Highest Rated Maps of All Time
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#1
Camellia - Exit This Earth's Atomosphere
Evolution 7.77*
Nov 9th, 2016
rrtyui
techTests uncommon skills., marathonA map with a drain time of over 5 minutes., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., chaoticUnpredictable map design, often testing unusual skillsets., geometricIncorporates geometric shapes within the map's visual design., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., spaced streamsStreams with large spacing, typically ones where the notes don't overlap., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Evolution 7.77*
Nov 9th, 2016
rrtyui
techTests uncommon skills., marathonA map with a drain time of over 5 minutes., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., chaoticUnpredictable map design, often testing unusual skillsets., geometricIncorporates geometric shapes within the map's visual design., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., spaced streamsStreams with large spacing, typically ones where the notes don't overlap., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.90
/ 5.00 from
272 votes
#2
bermei.inazawa feat. Shimotsuki Haruka - Taitou no Suika
where i was buried 7.06*
May 29th, 2024
fanzhen0019
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., progressionContains a gradual advancement in difficulty or concept across the map., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., marathonA map with a drain time of over 5 minutes., avant-gardeEmploys boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., slider animationSuccession of sliders as individual frames to create the illusion of fluid motion.
where i was buried 7.06*
May 29th, 2024
fanzhen0019
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., progressionContains a gradual advancement in difficulty or concept across the map., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., marathonA map with a drain time of over 5 minutes., avant-gardeEmploys boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., slider animationSuccession of sliders as individual frames to create the illusion of fluid motion.
3.84
/ 5.00 from
195 votes
#3
Apink - NoNoNo
baka 6.84*
Jul 18th, 2026
Maria Iskariot
complex svFeatures large changes in slider velocity., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., wide aimPatterns, usually jumps, with heavy use of wide angle movement., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., playfield usageIncludes deliberate use of the playfield within the map design., double tapsPatterns that require tapping on both keys simultaneously, through 2B or very fast doubles., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
baka 6.84*
Jul 18th, 2026
Maria Iskariot
complex svFeatures large changes in slider velocity., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., wide aimPatterns, usually jumps, with heavy use of wide angle movement., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., playfield usageIncludes deliberate use of the playfield within the map design., double tapsPatterns that require tapping on both keys simultaneously, through 2B or very fast doubles., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.86
/ 5.00 from
130 votes
#4
paranoid void - Utsukushii Kodoku
Escapism 6.11*
Nov 16th, 2018
dsco
cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., repetitionFeatures the use of recognizable identical patterns or gameplay elements., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern.
Escapism 6.11*
Nov 16th, 2018
dsco
cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., repetitionFeatures the use of recognizable identical patterns or gameplay elements., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.83
/ 5.00 from
125 votes
#5
connsome - flat by second
Another 6.90*
Sep 2nd, 2024
ktgster
tournament customA custom map for a playing tournament., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 6.90*
Sep 2nd, 2024
ktgster
tournament customA custom map for a playing tournament., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.20
/ 5.00 from
28 votes
#6
Mago de Oz - Xanandra
Insane 6.48*
Mar 2nd, 2014
Luvdic
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., geometricIncorporates geometric shapes within the map's visual design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., jump aimFocuses 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 aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
Insane 6.48*
Mar 2nd, 2014
Luvdic
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., geometricIncorporates geometric shapes within the map's visual design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., jump aimFocuses 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 aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
3.75
/ 5.00 from
89 votes
#7
angela - Shangri-La
Hard 4.06*
Oct 12th, 2010
GladiOol
difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., freeformAn unrestrained and loose approach towards visual structure., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Hard 4.06*
Oct 12th, 2010
GladiOol
difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., freeformAn unrestrained and loose approach towards visual structure., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.89
/ 5.00 from
40 votes
#8
Cocteau Twins - Summerhead
nomadic 5.88*
Nov 21st, 2023
mapping cancer
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
nomadic 5.88*
Nov 21st, 2023
mapping cancer
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.74
/ 5.00 from
65 votes
#9
Hiroyuki Sawano feat. Mika Kobayashi - Bios
LKs' Another 6.30*
Jun 28th, 2012
LKs
freeformAn unrestrained and loose approach towards visual structure., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
LKs' Another 6.30*
Jun 28th, 2012
LKs
freeformAn unrestrained and loose approach towards visual structure., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
3.84
/ 5.00 from
44 votes
#10
Shiki mixed by Djsmalls - Air
Best map ever created 5.57*
Feb 12th, 2010
MegaManEXE
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., storyboardContains a storyboard that enhances gameplay experience.
