To celebrate the upcoming Halo: The Master Chief Collection, IGN's Halo super fans Ryan McCaffrey and Brian Albert have taken on the task of ranking every Halo map -- yes, all 110 of them.

#85 - Orbital

#84 - Ice Fields

#83 - Derelict

#82 - Backwash

#81 - Vortex

#80 - Sword Base

#79 - Epitaph

#78 - Heretic

#77 - Forge World: Asylum

#76 - Forge World: Pinnacle

#75 - Reflection

#74 - Uplift

#73 - Gephyrophobia

#72 - Harvest

#71 - Erosion

#70 - Spire

#69 - Blackout

#68 - Assembly

#67 - Chill Out

#66 - Isolation

#65 - Ghost Town

#64 - Meltdown

#63 - Forge World: The Cage

#62 - Solace

#61 - Standoff

Every day this week, we're releasing a list and a Let's Play as we approach our reveal of the best Halo map every made. Today, we're continuing with maps #85-61, and a Let's Play of a popular Halo: Reach map.For some levels, we were able to speak with members of the original development teams and hear their thoughts on which maps worked, which didn't, and which deserve another shot. In this group, some quotes are from Max Hoberman, founder of Certain Affinity and designer on Halo 2 multiplayer, and Kynan Pearson, creative director at Bluepoint games and former level designer at 343 Industries on Halo 4 "With a lot of situational awareness, and a little luck, hopefully the only thing you will lose is your luggage." -In-game map descriptionFirst seen in Halo 3 (Mythic Map Pack).Ice Fields was one of the maps exclusive to Halo: Combat Evolved PC. Taking control of the central bridge gives you a dominant tactical advantage over the chasm below. Warthogs are excellent for capturing objectives, but, like Sidewinder, slippery terrain can make them a questionable choice against rocket launchers and grenades.First seen in Halo: Combat Evolved PC."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 HobermanFirst seen in Halo: Combat Evolved."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 HobermanFirst seen in Halo 2 (Maptacular Pack)."This is one that will be interesting to see in the Master Chief Collection. I think it's a good map. There’s the five base locations meaning you’ve got a lot of space. It’s got really long lines of sight across the map as well. It really depends on which game mode you’re playing for how much enjoyment you’re going to gather out of the map. I don’t think its the best Big Team Battle map in Halo 4. It’s got character and it has its own unique component," -Kynan PearsonFirst seen in Halo 4 (Bullseye Map Pack).Sword Base is one of the most vertical Halo maps ever created. Its lines of sight were segmented by the map's many walkways, and those at the bottom had better seek cover as they move their way up. We liked the map, but we kept its place low because, too often, it felt like the jetpack was the only viable armor ability to choose on the map.First seen in Halo: Reach"Some believe the Forerunner preferred desolate places. Others suggest that few other sites survived the Flood." -In-game map descriptionFirst seen in Halo 3."Because of its speed and luxury the Pious Inquisitor has become an irresistible prize during these dark times.” -In-game map descriptionFirst seen in Halo 3 (Mythic Map Pack).Asylum is a remake of Sanctuary, one of the best Halo 2 multiplayer maps, perfect for high-level tactical play. The structure is largely the same as its predecessor, but the addition of jet packs, as well as the completely different feel of Halo: Reach overall, keeps it from reaching Sanctuary's level.First seen in Halo: Reach."Even untold centuries of abandonment and neglect failed to stall the smooth operation of this ancient relay station." -In-game map descriptionFirst seen in Halo: Reach."Reach's elite mix business with pleasure, building lavish penthouses atop soaring corporate ivory towers." -In-game map descriptionFirst seen in Halo: Reach.Exclusive to the PC version of Halo 2, Uplift is one of of the few PC-exclusive maps that's actually okay to play with a small group. The main feature is a massive forerunner structure, and the bridge that connects to it a great vantage point to look down on those wading through the water below. The map plays well thanks to a good mixture of vehicle and infantry combat, and plenty of vantage points that ensure no area is too powerful.First seen in Halo 2 Vista."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 HobermanFirst seen in Halo: Combat Evolved PC"Harvest is an interesting one. It's got the whole thing of vehicle routes on the outside and then the running routes on the interior. I think over time having played it a bunch, it's a map that for objective games can have really skewed games, which can happen in almost anything. A coordinated team running vehicles and controlling interior routes can be dominant on that map. That being said, there’s a lot of interesting stuff with the two big outer ramps and then the struggle over the interior hall area with the two jump ramps that go into the center. I’d probably say that was the strongest one from the Crimson Map Pack." -Kynan PearsonFirst seen in Halo 4 (Crimson Map Pack)."It’s a very skewed map and it's one of those where I feel like the lower team is always at a significant disadvantage. It’s a very monotone color palette in terms of everything that’s gone in there. I think there’s interesting things you can do in the space in Forge but that map in particular is very one-sided which is again why you don’t really see it in matchmaking." -Kynan PearsonFirst seen in Halo 4."Shielding infantry from aerial assault, these massive spires force the Covenant’s foes to fight on deadly ground." -In-game map descriptionFirst seen in Halo: ReachA remake of the fan-favorite, Lockout, which is one of the most popular Halo maps of all time, Blackout can't live up to the map that inspired it. Lockout's map design is excellent, and it works best with Halo 2's brand of shooting and jumping. It feels like going home after you've been away for a while and realizing things just aren't the same.First seen in Halo 3 (Legendary Map Pack).“The Covenant war machine continues its march to conquest; even with its head severed it is still dangerous” -In-game map descriptionFirst seen in Halo 3 (Mythic Map Pack)."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 HobermanFirst seen in Halo: Combat Evolved."Containment protocols are almost impervious to pre-Gravemind infestations. What could possibly go wrong?" -In-game map description.First seen in Halo 3."These fractured remains near Voi remind us that brave souls died here to buy our salvation." -In-game map descriptionFirst seen in Halo 3."Meltdown is a very chaotic map. If you want to get in and just have non-stop action from all sides and just a giant collision of vehicles and characters all around the bridge area and supporting tunnels, it's definitely the most action-packed of the maps because everything rallies you to the same area. I don’t think it's the strongest map for objective game types or thinking about it competitively or taking it a little serious in that regard. It's a very intense, high-action map. You can basically cruise around figure-eight in the Ghost and just mow people over. That’s a very satisfying thing for new players to get into if they just want to have a very chaotic, high-intensity match. That’s the map for them." -Kynan PearsonFirst seen in Halo 4."Analysis reveals that this structure once accommodated a wide variety of sentient species. To what end remains unknown." -In-game map descriptionFirst seen in Halo: Reach."We had a lot of fun matches on Solace. It's one of those maps that has a lot of character. You’re firing to the sniper towers on either end. You have the lift in the center. The routes on the bottom and on the top. There’s a lot of different routes. Whenever you’re getting into firefights and everything, you can kind of get hung up on things here and there but overall it has a strong identity. I think it's a good map -- great memories playing on it. Because the sides are differentiated, it runs kind of like its a symmetrical flow but not a fully symmetrical layout. There may be team advantage on either side depending on how you’re playing because the approach routes to that center tower are far different on both sides." -Kynan PearsonFirst seen in Halo 4."Once, nearby telescopes listened for a message from the stars. Now, these silos contain our prepared response." -In-game map descriptionFirst seen in Halo 3 (Heroic Map Pack).

Brian is an associate editor at IGN. You can follow him @albinoalbert on Twitter Ryan is the previews executive editor at IGN. You can follow him at @DMC_Ryan on Twitter