Highest Rated Maps of All Time
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123...40»
#1
HujuniseikouyuuP - Talent Shredder
0108 style 5.52*
Oct 5th, 2012
val0108
chaoticUnpredictable map design, often testing unusual skillsets., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slidershapesUses a large variety of slider designs., storyboardContains a storyboard that enhances gameplay experience.
0108 style 5.52*
Oct 5th, 2012
val0108
chaoticUnpredictable map design, often testing unusual skillsets., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slidershapesUses a large variety of slider designs., storyboardContains a storyboard that enhances gameplay experience.
4.06
from
117 votes
#2
Silentroom - Nhelv
KATASTROPHE 252.60*
Apr 1st, 2024
pw384
2BIncludes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'., aspireEmploys intentionally unrankable decisions to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, chaoticUnpredictable map design, often testing unusual skillsets., slidershapesUses a large variety of slider designs., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., storyboardContains a storyboard that enhances gameplay experience., double tapsPatterns that require tapping on both keys simultaneously, through 2B or very fast doubles., slider animationSuccession of sliders as individual frames to create the illusion of fluid motion.
KATASTROPHE 252.60*
Apr 1st, 2024
pw384
2BIncludes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'., aspireEmploys intentionally unrankable decisions to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, chaoticUnpredictable map design, often testing unusual skillsets., slidershapesUses a large variety of slider designs., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., storyboardContains a storyboard that enhances gameplay experience., double tapsPatterns that require tapping on both keys simultaneously, through 2B or very fast doubles., slider animationSuccession of sliders as individual frames to create the illusion of fluid motion.
4.10
from
86 votes
#3
hicalculator - Life is Game
tobe Style 4.26*
Aug 11th, 2009
tobebuta
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slidershapesUses a large variety of slider designs.
tobe Style 4.26*
Aug 11th, 2009
tobebuta
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slidershapesUses a large variety of slider designs.
4.11
from
70 votes
#4
hasu - Warcry
THOUSAND PUNCH (kills instantly) 7.63*
Nov 17th, 2024
melonboy
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., staminaTests a player's ability to tap dense rhythms over long periods of time., tournament customA custom map for a playing tournament., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., storyboardContains a storyboard that enhances gameplay experience., aim staminaFeatures extended strenuous aim sections with little or no moments of rest.
THOUSAND PUNCH (kills instantly) 7.63*
Nov 17th, 2024
melonboy
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., staminaTests a player's ability to tap dense rhythms over long periods of time., tournament customA custom map for a playing tournament., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., storyboardContains a storyboard that enhances gameplay experience., aim staminaFeatures extended strenuous aim sections with little or no moments of rest.
4.20
from
51 votes
#5
Shimotsuki Haruka - Byakuya Gensoutan
yf's Expert 6.10*
Dec 27th, 2017
yf_bmp
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs.
yf's Expert 6.10*
Dec 27th, 2017
yf_bmp
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs.
4.02
from
97 votes
#6
Shounen Radio - neu
Platinum 6.68*
Mar 28th, 2013
Cygnus
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., 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., geometricIncorporates geometric shapes within the map's visual design., 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.
Platinum 6.68*
Mar 28th, 2013
Cygnus
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., 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., geometricIncorporates geometric shapes within the map's visual design., 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.
4.07
from
63 votes
#7
THE ENTIRE EARTH - conic
Aspire 7.66*
Aug 23rd, 2026
fowwo
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., slidershapesUses a large variety of slider designs., aspireEmploys intentionally unrankable decisions to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest., mapping contestAn entry for a mapping contest., storyboardContains a storyboard that enhances gameplay experience., 2BIncludes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, 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., slider animationSuccession of sliders as individual frames to create the illusion of fluid motion.
Aspire 7.66*
Aug 23rd, 2026
fowwo
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., slidershapesUses a large variety of slider designs., aspireEmploys intentionally unrankable decisions to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest., mapping contestAn entry for a mapping contest., storyboardContains a storyboard that enhances gameplay experience., 2BIncludes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, 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., slider animationSuccession of sliders as individual frames to create the illusion of fluid motion.
4.13
from
51 votes
#8
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., 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., slider animationSuccession of sliders as individual frames to create the illusion of fluid motion.
