I've seen this type of attitude quite a bit recently (not condoning any unnecessary flaming/whatever) but I think a lot of it is down to the bluntness of a lot of the feedback people give. Some people just can't handle other people's opinions, and after all, they are only opinions. Nobody says you have to listen to what people say. I wouldn't say it's worrying, I just think sometimes people present their feedback in a way where people may think they are trying to be mean, or abusive.
If people are giving their opinions, or feedback there seems to be people who get offended by it. Sure, they may have said "this area sucks", but if I saw that as feedback I'd look at that area, ask whomever said that area sucked (if I didn't already talk to them about it ingame or whatever) in steam, why it sucked. A lot of the time people don't have time to write long sentences while ingame testing. I know it's helped me in the past when people have said "this area sucks" I've brought it up with them and tried to brainstorm out some solutions.
If people take everything at face value, then of course people are gonna get pissed off. Which is why you shouldn't take "this sucks" as "QUIT YOUR MAP YOU ARE GONNA FAIL"
At least, that's my view on the subject. I don't see much wrong with the way people are acting, I just think people need to learn how to take feedback as constructive criticism and not just pot shots at your map. I'm perfectly fine with everything as it is right now.
True, I'm probably as guilty of this as anyone. And I try not to be, personality flaw I guess.
But it does suck trying to get good feedback and hearing the same stuff over and over that really doesn't matter at that point in testing. And comments like 'this sucks', if you're going to go there at least give some vague reason WHY it sucks. I know it's just a personal opinion, but if you truly want to help say why. If you don't want to help, or possibly play a maps that 'sucks', maybe gameday isn't for you.
I think most of the time mappers are more than willing to change things in their map if something doesn't work, and if you can give them an idea of how to improve there's a good chance they will use it, or it'll at least give them an idea on what could help.
And like grazr said there is a lot of 'saying what someone else said' and a lot of times it doesn't make sense.
example, I see this on every map, and sometimes it's true:
sightlines. But part of mapping IS having long sightlines. map balance, snipers need areas too.
My point is that commenting 'sightlines' at every single long spot in a map isn't necessary.
Also things like z-fighting doors in an alpha map, etc... little nit picky comments in a map testing phase that is about GAME PLAY. Who cares if the door z-fights, that shouldn't even matter until beta when detailing is the objective. And when experienced mappers bring up these issues the trickle down effect happens... The mappers/players who aren't as experienced pick up on those as the things to report instead of things like:
'sniper owns this area' - that's when sight lines become a problem.
Or complaints that red can't defend an area on a team with 4 snipers, 2 spies and no engies or medics.
I'm lost, where do I go? This one usually crops up within a few minutes of an unfamiliar map loading. At least give it a few minutes. TRY to find your way. LOOK for signs instead of just saying there are none.
A good majority of the time half the team is playing and finding their way around fine and a few players seem to be completely dumb founded.
That doesn't make it a confusing layout, that most likely means someone is just impatient/doesn't like to learn new layouts, etc...
I think if experienced members take these into account before speaking on it then n00bs will pick up on it and get a better understanding of what the actual testing is about.