Mutsuhiko Izumi - Tengoku to Jigoku by AJT
Mapset Information
Ranked: Jan 20th, 2026
Average Rating: 3.27 / 5.00 from 15 votes
Instrumental Electronic
Average Rating: 3.27 / 5.00 from 15 votes
Instrumental Electronic
Credits
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Rating: 3.20 / 5.00 from 5 votes
| 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., 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. |
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Rating: 3.50 / 5.00 from 2 votes
| geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult. |
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Rating: 3.81 / 5.00 from 3 votes
| circle onlyRestricts object choice to circles only., 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., playfield constraintRestricts object placement to a certain part of the playfield., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. |
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Rating: 3.25 / 5.00 from 2 votes
| grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay. |
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Rating: 3.00 / 5.00 from 1 votes
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Rating: 2.50 / 5.00 from 1 votes
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Rating: 2.50 / 5.00 from 1 votes
| contributors: moonpoint
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