I believe that people like better of playability. later, the items you listed.
personally, I like solo maps (single-player), the gloomy atmosphere, and macabre, for example, the graveyard and catacombs mesh of myth 2.
in plugins of my authorship, I like very snow, or night atmosphere, with heavy rain.
Assuming you're making a regular myth map I'd focus on terrain variety (both displacement and terrain types) to allow for strategic advantages/options, and a unique factor (something cool other maps don't have (game-play wise, not just visually)).
as far as what I'd like to 'see' (I don't play myth), I'd like to see a visually pleasing map, which means a complex design with a random feel to it, a combination of various terrains (a winter lava map? a city in water? something new, combined with something old...), and a map that looks equally impressive without detail textures (a detailed hand crafted colormap).
Gizmo,
Sorry this is totally off-topic :
Would post the myth-like world map Graydon posted a few months ago on this board, without the watermark Graydon added ?
Thanks in advance,
bigbro
three major things when making any regular multilayer map. This is what I do when I make my starctaft 2 maps.
1. Terrain has to be generally of a fair advantage to every team where they are located, you cant give one team all the high cliffs ect.
2. Flanks, Traps, Ambushes and Area's of Tactical advantage. Make area's that can be good for holding, crossroads suitable for ambushes and area's where multiple flanks can occur if not scouted properly.
3. Landmarks, nice textures. Dont make too much landmarks or lots of doodads on the map. Enough to make it realistic, textures are a great addition but are by no means important.