I had a good conversation with Skybex during the week about starting a new map, the designing process, reference pictures, visualisation and grey boxing. FMPONE and Volcano wrote about Crown and what processes they went through designing and developing the map. When you look at the pool of competitive maps, with the exception of Cache and Overpass, their origins track back to the original CS, some as far back as the beta releases.
I do wonder what the experienced mappers would say the difference is, between creating competitive maps, and creating fun to play maps. I think of maps like Ali, Chinatown, Zoo and St. Mary for visual enjoyment and good fun gameplay; maps like Mirage, Dust 2, Cache and Nuke for their technical, co-ordinated game play and for allowing different play styles, and maps like Overpass, Vertigo and Train for being extremely difficult and most unenjoyable.
Some conversations I've had with other mappers about their target crowd has been interesting to say the least, such as maps being developed for fun, more than for competitive environments, even if there was some potential for that to happen. I wonder if it's a desire for all mappers to create the next, best competitive map, or if it's just to create something for fun and the hope that it will make it into the next operation.