We're not saying a map has to re-invent the wheel, but a better wheel will always come out on top. This is where the tech stuff comes in. Contrary to what most people think, poor map design is just as easily spotted when one knows where to look. A map that flows like a dream with low polycounts can still be a bad map. There's a balance to everything, and in this case the most probable issue is that the map lacks a lot of details that could easily be added with better design, and still keep the flow.
Construction also revolves around plain errors and things that affect gameplay.
In this area we'll look at things from a design point of view. A map can look visually stunning, and still be a bitch to play for various reasons. Or look outright horrible and have a lot of play value. The balance issue again, ever present. This is really a balancing area to all the others.