Descriptors
- gimmick
Focused on a single unique design or gameplay idea. - 2B
Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. - slider only
Restricts object choice to sliders only. - circle only
Restricts object choice to circles only.
- swing
A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. - meta information
Category for information that doesn't refer to the map's contents. - collab
A map with two or more associated mappers. - megacollab
A map with 8 or more associated mappers.
- marathon
A map with a drain time of over 5 minutes. - gungathon
A map with a drain time of over 10 minutes.
- multi-song
Contains multiple songs within the audio. - variable timing
Contains multiple timing points, usually required for songs not recorded to a metronome. - time signatures
Audio contains many changes in time signature or uses an uncommon time signature. - storyboard
Contains a storyboard that enhances gameplay experience. - storyboard gimmick
Includes a storyboard that changes how the map is played, usually by changing a map's visuals by using storyboard elements in place of showing the map's hitobjects.
- keysounds
Contains hitsounds that use various pitched samples to create a melody, typically following one within the song. - download unavailable
Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. - custom skin
Utilizes custom skin elements and graphics. - featured artist
Features song(s) composed by artists in osu!’s Featured Artist listing
- style
Category for the visual style of a map. - messy
Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. - geometric
Incorporates geometric shapes within the map's visual design. - grid snap
Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. - hexgrid
Objects are placed along a hexagonal grid.
- freeform
An unrestrained and loose approach towards visual structure. - symmetrical
Employs symmetry within the map design, often mirroring elements along the horizontal centreline. - old-style revival
Emulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia. - clean
Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. - slidershapes
Uses a large variety of slider designs. - distance snapped
Uses osu's in-built distance snap feature for most/all of the map. - iNiS-style
A style originating from the original DS games, recognizable by it's emphasis on vocal rhythm, constant slider velocity, and easily understandable grid-snapped patterns. - avant-garde
Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. - perfect stacks
Features perfectly overlapped stacked notes using low stack leniency. - ninja spinners
Features spinners that are very short in duration.
- song representation
Category for how a mapper interprets the music through gameplay. - simple
Accessible and straightforward map design. - chaotic
Unpredictable map design, often testing unusual skillsets. - repetition
Features the use of recognizable identical patterns or gameplay elements. - progression
Contains a gradual advancement in difficulty or concept across the map. - high contrast
Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. - improvisation
Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. - playfield usage
Includes deliberate use of the playfield within the map design. - playfield constraint
Restricts object placement to a certain part of the playfield. - video gimmick
Employs patterning that closely references the included background video.
- difficulty spike
Contains a sudden and significant increase in challenge within the map's gameplay. - low sv
Features prominent low sv usage as a key part of map design. - high sv
Features prominent high slider velocity usage as a key part of map design. - colorhax
Features 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.
- skillsets
Category for the main sources of difficulty in a map. - tech
Tests uncommon skills. - slider tech
Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. - complex sv
Changes slider velocity by large amounts in order to test the player's reading ability.
- reading
Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. - visually dense
Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. - overlap reading
Contains patterns where overlapped objects make determining note order and/or timing difficult.
- alt
Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. - aim
Category for difficulty relating to cursor movement. - jump aim
Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. - sharp aim
Patterns with heavy use of sharp angle movement, either between circles or into sliders. - wide aim
Patterns, usually jumps, with heavy use of wide angle movement. - linear aim
Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. - aim control
Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. - flow aim
Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. - precision
Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6.
- tap
Category for difficulty relating to tapping input. - finger control
Uses complex applications of rhythms in order to test the player's tapping ability. - bursts
Patterns requiring continuous movement and alternating, typically 9 notes or less. - streams
Patterns requiring continuous movement and alternating, typically more than 9 notes. - spaced streams
Streams with large spacing, typically ones where the notes don't overlap. - cutstreams
Streams in which the spacing of certain notes is much larger than the rest of the stream.
- stamina
Tests a player's ability to tap dense rhythms over long periods of time.
- scene
Category for terms associated with specific origin or sources. - aspire
Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. - mapping contest
An entry for a mapping contest. - tournament custom
A custom map for a playing tournament. - tag
Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. - port
Originally created for other media and later imported into osu!, usually through using conversion tools.