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Highest Rated Maps of All Time

#351
Acme Iku - chaosmaid (demo)
Lesjuh '09 5.40*
Nov 28th, 2011
Lesjuh
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.82 / 5.00 from 56 votes
#352
Seiryu - Ultramarine
yf's Expert 6.27*
Jul 27th, 2013
yf_bmp
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.07 / 5.00 from 26 votes
#353
Soushi Sakiyama - Gyakkou
Anterograde 6.37*
Jan 21st, 2022
Gillstar
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs.
3.72 / 5.00 from 89 votes
#354
Havok - Postmortem/Raining Blood (Slayer cover)
Vengeance 8.50*
May 31st, 2021
Mazzerin
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. , 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. , tournament custom A custom map for a playing tournament.
3.95 / 5.00 from 32 votes
#355
Fractal - Spection
Quantum Flux 5.89*
Apr 15th, 2019
rrtyui, NeilPerry, Sing and Sharu
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , collab A map with two or more associated mappers. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures.
3.88 / 5.00 from 44 votes
#356
Ito Kashitaro - Kyouhansha
UC's Expert 6.21*
Nov 27th, 2018
UndeadCapulet
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , freeform An unrestrained and loose approach towards visual structure. , progression Contains a gradual advancement in difficulty or concept across the map. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
3.89 / 5.00 from 42 votes
#357
Sakuzyo - FAFNIR
-kevincela-'s Extreme 6.10*
Jul 17th, 2018
-kevincela-
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. , 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.
3.96 / 5.00 from 32 votes
#358
Frums - I Can't Even Remember My Own Name
Reborn 5.59*
Feb 14th, 2023
kiddly and PandaHero
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. , collab A map with two or more associated mappers. , 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
3.78 / 5.00 from 62 votes
#359
Caramell - Caramelldansen (Speedycake Remix)
LESJUH DIFFICULTY!! 4.75*
Jan 17th, 2010
Lesjuh
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , 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. , freeform An unrestrained and loose approach towards visual structure.
3.86 / 5.00 from 46 votes
#360
Rita - Beyond the Eternity
Desolation 6.21*
Mar 31st, 2018
Delis and CalstoneLightO
collab A map with two or more associated mappers. , 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. , geometric Incorporates geometric shapes within the map's visual design.
4.01 / 5.00 from 31 votes
#361
angela - Shangri-La
Hard 4.13*
Oct 12th, 2010
GladiOol
difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , freeform An unrestrained and loose approach towards visual structure.
3.89 / 5.00 from 39 votes
#362
Drake - Nice For What
Expert 6.10*
Jan 10th, 2019
UndeadCapulet
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , freeform An unrestrained and loose approach towards visual structure.
3.67 / 5.00 from 134 votes
#363
POCAH - Nao sou obrigada
Funk 6.09*
Dec 20th, 2022
jamesjan3
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. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
3.83 / 5.00 from 51 votes
#364
RSP - The First Star
S h i a's Insane 5.33*
Apr 15th, 2012
S h i a
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design.
3.97 / 5.00 from 34 votes
#365
School Food Punishment - in bloom
Insane 5.04*
Dec 20th, 2014
Irie Miyuki
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.
3.91 / 5.00 from 39 votes
#366
black midi - Welcome To Hell
pocket's providence 6.83*
Dec 18th, 2023
pocket-
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , chaotic Unpredictable map design, often testing unusual skillsets. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , slidershapes Uses a large variety of slider designs.
3.72 / 5.00 from 86 votes
#367
Sewerslvt - Mr. Kill Myself
Darkness 5.51*
Feb 20th, 2020
Matrix
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , marathon A map with a drain time of over 5 minutes. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.70 / 5.00 from 101 votes
#368
Yorushika - Hachigatsu, Bou, Tsukiakari
Extra 6.04*
May 22nd, 2019
Delis
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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design.
3.87 / 5.00 from 45 votes
#369
Saki Kabata - LONELY ROLLING STAR
* 5.39*
Aug 24th, 2024
Mattay
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , 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. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs.
3.72 / 5.00 from 79 votes
#370
Streetlight Manifesto - Point / Counterpoint
Forever 6.17*
May 26th, 2023
olc
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.96 / 5.00 from 31 votes
#371
Yonezu Kenshi - LOSER
WINNER 5.51*
Jul 23rd, 2019
Skystar
swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , mapping contest An entry for a mapping contest. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
3.74 / 5.00 from 73 votes
#372
VINXIS - Left Behind
Hollow 5.77*
Dec 9th, 2019
EririSawamura
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , 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.
3.89 / 5.00 from 37 votes
#373
IOSYS - Tanoshii Yoru no Ochakai - Ringo's Tea Party
Extra 5.96*
Jan 9th, 2016
Frey
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.
3.94 / 5.00 from 33 votes
#374
MitiS - Living Color (Dezpot Remix)
Vividness 6.34*
Feb 27th, 2018
rrtyui, Bonzi, ProfessionalBox and byfar
tech Tests uncommon skills. , collab A map with two or more associated mappers. , 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. , storyboard Contains a storyboard that enhances gameplay experience. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.77 / 5.00 from 59 votes
#375
nameless - Milk Crown on Sonnetica
apple's Expert 6.10*
Nov 18th, 2017
Mint
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.
