>>544717120
Derelict
"Derelict was...you know, I wanted to remake Derelict, which we did as Desolation. It was kind of interesting because I wasn’t the biggest fan of Derelict from Halo 1. When we remade it as Desolation and we changed out the way it worked and we added the super bouncy jump pads that get you up, and we added the back corridors with the shotgun, I actually came to love that map in sort of its remade form. It kind of suited my style really nicely. Original one, eh. Remake, awesome." -Max Hoberman

Backwash
>"Beautiful map. It had two problems. One was performance. The other was that it broke this rule that multiplayer maps should have really good visibility. You should be able to have easy target acquisition. The environment shouldn’t get in the way of navigating and calling out targets. That was kind of a mantra on Halo 2 multiplayer maps. That map flaunted the rules. Is that the word? Flouted, flaunted? Whatever the word is. Another map that made me a little bit grumpy." -Max Hoberman

Gephyrophobia
>"Gephyrophobia, fear of bridges. Yeah, another map, if I recall, with super verticality. A lot of people fall into this trap, which is people think bigger is better. I mean, hell, it happened even on the warfare stuff we were talking about for Halo 2 in some ways. Its just not always the case. In a lot of those maps they had this mandate, and I don’t remember where it came from, but we had to do bigger because bigger is better." -Max Hoberman

Chill Out
>"Chill Out was a lot of fun, but I also found it confusing and hard to navigate. I’ve never been the best at that sort of navigation. I think it's good in the sense it always makes me push the [development] team really hard for really good pathing and landmarks and directionality. Chill Out was one of several maps I always got confused on. I wasn’t as crazy over it for that reason. I know internally at Bungie, people really, really liked it a lot." -Max Hoberman