Highest Rated Maps of All Time
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#1
Kalafina - Kimi no Gin no Niwa
Extra 5.26*
Oct 13th, 2014
Hollow Wings
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., marathonA map with a drain time of over 5 minutes., wide aimPatterns, usually jumps, with heavy use of wide angle movement., storyboardContains a storyboard that enhances gameplay experience.
Extra 5.26*
Oct 13th, 2014
Hollow Wings
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., marathonA map with a drain time of over 5 minutes., wide aimPatterns, usually jumps, with heavy use of wide angle movement., storyboardContains a storyboard that enhances gameplay experience.
4.20
from
122 votes
#2
Megurine Luka - Blue Amber
Upari 5.43*
Feb 13th, 2012
-Upari
playfield constraintRestricts object placement to a certain part of the playfield., 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., storyboardContains a storyboard that enhances gameplay experience., custom skinUtilizes custom skin elements and graphics.
Upari 5.43*
Feb 13th, 2012
-Upari
playfield constraintRestricts object placement to a certain part of the playfield., 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., storyboardContains a storyboard that enhances gameplay experience., custom skinUtilizes custom skin elements and graphics.
4.15
from
101 votes
#3
Camellia - Kono Hoshi de....
Another 6.07*
Jul 25th, 2013
Snow Note
progressionContains a gradual advancement in difficulty or concept across the map., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 6.07*
Jul 25th, 2013
Snow Note
progressionContains a gradual advancement in difficulty or concept across the map., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.13
from
121 votes
#4
Apocalyptica - Shadowmaker
X 7.00*
Oct 7th, 2019
pishifat
marathonA map with a drain time of over 5 minutes., time signaturesAudio contains many changes in time signature or uses an uncommon time signature., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
X 7.00*
Oct 7th, 2019
pishifat
marathonA map with a drain time of over 5 minutes., time signaturesAudio contains many changes in time signature or uses an uncommon time signature., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.14
from
101 votes
#5
paraoka feat. haru*nya - Hokori Yuki
BabeLisM 5.82*
Jun 10th, 2022
Xilver15
freeformAn unrestrained and loose approach towards visual structure., repetitionFeatures the use of recognizable identical patterns or gameplay elements., time signaturesAudio contains many changes in time signature or uses an uncommon time signature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., staminaTests a player's ability to tap dense rhythms over long periods of time., marathonA map with a drain time of over 5 minutes., progressionContains a gradual advancement in difficulty or concept across the map., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., colorhaxFeatures intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience.
BabeLisM 5.82*
Jun 10th, 2022
Xilver15
freeformAn unrestrained and loose approach towards visual structure., repetitionFeatures the use of recognizable identical patterns or gameplay elements., time signaturesAudio contains many changes in time signature or uses an uncommon time signature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., staminaTests a player's ability to tap dense rhythms over long periods of time., marathonA map with a drain time of over 5 minutes., progressionContains a gradual advancement in difficulty or concept across the map., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., colorhaxFeatures intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience.
4.01
from
163 votes
#6
JUNNA - Here
Extra 6.09*
Apr 17th, 2018
Mirash
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., 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., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., variable timingContains multiple timing points, usually required for songs not recorded to a metronome.
Extra 6.09*
Apr 17th, 2018
Mirash
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., 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., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., variable timingContains multiple timing points, usually required for songs not recorded to a metronome.
