I'm going to limit my contribution to the third version, as with fewer maps I might be able to develop them rather than constantly add to them. I've also tagged my maps [MGC] to differentiate them from the versions available for download on this site, though I suggest that the compilation also be offered for download from this site, with or without the automatic extractor.
Of the maps I dropped, the multistar 'Odds and Ends' 2v1 1v2 map was the one I liked best, however I'm not keen on sandwich spots in random games, and with an inexperienced player in the defensive position the map wasn't as enjoyable. There's not as many multistars as I might have liked, but I'm not fond of maps that just encourage the carrier capital trend, as the presence of several star wells tends to. Perhaps I'll work on that problem for the next version.
I'm busy with the testing and final revisions before offering the .zip, so if you have any suggested alterations, there's still a possibility that they might be included.
[MGC]Distraction 1v1 I've continued to work on my ideal 1v1 single star map, this is the latest version. I'm not fond of easily choked 1v1s like the random maps can be. This latest attempt allows no starting roids, I might switch the volcanic and the adjacent roid, however I dislike the obligatory starting move where the colony frigate can conquer the roid on its own with the help of a turret..
[MGC]Sphinx 1v1 A 1v1 for balance testing should have all the tech tree in play so it has to be multistar, and to include all types of gravwell. This setup has been claimed to favour Vasari, but the neutrals are quite close to the home planets, rather than in the middle.
[MGC]Salome 2v2.. or 1v1 Starcraft II is very topical, I wanted a map that resembled the classic 4-player maps used for Starcraft 1v1s, so that early scouting and the position of the 'spawn' was important... It's difficult to avoid making the map too big for 1v1 though.
[MGC]Preoccupation 2v2 Almost unchanged from the version in the last pack. You need those roids more than your ally does, he's responsible for the flank, why can't he understand that?
[MGC]Sun of the Joneses 2v2 This used to be a 3v3 with vast amounts of neutrals, with the buffs to Vasari I've cut the neutrals down and remade it as a 2v2. Civic labs are still the order of the day. This map is a synthesis of several maps that I had that were all very similar, that I decided were better presented as one concept.
[MGC]Duke's Walk 3v3 The previous compilation version of this map drew the comment that it was a 'rush map'. It still is intended for fast 3v3s, but I've added another roid per player to allow slightly more options.
[MGC]The Coronet 5 FFA or 2v2 Another very different version of this map, I still felt that I hadn't quite got it right.
[MGC]Deus Ex Machina I've sighted this map being played online, with none of the contributors to the compilation involved at all..! It was being used for a comp stomp race... The only change in this new version is that the wormholes have been altered to make defending them more difficult.
[MGC]Pasquinade 4v4 New for this version of the compilation, I wanted a quicker 4v4 than the existing set maps.
[MGC]Lumaran's Curse 3v3v3 New for this version of the compilation, an update of Darvin's original Lumaran's Folley, as a multistar for more players.