Highest Rated Maps of All Time
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#401
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.
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
#402
kamome sano - A Day in the S.I.O.U.
Chloe Lemaire 5.84*
Jun 3rd, 2015
Asahina Momoko
tech Tests uncommon skills. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes.
Chloe Lemaire 5.84*
Jun 3rd, 2015
Asahina Momoko
tech Tests uncommon skills. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes.
4.21
/ 5.00 from
24 votes
#403
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.83
/ 5.00 from
46 votes
#404
monet - Kagami no Sekai ni wa Watashi shika Inai -another version-
End sky 6.33*
Dec 16th, 2017
Mirash
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. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
End sky 6.33*
Dec 16th, 2017
Mirash
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. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.82
/ 5.00 from
46 votes
#405
BEMANI Sound Team "Nekomata Master" - The last of world music
Kalibe's Expert 6.44*
Mar 17th, 2022
Kalibe
mapping contest An entry for a mapping contest. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs.
Kalibe's Expert 6.44*
Mar 17th, 2022
Kalibe
mapping contest An entry for a mapping contest. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs.
3.81
/ 5.00 from
49 votes
#406
siromaru - Absurd Gaff
Maniac 7.24*
Feb 5th, 2015
rustbell
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. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Maniac 7.24*
Feb 5th, 2015
rustbell
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. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.88
/ 5.00 from
39 votes
#407
void - Sudden Romance
Intelligence 7.49*
Jan 16th, 2016
rustbell
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects.
Intelligence 7.49*
Jan 16th, 2016
rustbell
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects.
3.96
/ 5.00 from
31 votes
#408
Dio feat. Sef - Aye
Lesjuh's Aye!! 4.68*
Nov 18th, 2021
Lesjuh
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
Lesjuh's Aye!! 4.68*
Nov 18th, 2021
Lesjuh
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.78
/ 5.00 from
54 votes
#409
beatMARIO - Sousei (Driving style)
Fatfan style 5.36*
Jun 9th, 2026
Fatfan Kolek
geometric Incorporates geometric shapes within the map's visual design. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , chaotic Unpredictable map design, often testing unusual skillsets.
Fatfan style 5.36*
Jun 9th, 2026
Fatfan Kolek
geometric Incorporates geometric shapes within the map's visual design. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , chaotic Unpredictable map design, often testing unusual skillsets.
3.77
/ 5.00 from
50 votes
#410
OSTER project - piano x forte
Fortissimo 6.18*
Jun 20th, 2021
DeviousPanda
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , tournament custom A custom map for a playing tournament. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , complex snap divisors Uses mixed or unusual snap divisors in order to test the player's tapping ability.
Fortissimo 6.18*
Jun 20th, 2021
DeviousPanda
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , tournament custom A custom map for a playing tournament. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , complex snap divisors Uses mixed or unusual snap divisors in order to test the player's tapping ability.
3.81
/ 5.00 from
45 votes
#411
kors k feat.RIRE - Nirvana(Camellia's "BinaryHeaven" Remix)
Skystar x Bonzi's Samsara 6.21*
Jun 21st, 2018
Skystar and Bonzi
tech Tests uncommon skills. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , 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. , slidershapes Uses a large variety of slider designs.
Skystar x Bonzi's Samsara 6.21*
Jun 21st, 2018
Skystar and Bonzi
tech Tests uncommon skills. , collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , 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. , slidershapes Uses a large variety of slider designs.
3.81
/ 5.00 from
47 votes
#412
Hana - Sakura to Kotori
Laurier's Insane 5.38*
Mar 22nd, 2016
Laurier
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.
Laurier's Insane 5.38*
Mar 22nd, 2016
Laurier
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.
3.97
/ 5.00 from
26 votes
#413
Frums (unknown "lambda") - 19ZZ
D083F431190D51707475CB37EDF4F1E5 6.87*
Nov 26th, 2023
pocket-
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. , playfield usage Includes deliberate use of the playfield within the map design.
D083F431190D51707475CB37EDF4F1E5 6.87*
Nov 26th, 2023
pocket-
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. , playfield usage Includes deliberate use of the playfield within the map design.
3.69
/ 5.00 from
78 votes
#414
Culprate - Beast (Vorso Remix)
Hunted 6.83*
Dec 14th, 2021
Mir
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. , chaotic Unpredictable map design, often testing unusual skillsets. , 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. , slidershapes Uses a large variety of slider designs.
