Alright, first of all, aside from this sentence, I don’t want to hear the word “Sprint” out of anybody, okay? I’m taking a break from that in this thread. Map design encompasses far more issues than just [REDACTED], so we should be able to manage. 
Map design was a strong point in the older Halo games. I think this was because each map was designed for a purpose. Basically, I’ve got the MCC Multiplayer map book, I’ve been flicking through it, and the older games had some very basic designs for maps.
- Symmetrical, linear. You have two bases at opposing ends of a straight line. Blood Gulch, Valhalla, etc.- Symmetrical, U-shaped: You have two bases at opposing ends of a U-shape. Sidewinder, and Avalanche are like this.- Symmetrical, circular: Typically, control of the center is vital in these maps–there’s usually a power weapon there. Combat also takes place around the perimeter. Midship is always a good one to refer to.- Four-way symmetry: These maps would have four bases, arranged around the edge of the circle/square/octagon/whatever. Example: Wizard.- Figure-eight maps: Literally, maps which are in the shape of the figure 8. Ice Fields and Infinity work as examples.- Vertical maps. Haven’t had too many of these, Really, they’re just maps which take place on multiple levels. Boarding action and Gephyrophobia and Sword Base were good examples. [Edit: I’m talking about the entire map basically being being on three or four levels, not just little isolated towers whilst the rest of the map takes place on ground floor or two levels].- Asymmetrical maps–like Zanzibar. Zanzibar was a really good asymmetrical map because it had a clear progression. You started at the beach and you tried to get past the cliff, and then the spinning wheel of doom, and then finally had to break into the generator complex. It would have been great for Invasion. There was a similar map to this in Halo 3–High Ground.- Chiron TL-34. Honestly, this map just goes into a category of its own. It’s…fragmented? Disconnected? Insane? I don’t even know where to begin…Each of these maps work well for a specific gametype. Asymmetrical maps like Zanzibar work for Assault or Invasion gametypes. Circular maps often have that power weapon in the middle, for fun slayer matches. Figure eight maps and u-shaped maps are usually good with vehicles. Symmetrical, linear maps are good for CTF gametypes. King of the hill–well, the circular maps are basically one big king of the hill battle, anyway.
Really, all the gametypes can probably be listed as a variant of one of these: Slayer, Oddball, CTF, King of the Hill, and Race. I have no idea what Chiron TL-34 was used for. A short trip into insanity, maybe?
Then, when I flick through the booklet to Halo 4, I see a lot of maps which aren’t any of these. They’re just great big blobs. I can’t tell where the primary bases are. I can’t tell what gametypes would be used on them. I see an awful lot of clutter which is an impediment to vehicles for most of the map. I see so many nooks and crannies that deviate into their own little separate areas that the maps don’t even feel like a cohesive whole. What is going on?
Now, in the Halo 5 Beta, I saw a couple of maps which were just…mazes which go nowhere. Most of the battle in Empire was done in those two little areas outside, if I recall correctly, with players basically ignoring the middle. Truth had players just ignoring the middle, and skirting around the edge, and people were either trying to snipe eachother with the DMR/Battle Rifle from across the map, or were giving eachother the run around the edge. Orion and pegasus…I didn’t get any clear indication of what sort of design those maps had. I’ll go with cluttered blobs. Didn’t play the breakout map, and weren’t the other ones reskinned “Truth” and “Empire” maps?
Anyway, let me know your thoughts on the Halo map designs. If we can get through this without mentioning [REDACTED], I’ll be happy.
Edit: According to thy Reaper MC, I need to actually state that I do understand that maps can go into more than one category. It’s fairly clear cut which category or categories maps go into in Halo 1, 2, and 3. It’s not anywhere near so clear cut in Halo 4 or with Orion/Pegasus [at least for me]. Maps in Halo 4 seem to have far too many individual routes to get from A to B. Thanks for the heads-up, thy Reaper MC! Much appreciated. 