In the Java client, you will notice a new category of maps has been created, called the "M&M Team Top Picks" which will consist of maps that show exemplary levels of detail and capability. This thread will add maps with a short review detailing "why was this map picked." It will look like this:
This is a vault which serves as a source of inspiration, to show people what can be done with the tools we have available. A lot of content gets uploaded to the vault, and oft it contains products that are worked on for far less time than those that will be shown here. A variant of this vault will be made for game modifications to help filter through that content as well. Aesthetics alone will not dictate content, as gameplay - among other things - will be a factor, but not the absolute driver.
How are maps elected? How do I get my map included?
Well, put simply: there is no real rule or necessity. It will be opinion-based, and very difficult to impress. But for the sake of giving guidelines to those curious, here are several qualifications:
1) ABSOLUTE TOP QUALITY: Uniqueness - Any and all maps that are further entered must not closely resemble a previous map in ANY way, unless there are some extreme circumstances such as complete overhaul of height map, textures, layout, resources, etc, etc. I will be very strict on this rule as the goal is to create a vault full of fresh, new content.
2) Classic maps with popular gameplay: This, as it may seem contradictory, is actually a testament to classics like Canis River, Hilly, Twin Rivers, etc, etc with some extras thrown in. Maps like Phenom Spartiate are not of any particular mapping quality I see as "great," however, it is an alternative to simple, choke-point maps, and has some value. Maps under this classification will not be applicable going forward as they are "classic" for a reason.
3) [Aesthetics]: Needless to say, an extremely high level of aesthetic detail and attention is a sure-fire way to get your map noticed. I would look at example like Regor VI Highlands where it uses a diverse set of props (single, grouped), decals, textures, blends, and creative height maps that go beyond basic shapes.
Source: Lionhardt's Regor VI Highlands Version 6.0:
Spoiler: show
4) [Gameplay Mechanics]: A paramount part of any map is how many options there are for gameplay. It is difficult to say what is good and what is not, but the biggest hint to be given: don't spoon-feed tons of mexes and hydros at the start; make them commanders and units expand to get territory and actually have a real war....
5) [Mapping Contests]: biass made a few of these last year, and it drove me to bring mapping to a much higher level. Some really nice ideas came out of these and a few new author's names began to be recognized. As time moves on, I hope to throw one of these once a month and submit the top, or more, maps to the vault list.
Anyone and everyone are allowed to submit ideas to the M&M team. Head to the M&M discord, contact someone there with a "mapping" role such as the "Maps Overlord," and see if your map will be considered.