For the last 2 or so years, voices in the ET community were always calling for more maps, for changes in the mappool. It seems like people consider changing mappools exciting, that introducing new maps makes the game better.

How? Having old, known and proven maps is one of the biggest factors in the skill gap between players and teams. If you know exactly what you should do, if your team is confident and organized and if you know what to expect, it becomes possible to prove that your team is indeed better. You can show your amazing skill and abillity. You can put on a hell of a show.

One of the biggest reasons it's hard to introduce new maps is the random element present at the "learning stage" of every map. It becomes a game of guessing the best positions and slowly changing them based on performance. a.k.a Trial and Error. a.k.a "lotto". At the beginning stages of the map, a game can often be decided by one of the teams pulling off something completely crazy-off-the-wall-wacky. As a map gets played more and more one of two things begins to happen. You either get universally used tactics and the game becomes balanced and skill-based, or you get a broken map unfit for competition. This is how it should be, this is why we played supply for 2 years and dubrovnik for 2 months.

Cup admins and other vocal figures who often try to force maps on the players by including them in the pools of prestigious tournaments are just messing with the game instead of improving it. This is basically some sort of screwed up reverse slippery slope where you punish teams for mastering the maps and making the game more skill oriented. Maps should be adopted by teams for being balanced and fun, not for being a necessary evil forced on them by the league admins. For an example, take a look at adlernest, which got accepted thanks to various showmatches, public tests and small cups. The same was done for crevasse, but this time the map was pushed aside and deemed unfit for competition - this is fine, there is absolutely no need to adopt every map ever created. Natural selection and such.

Beating the dead horse, so to speak, is not a very good idea here. If a map failed several time there is no point trying to change it until it's accepted. Those sort of fixes involving mapscripts and sw_ versions only work for maps which were at least somewhat interesting and balanced at the core - take sw_goldrush and compare it to sw_oasis. One made some changes to a map which people generally enjoyed playing, while the other tried to resurrect a dead map. When a map is generally unfit for competition, leave it alone. There are not enough mapscripts and changes you can make for those maps to be playable, so let's concentrate on the maps which start off at least somewhat well.

Making maps for et is hard, sure. It takes a long time to create the general architecture and "feel", and much longer to fix all the glitches and balance it. That is why mappers who want their maps used in competition should involve others in their work, get feedback and create playable testing versions for, umm, testing. If the concept is flawed, the map can either be discarded early. If not, it's much easier solving problems like these at the start, rather than going through an unbalanced final version and playing "spot the error".

My main point is that we should stop trying to create a revolution. Maps will come and go, and eventually new maps will replace older ones, sure. But these need to be the right maps, at the right pace. What we need is a balance between innovation and stability. There is no point proclaiming maps "dead" and replacing them until it can be proven that the new maps can be played at the same level.