Best map ever created 5.57*
Feb 12th, 2010
MegaManEXE
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., storyboardContains a storyboard that enhances gameplay experience.
3.83
/ 5.00 from
40 votes
#11
BAND-MAID - RINNE
REINCARNATION 6.92*
Jul 20th, 2020
Delis
chaoticUnpredictable map design, often testing unusual skillsets., progressionContains a gradual advancement in difficulty or concept across the map., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern.
REINCARNATION 6.92*
Jul 20th, 2020
Delis
chaoticUnpredictable map design, often testing unusual skillsets., progressionContains a gradual advancement in difficulty or concept across the map., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.66
/ 5.00 from
78 votes
#12
IOSYS - Hinarin no Yakui Kankei (Edit ver.)
Kuru-kurunatic 6.73*
Dec 7th, 2023
Luscent
repetitionFeatures the use of recognizable identical patterns or gameplay elements., wide aimPatterns, usually jumps, with heavy use of wide angle movement., tournament customA custom map for a playing tournament., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Kuru-kurunatic 6.73*
Dec 7th, 2023
Luscent
repetitionFeatures the use of recognizable identical patterns or gameplay elements., wide aimPatterns, usually jumps, with heavy use of wide angle movement., tournament customA custom map for a playing tournament., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.62
/ 5.00 from
90 votes
#13
Sound Horizon - Raijin no Hidariude
Insane 5.39*
Jul 27th, 2010
AngelHoney
wide aimPatterns, usually jumps, with heavy use of wide angle movement., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., storyboardContains a storyboard that enhances gameplay experience., custom skinUtilizes custom skin elements and graphics.
Insane 5.39*
Jul 27th, 2010
AngelHoney
wide aimPatterns, usually jumps, with heavy use of wide angle movement., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., storyboardContains a storyboard that enhances gameplay experience., custom skinUtilizes custom skin elements and graphics.
3.74
/ 5.00 from
42 votes
#14
FELT - New World
z1's Another 6.13*
Jan 16th, 2018
z1085684963
geometricIncorporates geometric shapes within the map's visual design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
z1's Another 6.13*
Jan 16th, 2018
z1085684963
geometricIncorporates geometric shapes within the map's visual design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.88
/ 5.00 from
23 votes
#15
The Doors - Light My Fire
Light My Fire 5.27*
Jan 15th, 2025
moonpoint
precisionColloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6., marathonA map with a drain time of over 5 minutes., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Light My Fire 5.27*
Jan 15th, 2025
moonpoint
precisionColloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6., marathonA map with a drain time of over 5 minutes., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.73
/ 5.00 from
34 votes
#16
IOSYS - Utage wa Eien ni ~SHD~
SOLO 5.21*
Sep 12th, 2009
DJPop
finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., distance snappedUses osu's in-built distance snap feature for most/all of the map.
SOLO 5.21*
Sep 12th, 2009
DJPop
finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.79
/ 5.00 from
25 votes
#17
Luschka - Kami no Kotoba
Rue's Extra 5.90*
Aug 20th, 2018
Rue
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern.
Rue's Extra 5.90*
Aug 20th, 2018
Rue
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.60
/ 5.00 from
40 votes
#18
beatMARIO - Night of Knights
SOLO 5.54*
May 23rd, 2010
DJPop
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., distance snappedUses osu's in-built distance snap feature for most/all of the map.
SOLO 5.54*
May 23rd, 2010
DJPop
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., distance snappedUses osu's in-built distance snap feature for most/all of the map.
4.02
/ 5.00 from
23 votes
#19
Cocteau Twins - Kookaburra
Nomadic 6.09*
Feb 8th, 2023
App
freeformAn unrestrained and loose approach towards visual structure., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., slidershapesUses a large variety of slider designs.