4.01 / 5.00 from 25 votes
#376
Sawai Miku - Colorful. (Asterisk DnB Remix)
Megumi 5.49*
Jun 28th, 2015
Skystar
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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
3.85 / 5.00 from 43 votes
#377
Hana - Tenkyuu no Shita no Kiseki
III.A Nice Derangement of Epitaphs 5.17*
Jan 5th, 2020
gust
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. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.10 / 5.00 from 29 votes
#378
Caravan Palace - Dragons
Insane 5.30*
Mar 20th, 2012
Charles445
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.83 / 5.00 from 46 votes
#379
Dio ft. Sef - Tijdmachine
Lesjuh! '11 5.09*
Dec 19th, 2011
Lesjuh
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. , geometric Incorporates geometric shapes within the map's visual design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.71 / 5.00 from 87 votes
#380
Deathsquad - Purgatory Power
See you in hell 9.17*
May 3rd, 2025
THORWAVE
marathon A map with a drain time of over 5 minutes. , repetition Features the use of recognizable identical patterns or gameplay elements. , 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.
3.86 / 5.00 from 40 votes
#381
KOTOKO - agony
Insane 4.15*
Dec 1st, 2007
K-S-O
precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , freeform An unrestrained and loose approach towards visual structure. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , simple Accessible and straightforward map design. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.72 / 5.00 from 79 votes
#382
Sota Fujimori - ACCELERATE
Extra (#1) 5.66*
Jul 26th, 2019
Chaoslitz
mapping contest An entry for a mapping contest. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.07 / 5.00 from 23 votes
#383
glass beach - cold weather
extra 5.33*
Nov 14th, 2020
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.
3.90 / 5.00 from 38 votes
#384
BUTAOTOME - Makkuro na Yuki
Green Jealousy 5.49*
Jan 22nd, 2018
CalstoneLightO and Mirash
collab A map with two or more associated mappers. , 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.
4.05 / 5.00 from 28 votes
#385
nano - Nevereverland
Insane 5.43*
Jul 12th, 2013
Nyquill
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.
3.86 / 5.00 from 43 votes
#386
yambabom - Over my head
Insane 6.31*
Aug 18th, 2012
Zapy
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.99 / 5.00 from 28 votes
#387
Renard - Pyramid Head Is The World's Greatest Lover
LC's Extra 5.32*
Jun 6th, 2022
La Cataline
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.02 / 5.00 from 27 votes
#388
Two Door Cinema Club - Cigarettes In The Theatre
Insane 4.53*
Dec 9th, 2011
Lesjuh
simple Accessible and straightforward map design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.85 / 5.00 from 40 votes
#389
DJ Mars - Lemon Tree
Hard 4.12*
Nov 6th, 2009
mm201
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. , geometric Incorporates geometric shapes within the map's visual design. , iNiS-style A simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.03 / 5.00 from 25 votes
#390
nomico - Bad Apple!!
Hard 3.47*
May 18th, 2009
James
simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , freeform An unrestrained and loose approach towards visual structure.
3.95 / 5.00 from 34 votes
#391
yanaginagi - Killer Song (Short Ver.)
Insane 5.11*
May 24th, 2012
terametis
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
3.98 / 5.00 from 28 votes
#392
Memme - Acid Burst
Priti & Bonzi's Ultra 6.84*
Jun 10th, 2016
Bonzi and Avena
collab A map with two or more associated mappers. , tech Tests uncommon skills. , 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. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.81 / 5.00 from 46 votes
#393
Camellia - Fastest Crash
RLC's Paroxysm 6.59*
Aug 15th, 2015
RLC
tech Tests uncommon skills. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders.
3.82 / 5.00 from 47 votes
#394
yuikonnu - Ai no Scenario
Extra 5.63*
Mar 21st, 2015
Guy
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. , 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.
3.93 / 5.00 from 33 votes
#395
Hana - Kuukirikigaku Shoujo to Shounen no Uta
Wonderful Everyday 6.19*
Dec 27th, 2020
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. , 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. , simple Accessible and straightforward map design. , slidershapes Uses a large variety of slider designs.
3.72 / 5.00 from 76 votes
#396
Vektor - Cosmic Cortex
Ascendancy 7.68*
Oct 31st, 2015
Mazzerin
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. , 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.
3.94 / 5.00 from 30 votes
#397
Linkin Park - Guilty All The Same (feat. Rakim)
ACT 4 | "THE REBORN" 6.81*
Dec 7th, 2022
pw384
visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , playfield usage Includes deliberate use of the playfield within the 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. , marathon A map with a drain time of over 5 minutes.
3.73 / 5.00 from 69 votes
#398
Himeringo - Kodoku no Kakurenbo
Horror 7.29*
Apr 23rd, 2016
Asahina Momoko
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. , 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.
3.84 / 5.00 from 45 votes
#399
Camellia feat. Nanahira - Seashore on the Moon
where the fisherman sings his lo... 7.03*
Oct 23rd, 2017
melloe
repetition Features the use of recognizable identical patterns or gameplay elements. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.76 / 5.00 from 58 votes
#400
Nujabes - Luv(sic) Part 1-6 feat. Shing02
Lovesick 5.70*
Feb 14th, 2026
Zelq
gungathon A map with a drain time of over 10 minutes. , multi-song Contains multiple songs within the audio. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , simple Accessible and straightforward map design.
3.77 / 5.00 from 55 votes
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