4.03
from
89 votes
#7
Shimotsuki Haruka - SilentFlame
Gensou 5.87*
Aug 10th, 2018
gust
simpleAccessible and straightforward map design., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Gensou 5.87*
Aug 10th, 2018
gust
simpleAccessible and straightforward map design., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.26
from
38 votes
#8
cosMo@BousouP - Oceanus
Divinity 6.62*
Jan 1st, 2016
Broccoly
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., staminaTests a player's ability to tap dense rhythms over long periods of time., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Divinity 6.62*
Jan 1st, 2016
Broccoly
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., staminaTests a player's ability to tap dense rhythms over long periods of time., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.95
from
95 votes
#9
M2U - Gypsy Tronic
Insane 5.58*
Apr 3rd, 2013
LKs
finger controlUses complex applications of rhythms in order to test the player's tapping ability., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.58*
Apr 3rd, 2013
LKs
finger controlUses complex applications of rhythms in order to test the player's tapping ability., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.13
from
44 votes
#10
Niko - Made of Fire
Oni 6.20*
Nov 8th, 2009
Lesjuh
flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., 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., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Oni 6.20*
Nov 8th, 2009
Lesjuh
flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., 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., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.82
from
172 votes
#11
-45 - Midorigo Queen Bee
EijiKuinbii's Expert 6.10*
Dec 16th, 2018
EijiKuinbii
featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, staminaTests a player's ability to tap dense rhythms over long periods of time., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., spaced streamsStreams with large spacing, typically ones where the notes don't overlap., high svFeatures prominent high slider velocity usage as a key part of map design.
EijiKuinbii's Expert 6.10*
Dec 16th, 2018
EijiKuinbii
featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, staminaTests a player's ability to tap dense rhythms over long periods of time., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., spaced streamsStreams with large spacing, typically ones where the notes don't overlap., high svFeatures prominent high slider velocity usage as a key part of map design.
4.03
from
56 votes
#12
PUP - Scorpion Hill
Extra 5.82*
Jun 9th, 2022
pishifat
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., 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., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extra 5.82*
Jun 9th, 2022
pishifat
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., 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., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.01
from
58 votes
#13
gmtn. (witch's slave) - furioso melodia
Wrath 7.75*
Apr 10th, 2015
Alumetorz
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., marathonA map with a drain time of over 5 minutes., finger controlUses complex applications of rhythms in order to test the player's tapping ability., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., fast burstsFeatures bursts that are fast relative to the rest of the map, typically appearing as 1/6 or 1/8 bursts., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., storyboardContains a storyboard that enhances gameplay experience.
Wrath 7.75*
Apr 10th, 2015
Alumetorz
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., marathonA map with a drain time of over 5 minutes., finger controlUses complex applications of rhythms in order to test the player's tapping ability., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., fast burstsFeatures bursts that are fast relative to the rest of the map, typically appearing as 1/6 or 1/8 bursts., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., storyboardContains a storyboard that enhances gameplay experience.
3.80
from
196 votes
#14
Kalafina x The Prodigy - No Good Magia (Start the Witch)
Walpurgisnacht 6.50*
Nov 30th, 2019
Okoayu
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., storyboardContains a storyboard that enhances gameplay experience.
Walpurgisnacht 6.50*
Nov 30th, 2019
Okoayu
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., storyboardContains a storyboard that enhances gameplay experience.
4.21
from
31 votes
#15
KOTOKO - Wing my Way
v2b 4.91*
Feb 28th, 2010
v2b
flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., 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.
v2b 4.91*
Feb 28th, 2010
v2b
flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., 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.
3.77
from
159 votes
#16
Beatdrop - Phase 1
HD 6.88*
Oct 28th, 2016
rustbell
aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
HD 6.88*
Oct 28th, 2016
rustbell
aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.94
from
51 votes
#17
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.
4.19
from
28 votes
#18
Susumu Hirasawa - SWITCHED-ON LOTUS
KIRBY Mix Deluxe 5.43*
Dec 5th, 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., 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., slidershapesUses a large variety of slider designs., storyboardContains a storyboard that enhances gameplay experience.
KIRBY Mix Deluxe 5.43*
Dec 5th, 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., 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., slidershapesUses a large variety of slider designs., storyboardContains a storyboard that enhances gameplay experience.
