dollscythe - Flashes (Extended)
Spark 6.28*
Oct 4th, 2016
hehe
tech Tests uncommon skills. , 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. , slidershapes Uses a large variety of slider designs.
Spark 6.28*
Oct 4th, 2016
hehe
tech Tests uncommon skills. , 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. , slidershapes Uses a large variety of slider designs.
3.46
/ 5.00 from
29 votes
#78
Tokyo Machine - OKAY
Master 6.05*
Sep 15th, 2016
hehe
repetition Features the use of recognizable identical patterns or gameplay elements.
Master 6.05*
Sep 15th, 2016
hehe
repetition Features the use of recognizable identical patterns or gameplay elements.
3.46
/ 5.00 from
24 votes
#79
Halozy - Deconstruction Star
Constellation 6.29*
Sep 6th, 2016
Lasse
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , marathon A map with a drain time of over 5 minutes.
Constellation 6.29*
Sep 6th, 2016
Lasse
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , marathon A map with a drain time of over 5 minutes.
3.46
/ 5.00 from
28 votes
#80
sakuzyo - Senkyou Ranbu
EX 5.88*
Oct 18th, 2016
ktgster
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
EX 5.88*
Oct 18th, 2016
ktgster
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.44
/ 5.00 from
29 votes
#81
BoxPlot - Escape With The Clouds
No Escape 6.21*
Mar 26th, 2016
Strategas
marathon A map with a drain time of over 5 minutes.
No Escape 6.21*
Mar 26th, 2016
Strategas
marathon A map with a drain time of over 5 minutes.
3.42
/ 5.00 from
28 votes
#82
y0c1e - No buts!
Adrenaline 6.17*
Oct 16th, 2016
Lazer
marathon A map with a drain time of over 5 minutes.
Adrenaline 6.17*
Oct 16th, 2016
Lazer
marathon A map with a drain time of over 5 minutes.
3.41
/ 5.00 from
28 votes
#83
Memme - Chinese Restaurant
09 6.53*
Jan 1st, 2016
09kami
tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
09 6.53*
Jan 1st, 2016
09kami
tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
3.43
/ 5.00 from
23 votes
#84
3.40
/ 5.00 from
28 votes
#85
goreshit - there are no angels here.
archangeloi. 5.82*
Nov 16th, 2016
vipto
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. , marathon A map with a drain time of over 5 minutes.
archangeloi. 5.82*
Nov 16th, 2016
vipto
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. , marathon A map with a drain time of over 5 minutes.
3.36
/ 5.00 from
34 votes
#86
TK from Ling Tosite Sigure - unravel
V 6.66*
Dec 23rd, 2016
hehe
large circles Uses larger-than-usual circles. Typically refers to maps with circle sizes below 3.
V 6.66*
Dec 23rd, 2016
hehe
large circles Uses larger-than-usual circles. Typically refers to maps with circle sizes below 3.
3.66
/ 5.00 from
21 votes
#88
Aimer with chelly (EGOIST) - ninelie (REDSHiFT x Vesuvia remix)
Daydream 6.01*
Nov 6th, 2016
ProfessionalBox
Daydream 6.01*
Nov 6th, 2016
ProfessionalBox
3.43
/ 5.00 from
23 votes
#89
sakuraburst - cherry blossoms explode across the dying horizon
distortion 5.76*
Oct 1st, 2016
Xilver15
marathon A map with a drain time of over 5 minutes.
distortion 5.76*
Oct 1st, 2016
Xilver15
marathon A map with a drain time of over 5 minutes.
3.78
/ 5.00 from
21 votes
#91
Camellia - LET'S JUMP
Year 2316 6.11*
Feb 25th, 2016
RikiH_
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , marathon A map with a drain time of over 5 minutes. , slidershapes Uses a large variety of slider designs. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Year 2316 6.11*
Feb 25th, 2016
RikiH_
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , marathon A map with a drain time of over 5 minutes. , slidershapes Uses a large variety of slider designs. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.34
/ 5.00 from
31 votes
#93
Inferi - Those Who from the Heavens Came
Fengshen Yanyi 8.26*
Jun 15th, 2016
Mazzerin
marathon A map with a drain time of over 5 minutes.
Fengshen Yanyi 8.26*
Jun 15th, 2016
Mazzerin
marathon A map with a drain time of over 5 minutes.
3.29
/ 5.00 from
33 votes
#94
Shoji Meguro - Kimi no Kioku (Aethral Remix)
Remembrance 5.87*
Nov 6th, 2016
Akali
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.
Remembrance 5.87*
Nov 6th, 2016
Akali
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
3.24
/ 5.00 from
74 votes
#95
DJ Noriken - Elektrick U-Phoria(Extended Mix)
Illuminate 5.86*
Jul 4th, 2016
sionKotori
marathon A map with a drain time of over 5 minutes.
Illuminate 5.86*
Jul 4th, 2016
sionKotori
marathon A map with a drain time of over 5 minutes.
4.10
/ 5.00 from
19 votes
#96
NOMA - Brain Power Long Version
Overdrive 5.99*
Jul 12th, 2016
Skystar and RLC
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience.
Overdrive 5.99*
Jul 12th, 2016
Skystar and RLC
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience.
3.30
/ 5.00 from
23 votes
#97
DNCE - Cake by the Ocean
start living dangerously 7.16*
Mar 20th, 2016
Axarious
progression Contains a gradual advancement in difficulty or concept across the map. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
start living dangerously 7.16*
Mar 20th, 2016
Axarious
progression Contains a gradual advancement in difficulty or concept across the map. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.23
/ 5.00 from
40 votes
#98
Amane - TWEEKER
Lunatic 5.73*
Sep 20th, 2016
TicClick
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Lunatic 5.73*
Sep 20th, 2016
TicClick
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.
3.24
/ 5.00 from
32 votes
#99
3.25
/ 5.00 from
27 votes
#100
3.30
/ 5.00 from
23 votes
Filters
maps of
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.
«
1
2
3
4
5
6
7
8
9
»
