I am just going to comment on this from a technical perspective. I think the maps look very nice but can come at a very big technical cost. The main ways this cost manifests itself is in the size of the decal images used.
The large size of these maps and their inclusion in the matchmakers is the main reason I decided not to implement the client feature that would require people to download all the maps before joining a queue. The reason for this is that if someone has a slow internet connection or the download of this map freezes which I have gotten reports of then that would effectively stop these players from being able to use the matchmaker. This was not a tradeoff I was willing to make.
The other technical aspect which is slightly more minor is the instance when users have anti virus that blocks the download of images to the documents folder. Or the user closes their client during the download because they think it is frozen. This often results in the infamous red and black stripes on the map as the decal is not present in the map folder.
Unfortunately in these cases we cannot do anything to fix it server or client side as it is a product of a users antivirus or network connection and patience.
The maps do look nice and push the aesthetic boundary for players but unfortunately they are not accessible to everyone due to these network constraints or graphical processing constraints on their system.
That being said I do applaud the work that has been done on producing these beautiful maps. My main question is if some of this can be optimized to reduce the required memory footprint.