3.88
from
66 votes
#19
kamome sano - </emotional>
Limerence 5.91*
Sep 5th, 2016
Voxnola
marathonA map with a drain time of over 5 minutes., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., techTests uncommon skills., finger controlUses complex applications of rhythms in order to test the player's tapping ability., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
Limerence 5.91*
Sep 5th, 2016
Voxnola
marathonA map with a drain time of over 5 minutes., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., techTests uncommon skills., finger controlUses complex applications of rhythms in order to test the player's tapping ability., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.94
from
50 votes
#20
TOMOSUKE - Macuilxochitl
Sprosive's Extreme 6.79*
Jan 10th, 2022
rustbell
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Sprosive's Extreme 6.79*
Jan 10th, 2022
rustbell
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.95
from
44 votes
#21
takehirotei - Chocolate Scramble
SugarCrash 8.03*
Jul 1st, 2026
Heilia
techTests uncommon skills., chaoticUnpredictable map design, often testing unusual skillsets., 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., 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., colorhaxFeatures intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience.
SugarCrash 8.03*
Jul 1st, 2026
Heilia
techTests uncommon skills., chaoticUnpredictable map design, often testing unusual skillsets., 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., 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., colorhaxFeatures intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience.
3.76
from
91 votes
#22
siraph - Jikan wa Tsugu
Chronostasis 6.93*
Apr 14th, 2023
Voxnola
progressionContains a gradual advancement in difficulty or concept across the map., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., marathonA map with a drain time of over 5 minutes., storyboardContains a storyboard that enhances gameplay experience., freeformAn unrestrained and loose approach towards visual structure., messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
Chronostasis 6.93*
Apr 14th, 2023
Voxnola
progressionContains a gradual advancement in difficulty or concept across the map., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., marathonA map with a drain time of over 5 minutes., storyboardContains a storyboard that enhances gameplay experience., freeformAn unrestrained and loose approach towards visual structure., messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.69
from
192 votes
#23
nobodyknows+ - Kokoro Odoru (Heart Dancing)
Dance 5.45*
Sep 29th, 2010
100pa-
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult.
Dance 5.45*
Sep 29th, 2010
100pa-
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult.
3.99
from
34 votes
#24
Hana - Gekka Jasmine (2014ver.)
Jasmine 5.95*
Oct 9th, 2017
ID => 1269067
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., simpleAccessible and straightforward map design., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Jasmine 5.95*
Oct 9th, 2017
ID => 1269067
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., simpleAccessible and straightforward map design., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.01
from
40 votes
#25
Lia - Tori no Uta
Collab 5.60*
Feb 24th, 2016
Erisan, Arieruco and OK_oreGENKI
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., 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.
Collab 5.60*
Feb 24th, 2016
Erisan, Arieruco and OK_oreGENKI
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., 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.
3.87
from
55 votes
#26
Rita - Suisouka
Blossom 3.73*
Nov 27th, 2017
Fushimi Rio
complex svFeatures large changes in slider velocity., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
Blossom 3.73*
Nov 27th, 2017
Fushimi Rio
complex svFeatures large changes in slider velocity., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
4.01
from
38 votes
#27
Aramary - StarDust
Stardust 4.29*
Aug 21st, 2010
[Aramary]
storyboardContains a storyboard that enhances gameplay experience., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Stardust 4.29*
Aug 21st, 2010
[Aramary]
storyboardContains a storyboard that enhances gameplay experience., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
4.02
from
33 votes
#28
Ito Kashitaro - Kyouhansha
UC's Expert 6.38*
Nov 27th, 2018
UndeadCapulet
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., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., progressionContains a gradual advancement in difficulty or concept across the map., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., spaced streamsStreams with large spacing, typically ones where the notes don't overlap., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., perfect stacksFeatures perfectly overlapped stacked notes using low stack leniency.
UC's Expert 6.38*
Nov 27th, 2018
UndeadCapulet
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., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., progressionContains a gradual advancement in difficulty or concept across the map., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., spaced streamsStreams with large spacing, typically ones where the notes don't overlap., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., perfect stacksFeatures perfectly overlapped stacked notes using low stack leniency.
3.92
from
44 votes
#29
Zhou Li Ming - Pi Li Pa La
Extra 6.74*
May 16th, 2014
bakabaka
accelerating bpmFeatures progressively increasing tempo., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., 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.
Extra 6.74*
May 16th, 2014
bakabaka
accelerating bpmFeatures progressively increasing tempo., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., 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.
