Quote from isaac_bardin
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wordswords...What do you look for in a CTM map?
Considering all the world/editing tools available at present, the map maker needs to provide some natural looking terrain coupled with some logical transition and blending. Spheres, cubes, diamond (shapes) really don't do it for me. There was a time when that's all that was available, but that mold was broken long ago. A good old fashioned 3x3x3 dungeon hallway area is great, but vary the wall textures and floors...not just non stop mossy cobble all day.
Another draw for me is a consistent theme or at least a feasible attempt at one. It's understandable that creating 16 unique areas is difficult enough without all connecting them with some type of thread. However, it adds more to the appeal and the level to which a player can become immersed in your map and therefore appreciate all of the attention to detail which you may feel goes unnoticed. If you float the whole map in the middle of the sky above the void, look at Cranica's first map Forgotten Sky for inspiration (imo, brilliant).
Another big player which can rear its head quite early and give an indication of the rest of the map is mobs. Not just the amount of spawners, but what kind of detail or consideration was given to natural mob spawns. You can have a brilliant open world map with underground dungeons, but if you've got zero non-map related chunks, you've got 230 hostiles underground during the day and 230 above ground at night (or whatever max spawn number is).
I'd also echo the previous points and give a thumbs up to unique areas, innovative travel techniques, clever (not necessarily death dealing) traps, and visual cues to either progress the player or indicate bonus items. Thumbs down to blowing up monument blocks and ripping off the ideas of others (inspiration is fine...direct copy not so much).
Cheers to the thread. Hope it keeps up!