Abandoned Insurrectionist base, Covenant ship that's been "beached", ONI Bravo 6 courtyard. Hell, the remains of Corbulo Academy if you want more tie ins. So much potential.
Zoba, you are kicking some ass on here!
I had a few ideas the last time I gave Spartan Ops a run-through:
A 1-sided 10-12 player Objective Map in the vein of Relic, Zanzibar, and Longshore. Inspired by The Warrens:
It would be large atrium-style map centered around interactive lightbridges. Players would fight to control the switch(es), and when the bridge is activated, it'd open up a shorter route for objective carriers. The bridge would last anywhere from 25-60 seconds and cooldown for 2-3 minutes. Throw around some light vehicles too, or maybe even a [Halo 2] Banshee. Do they rush the switches to open up the shorter route, or do they take it along the safer, longer routes? Even with a different base design, the lightbridge dynamic has great potential and is already well grounded in the Halo fiction.
A classic BTB map; a paradise for the vehicle player, but also supporting plenty of infantry skirmishes. Hearkens back to Sidewinder, Danger Canyon and maybe a bit of Death Island. Inspired by Apex:
One issue with recent BTB maps is that they have funneled players into choke points, making it all too easy to stick or EMP them. While this kind of design can be an effective way to balance them at points, in excess it restricts their movement and evasive capabilities. A map like Apex could still have some of those chokepoints, but would provide more freedom for vehicles to roam and rampage. Utilizing indoor Forerunner bases that overlook these wide open expanses and caves that channel through them would also provide infantry with some safer routes. As I mentioned earlier, there can be some floating or crashed Covenant Phantoms and Liches around the fields to provide interesting jumps and covies for players while they move around the fields.
This is all standard fare, right? I mean, a big open expanse with tunnels is still a fairly basic map. So, why not shake things up with...
A working Scarab? You're damn right. Well, maybe its legs don't work, but the cannon can be 100% functional and just as deadly as you remember. Drop that badboy (hell drop two) somewhere on the map and let players wield the wrath of the Covenant themselves. This obviously introduces a slew of balance issues itself -
What if players sit and camp in it the whole game? What if the scarab gun is dominating my team on top of all the vehicles? Instead of just limiting its ammo or introducing a cool down, this could be on a timer and treated like any other power weapon. Maybe there will be a mad-dash to the Scarab to make use of the turret before it shuts off for a couple minutes.
A traditional 4-10 player Arena map. If you've seen Refuge in Spartan Ops, it speaks for itself:
It has the basic blocks in place for an arena map, but even if it were adapted, it'd still be missing the "hook", if you will.
So why not introduce a rotating platform on the top? This could be switch activated, but could also be on its own timer. A warning would sound when the platform is about to rotate, and new paths would become available while others are closed off. This wouldn't necessarily block entire areas, but change the way they're held and approached for a particular moment.
A 8-12 player map, which is basically Narrows in a volcano. Cauldron also speaks for itself:
This one is basically a map already, but why not raise a few platforms out from the lava every so often? Or not. You've already got a unique space that introduces a hazard that may (or may not) kill players when they step in it.
Some of these may have already found their way into the next game. Some of them may have already been ruled out. Hell, they may all be dumb ideas. Ultimately, the point here is build upon the unique environments that already exist in the fiction and maybe introduce interactive, tertiary objectives to maps to create dynamic gameplay. It's also important for any objectives to increase the movement and offensive strategies of a team to keep the game moving at a good pace. Ascension Anniversary's bubble shield isnt necessarily a bad idea, but it is designed to create a break in the tide of the battle, which could bring encounters to a crawl. It's a good place to start though, unless we'd rather have more UNSC bases in canyons....
I have one last idea inspired by Halo 2's campaign that ill elaborate on later. I tried to forge it in H4 for the longest time, but even with the right layout it wouldn't function at its full potential.