Man, I love killbox discussions. I've said this many times in the past, but I don't mind repeating myself on this issue. My opinion can be summed up quite easily.
- from the perspective of craftmanship and through the eyes of artist/architect - Killbox maps are utterly apauling, grotesque beasts.
- Any mapper who doesn't try to understand WHY they are so popular is missing a prime opportunity to understand their player base. There is a very valid lesson to be learned from killboxes. It is this: accessibility is ESSENTIAL to creating a map that 'sticks' with the community.
Ive seen dozens of great maps spill through this community and website over the past 6 or so years that I have been involved in HL1 and HL2 mapping. The majority of these maps have been lost in the void - why? Because the majority of this player base isn't so much looking for the type of quality that we, as mappers are looking for - they are looking for 'FUN'. To Joe-blow player who isn't a member of the Halflife Elite Players CLub, fun does not mean getting lost in a mazelike map while better players pummel them with toilets. These players flock to killboxes, where the minimalist environment gives them much narrower focus to deal with (that being guns, aiming, and basic movement).
So, the bottom line is, the difference between a good mapper and a great mapper doesn't come down to just pixel pushing or architectural flair - it involves knowing every aspect of your craft, inlcuding the user base. This is gameplay 101 - what do your players want, what do they consider fun, how can you TEACH them, while still giving them an accessible map?
Killbox fad = An opportunity for mappers to create simpler environments that are easy to learn, focus more on the fun factor, and offer something for both new and experienced players. There's no reason that these maps cannot look great. There's also no reason to exclude more experienced player, by offering a layer of strategy through movement. New players will see experienced players hopping around the map in ways that they didn't consider, and will most probably try to pick up these moves. In a mazelike map, new players won't as easily see all of the tricks that good players use to get around the map fast.
Anyway, turning your nose to the killbox phenomena only makes you a snob. Embrace the things that are popular yet cheap, and try to inject them with quality, rather than exclude them.