3.87
from
50 votes
#30
Kushi - Yuumeikyou o Wakatsu Koto
Yuumei 6.36*
May 28th, 2016
09kami
marathonA map with a drain time of over 5 minutes., storyboardContains a storyboard that enhances gameplay experience., 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., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., high svFeatures prominent high slider velocity usage as a key part of map design.
Yuumei 6.36*
May 28th, 2016
09kami
marathonA map with a drain time of over 5 minutes., storyboardContains a storyboard that enhances gameplay experience., 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., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., high svFeatures prominent high slider velocity usage as a key part of map design.
3.85
from
52 votes
#31
DJ Sharpnel - IVALTEK
HappyMiX 5.34*
Mar 27th, 2013
happy30
storyboardContains a storyboard that enhances gameplay experience., 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
HappyMiX 5.34*
Mar 27th, 2013
happy30
storyboardContains a storyboard that enhances gameplay experience., 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.82
from
55 votes
#32
School Food Punishment - Futuristic Imagination (TV Size)
tyui 6.03*
Sep 10th, 2017
rrtyui
techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., avant-gardeEmploys boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures., accel/decel streamsStyle of streams which use gradual increases or decreases in spacing.
tyui 6.03*
Sep 10th, 2017
rrtyui
techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., avant-gardeEmploys boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures., accel/decel streamsStyle of streams which use gradual increases or decreases in spacing.
3.82
from
56 votes
#33
Havok - Postmortem/Raining Blood (Slayer cover)
Vengeance 9.38*
May 31st, 2021
Mazzerin
marathonA map with a drain time of over 5 minutes., tournament customA custom map for a playing tournament., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., variable timingContains multiple timing points, usually required for songs not recorded to a metronome.
Vengeance 9.38*
May 31st, 2021
Mazzerin
marathonA map with a drain time of over 5 minutes., tournament customA custom map for a playing tournament., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., variable timingContains multiple timing points, usually required for songs not recorded to a metronome.
3.95
from
32 votes
#34
Harada Hitomi, Kayano Ai & Ogura Yui - Maware! Setsugekka (TV Size)
Skystar 6.09*
Nov 8th, 2013
Skystar
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., simpleAccessible and straightforward map design., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Skystar 6.09*
Nov 8th, 2013
Skystar
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., simpleAccessible and straightforward map design., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.93
from
34 votes
#35
Dio ft. Sef - Tijdmachine
Lesjuh! '11 5.20*
Dec 19th, 2011
Lesjuh
geometricIncorporates geometric shapes within the map's visual design., 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., distance snappedUses osu's in-built distance snap feature for most/all of the map., storyboardContains a storyboard that enhances gameplay experience.
Lesjuh! '11 5.20*
Dec 19th, 2011
Lesjuh
geometricIncorporates geometric shapes within the map's visual design., 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., distance snappedUses osu's in-built distance snap feature for most/all of the map., storyboardContains a storyboard that enhances gameplay experience.
3.71
from
88 votes
#36
Electus - Whispers From The Sea
water 4.14*
Jun 28th, 2016
ac8129464363
repetitionFeatures the use of recognizable identical patterns or gameplay elements., 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., low svFeatures prominent low sv usage as a key part of map design.
water 4.14*
Jun 28th, 2016
ac8129464363
repetitionFeatures the use of recognizable identical patterns or gameplay elements., 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., low svFeatures prominent low sv usage as a key part of map design.
4.01
from
28 votes
#37
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.
3.75
from
67 votes
#38
monet - Noborenai Sakamichi
Delis' Insane 5.23*
Dec 31st, 2017
Delis
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., simpleAccessible and straightforward map design.
Delis' Insane 5.23*
Dec 31st, 2017
Delis
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., simpleAccessible and straightforward map design.
3.82
from
49 votes
#39
Dio feat. Sef - Aye
Lesjuh's Aye!! 4.71*
Nov 18th, 2021
Lesjuh
simpleAccessible and straightforward map design., 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., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Lesjuh's Aye!! 4.71*
Nov 18th, 2021
Lesjuh
simpleAccessible and straightforward map design., 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., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.76
from
55 votes
#40
Memme - Acid Burst
Priti & Bonzi's Ultra 7.04*
Jun 10th, 2016
Bonzi and Avena
collabA map with two or more associated mappers., techTests uncommon skills., 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., 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.
