Well, map design and game design are completely different (kinda not really). Pretty sure 99% of my understanding of map design lines up the same as anyone else on this forum with a good understanding of it. We disagree more so on game design. And while everyone is entitled to their opinion, yours is wrong.
If you wanna talk game design we can talk game design. But your response to very objective issues that I pointed regarding halo 3 tells me that you're not interested.
Which one of those mechanics I listed could be positive in ANY way? The slow movement? Terrible strafing? Terrible net code? Which one of these is wrong?
I could write a novel in response to this, but I'll just touch on a few points. Halo 1 has the most opportunity to outplay multiple people of any halo due to slow average ttks and a very fast optimal ttk. Halo 1 maps along with the spawning system are outstanding examples of map design. Anyone who thinks the pit is better than chill out or that gaurdian is better than prisoner deserves to be publicly stoned.
2 v 2 halo 3 (since you mentioned MM, that's also including radar) is the Most competitive game of all time. Jesus Christ. Even went for the "what rank are you" route too.
I've been creating game types, settings, maps and running dedicated 2 v 2 tournies for at least 5 years now, I don't say halo 3 is the worst because of my playing ability at it ( I've also played it the most), I know objectively it functions poorly at a decent level....especially when CE and reach gold pro are clearly superior 2 v2 games. If you haven't played some of the more notable top tier comp games then don't make bold claims that halo 3 doubles is the most competitive game out there. I've played infinite amount more halo than Starcraft 1 but I'm not silly enough to to believe halo is a more competitive and complex game than it
I hate when people refer to midship and sanctuary as traditional arena design. Tell me, what ****ing arena game that have these designs and are popular besides halo. Also, the only reason they are popular is because it was the only thing available in a pile of **** maps that were tolerable so everybody got used to them. I find it funny as well that at a competitive level the maps that take the least communication between the team are what is popular. Anybody with a half a brain can pay attention to their teammates markers and team shoot without ever saying anything. It was part of the reason I would pick these maps in matchmaking if I didn't feel like talking.