I would probably laugh for a few minutes and then kill myself. I REALLY hope they don't do a H3A. They already butchered halo 2 multiplayer, I can just imagine what they'd do to halo 3. Plus, there's absolutely zero chance of any developer ever topping the art style of that game, they'd somehow ruin it.
Every map should not and will not be enjoyable to everybody. It's impossible, and therefore should not be a goal. Accessibility should be encouraged in the sense that you don't throw players into a map that they have to play a million times before they figure out where to go, but you should not tailor your map to every kind of player's preferred gameplay, lest you lose sight of what your own vision for the map is. Furthermore, people should learn to play maps that are not their playstyle or otherwise do not reveal all their secrets in the first few games. Some people feel that you should know every strategy on a map on the first few games, or that the strategy that you discover in the first few games is the only strategy. On a good map, it will take you longer to get to second base. It's a classic case of "easy to learn, difficult to master". Additionally, designers should strive to make their maps as polished as possible. Polish includes streamlining so that there are no extraneous routes or geometry, and refinement so that the scaling and sightlines are tightened up and perfected. Both of those are objective measures of a map's quality, whereas whether the map plays well or not depends on who you ask and who you play with.
CEA MP was a thoroughly enjoyable MP experience if you ignore the fact its a poor attempt at replicating CE. I would have had a good at settings/refining it, but the ZB 4sk DMR was just a much better as a quick firing rifle for 2 v 2. Id put it easily above H3, H4, default Reach and I imagine Id enjoy it a lot more than H2.
It was shitty gametypes like Oddball on shitty forge variants like Blaq Cloud's version of Solitary that turned me off.
Solitary was an interesting take, I enjoyed the Level 4 added, and the alternative routes to the snipers. But audible lifts and a vertical friendly radar murdered that map for MM. High Noon map a big map bigger. Battle canyon created hilariously campy back rooms and didnt attempt to correct the insides of the base, a major drawback of BC.
What are your issues with the BC bases? Just curious, I've never heard anyone seriously complain about them before.
People dont complain about them because its Halo 2/mlg Horribly cramped. The flag room screams a dead end (especially when on certain games/settings, you cant leave through the top window) and little incentive to go in the base (especially the flag room) in non flag/bomb gametypes The map also needs to decide, be fully symmetrical, or embrace the asymmetry more. A 2 base asym map is certainly a niche that can be made more interesting.
beaver creek looked amazing in Reach, but it was super sweaty for all the wrong reasons. My favorite rendition of the map was actually a Forged variant in the so-bad-you-forgot-we-had-it classic playlist. The initial spawns were basically right in front of the bases so everyone shoulder bumped their way out and then you got in this cowboy duel with the other team across the map. I thought it was an interesting dynamic, the likes of which few maps attempt and fewer pull off.