@ludmilla
About your first paragraph: I think you're right. That is exactly how I started making maps. I'd still love to have that checklist, not because people may or may not agree with it but because it can provide perspectives that a (novice) map maker may otherwise not be aware of. A few examples that I learned the hard way:
- Water deeper than 25 units is unpassable for amphibious units that walk across the ocean floor, like (sub) commanders.
- Tech 1 artillery tends to not fire when it is on a slope.
- Tech 1 artillery tends to be poor at firing at something when the height difference is significant (see also this post).
- Terrain that is bumpy is aesthetically nice but terrible for gameplay.
And these are silly mistakes that are obvious after they have happened - but then it is already too late and you (as a ladder player) are going to have to deal with them for the remainder of the pool rotation.
About your second paragraph: I understand. This is a common issue in development overall: being a good player doesn't indicate you are a good designer. Or, being a good artist doesn't indicate you are a good designer. They are different jobs for a reason. I don't have the source at the moment but I recall some interview with StarCraft players that were asked what they thought was good about the game or could be improved. In general their suggestions were terrible, causing all kinds of inconsistencies. And I think this is what you are referring to here too. With regard to the design principles: again, as with the checklist, I think it is a solid idea that certainly deserves a pinned post on this forum.
About your third paragraph: thanks. I can only add that Mauve was a bit of a special map. It originated from this topic where the idea was that the community could provide feedback on the designs provided. In general the idea was that some design principles may see the day of light as people would discuss various the designs and adapt them. However, as you can see, that discussion did not really trigger and that is reason B of my previous post. It is on general difficult to get the expertise together for not just making maps, but also for learning about what makes a map good for a certain audience.
And last but not least: people want their maps in ladder / TMM because that is the only place they will get any plays at all. Regardless whether the map was aimed for a competitive audience. The custom games list is dominated by roughly five maps and if you decide to host your own then you could easily wait more than an hour to get a lobby going.