Hey girls, may I put my 20cm.. khm.. I mean my 5 cents to this discussion?
New creative maps are good for one time investigation usually. Creativity is not what makes map interesting to play.
Let's say we have 4 group of players with their individual needs:
Horse-nabs: they need plains with unmounted players' routes or spawns, so they can kill them in the back. That is all ga(y)meplay they need, and they have it with 99% of maps.
Archer-nabs: they also need plains to shoot random players in back with no challenge, but also some safe spots like towers so they can be protected from horse-nabs' raping. Usually all maps have such conditions for them.
Melee-nabs: players who have only one purpose like nabs above - kill as much as possible no matter what, but by melee fight. They don't like open spaces so they may be killed by archers or horsemen. And if it's no "Field by the River" map they can easily find some buildings, walls, towns or villages.
So meet good conditions for these three groups is really not a problem, but I believe, they are not most active and influential players here. For them there is 4th group:
Players-with-purpose: players who are not interested in pure killing, who find some goals for them to have fun or challenge: make teams with others, fight teams, groups or personal rivals, protects some spots, block routes and so on.
And for this last group it is very important to have some good POIs(points of interest) on the map. Interesting places where they can have fun: gather to meet each other, fight each other not being exposed to random horse or archer nab, places they can defend or make ambush etc. Some examples from popular maps: Arena - small map with well and circle, Desert Duels with circle and pyramid, Frog's lair with tower hard to get in, Watch your Steps where you have pure melee experience with limited dangerous area, Coliseum with Gate Tower everyone tries to get. There was one small desert map with river in the middle and two bridges: I liked to barricade one of the bridge and fight anyone who dare to pass it without paying me. That was fun.
Thus, creating good map is about creating good balanced POIs on it, or maybe just one POI. At least, it should be not easy to reach, so it has value to survive here, but also not extremely hard to get: not 5 min walking from spawn or something. And it is better to be simple: max 1-2 ballistas, couple of teleport doors, one gate, maybe non of it at all. All these elements are quite not authentic, and if you mess with them to hard the map brings you vomiting.