"the map is universally disliked for the same reason all new maps are universally disliked"
Propaganda was liked by pretty much everyone that played it as much as people do generally like to bandwagon the fact is the map has legitimate problems and people are right to think it's not ready to be played at the current state
That's good to hear she is updating it but that may still leave it with major problems so it definitely should be re evaluated before being put in certainly as a weekly map. I think people can be fine with it as a pick ban map in the rotation cause you can just ban it though
Propaganda is just a legitimately good, intuitive map that plays well already. I think you need to consider the possibility that there's an in between of people bandwagoning against it baselessly and people actually realizing it's a bad map. No invite player who did the cup is "afraid" of playing propaganda it was good and universally liked afaik. Logjam and the others though had some big issues and did not flow well at all.
I know there's gonna be a discussion with tri some time about the map list and stuff (tonight? won't be on unfortunately), but I am VERY hesitant to accept this notion of "modern"-ness and the flow of the map being objectively better than granary and badlands. Yes badlands last is super small and chokey and stalemates a lot but I've also played games like a golden cap vs evl where it went back and forth one last to the other like four different times, there is definitely interesting flow to the map and it's such a staple that to say we should remove it simply because it doesn't play like process seems VERY hasty to me. Most newer players don't like badlands because they don't know how to play it and just jump on the bandwagon of hating it. If anything we should be more skeptical of this sudden bandwagon to purge maps rather than "bandwagons" against adding in new unfinished maps that inherently must be met with criticism because they have to be proven ready to be put in.
Granary as well is very slow and can be stalematey which okay that's unfortunate for spectators but I've had some granary matches that were incredibly back and forth and interesting as well. Slow and methodical team play is rewarded on that map as well as having proper strategy to take left yard and wrap and stuff like that. The main criticism is stalemates but plenty of other maps like snakewater can have huge stalemates mid to second and on last, as well as process second. Like literally every map can lead to stalemates if the team wants to (i.e., 7) yes some are more inherently hard to break than others like gran second but my team found no trouble just two man sacking and baiting the push. Sitting on a sniper is bad on both that and the badlands mid to second stalemate cause there's not too many good angles but that's not to say you can't overload flank and send people behind and stuff like that.
Another thing is that soldier is really strong and impactful on gran and badlands whereas every other map scout class is the king maybe having maps that allow soldiers to actually carry versus the giant open maps like process and sunshine where scouts just rule is a good balance change? Combo scouts on gran and badlands can do tons of work as well though obviously just look at b4nny he still puts out a ton of damage and stuff it's just not always as easy and as simple as sitting on the high ground and props like most maps. Flank scout on granary is usually pretty boring and hard to play and people say it's impossible to have impact or do anything, which is true to an extent but doesn't have to be the case. If you jump on the bandwagon that it's awful and u can't do anything yeah you probably won't, but for example on my team in the lower bracket finals this season reimu went in for aggressive flank plays and double sacks and did a ton of work despite the map making it difficult, I believe she even top fragged.
Fuck that's a lot of words
Anyways tldr there needs to be more thought put into it and backing up statements like maps being "modern" and fitting the flow of the game as if there is some given way that the game "should" be played on any given map. Not everything has to be a clone of snake/process.