since ive run my server it has always had custom maps as its angle to attract players, running stock settigns is fine but any server needs a degree of customisation or a very solid player base, both these things are the only things that identify your server as unique.
at any given time of a mapcycle of about 12 maps taht change from time to time no more than 3 or 4 will be valve maps. most players are bored by valves content tahts why valve are adopting and releasing new maps, even dustbowkl has taken a majot popularity hit since goldrush and badwater was released. pl is without doubt the most fun and popular mode of play, ctf is now 3rd most popular with cp maps like dustbowl coming second. on top of that 5 cp maps jsut dont play well with fast respawn and they arent that popular anyway as an organised team can trounce a pub team nay day of the week, even if only a few decent players play together.
as i see it only goldrush badwater and dustbowl are popular maps now by valve, 2fort has gone from being ubiquitous when tf2 came out to being only pld by noobs and as such 2fort attracts hackers as the server seems to be noob friendly and out of touch so it likely has no admins.
the major flaw with nearly every single custom map out there is the paltry amounf ot time spent on refining gameplay. so many impressive lloking maps play like crap, then their creators complain ghta tppl play orange or toyfort maps all the time but their work of art is ignored. its ignored because you spent all your time on the graphics and when they were finished maybe released 1 or 2 betas to fix glaring errors but never fine tuned gameplay. the best example is egypt which looks amazing but the cp locations are in awful places. other visually impressive maps like redstone and studio are only good for league play because they are laid out for taht and arent fun to play.
the biggest problem i see for custom content makers is valve adopts custom maps but they only accept maps which play well in elague play, fun maps are never accepted only predictable mirror maps usually, fastlane is the ebst example of a poor map making it in jsut because it wont create any abuse from the "pro" gaming community. if valve carries on along that route then it will be the exact same method they used for cs, all fun is removed from maps and only themed arenas are official, this makes a clear divide between the custom community and the vanilla fans.
any map taht incorporates fun or chaos like aztec with random lightning killing players are considered joke gimmick maps because all official maps are SERIOUS and pld by leagues. i think tf2 will always have a strong custom community and fanbase jsut as cs does, but once the custom content begins to dominate the tf2 scene then i think valve might well pull the plug on updates as it did with cs and leave the community to it, and so spell a slow death for tf2.
having said all that, there has been a real lack of any decent tf2 maps in a long long time, i remember going through fpsbanana trying out every map there was, now a good map comes along maybe once a month, my mapcycle is gettign more and more stable even though i have about 80 maps on server still, most are only good to play once or twice, not to be in cycle, most maps are good for a change but not good enough for regular play because their gameplay is so weak