Introduction:
One of the most under looked aspects to Halo multiplayer is the map design. It is crucial for any particular map to be designed to match up with the physics within the game. This is the problem with Halo 4 in my opinion. Halo 4 did not design a majority of its maps to parallel its multiplayer aspects.
Armor Abilities in past Halo games:
Halo, Halo 2, and Halo 3 all perfectly had their in game physics match the design of their maps. There were CQB areas for shotgun/sword fans, there were long sight lines for snipers, and there were areas which implemented both aspects. Halo Reach and Halo 4 did the exact opposite. They implemented elements closer to class based shooter then to the Halo arena genre. In these two games they had load outs and AA which in effect caused imbalances not only in game play, but also in the flow of maps.
Symmetric vs. Asymmetric:
With all the halo games previous to Reach they had a mix of symmetric and asymmetric maps which worked with respect to balance. Some iconic examples of asymmetric maps are:
Halo CE’s Damnation
Halo 2’s Lockout
Halo 3’s Guardian
Iconic examples of symmetric maps are:
Halo CE’s Warlock
Halo 2’s Mid Ship
Halo 3’s The Pit
All of these maps and many more I did not mention become favorites due to there designer’s abilities to tie in the game’s physics with the layout of the map. The main violator of this concept is Halo 4. Abandon in H4 is a perfect example of how asymmetric maps can go wrong.
In my experience maps which are asymmetric in the sense there are great differences in elevation in certain areas of the map create imbalance. Abandon displays its imbalances where one team is at the open part of the map and the other team is in the center building. The players in the open are instantly at a strategic disadvantage. These types of things happen in asymmetric maps which display this design characteristic.
What Halo 5 needs:
Halo 5 has already taken a new direction in restoring balance to their franchise with respect to MM. They have now replace AA with inherent abilities. This makes every player capable of the same thing and at the same time ads new things to the multiplayer. With these new abilities in mind 343 needs to take advantage around these abilities to make sure they flow with their maps. This change really goes back to the arena based FPS which Halo is and brings back a competitive nature to Halo 5.
With symmetric maps in mind 343 has the idea of what it means to create great symmetric maps such as Haven, Opus, and Simplex. With respect to there display of asymmetric map design they need some work. In my opinion they can add elevation to symmetric maps but they need to cross map areas which obviously are not the same but at the height such as what is seen in previous successful asymmetric maps.
Conclusion:
I have now spouted quite a bit about halo map design, but I have not by far covered topics such as weapons or game types. The two topics I touched on were just tastes of the whole process which is needed to make a create map. I have no experience in ever designing actual Halo maps, but I have been playing Halo for over ten years so I am basing this information on that. In the comments below discuss further on what I touched on or other aspects and I am sure to continue the discussion.