Gota wrote:It's not about the map being balanced.
It's about people being unfamilair with the maps and making moves that are completely wrong for the map but are not easy apparent to be bad just by looking at the map...
well i can agree with all of this... it really depends on what the nature and quality of the created maps would be though dictating the success, rather than just the maps being new (i could take red comet, rearrange the mexes a bit, and you'd probably still be able to play in the same manner, just as an example)
i could see fails coming in the form of misleading slopes, differing metal amounts, strange tidal / wind values, or just bizarreness in general.
that been said, most "competitive" style maps seem either to favour one type of unit (vech maps or bot maps) or feature a fusion of the two with clearly defined boundaries (altair crossing is a good example of this)
all im thinking is that given simple enough concepts, normally sized and placed and distributed metal spots, and no "proof of concept" maps or maps favouring things like trans commander starts, and an "easy to read" texture, this type of "new map" competition could be successful.
certainly a different type of competition, pro players wouldnt be able to practice specific strats... so it would be more of a match of strategic improvisation and adaptation rather than purely micromanagement