[QUOTE=JBRAA;510332]Echo feels like such a strange approach.
Why make a program for learning good map design, when you can hire the pure talent who made superb custom maps.
[/QUOTE]
This is not at all what Echo does. It’s primary use is actually balancing of mechanics rather than spaces, and as stated before Echo is only one of 6-7 different tools and methods of feedback we use to balance stuff.
As for the current maps versus modder maps from past games the issue is very little to do with the Level Designers or any lack of understanding, it has a lot to do with the development process.
A lot of DB’s maps had art work started on them prior to gameplay mechanics like speed, abilities and weapons being fully locked down or the Merc roster being filled out, meaning flow and spaces in some places no longer match the gameplay as well as they should and they can’t be changed very quickly. It’s frustrating that this has happened so much with DB so far, and it’s something we’re looking to address, but it is a problem that does impact all FPS games to some extent. To get the art done in time you have to start some of it before you’re certain on your gameplay.
Maps for games like CS (the ones that didn’t get cut over the years), and those made by modders for other games have the advantage here because they are always made well after gameplay is locked down. Base maps with examples of good and bad spaces, mechanics and techniques are there to be looked at and learnt from. The plane isn’t going to be rebuilt mid-flight on those guys 
We could have thrown the best ET or ETQW mappers at DB, a different game, before its mechanics and balance were locked down enough and they would have experienced the same sort of issues. It’s just the nature of the beast.
The nice thing is that every new map should be much better than the previous ones the longer we keep adding to the game 