What makes a map fun? This is a one million dolor question for the starcraft mapping community. Here's my theory, which I highly encourage everybody to poke holes in. It'd also be nice if you presented your own theories and analysis.
We are not talking about what makes maps replayable here.
Yes that obviously ties into making maps fun, but it is unrelated enough, big enough and complex enough that I don't want to get it involved here.
Action:This is harder to put into words than I thought, but to see what I mean by action all you need to do is compare to Honor of the Fallen #1 to The Five Samurai ver. X or Sunken D 10 way Advanced to Tarpit Defense 3.3. I recommend all four of these maps highly, but in both cases the later is far more action packed. The more stuff is happening at once, the more units on the screen at once, the quicker things can change, and the more precise timing is needed the more action there is.
Best example of action done well: The Five Samurai ver. X
Strategy:Strategy is the measure of how much you need to think in a map. If the map is single player or multiplayer cooperative, strategy describes how much you need to think and vary your approaches in order to win. If the map is multiplayer competitive, strategy describes how complex the game can become and how many different approaches there are to beating your opponent.
Best example of strategy done well: Melee Starcraft
Balance:Balance ties into strategy very strongly. In multiplayer competitive maps balance means that all the strategies are equally viable and that all the players (or races) are on equal footing (this is particularly important for melee maps). In multiplayer cooperative maps the same principals apply as multiplayer competitive maps, but primarily balance means balancing the difficultly level of the map and making the map get gradually harder over time.
Best example of balance done well: DOTA All Stars (WC3 map), especially when you consider the number of heroes it has.
Polish:This particularly refers to user interface and ease of use. A good user interface is intuitive and powerful. Good UI is particularly hard to execute in starcraft maps. I'm trying to change that using EUD conditions. Besides GUI polish also includes responsiveness and helpfulness. If someone needs to explain a map to you it doesn't have very good polish.
Best example of a well polished map: Uberena
honestly I have no idea
Ambiance: Terrain, music, story line, strong characters, good special effects and all that other yummy stuff that makes maps enjoyable places to be.
Best example of ambiance done well: Chrono trigger for the SNES
Some people might favor some of these elements over others (when it comes to starcraft maps I'm an action junky), but overall the five different elements are on fairly even footing?
So what's wrong with this theory? Doodle77 says that it doesn't explain why
this map (he posts better versions later in the topic) is so fun, and I'm sure you people could find many more issues with it.