3.85
from
198 votes
#9
Queen - Don't Stop Me Now
Hard ROCK! 3.46*
Aug 23rd, 2009
m980
storyboardContains a storyboard that enhances gameplay experience., iNiS-styleA simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., distance snappedUses osu's in-built distance snap feature for most/all of the map., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Hard ROCK! 3.46*
Aug 23rd, 2009
m980
storyboardContains a storyboard that enhances gameplay experience., iNiS-styleA simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., distance snappedUses osu's in-built distance snap feature for most/all of the map., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
4.10
from
53 votes
#10
ESTi - HELIX (Edit ver.)
fanzhen's EX 6.50*
Nov 9th, 2015
fanzhen0019
wide aimPatterns, usually jumps, with heavy use of wide angle movement., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., techTests uncommon skills., spaced streamsStreams with large spacing, typically ones where the notes don't overlap.
fanzhen's EX 6.50*
Nov 9th, 2015
fanzhen0019
wide aimPatterns, usually jumps, with heavy use of wide angle movement., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., techTests uncommon skills., spaced streamsStreams with large spacing, typically ones where the notes don't overlap.
4.00
from
73 votes
#11
Daisuke Achiwa - BASARA
BASARA 4.63*
Dec 28th, 2010
100pa-
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
BASARA 4.63*
Dec 28th, 2010
100pa-
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.86
from
171 votes
#12
Hitori Tori - perthed again (yambabom remix)
Zapy's Extra 6.73*
May 5th, 2015
Zapy
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, square aimUses patterns where circles are placed in a square arrangement.
Zapy's Extra 6.73*
May 5th, 2015
Zapy
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, square aimUses patterns where circles are placed in a square arrangement.
3.92
from
85 votes
#13
Brandy - Cross Time
Hard 4.05*
Oct 15th, 2007
FFFanatic
geometricIncorporates geometric shapes within the map's visual design., 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., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult.
Hard 4.05*
Oct 15th, 2007
FFFanatic
geometricIncorporates geometric shapes within the map's visual design., 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., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult.
3.88
from
112 votes
#14
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
176 votes
#15
Qayo feat. Yuzuriha Erika - Komorinu
#1 7.21*
Mar 28th, 2023
Heilia
mapping contestAn entry for a mapping contest., chaoticUnpredictable map design, often testing unusual skillsets., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
#1 7.21*
Mar 28th, 2023
Heilia
mapping contestAn entry for a mapping contest., chaoticUnpredictable map design, often testing unusual skillsets., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
4.10
from
42 votes
#16
TJ.Hangneil - Kamui
SHD 6.77*
Mar 28th, 2012
Snow Note
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
SHD 6.77*
Mar 28th, 2012
Snow Note
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
3.91
from
86 votes
#17
IA - Six Trillion Years and Overnight Story
0108 6.21*
Jun 17th, 2012
val0108
messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., storyboardContains a storyboard that enhances gameplay experience.
0108 6.21*
Jun 17th, 2012
val0108
messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., storyboardContains a storyboard that enhances gameplay experience.
4.03
from
46 votes
#18
TJ.hangneil - Apollo
384's Exceed 9.57*
May 31st, 2022
pw384
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs.
384's Exceed 9.57*
May 31st, 2022
pw384
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs.
3.93
from
58 votes
#19
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.
4.12
from
35 votes
#20
Nene Anegasaki feat. Salita - Act Beloved
Retrospection 4.46*
Jul 13th, 2021
fanzhen0019
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., finger controlUses complex applications of rhythms in order to test the player's tapping ability., 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.
Retrospection 4.46*
Jul 13th, 2021
fanzhen0019
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., finger controlUses complex applications of rhythms in order to test the player's tapping ability., 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.
4.23
from
29 votes
#21
Dark PHOENiX - Taketori Hishou
Extra 5.76*
Feb 23rd, 2011
KanbeKotori
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Extra 5.76*
Feb 23rd, 2011
KanbeKotori
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
4.05
from
41 votes
#22
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.
3.89
from
68 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.
4.04
from
35 votes
#24
TERRA - Mugen no Hikari
mangetsu 5.91*
Feb 5th, 2025
kodama
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., playfield usageIncludes deliberate use of the playfield within the map design.
mangetsu 5.91*
Feb 5th, 2025
kodama
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., playfield usageIncludes deliberate use of the playfield within the map design.
3.78
from
108 votes
#25
Nekomata Gekidan - AsiaN distractive
Orientalism 6.11*
Oct 28th, 2017
Regou and yf_bmp
collabA map with two or more associated mappers., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
Orientalism 6.11*
Oct 28th, 2017
Regou and yf_bmp
collabA map with two or more associated mappers., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
4.08
from
35 votes
#26
Knife Party - Centipede
This isn't a map, just a simple visualisation 54.81*
Feb 16th, 2014
Akali
avant-gardeEmploys boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures., 2BIncludes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., geometricIncorporates geometric shapes within the map's visual design., aspireEmploys intentionally unrankable decisions to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest.
