And how its gonna be my attitude if you only said bad things about my map and looks like never one of my maps gonna be in game and now ask yourself, you think that one of your maps will be in the game? Probably no, only maps that work 20 persons on it or a famous person will be in the game
Ok. Stop. Right now. Just stop.
What I want you to do, before you give any other comment, is to check out this website:
http://feedback.tf2maps.net.
This is how mappers get the feedback of their map integrated into their new versions of their map. I want you to look at the maps that have about 30-40 comments, just so you get a good mix of all different types of feedback.
Next, I want to show you a map that I co-created with 2 other people (note: I would do exactly 100% the same if I worked solo): PD_Snowville. We released V1 and got it tested on the TF2maps.net server. We got massive amounts of feedback, and I want you to look trough it, and see if you spot a pattern:
http://feedback.tf2maps.net/map/pd_snowville_v1/
People were mainly giving feedback about 2 things. 1: the ambient lighting is too blue which makes player recognition a nightmare, especially if your enemy is from team RED, and 2: huge frame rate issues around mid. Now, instead of leaving it at that and giving up, which is what you seem to do, I got to work on it (and had fun doing it and a great learning experience too). Then we uploaded V2 with the changes. Here's the changelog, and I want you to look at it thoroughly.
Changelog
-Fixed players getting out of the map by riding the sleigh.
-Fixed players getting crushed by said sleigh.
-Fixed players getting stuck on the Pyro deer in front of the sleigh.
-Fixed various clipping related things around the map.
-Fixed a weird reflection issue on a ground material that caused it to reflect like a mirror even though it was dirt.
-Fixed reflections on water.
-(Hopefully) Improved performance on the map, especially around mid.
-Fixed getting stuck on the ice sheets near the shack control point.
-Added a way for explosive jumping classes to get out of the sewers from the drop down zone that connects mid to the side control points.
-Moved health around from almost on the control point to under it in the shack area.
-Added a new upstairs area around mid with a small health pack.
-Removed the big ammo packs around mid, to compensate for that the small ammo packs in the garages are now medium sized.
-Improved environment lighting for improved player visibility.
-The aurora around the map is now on by default, also helping with player visibility.
-Removed the 10 second countdown when a team captured the required amount of presents since there was no way to make that amount go down.
-Made it easier to climb on the side roofs of the mid building (above the main entrances) when coming from the side buildings.
-Huge amounts of prop fading done for improved performance.
-Added missing spectator camera's.
-Added missing control point model on mid.
-Added lots and lots and lots of nodraw textures to lower the file size of the map (although it's still larger than before).
-Changed some materials around.
We then got V2 tested, and again, people provided feedback, which, again, here it is:
http://feedback.tf2maps.net/map/pd_snowville_v2/
Notice that not all feedback is criticism. For instance, we have Mr Stevethepocket saying "I really like the dropdowns; vanilla Sawmill could probably benefit from having them". This too is feedback, but the kind where people especially like something on a map. Yes, feedback tends to lead to the criticism side of things, but that's the whole purpose. Negative feedback leads to better polished maps, even though that sounds strange. I can't fix my mistakes if people keep telling me it's a great map instead of providing criticism on the bad areas. And again, people had complaints about bad visibility which I took very seriously (as I should). I don't have feedback for V3 simply because we never tested it as we wanted it to be uploaded before the end of the Workshop Wonderland (which got an extended deadline for maps later on but anyway) but with some help from our good friend Frozen I got the lighting down waaaaay better than I had it before.
This isn't even 1% of what it takes to make a map work. We converted Sawmill which is an already established map layout wise (we did do a total visual overhaul alongside the game mode change), but a completely new map from the ground up is going to take a lot more effort to get it to a point where it plays and looks great. If you don't want to put effort into making your map better with the feedback provided, mapping as a whole probably isn't for you.
Anywho, my two cents.