Highest Rated Maps of All Time
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#1351
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
#1352
Kagamine Rin - Tokyo Teddy Bear
Rin 5.31*
Dec 28th, 2011
NatsumeRin
simple Accessible and straightforward map design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , freeform An unrestrained and loose approach towards visual structure.
Rin 5.31*
Dec 28th, 2011
NatsumeRin
simple Accessible and straightforward map design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , freeform An unrestrained and loose approach towards visual structure.
4.00
/ 5.00 from
19 votes
#1353
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
#1355
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
#1356
Pa's Lam System - City Lights Feat. EVO+ , Jinmenusagi (Pa's Lam System Remix)
byfar x handsome 7.03*
Feb 20th, 2017
hehe
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , spaced streams Streams with large spacing, typically ones where the notes don't overlap.
byfar x handsome 7.03*
Feb 20th, 2017
hehe
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , spaced streams Streams with large spacing, typically ones where the notes don't overlap.
3.40
/ 5.00 from
26 votes
#1357
Kano - Sukisuki Zecchoushou
Lovesickness 6.72*
Oct 8th, 2017
tatemae
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. , storyboard Contains a storyboard that enhances gameplay experience.
Lovesickness 6.72*
Oct 8th, 2017
tatemae
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. , storyboard Contains a storyboard that enhances gameplay experience.
3.32
/ 5.00 from
48 votes
#1358
Luschka - Kami no Kotoba
J1's Expert 5.94*
Aug 20th, 2018
J1_
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.
J1's Expert 5.94*
Aug 20th, 2018
J1_
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.
3.33
/ 5.00 from
42 votes
#1359
Fujii Kaze - Matsuri
Extra 5.56*
Apr 21st, 2023
AirinCat
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extra 5.56*
Apr 21st, 2023
AirinCat
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.
3.54
/ 5.00 from
20 votes
#1360
YUC'e - Future Candy
Sugar Rush 6.13*
Feb 5th, 2018
Nathan
tech Tests uncommon skills. , storyboard Contains a storyboard that enhances gameplay experience.
Sugar Rush 6.13*
Feb 5th, 2018
Nathan
tech Tests uncommon skills. , storyboard Contains a storyboard that enhances gameplay experience.
3.36
/ 5.00 from
32 votes
#1361
Kenshi Yonezu - KICK BACK (TV Size)
Extra 6.04*
Jan 12th, 2023
VINXIS
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 6.04*
Jan 12th, 2023
VINXIS
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.
3.35
/ 5.00 from
37 votes
#1363
3.38
/ 5.00 from
28 votes
#1364
zts - worldenddominator
Nemis' Extra 4.98*
May 22nd, 2020
Nemis
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Nemis' Extra 4.98*
May 22nd, 2020
Nemis
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.69
/ 5.00 from
21 votes
#1365
Glasslake - Driving Lazy Bee
DaRRi MIx 5.30*
Nov 19th, 2008
darrihuka
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , hexgrid Objects are placed along a hexagonal grid.
DaRRi MIx 5.30*
Nov 19th, 2008
darrihuka
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , hexgrid Objects are placed along a hexagonal grid.
3.59
/ 5.00 from
20 votes
#1366
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
#1367
Renard - Banned Forever
Nogard 6.00*
Jul 27th, 2010
Froslass
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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
Nogard 6.00*
Jul 27th, 2010
Froslass
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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.33
/ 5.00 from
40 votes
#1368
trapman featuring CreeperWorks - minefield surfing
Adaption 7.00*
May 28th, 2018
ktgster
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. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , accelerating bpm Features progressively increasing tempo.
Adaption 7.00*
May 28th, 2018
ktgster
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. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , accelerating bpm Features progressively increasing tempo.
3.34
/ 5.00 from
37 votes
#1369
Aoki Chihiro - Kodou
HW's Another 6.38*
Jul 4th, 2018
Hollow Wings
playfield constraint Restricts object placement to a certain part of the playfield. , gimmick Focused on a single unique design or gameplay idea. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency. , hexgrid Objects are placed along a hexagonal grid.
HW's Another 6.38*
Jul 4th, 2018
Hollow Wings
playfield constraint Restricts object placement to a certain part of the playfield. , gimmick Focused on a single unique design or gameplay idea. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency. , hexgrid Objects are placed along a hexagonal grid.
3.33
/ 5.00 from
41 votes
#1370
wintermute - Alchemy
Insane 4.97*
Jan 24th, 2022
Renumi
simple Accessible and straightforward map design.
Insane 4.97*
Jan 24th, 2022
Renumi
simple Accessible and straightforward map design.