Hunted 6.83*
Dec 14th, 2021
Mir
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. , chaotic Unpredictable map design, often testing unusual skillsets. , 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. , slidershapes Uses a large variety of slider designs.
3.89
/ 5.00 from
34 votes
#415
Yin Lin - Lu Gu Xun Meng
May 5.25*
Mar 6th, 2019
AIR
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , 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.
May 5.25*
Mar 6th, 2019
AIR
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , 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.
3.98
/ 5.00 from
29 votes
#416
Annabel - Signal Graph
Skystar's Chocolate 5.46*
Mar 6th, 2016
Skystar
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Skystar's Chocolate 5.46*
Mar 6th, 2016
Skystar
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.84
/ 5.00 from
40 votes
#417
monet - Noborenai Sakamichi
Delis' Insane 5.39*
Dec 31st, 2017
Delis
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , simple Accessible and straightforward map design.
Delis' Insane 5.39*
Dec 31st, 2017
Delis
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , simple Accessible and straightforward map design.
3.81
/ 5.00 from
47 votes
#418
Rory in early 20s - Wa Yoderi
Apocryphal Metempsychosis 7.14*
May 17th, 2022
Halgoh
tech Tests uncommon skills. , keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song. , 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.
Apocryphal Metempsychosis 7.14*
May 17th, 2022
Halgoh
tech Tests uncommon skills. , keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song. , 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.
3.73
/ 5.00 from
66 votes
#419
MORGENSHTERN - LEGENDARNAYA PYL'
SOLEVOY KLYUCHIK 6.50*
May 12th, 2025
Silverboxer, Melter, KomachiBaka, Frakturehawkens, Delette, Sanch-KK, kuyusu and MeowUsername
tech Tests uncommon skills. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , marathon A map with a drain time of over 5 minutes. , chaotic Unpredictable map design, often testing unusual skillsets. , multi-song Contains multiple songs within the audio. , megacollab A map with 8 or more associated mappers.
SOLEVOY KLYUCHIK 6.50*
May 12th, 2025
Silverboxer, Melter, KomachiBaka, Frakturehawkens, Delette, Sanch-KK, kuyusu and MeowUsername
tech Tests uncommon skills. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , marathon A map with a drain time of over 5 minutes. , chaotic Unpredictable map design, often testing unusual skillsets. , multi-song Contains multiple songs within the audio. , megacollab A map with 8 or more associated mappers.
4.03
/ 5.00 from
23 votes
#420
Chata - enn
Collab Lunatic 5.10*
Mar 19th, 2017
Seikatu and CalstoneLightO
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.
Collab Lunatic 5.10*
Mar 19th, 2017
Seikatu and CalstoneLightO
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.
3.87
/ 5.00 from
37 votes
#421
TOMINAGA TOMMY HIROAKI - JoJo ~Sono Chi no Sadame~ Archetype MIX Ver.
Overdrive 6.20*
Apr 1st, 2018
Delis
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , geometric Incorporates geometric shapes within the map's visual design.
Overdrive 6.20*
Apr 1st, 2018
Delis
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , geometric Incorporates geometric shapes within the map's visual design.
3.76
/ 5.00 from
57 votes
#422
USAO - Get on
Injection 6.61*
May 1st, 2017
sionKotori
tech Tests uncommon skills. , 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.
Injection 6.61*
May 1st, 2017
sionKotori
tech Tests uncommon skills. , 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.
3.98
/ 5.00 from
25 votes
#423
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.
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.
4.11
/ 5.00 from
29 votes
#424
Nekomata Master+ - chaos eater -IIDX edition-
HUNGER 6.30*
Oct 11th, 2022
pocket-
repetition Features the use of recognizable identical patterns or gameplay elements. , slidershapes Uses a large variety of slider designs. , tech Tests uncommon skills. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
HUNGER 6.30*
Oct 11th, 2022
pocket-
repetition Features the use of recognizable identical patterns or gameplay elements. , slidershapes Uses a large variety of slider designs. , tech Tests uncommon skills. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.74
/ 5.00 from
56 votes
#425
IOSYS - Chanteikku Sanyousei no Itazura Daisensou
Crazy Jay 5.05*
Jun 5th, 2011
Crazy Jay
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , 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. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
Crazy Jay 5.05*
Jun 5th, 2011
Crazy Jay
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , 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. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.95
/ 5.00 from
28 votes
#426
ave;new feat. Shirasawa Rie - MAYBE ROSY KISS -HARD dRESS STYLE-
MAYBE POSSIBLE 6.53*
Apr 25th, 2014
[CSGA]Ar3sgice
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , 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.
