log in
1d ago
2w ago
2w ago
3w ago
4w ago
1mo ago
2mo ago
... see more!

About me

i only rate maps i've fc'd


Mutuals


...view more!


Mapping Overview

Highest Rated

Excl. collabs with 4+ mappers Radiohead - There there. (The Boney King of Nowhere.) [We are accidents.... high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , freeform An unrestrained and loose approach towards visual structure. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , 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.
Ranked Jan 21st, 2025
3.54 / 5.00 from 34 votes
#44 for 2025, #1004 overall
Total Ratings Received: 132
Average Star Rating: 4.81*
Most Active Year: 2024

Top Descriptors high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , freeform An unrestrained and loose approach towards visual structure. , marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , aspire Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , 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.


Filters
maps of
0 comments
0 comments
0 comments 3.95 / 5.00 from 11 votes
0 comments
0 comments 3.50 / 5.00 from 1 votes
5 comments 3.50 / 5.00 from 1 votes
9 comments 3.17 / 5.00 from 27 votes
0 comments 3.69 / 5.00 from 6 votes
0 comments 3.50 / 5.00 from 1 votes
16 comments 2.98 / 5.00 from 38 votes
3 comments 3.17 / 5.00 from 3 votes
3 comments 2.50 / 5.00 from 2 votes
3 comments 3.18 / 5.00 from 3 votes
0 comments 1.38 / 5.00 from 4 votes
2 comments 0.00 / 5.00 from 2 votes
labs | discord | github | rules | descriptors | edit queue
0.9673969745636s