Nomadic 6.09*
Feb 8th, 2023
App
freeformAn unrestrained and loose approach towards visual structure., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., slidershapesUses a large variety of slider designs.
3.58
/ 5.00 from
40 votes
#20
New Order - Blue Monday
How does it feel? 5.74*
Jun 6th, 2024
Froslass
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., marathonA map with a drain time of over 5 minutes., slidershapesUses a large variety of slider designs., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
How does it feel? 5.74*
Jun 6th, 2024
Froslass
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., marathonA map with a drain time of over 5 minutes., slidershapesUses a large variety of slider designs., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.57
/ 5.00 from
38 votes
#21
lexycat - glitter *.+^
Shine! 6.26*
Jan 30th, 2026
Chromasia
large circlesUses larger-than-usual circles. Typically refers to maps with circle sizes below 3., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., storyboardContains a storyboard that enhances gameplay experience., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
Shine! 6.26*
Jan 30th, 2026
Chromasia
large circlesUses larger-than-usual circles. Typically refers to maps with circle sizes below 3., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., storyboardContains a storyboard that enhances gameplay experience., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.59
/ 5.00 from
31 votes
#22
Susumu Hirasawa - The Girl in Byakkoya
Paprika 5.54*
Jun 6th, 2020
Pata-Mon
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Paprika 5.54*
Jun 6th, 2020
Pata-Mon
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
4.05
/ 5.00 from
20 votes
#23
Rhapsody - Emerald Sword
Extreme 5.46*
Apr 10th, 2009
Duoprism
geometricIncorporates geometric shapes within the map's visual design., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
Extreme 5.46*
Apr 10th, 2009
Duoprism
geometricIncorporates geometric shapes within the map's visual design., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
3.54
/ 5.00 from
39 votes
#24
Tama - Saigetsu (Midnight Moon Walker Remix)
Lunatic 5.03*
Nov 2nd, 2012
Skystar
linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Lunatic 5.03*
Nov 2nd, 2012
Skystar
linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.56
/ 5.00 from
24 votes
#25
senya - Zetsubou no Fuchi
Abyssal 6.17*
Oct 12th, 2017
-Mo-
gimmickFocused on a single unique design or gameplay idea., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., storyboardContains a storyboard that enhances gameplay experience.
Abyssal 6.17*
Oct 12th, 2017
-Mo-
gimmickFocused on a single unique design or gameplay idea., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., storyboardContains a storyboard that enhances gameplay experience.
3.50
/ 5.00 from
32 votes
#26
YMCK - Family Dondon
Oni 5.62*
Jan 26th, 2010
Zekira
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., taikosuA map intended to produce an osu!taiko map when automatically converted via hitsounds.
Oni 5.62*
Jan 26th, 2010
Zekira
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., taikosuA map intended to produce an osu!taiko map when automatically converted via hitsounds.
3.56
/ 5.00 from
22 votes
#27
Kola Kid - timer
Extra 6.04*
Feb 2nd, 2020
Mirash
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
Extra 6.04*
Feb 2nd, 2020
Mirash
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.67
/ 5.00 from
22 votes
#28
Cranky - The Five
Another 5.49*
Jul 29th, 2010
tsuka
finger controlUses complex applications of rhythms in order to test the player's tapping ability., geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
Another 5.49*
Jul 29th, 2010
tsuka
finger controlUses complex applications of rhythms in order to test the player's tapping ability., geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.52
/ 5.00 from
24 votes
#29
Renard - Da Nu Nuttah
Nogard 5.98*
Mar 31st, 2013
Froslass
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Nogard 5.98*
Mar 31st, 2013
Froslass
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.62
/ 5.00 from
21 votes
#30
The Smiths - This Charming Man
Wonder 5.86*
Nov 6th, 2020
dsco
wide aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Wonder 5.86*
Nov 6th, 2020
dsco
wide aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.36
/ 5.00 from
45 votes
#31
Hanataba - Night of Knights
DJPop's Extra Stage 5.21*
Apr 24th, 2009
DJPop
simpleAccessible and straightforward map design., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., distance snappedUses osu's in-built distance snap feature for most/all of the map.