MAYBE POSSIBLE 6.53*
Apr 25th, 2014
[CSGA]Ar3sgice
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , freeform An unrestrained and loose approach towards visual structure.
3.91
/ 5.00 from
35 votes
#427
Niko - Made of Fire
Heavy 4.47*
Nov 8th, 2009
Lesjuh
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , simple Accessible and straightforward map design. , 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.
Heavy 4.47*
Nov 8th, 2009
Lesjuh
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , simple Accessible and straightforward map design. , 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.
3.86
/ 5.00 from
39 votes
#428
Luze - HERA (LONG Version)
Pais, Teleia, Chera 8.77*
Nov 20th, 2021
hehe
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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , marathon A map with a drain time of over 5 minutes. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Pais, Teleia, Chera 8.77*
Nov 20th, 2021
hehe
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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , marathon A map with a drain time of over 5 minutes. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.81
/ 5.00 from
41 votes
#429
aran - Ripples (DJ Noriken Remix)
The Horizon 6.52*
Dec 17th, 2024
melloe
repetition Features the use of recognizable identical patterns or gameplay elements. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , marathon A map with a drain time of over 5 minutes.
The Horizon 6.52*
Dec 17th, 2024
melloe
repetition Features the use of recognizable identical patterns or gameplay elements. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , marathon A map with a drain time of over 5 minutes.
3.72
/ 5.00 from
62 votes
#430
cYsmix feat. Emmy - Tear Rain
Insane 3.81*
Jan 21st, 2014
jonathanlfj
mapping contest An entry for a mapping contest. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
Insane 3.81*
Jan 21st, 2014
jonathanlfj
mapping contest An entry for a mapping contest. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
3.84
/ 5.00 from
39 votes
#431
Harada Hitomi, Kayano Ai & Ogura Yui - Maware! Setsugekka (TV Size)
Skystar 5.38*
Nov 8th, 2013
Skystar
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Skystar 5.38*
Nov 8th, 2013
Skystar
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.91
/ 5.00 from
32 votes
#432
Liz Triangle - Koisuru <3 Recipe
Lunatic 5.28*
Jun 23rd, 2024
Holoaz
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.
Lunatic 5.28*
Jun 23rd, 2024
Holoaz
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.
3.75
/ 5.00 from
54 votes
#433
Jun.A - The Fairy's Adventurous Tale
kiddly's Extreme 6.31*
Feb 20th, 2011
kiddly
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. , geometric Incorporates geometric shapes within the map's visual design.
kiddly's Extreme 6.31*
Feb 20th, 2011
kiddly
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. , geometric Incorporates geometric shapes within the map's visual design.
4.03
/ 5.00 from
24 votes
#434
Reol - Gokusaishiki
HW's Another 4.86*
May 16th, 2016
Hollow Wings
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. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
HW's Another 4.86*
May 16th, 2016
Hollow Wings
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. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.93
/ 5.00 from
32 votes
#435
Tommy heavenly6 - monochrome rainbow
Insane 4.25*
Jun 5th, 2015
Damnae
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.
Insane 4.25*
Jun 5th, 2015
Damnae
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.
3.80
/ 5.00 from
44 votes
#436
Uchu Conbini - Compass
Space 5.83*
Apr 9th, 2021
RLC and Sing
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , 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.
Space 5.83*
Apr 9th, 2021
RLC and Sing
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , 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.
3.80
/ 5.00 from
43 votes
#437
yuikonnu & ayaponzu* - Happy Halloween
Happy Halloween 5.36*
Mar 5th, 2018
Loneight
swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , complex snap divisors Uses mixed or unusual snap divisors in order to test the player's tapping ability.
Happy Halloween 5.36*
Mar 5th, 2018
Loneight
swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , complex snap divisors Uses mixed or unusual snap divisors in order to test the player's tapping ability.
3.88
/ 5.00 from
34 votes
#438
Hatsune Miku - Electric Love (t+pazolite Overcute Remix)
Overcute 6.94*
May 11th, 2012
Zapy
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , 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.
Overcute 6.94*
May 11th, 2012
Zapy
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.17
/ 5.00 from
25 votes
#439
Chikamori Kayako - Kigurumi Sungeki
Labyrinth of Steam 6.39*
May 6th, 2021
Mirash
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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , tournament custom A custom map for a playing tournament. , 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. , geometric Incorporates geometric shapes within the map's visual design.