This isn't a map, just a simple visualisation 54.81*
Feb 16th, 2014
Akali
avant-gardeEmploys boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures., 2BIncludes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., geometricIncorporates geometric shapes within the map's visual design., aspireEmploys intentionally unrankable decisions to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest.
3.82
from
79 votes
#27
DJ S3RL - T-T-Techno (feat. Jesskah)
fanzhen's X-Tra 5.70*
Mar 31st, 2015
fanzhen0019
featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience.
fanzhen's X-Tra 5.70*
Mar 31st, 2015
fanzhen0019
featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience.
3.86
from
62 votes
#28
Aphex Twin - CIRCLONT14 (shrymoming mix)
MarathonAFX 6.26*
Jan 25th, 2015
D33d
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., marathonA map with a drain time of over 5 minutes., geometricIncorporates geometric shapes within the map's visual design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., staminaTests a player's ability to tap dense rhythms over long periods of time.
MarathonAFX 6.26*
Jan 25th, 2015
D33d
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., marathonA map with a drain time of over 5 minutes., geometricIncorporates geometric shapes within the map's visual design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., staminaTests a player's ability to tap dense rhythms over long periods of time.
3.96
from
39 votes
#29
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
92 votes
#30
beatMARIO - Sousei (Driving style)
Fatfan style 5.40*
Jun 9th, 2026
Fatfan Kolek
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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., slidershapesUses a large variety of slider designs., chaoticUnpredictable map design, often testing unusual skillsets.
Fatfan style 5.40*
Jun 9th, 2026
Fatfan Kolek
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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., slidershapesUses a large variety of slider designs., chaoticUnpredictable map design, often testing unusual skillsets.
3.83
from
62 votes
#31
sasakure.UK - ChRoNiClESeVeN feat. Annabel
Flora 6.20*
Jun 29th, 2018
AIR
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., progressionContains a gradual advancement in difficulty or concept across the map., 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design.
Flora 6.20*
Jun 29th, 2018
AIR
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., progressionContains a gradual advancement in difficulty or concept across the map., 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design.
3.96
from
44 votes
#32
Himeringo - Idola no Circus
Insane 5.96*
May 7th, 2014
cRyo[iceeicee]
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., 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.
Insane 5.96*
May 7th, 2014
cRyo[iceeicee]
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., 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.
4.15
from
25 votes
#33
Itou Kanako - fake me (Science Adventure Dance Remix)
Insane 5.08*
Jun 25th, 2012
Sure
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience.
Insane 5.08*
Jun 25th, 2012
Sure
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience.
3.94
from
45 votes
#34
Daisuke Achiwa - BASARA
Luca 4.12*
Dec 28th, 2010
100pa-
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Luca 4.12*
Dec 28th, 2010
100pa-
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
4.11
from
26 votes
#35
Hana - Tenkyuu no Shita no Kiseki
III.A Nice Derangement of Epitaphs 5.21*
Jan 5th, 2020
gust
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
III.A Nice Derangement of Epitaphs 5.21*
Jan 5th, 2020
gust
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.10
from
30 votes
#36
DJ Mars - Lemon Tree
Hard 4.28*
Nov 6th, 2009
mm201
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., storyboardContains a storyboard that enhances gameplay experience., iNiS-styleA simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns.
Hard 4.28*
Nov 6th, 2009
mm201
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., storyboardContains a storyboard that enhances gameplay experience., iNiS-styleA simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns.
4.07
from
25 votes
#37
Hatsune Miku - Mythologia's End
Myth0108ia 6.59*
Jul 8th, 2012
val0108
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Myth0108ia 6.59*
Jul 8th, 2012
val0108
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.70
from
100 votes
#38
Manabu Namiki - Tenshi
Hibachi 7.80*
Oct 5th, 2013
Snow Note
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Hibachi 7.80*
Oct 5th, 2013
Snow Note
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.92
from
35 votes
#39
yambabom - Over my head
Insane 6.31*
Aug 18th, 2012
Zapy
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Insane 6.31*
Aug 18th, 2012
Zapy
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
4.01
from
29 votes
#40
Caravan Palace - Dragons
Insane 5.50*
Mar 20th, 2012
Charles445
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., simpleAccessible and straightforward map design., 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., storyboardContains a storyboard that enhances gameplay experience.
Insane 5.50*
Mar 20th, 2012
Charles445
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., simpleAccessible and straightforward map design., 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., storyboardContains a storyboard that enhances gameplay experience.
3.83
from
48 votes
#41
guna with team kyukkyu - subconsciousness
KILL 7.82*
Jun 10th, 2021
Snow Note
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., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., double tapsPatterns that require tapping on both keys simultaneously, through 2B or very fast doubles.
