MouldcorsaPeople are still thinking the way maps are designed isn't one of the reasons stalemates occur....
There is no point on any map where the map maker thought how long it takes a team to rotate from one choke to another, and if they did, it's not designed that well. On top of that, half the maps have ONLY chokes to push through (gullywash, badlands, etc).
There are more reasons why tf2 is stalematey, but I'm 100% confident that if somebody made a map with these things in mind, each team would be able to take more risks without a high chance of failing. Take granary 2nd (holding yard, pushing 2nd) and snakewater (holding mid, pushing 2nd). Which is easier fail?
The answer's obvious. The map does play at least a small role in being able to take risks.
One of the main reasons we aren't building maps in that way is because people are so used to being defensive that if you create an easier push people aren't necessarily happy with that. Its actually hard to make maps that aren't small variations of map design that already exists, not only because the design space is actually very small, but people also don't even want to take the time to practice new maps. In EU at least, nobody ever scrims new maps in the pool until their week.
Its not necessarily worth the risk because if you experiment too much you can lose your audience immediately. It takes a lot of mapping talent to be able to create a map good enough for competitive and general play, and even with a good understanding of tf2 (I'm nowhere near prem granted, but I can comfortably play solid high) I was still unable to create an idea that worked.
This really isn't simple stuff and requires way more from the community if we want people to make these innovative maps. Mapchamp was about half way there, but top players have to get involved. A+ effort from banny who worked with phi on cardinal and stark who worked with me on my map, other than that I can't think of much tbh.
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At any rate, I have managed to get my housemates to watch some tftv and the main complaint I get is always that the maps are too similar, because to someone who barely or doesn't play at all, the difference between a stalemate on gullywash and a stalemate on granary is almost nothing at all. We need koth in the map pool so things are changed up and frankly we could do with a decent ad map as well, but that's a while off.
you're right people are way too disapproving when it comes to new maps, but that is an absolute terrible reason for this--to not make a good map--because if done right, it's not a risk, since it isn't really that much different; it's just making a good map, rather than a bad map. so actually, i would think fewer people would complain about how they don't want to play a new map "because it's aids" or specifically "because pushing x point is way too hard" or "there's no interesting props/geometry in x transition"
now, to make it good, that takes a lot of talent, as you said, and we do have the map makers to do that, with people like phi, hyce, and others who are actively making new maps. b4nny is making a map with phi, for example, and it is a good map, with the exception that it still has the problems of every other map, because they obviously didn't think of the ideas i mentioned. and again, we do have the community to give feedback on maps, because they already give feedback on good maps as well as maps that were originally very bad.
what i'm trying to say is it's really not as complicated as it sounds. you just need to keep these things in mind when making a map.