4.17
/ 5.00 from
20 votes
#1371
Susumu Hirasawa - Forces
KIRBY Mix 4.73*
Dec 2nd, 2010
Starrodkirby86
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
KIRBY Mix 4.73*
Dec 2nd, 2010
Starrodkirby86
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.76
/ 5.00 from
21 votes
#1372
sabi - true DJ MAG top ranker's song Zenpen (katagiri Remix)
KEMOMIMI EDM SQUAD 7.59*
Jul 31st, 2021
toybot, Sing and Nathan
collab A map with two or more associated mappers. , storyboard Contains a storyboard that enhances gameplay experience.
KEMOMIMI EDM SQUAD 7.59*
Jul 31st, 2021
toybot, Sing and Nathan
collab A map with two or more associated mappers. , storyboard Contains a storyboard that enhances gameplay experience.
3.26
/ 5.00 from
165 votes
#1374
Linkin Park - Guilty All The Same (feat. Rakim)
ACT 1 | "SHATTERED HOMECOMING" 4.03*
Dec 7th, 2022
pw384
marathon A map with a drain time of over 5 minutes.
ACT 1 | "SHATTERED HOMECOMING" 4.03*
Dec 7th, 2022
pw384
marathon A map with a drain time of over 5 minutes.
3.38
/ 5.00 from
24 votes
#1375
Pianom - Insaengui Huejeonmongma(ppongjjak ver.)
Happil 5.00*
Mar 8th, 2017
jieusieu
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.
Happil 5.00*
Mar 8th, 2017
jieusieu
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.
3.37
/ 5.00 from
28 votes
#1376
Silentroom - Protoflicker
Master 6.48*
Apr 18th, 2020
DeRandom Otaku
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , 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.
Master 6.48*
Apr 18th, 2020
DeRandom Otaku
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , 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.
3.36
/ 5.00 from
32 votes
#1377
Tatsh - reunion <Platinum Long Version>
Collab Expert 6.70*
Feb 8th, 2023
Luscent and Mordred
collab A map with two or more associated mappers.
Collab Expert 6.70*
Feb 8th, 2023
Luscent and Mordred
collab A map with two or more associated mappers.
3.39
/ 5.00 from
24 votes
#1378
Hirose Kohmi - promise
geddan 6.59*
Aug 1st, 2020
Luscent
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.
geddan 6.59*
Aug 1st, 2020
Luscent
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.
3.30
/ 5.00 from
59 votes
#1379
yax03 - down
down vs. nasmoeb 8.55*
Jun 15th, 2026
Beomsan and Down
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
down vs. nasmoeb 8.55*
Jun 15th, 2026
Beomsan and Down
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.33
/ 5.00 from
38 votes
#1380
3.37
/ 5.00 from
27 votes
#1381
BEMANI Sound Team "Sota Fujimori" - OZONE
Frakturehawkens' EX 6.19*
Feb 26th, 2023
Frakturehawkens
tech Tests uncommon skills. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Frakturehawkens' EX 6.19*
Feb 26th, 2023
Frakturehawkens
tech Tests uncommon skills. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.37
/ 5.00 from
25 votes
#1382
Okui Masami - FISSION
Insane 4.88*
Apr 9th, 2014
Asagi
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 4.88*
Apr 9th, 2014
Asagi
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.
3.37
/ 5.00 from
27 votes
#1384
NSMZQ - cream
aaaaaaaa 6.23*
Nov 21st, 2024
Chugger
repetition Features the use of recognizable identical patterns or gameplay elements. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , geometric Incorporates geometric shapes within the map's visual design. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
aaaaaaaa 6.23*
Nov 21st, 2024
Chugger
repetition Features the use of recognizable identical patterns or gameplay elements. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , geometric Incorporates geometric shapes within the map's visual design. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
4.55
/ 5.00 from
20 votes
#1385
DJ Earworm - United State of Pop 2009 (Blame It on the Pop)
Renaissance 3.89*
Oct 20th, 2022
vyper
old-style revival Emulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia. , custom skin Utilizes custom skin elements and graphics. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Renaissance 3.89*
Oct 20th, 2022
vyper
old-style revival Emulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia. , custom skin Utilizes custom skin elements and graphics. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.51
/ 5.00 from
20 votes
#1386
LiSA - Rising Hope (TV Size)
Skystar's extrA 5.31*
Jun 7th, 2014
Skystar
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in.
Skystar's extrA 5.31*
Jun 7th, 2014
Skystar
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in.
