FubarScorpiouprisingAgreed. Badlands is an amazing map for sixes, atrocious in highlander, and sort-of-okay-but-not-really in pubs. I'm sure someone could come up with a way to make it more viable in highlander, but at that point you're probably better off just making a new map.
well there you go, if you put up conditions like these, the map is not good, it's just conditionally good. yes I said it, badlands doesn't fit in the good category *hides under desk*. but what about gravelpit? what about viaduct? I think good maps transcend formats and I won't settle for less.
badlands is a pretty good map, but it has pacing issues in highlander (which most 5cp do, to be fair). so what if someone found a way to make it faster paced for highlander? the 6s community is not opposed to faster paced maps as far as I know. so what then?
I think its pretty short sighted to imagine that "conditionally good" means bad or not as good as it could be.
Here is an example: Magic the Gathering is both a very potent casual game, but also an amazingly popular competitive game. However, what makes the game function in those two different environment is quite different, and many Magic designers admit that they design cards very specifically for different audiences. Its actually part of the design process; should this card be designed for comp play or casual play? Do we have enough cards in this set for casual players (life gain cards, dragons, angels, etc)? Should we buff this card so it shows up in competitive environments? Are there enough incrimental advantage cards that require precise thought for their usage (comp players), while at the same time enough big stompy cards (casual)?
What designers of Magic the Gathering DON'T try to do with every single card, is design them so they work perfectly in every single environment. Obviously, such cards exist and come about with a fair bit of frequency (gravelpit), but they are often pretty bland and safe. They don't really stretch any real limits, and mostly just function as role players, rather than "build around me" cards (cards which an entire deck is built to support and which the entire strategy is built around).
If you required that every single card in Magic was built to be perfect for both comp and casual, you'd end up with a bunch of shitty boring cards that don't satisfy either camp adequately. But, by splitting the cards up and focusing your efforts in different directions, you end up with cards that satisfy both parties, allowing for a game that can be both casual and competitive at the same time, in different regions.
What this means is that if you are designing your maps for TF2 and expecting that they satisfy every single audience equally and without any room for argument, you are ultimately making (in my opinion) a much weaker and less interesting map. By splitting your resources and really aiming to satisfy one core audience (casual, highlander, or 6s) I feel like you end up with a much stronger map in general.
Think about this: How many actually "good" maps are there by your criteria fubar? Gravelpit? It gets played in 6s, HL and casuals, but what else exists from there? Granary? Good in 6s and HL, but not very much fun in pubs unless your pub group is super organized (and at that point, isn't that just HL?). 6s means you have to exclude all Payload maps (wow! thats a lot of pretty good HL maps gone in an instant), all ctf maps, and anything strange that people can't quite seem to get a good grasp on (HI STANDIN!).
If you choose to only accept play experiences that are acceptable in all formats, you end up with very few actual maps that exist, and I don't think thats the sort of environment that I'm happy mapping for. I prefer making maps that satisfy particular audiences very well, rather than making a pretty bland or even broken experience (gravelpit) that satisfies all groups, but only sort of.