Priti & Bonzi's Ultra 7.04*
Jun 10th, 2016
Bonzi and Avena
collabA map with two or more associated mappers., techTests uncommon skills., 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., 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.
3.78
from
48 votes
#41
Satou Hiromi - Hikari
Expert 6.42*
Jan 19th, 2023
allein
flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., 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.
Expert 6.42*
Jan 19th, 2023
allein
flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., 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.
3.67
from
82 votes
#42
xi - FREEDOM DiVE
FOUR DIMENSIONS 7.81*
Jun 23rd, 2012
Nakagawa-Kanon
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., staminaTests a player's ability to tap dense rhythms over long periods of time., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
FOUR DIMENSIONS 7.81*
Jun 23rd, 2012
Nakagawa-Kanon
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., staminaTests a player's ability to tap dense rhythms over long periods of time., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.59
from
187 votes
#43
monet - Noborenai Sakamichi
Insane 5.05*
Dec 31st, 2017
Mirash
simpleAccessible and straightforward map design., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.05*
Dec 31st, 2017
Mirash
simpleAccessible and straightforward map design., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.92
from
30 votes
#44
sakuzyo - AXION
fanzhen's Extra 6.47*
Oct 26th, 2016
fanzhen0019
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., 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., slidershapesUses a large variety of slider designs.
fanzhen's Extra 6.47*
Oct 26th, 2016
fanzhen0019
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., 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., slidershapesUses a large variety of slider designs.
3.83
from
37 votes
#45
EZFG - Hurting for a Very Hurtful Pain
Dance 6.16*
Apr 24th, 2013
tutuhaha
geometricIncorporates geometric shapes within the map's visual design., 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.
Dance 6.16*
Apr 24th, 2013
tutuhaha
geometricIncorporates geometric shapes within the map's visual design., 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.
3.74
from
44 votes
#46
Eisyo-kobu - Oriental Blossom
Karen's Extra 6.61*
Oct 9th, 2017
Karen
geometricIncorporates geometric shapes within the map's visual design., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., mapping contestAn entry for a mapping contest.
Karen's Extra 6.61*
Oct 9th, 2017
Karen
geometricIncorporates geometric shapes within the map's visual design., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., mapping contestAn entry for a mapping contest.
3.86
from
29 votes
#47
Starving Trancer - New Gravity
Expert 5.20*
Aug 22nd, 2014
fanzhen0019
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., finger controlUses complex applications of rhythms in order to test the player's tapping ability., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Expert 5.20*
Aug 22nd, 2014
fanzhen0019
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., finger controlUses complex applications of rhythms in order to test the player's tapping ability., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.83
from
32 votes
#48
onoken - Viden
Extreme 6.32*
Aug 30th, 2016
-kevincela-
simpleAccessible and straightforward map design., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extreme 6.32*
Aug 30th, 2016
-kevincela-
simpleAccessible and straightforward map design., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.80
from
33 votes
#49
Sana - White Eve
Special 4.28*
Dec 28th, 2020
fanzhen0019
repetitionFeatures the use of recognizable identical patterns or gameplay elements., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Special 4.28*
Dec 28th, 2020
fanzhen0019
repetitionFeatures the use of recognizable identical patterns or gameplay elements., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.88
from
28 votes
#50
M2U feat. Guriri - Magnolia
AngelHoney's ExtrA 5.97*
Oct 15th, 2014
AngelHoney
techTests uncommon skills., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., storyboardContains a storyboard that enhances gameplay experience., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
AngelHoney's ExtrA 5.97*
Oct 15th, 2014
AngelHoney
techTests uncommon skills., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., storyboardContains a storyboard that enhances gameplay experience., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.71
from
40 votes
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Info
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Ratings are weighed based on user rating quality. Click here to read more!
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. Click here to read more!
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