3.49
/ 5.00 from
22 votes
#1387
Nakajima Megumi - TRY UNITE! (aran Remix)
Arles 7.18*
Jun 4th, 2015
elchxyrlia
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. , marathon A map with a drain time of over 5 minutes.
Arles 7.18*
Jun 4th, 2015
elchxyrlia
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. , marathon A map with a drain time of over 5 minutes.
3.33
/ 5.00 from
38 votes
#1388
MAISONdes - Tokyo Shandy Rendez-vous feat. KAF, Tsumiki
Take on me!! 6.63*
Aug 28th, 2023
Asahina Momoko
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , 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. , slidershapes Uses a large variety of slider designs. , high sv Features prominent high slider velocity usage as a key part of map design.
Take on me!! 6.63*
Aug 28th, 2023
Asahina Momoko
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , 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. , slidershapes Uses a large variety of slider designs. , high sv Features prominent high slider velocity usage as a key part of map design.
3.35
/ 5.00 from
28 votes
#1389
DDR Mario Mix - Underground Mozart
Impossible 4.40*
Sep 16th, 2008
ash
repetition Features the use of recognizable identical patterns or gameplay elements. , simple Accessible and straightforward map design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , geometric Incorporates geometric shapes within the map's visual design. , storyboard Contains a storyboard that enhances gameplay experience. , playfield usage Includes deliberate use of the playfield within the map design. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Impossible 4.40*
Sep 16th, 2008
ash
repetition Features the use of recognizable identical patterns or gameplay elements. , simple Accessible and straightforward map design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , geometric Incorporates geometric shapes within the map's visual design. , storyboard Contains a storyboard that enhances gameplay experience. , playfield usage Includes deliberate use of the playfield within the map design. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.88
/ 5.00 from
18 votes
#1390
Children Of Bodom - Tie My Rope
body like a roadmap of pain 8.68*
Aug 16th, 2020
Mazzerin
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
body like a roadmap of pain 8.68*
Aug 16th, 2020
Mazzerin
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
3.37
/ 5.00 from
25 votes
#1391
Hanataba - Night of Knights
DJPop's Extra Stage 5.39*
Apr 24th, 2009
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , simple Accessible and straightforward map design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
DJPop's Extra Stage 5.39*
Apr 24th, 2009
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , simple Accessible and straightforward map design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.36
/ 5.00 from
29 votes
#1393
goreshit - i love you more each time you die
eternal love 7.24*
May 3rd, 2019
DE ME TO RI
marathon A map with a drain time of over 5 minutes.
eternal love 7.24*
May 3rd, 2019
DE ME TO RI
marathon A map with a drain time of over 5 minutes.
3.88
/ 5.00 from
22 votes
#1394
bye2 - onionfriends2004
deru? 7.02*
Jan 17th, 2024
Cofffelo and Mekagamez
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes.
deru? 7.02*
Jan 17th, 2024
Cofffelo and Mekagamez
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes.
3.35
/ 5.00 from
33 votes
#1395
Jane's Addiction - Summertime Rolls
The sand between our toes 6.66*
Aug 6th, 2019
squirrelpascals
progression Contains a gradual advancement in difficulty or concept across the map. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , 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. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
The sand between our toes 6.66*
Aug 6th, 2019
squirrelpascals
progression Contains a gradual advancement in difficulty or concept across the map. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , 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. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.30
/ 5.00 from
52 votes
#1396
Hitori Tori - perthed again (yambabom remix)
ddm's Fat Extra 6.83*
Apr 2nd, 2026
ddm
large circles Uses larger-than-usual circles. Typically refers to maps with circle sizes below 3. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
ddm's Fat Extra 6.83*
Apr 2nd, 2026
ddm
large circles Uses larger-than-usual circles. Typically refers to maps with circle sizes below 3. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
3.33
/ 5.00 from
35 votes
#1397
xaev - the elon musk soundcloud acquisition
kglfdsjvfy:3kglowitoib:3dkgmnyok... 4.45*
Apr 13th, 2023
wafer
kglfdsjvfy:3kglowitoib:3dkgmnyok... 4.45*
Apr 13th, 2023
wafer
3.35
/ 5.00 from
29 votes
#1398
Hana - Kuukirikigaku Shoujo to Shounen no Uta
PandaHero & Luscent's Collab Ano... 5.52*
Dec 27th, 2020
PandaHero and Luscent
keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , collab A map with two or more associated mappers.
PandaHero & Luscent's Collab Ano... 5.52*
Dec 27th, 2020
PandaHero and Luscent
keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , collab A map with two or more associated mappers.
3.79
/ 5.00 from
21 votes
#1400
3.75
/ 5.00 from
22 votes
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