Now, if you asked me in 2001 to recommend the best map in Halo, I may have said “Wizard”. It has four sections of axial symmetry, two sets of linked teleports, a discrete first and second floor, and four powerups of two types. The teleports and symmetry create a kind of disorientation, which for casual play introduced chaos and puts a limit on tactical play. Wizard is also small enough that disorientation doesn’t matter; if the player picks a random direction and starts walking, they will find an opponent to fight. The map was also suitable to many of our game mode variants. Wizard was the go-to map for shotguns-only, or melee-only, or absurd infinite-grenade games. It also makes a great king of the hill map, due to a central pillar structure that players can only reach by jumping.