Very interesting turn of things indeed
The point of timing and niche fascinates me, in hindsight it's obvious... as v1l3 said: b0_beta3 was that, a niche (at least for CPMA) and with the right timing. Picking up tried and true elements (its core is the jjm-concept along with defrag), taking them a few degrees further (add grain of originality) and releasing the map to a community that is open to new maps.
Again I wonder what a small if any role actual layout and construction plays in all the posts. I'm reminded of my boss who I once asked "what makes a good application for a job"? He said the ultimate application is the one that comes just at the right time, when the company is in need. Just fit the outlined criteria and you're in. Kinda funny how close those two examples are
So I think the main drivers for map success are identified, but what about now? What about Q3 or more precisely CPMA with vq3 and cpm? What does a good map need now (to succeed)? Timing is still a question, word of mouth, should a mapper release maps along with tournaments, should there be other ways of map-distribution?
Maybe as e-sports evolve and everything points towards competition and tournaments, those elements should seek out mappers and help them distribute their work? What guidance would you give a mapper that has the basics down and wants to create competition maps? How would you yourself go about creating a 'great' map for competition play and how would you get people to play it?
Another point of view: Do we - do the mappers know better than the players what makes good maps? In the end, the topic here tends to point that way, not exclusively but it's clearly a trend. I know from experience that you have to sort through player's feedback carefully, but do I really know better? And most importantly, does all the feedback make the map actually better or is it down again to more soft factors like timing and word of mouth?