DJPop's Extra Stage 5.21*
Apr 24th, 2009
DJPop
simpleAccessible and straightforward map design., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.39
/ 5.00 from
30 votes
#32
Nanamori-chu * Goraku-bu - Happy Time wa Owaranai
Expert 7.04*
Jun 13th, 2019
IOException
geometricIncorporates geometric shapes within the map's visual design., jump aimFocuses 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., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Expert 7.04*
Jun 13th, 2019
IOException
geometricIncorporates geometric shapes within the map's visual design., jump aimFocuses 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., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.31
/ 5.00 from
58 votes
#33
IOSYS - Okuu's Nuclear Fusion Dojo
v2b's Insane 5.40*
Oct 9th, 2009
v2b
chaoticUnpredictable map design, often testing unusual skillsets., geometricIncorporates geometric shapes within the map's visual design., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
v2b's Insane 5.40*
Oct 9th, 2009
v2b
chaoticUnpredictable map design, often testing unusual skillsets., geometricIncorporates geometric shapes within the map's visual design., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
3.93
/ 5.00 from
19 votes
#34
Weezer - Buddy Holly
Extra (2021) 5.84*
Aug 18th, 2023
Rita Summers
freeformAn unrestrained and loose approach towards visual structure., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Extra (2021) 5.84*
Aug 18th, 2023
Rita Summers
freeformAn unrestrained and loose approach towards visual structure., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.34
/ 5.00 from
22 votes
#35
Nomy - Cocaine (Nightcore Mix)
Insane 5.62*
Jan 7th, 2012
Aleks719
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., collabA map with two or more associated mappers., high svFeatures prominent high slider velocity usage as a key part of map design.
Insane 5.62*
Jan 7th, 2012
Aleks719
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., collabA map with two or more associated mappers., high svFeatures prominent high slider velocity usage as a key part of map design.
3.41
/ 5.00 from
22 votes
#36
Hashimoto Miyuki - Symphonic Love (Short Ver.)
Cookiezi's Insane 4.53*
May 6th, 2012
chocomint
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Cookiezi's Insane 4.53*
May 6th, 2012
chocomint
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.74
/ 5.00 from
19 votes
#37
DNCE - Cake by the Ocean
start living dangerously 7.16*
Mar 20th, 2016
Axarious
progressionContains a gradual advancement in difficulty or concept across the map., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
start living dangerously 7.16*
Mar 20th, 2016
Axarious
progressionContains a gradual advancement in difficulty or concept across the map., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.25
/ 5.00 from
41 votes
#38
Lapfox Trax feat. guilhox - Lapfoxed Forever
Nogard 6.05*
Feb 19th, 2013
Froslass
linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Nogard 6.05*
Feb 19th, 2013
Froslass
linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.25
/ 5.00 from
26 votes
#39
Trans-Siberian Orchestra - Wizards In Winter
Impossible 4.67*
Oct 29th, 2007
Echo
ninja spinnersFeatures spinners that are very short in duration., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature.
Impossible 4.67*
Oct 29th, 2007
Echo
ninja spinnersFeatures spinners that are very short in duration., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.22
/ 5.00 from
40 votes
#40
Renard - Because Maybe! pt. 3
Marathon 7.21*
Mar 24th, 2013
Froslass
gungathonA map with a drain time of over 10 minutes., geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., distance snappedUses osu's in-built distance snap feature for most/all of the map., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., multi-songContains multiple songs within the audio.
Marathon 7.21*
Mar 24th, 2013
Froslass
gungathonA map with a drain time of over 10 minutes., geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., distance snappedUses osu's in-built distance snap feature for most/all of the map., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., multi-songContains multiple songs within the audio.
3.22
/ 5.00 from
22 votes
#41
Hommarju feat. Latte - masterpiece (Cut Ver.)
Beomsan's reMASTER 6.60*
Jan 17th, 2024
Beomsan
old-style revivalEmulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., tournament customA custom map for a playing tournament., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern.
