Level Design - Halo 2 and Big team battle

Please, bring back the essence of Halo 2
Halo 2 was one of the best MP ever made mostly due because of how the maps were designed, unlike Halo 3 and Reach.

In H2, players could pretty much jump on anything to go anywhere. Everything was designed around player movements (jumping). It was extremely intuitive, natural and dynamic. There were plenty of shortcuts in the map that required players to be good at moving around. It required a different set if skills and pushed the mindgame further.

I think of Lockout, Warlock, Zanzibar, Ivory Tower, etc.

Big Team Battle needs appropriate maps, unlike Reach and Halo 3
Halo: Reach could have been an amazing game for Big Team Battle, but the maps were so opened and organic that it just didn’t feel right. Halo 4 should aim for more urban maps, more in the lines of Headlong, Terminal and Turf from Halo 2. With all those perks, Halo 4 could be ‘‘the thing’’ to talk about for the next years, if done right.