Maaan, I spent almost as much time mapping as editing the mp3 too.
Anyways, i'll just answer to the mods, whether this gets dq'ed or not, it's up to the QAT's now. I'm going to reply with the assumption that this may get dq'ed.
Reply00:15:273 (1) - this repeat isnt following anything, definitely sounds more 1/3 though. The beat is even way off sync with the vocals here, but the timing doesn't adapt to either. This is mapped to the vocals which I've established are in 3/4 rhythm earlier. It's 3/4 here too and I can't see how it would be misread as some other rhythm.
00:11:523 (1,2) - I'd suggest silence the sliderends if they're not following anything but are just enlonged sliders that skips the beat. They're already using soft-samplesets which I think are quiet enough.
00:19:023 (1,2,3,4,1,2,1) - what exactly is this trying to follow? Neither vocals nor beat is whatThey're following the beats.
00:27:929 (2,3,4,5,1) - off timing, a bit too early along with the majority of the map. It's a case where the first note is ~4ms early and every subsequent 1/4 note is less and less off so if you really want a 127.99 red line here for accuracy I can put it there.
As for the timing, the original bpm on youtube is about 129.9 bpm. The original mp3 i timed ended up having like 16 red lines and bpm changes. From my experience timing, and mapping mapsets with horrible timing, only modders/mappers are concerned with "perfectly accurate" timing while players, especially top ranked/HR players will morelikely
complain when a map is correctly timed.
Here are three maps where every timing shift is noted with bpm changes, or offset resets:
https://osu.ppy.sh/s/289074https://osu.ppy.sh/s/313239https://osu.ppy.sh/s/323044I can confidently say from the feedback I've gotten over the months, that while, according to the mapping community, timing these songs accurately is "best", for the players, the people actually playing this map, not looking at it at 25% speed, the bpm shifts and offset resets are just unreasonable because they don't contribute to rhythm. In a rhythm game, if one 1/2 beat is 400 ms apart, you naturally expect the next beat to be 400 ms apart, not 380, or 425 etc... That doesn't contribute to rhythm, even if it is more accurate.
Of course, theres also the argument "well what about maps like Roze, or etc..." those maps are centered around a changing bpm because they follow a piano that is consistently changing. They aren't trying to have a single, predictable rhythm. The song is best appreciated through those bpm changing values, and the player is fully prepared for that. They are not prepared for bpm and offset shifts on a song that is supposed to be a single bpm, as this song is. It just doesn't fit.
The vocals are clearly off tune because they aren't mapped with the intention of syncing with the music. With that said, the rhythms in this song almost exclusively map to the background drum, with the exception of the "beers" which I edited to be as accurate as possible lol.
I guess this is still a very relevant question to ask though, for those keen on the "timing" argument. If perfect timing is hurting a map's playability, should we still aim for perfect timing? I've learned to answer this with "no" and give the best offset I can, with some mp3 editing for sections that are really off.
I'm fine with this getting dq'ed because yea, I never intended for this drama to happen. It didn't happen when I speed-approved own the sky in 24 hours, or akaito in 36 hours, when i qualified 3 maps in one day, or when i qualified 8 maps one day after another. I don't know why this one got special treatment lol. It's just business as usual.
Anyways, thanks for the comments, lets calm down and wait for a QAT to decide how best to address this situation. I think everything that's wanted to be said about circlejerking/speedranking has already been said.