Beomsan's reMASTER 6.60*
Jan 17th, 2024
Beomsan
old-style revivalEmulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., tournament customA custom map for a playing tournament., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.13
/ 5.00 from
36 votes
#42
Kuroneko Dungeon - Lilieze to Enryuu Laevateinn
Axarious' Muspell 7.90*
Jun 22nd, 2025
Axarious
gimmickFocused on a single unique design or gameplay idea., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., high svFeatures prominent high slider velocity usage as a key part of map design.
Axarious' Muspell 7.90*
Jun 22nd, 2025
Axarious
gimmickFocused on a single unique design or gameplay idea., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., high svFeatures prominent high slider velocity usage as a key part of map design.
4.33
/ 5.00 from
15 votes
#43
Susumu Hirasawa - Amor Buffer
KIRBY Mix 5.42*
Feb 19th, 2010
Starrodkirby86
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., progressionContains a gradual advancement in difficulty or concept across the map., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., slidershapesUses a large variety of slider designs., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., high svFeatures prominent high slider velocity usage as a key part of map design., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
KIRBY Mix 5.42*
Feb 19th, 2010
Starrodkirby86
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., progressionContains a gradual advancement in difficulty or concept across the map., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., slidershapesUses a large variety of slider designs., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., high svFeatures prominent high slider velocity usage as a key part of map design., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.12
/ 5.00 from
27 votes
#44
EGOIST - RELOADED
RECOIL 6.58*
Sep 21st, 2017
hehe
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., playfield constraintRestricts object placement to a certain part of the playfield., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., playfield usageIncludes deliberate use of the playfield within the map design.
RECOIL 6.58*
Sep 21st, 2017
hehe
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., playfield constraintRestricts object placement to a certain part of the playfield., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., playfield usageIncludes deliberate use of the playfield within the map design.
3.11
/ 5.00 from
42 votes
#45
Akiyama Uni - Odoru Mizushibuki
Lunatic 5.42*
Dec 15th, 2015
Hollow Wings
linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
Lunatic 5.42*
Dec 15th, 2015
Hollow Wings
linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.90
/ 5.00 from
17 votes
#46
Kucchy vs Akky - Yakumo ~ JOINT STRUGGLE
SOLO 6.10*
Feb 12th, 2010
DJPop
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., distance snappedUses osu's in-built distance snap feature for most/all of the map.
SOLO 6.10*
Feb 12th, 2010
DJPop
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.83
/ 5.00 from
19 votes
#47
Outkast - Hey Ya!
AJT's Expert! 5.29*
Dec 29th, 2023
AJT
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., time signaturesAudio contains many changes in time signature or uses an uncommon time signature.
AJT's Expert! 5.29*
Dec 29th, 2023
AJT
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., time signaturesAudio contains many changes in time signature or uses an uncommon time signature.
3.23
/ 5.00 from
19 votes
#48
Susumu Hirasawa - Bandiria Travellers
Insane 5.72*
May 26th, 2012
jesse1412
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., precisionColloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6., slidershapesUses a large variety of slider designs.
Insane 5.72*
May 26th, 2012
jesse1412
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., precisionColloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6., slidershapesUses a large variety of slider designs.
3.23
/ 5.00 from
20 votes
#49
The Ghost Of 3.13 - Forgotten
grumd 6.72*
Sep 22nd, 2012
grumd
simpleAccessible and straightforward map design., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., staminaTests a player's ability to tap dense rhythms over long periods of time., distance snappedUses osu's in-built distance snap feature for most/all of the map.
grumd 6.72*
Sep 22nd, 2012
grumd
simpleAccessible and straightforward map design., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., staminaTests a player's ability to tap dense rhythms over long periods of time., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.00
/ 5.00 from
23 votes
#50
kozato - Shijuugo-nen no Yukizakura
Another 6.32*
Jun 20th, 2018
Muya
geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 6.32*
Jun 20th, 2018
Muya
geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.13
/ 5.00 from
14 votes
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Info
The chart is based on an implementation of the Bayesian average method. It updates once every day.
The next update will happen in ---
Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
The chart is based on an implementation of the Bayesian average method. It updates once every day.
The next update will happen in ---
Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
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