Labyrinth of Steam 6.39*
May 6th, 2021
Mirash
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. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , tournament custom A custom map for a playing tournament. , 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. , geometric Incorporates geometric shapes within the map's visual design.
3.65
/ 5.00 from
93 votes
#440
Cocteau Twins - Summerhead
nomadic 5.87*
Nov 21st, 2023
mapping cancer
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. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
nomadic 5.87*
Nov 21st, 2023
mapping cancer
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. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.72
/ 5.00 from
63 votes
#441
Shibayan feat. 3L - Getsurei 11.3 no Candle Magic
Extra Stage 5.13*
Mar 28th, 2021
RLC
marathon A map with a drain time of over 5 minutes. , 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.
Extra Stage 5.13*
Mar 28th, 2021
RLC
marathon A map with a drain time of over 5 minutes. , 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.
3.78
/ 5.00 from
46 votes
#442
Halozy - 143 (extended mix)
Everlasting Promise 5.72*
Mar 9th, 2021
celerih
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , stamina Tests a player's ability to tap dense rhythms over long periods of time.
Everlasting Promise 5.72*
Mar 9th, 2021
celerih
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , stamina Tests a player's ability to tap dense rhythms over long periods of time.
4.02
/ 5.00 from
24 votes
#443
ClariS - Connect (TV Size)
Crazy Jay 4.39*
Feb 2nd, 2011
Crazy Jay
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , 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.
Crazy Jay 4.39*
Feb 2nd, 2011
Crazy Jay
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object.
3.92
/ 5.00 from
30 votes
#444
Demetori - Higan Kikou ~ View of The River Styx
Extra Stage 6.16*
Apr 23rd, 2015
GoldenWolf
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , marathon A map with a drain time of over 5 minutes. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extra Stage 6.16*
Apr 23rd, 2015
GoldenWolf
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , marathon A map with a drain time of over 5 minutes. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.84
/ 5.00 from
37 votes
#445
Nanahoshi Kangengakudan - Rubik's Cube
Love x Hate x Indifference 8.18*
Apr 4th, 2025
Heilia
tournament custom A custom map for a playing tournament. , 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. , 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.
Love x Hate x Indifference 8.18*
Apr 4th, 2025
Heilia
tournament custom A custom map for a playing tournament. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design.
3.85
/ 5.00 from
36 votes
#446
Lemon Demon - Hyakugojyuuichi 2003
Colin Mochrie 7.07*
May 2nd, 2025
Bive
reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , chaotic Unpredictable map design, often testing unusual skillsets. , video gimmick Employs patterning that closely references the included background video. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , geometric Incorporates geometric shapes within the map's visual design. , old-style revival Emulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia. , 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.
Colin Mochrie 7.07*
May 2nd, 2025
Bive
reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , chaotic Unpredictable map design, often testing unusual skillsets. , video gimmick Employs patterning that closely references the included background video. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , geometric Incorporates geometric shapes within the map's visual design. , old-style revival Emulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object.
3.71
/ 5.00 from
61 votes
#447
Mid-Air Thief - Ahhhh, These Chains!
Soooo Heavy 5.22*
Apr 21st, 2022
Mizunashi Akari
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , 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.
Soooo Heavy 5.22*
Apr 21st, 2022
Mizunashi Akari
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , 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.
3.64
/ 5.00 from
108 votes
#448
jun - KIMONO <3 PRINCESS
deetz' EX 6.09*
Jan 6th, 2024
ac8129464363
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , 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.
deetz' EX 6.09*
Jan 6th, 2024
ac8129464363
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
3.72
/ 5.00 from
64 votes
#449
FELT - After rain
muffled voice 3.96*
Jul 25th, 2017
UndeadCapulet
simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures.
muffled voice 3.96*
Jul 25th, 2017
UndeadCapulet
simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures.
3.96
/ 5.00 from
29 votes
#450
Spide - Ama no Hane wa Kami no Gotoshi
Intertextuality 5.52*
Oct 14th, 2019
tatemae
low sv Features prominent low sv usage as a key part of map design. , 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. , freeform An unrestrained and loose approach towards visual structure. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
Intertextuality 5.52*
Oct 14th, 2019
tatemae
low sv Features prominent low sv usage as a key part of map design. , 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. , freeform An unrestrained and loose approach towards visual structure. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
3.88
/ 5.00 from
33 votes
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