The "fun" argument has its flaws. First it's a bit like explaining the joke. All those maps put a lot of "fun" in their BSP filenames, if posted on a website it say something like "this map has been built to be
fun".
Thanks for letting me know, I could have accidentally downloaded a map which was made to be boring.
I played dm_avalon the other day. And I noticed a while ago that dm_avalon has a lot of layout and gameplay flaws. You always fall down from those cliffs, the spawn on the top must be the most boring overview in any map to date, some parts are awfully dark, the interiors to tight and lack clip brushes, ect., ect.
The only reason people like this map is because they like the steampunk/merlin aesthetics (which I hate btw, but I like the quality of the craftsmanship).
Noone can tell me that gameplay is the main reason for Doom3's popularity.
People just like to be stimulated fast. If it's dazing, beautiful visuals wrapping mediocre gameplay, then it's OK for them.
I know how these kind of maps are created. Some clan-member learns how to map and the others say "Map us a clan-map! Then we can put our clan-tag in the filename and get famous. And you get a better rank! It will have no stupid AWP because they are gay! ke-ke-ke! And yes, we need the map tomorrow..."
That's how it mostly goes. I know what I'm speaking about. Long before the prefix "aim" was so popular I created an aim map for CS for a friend. It was a stupid box, big enough to require sniper-zooming to see the other team, just what they wanted to try out how "cool it is to turn gravity to 0.1". It was one of my darkest mapping moments.
Looking at HL2 mapping I see more maps that focus on visuals too little than maps that focus on visuals too much. And these are the less interesting extremes, what's more interesting are all the maps that are neither of those and have potential for both gameplay
and graphics.
So, while discussing the whys of the killbox popularity is important, I think there's no reason to bring much respect towards these kind of maps not to mention encouraging new mappers that want to go in this direction.
People confuse graphics and graphics technology. A killbox can have wonderful DX9 shaders in a puddle of water. But if the design of the architecture around it is plain awful, graphics are
not good - they are just very, very bad.
The fear of hyper-realism causing mappers to "focus on graphics not gameplay" simply isn't true. It is, perhaps, for certain big-budget developers. But not for the average mapper. There is no reason for a hobby mapper to "fight the system" by making badly looking maps (that, in the end, don't play that well either). There is no war to be fought. If you create a killbox you have to live with the fact that other mappers call you a lazy un-skilled wannabe mapper. Until you at least try and make something else. You don't have to go over the top and model half your map in Maya. But, for example, there is no reason to not try something interesting with lighting. Maps are lit well since HL1.
Why snark works.