KILL 7.82*
Jun 10th, 2021
Snow Note
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., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., double tapsPatterns that require tapping on both keys simultaneously, through 2B or very fast doubles.
3.89
from
40 votes
#42
Kurubukko vs yukitani - Minamichita EVOLVED
Another 5.83*
Jul 26th, 2014
Cherry Blossom
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., 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., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
Another 5.83*
Jul 26th, 2014
Cherry Blossom
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., 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., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.90
from
35 votes
#43
UNDEAD CORPORATION - The Empress
STARBOW BREAK! 79.92*
Jun 30th, 2015
Plutia
chaoticUnpredictable map design, often testing unusual skillsets., geometricIncorporates geometric shapes within the map's visual design., avant-gardeEmploys boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., aspireEmploys intentionally unrankable decisions to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest., storyboardContains a storyboard that enhances gameplay experience., 2BIncludes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'., playfield usageIncludes deliberate use of the playfield within the map design., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
STARBOW BREAK! 79.92*
Jun 30th, 2015
Plutia
chaoticUnpredictable map design, often testing unusual skillsets., geometricIncorporates geometric shapes within the map's visual design., avant-gardeEmploys boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., aspireEmploys intentionally unrankable decisions to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest., storyboardContains a storyboard that enhances gameplay experience., 2BIncludes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'., playfield usageIncludes deliberate use of the playfield within the map design., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
4.07
from
24 votes
#44
Hatsune Miku - Electric Love (t+pazolite Overcute Remix)
Overcute 6.92*
May 11th, 2012
Zapy
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., simpleAccessible and straightforward map 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., 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.
Overcute 6.92*
May 11th, 2012
Zapy
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., simpleAccessible and straightforward map 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., 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.
4.13
from
25 votes
#45
DECO*27 feat. marina - Aimai Elegy
0108 5.67*
Feb 7th, 2013
val0108
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
0108 5.67*
Feb 7th, 2013
val0108
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.95
from
33 votes
#46
Lemon Demon - Hyakugojyuuichi 2003
Colin Mochrie 7.12*
May 2nd, 2025
Bive
chaoticUnpredictable map design, often testing unusual skillsets., readingTests a player's reading skill, i.e. patterns that obfuscate note order and/or timing., video gimmickEmploys patterning that closely references the included background video., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., avant-gardeEmploys boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures., messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., geometricIncorporates geometric shapes within the map's visual design., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., old-style revivalEmulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia., 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.
Colin Mochrie 7.12*
May 2nd, 2025
Bive
chaoticUnpredictable map design, often testing unusual skillsets., readingTests a player's reading skill, i.e. patterns that obfuscate note order and/or timing., video gimmickEmploys patterning that closely references the included background video., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., avant-gardeEmploys boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures., messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., geometricIncorporates geometric shapes within the map's visual design., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., old-style revivalEmulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia., 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.
3.72
from
61 votes
#47
ABBA - Thank You For The Music
Game Over! 3.31*
Jan 7th, 2012
Larto
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience.
Game Over! 3.31*
Jan 7th, 2012
Larto
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience.
3.95
from
27 votes
#48
UNDEAD CORPORATION - Yoru Naku Usagi wa Yume o Miru
Lunatic 5.72*
Jun 6th, 2014
Smoothie
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., storyboardContains a storyboard that enhances gameplay experience., simpleAccessible and straightforward map 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., 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., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
Lunatic 5.72*
Jun 6th, 2014
Smoothie
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., storyboardContains a storyboard that enhances gameplay experience., simpleAccessible and straightforward map 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., 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., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.88
from
34 votes
#49
Yuki Kajiura - Mezame
Mai 4.83*
Oct 1st, 2011
mercury2004
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience., high svFeatures prominent high slider velocity usage as a key part of map design.
Mai 4.83*
Oct 1st, 2011
mercury2004
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience., high svFeatures prominent high slider velocity usage as a key part of map design.
3.92
from
27 votes
#50
BRANDY - The Festival of Ghost 2
DaRRi MIx 4.35*
Oct 1st, 2008
darrihuka
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., finger controlUses complex applications of rhythms in order to test the player's tapping ability., readingTests a player's reading skill, i.e. patterns that obfuscate note order and/or timing.
DaRRi MIx 4.35*
Oct 1st, 2008
darrihuka
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., finger controlUses complex applications of rhythms in order to test the player's tapping ability., readingTests a player's reading skill, i.e. patterns that obfuscate note order and/or timing.
3.83
from
33 votes
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The chart is based on an implementation of the Bayesian average method. It updates once every day.
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The chart is based on an implementation of the Bayesian average method. It updates once every day.
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