It just so happens that MCC does this, too, so doing this will also stop MCC from loading your map. This is only effective at stopping programs that assume the tag array location such as Eschaton. Tag array displacement involves moving the tag array to a different part of the tag data besides immediately after the tag data header. The only way to effectively break it is to infer them based on actual tag definitions and what each reference can possibly reference, instead. However, this isn't effective if the references, themselves, are obfuscated (though note that some references cannot be obfuscated such as object attachments as these are actually read). Initially, the way tools broke this was by finding tag references and inferring the tag classes from them. For example, object tags are not identified by the tag class but by an enumerator in the tag, itself. 'bipd' = 'biped') isn't read by the game. This takes advantage of the fact that the identity of the tag class (e.g. Tag class (or tag group) obfuscation is fairly common. There are also methods that can be used to make tag paths into something actually useful to make it easier to identify what has been extracted, too. Simply make the tag paths into something sane and unique.
This form of map protection cannot be reversed, but it isn't actually necessary to reverse it to extract the tags. The exception are some hardcoded paths which are used by the game to refer to things like globals, certain bitmap tags, etc. Most tag paths are not read by the game, so they can be changed to either random garbage or a message like "Map by New001 DON'T TOUCH" in the map that is only seen when viewing the map in a program. The most common form of map protection is tag path obfuscation. Ironically, most protected tags are not even owned by said author, but that's a topic for a different discussion. This is typically used to prevent tag extraction, and the reason is generally to make it so only the author (who has the original tags) can use the tags. Most forms of protection take advantage of the fact that a lot of data in cache files is redundant and/or unused, and by corrupting this data, you can confuse programs that assume this data to be correct.
Map protection is basically a form of corruption intended to make maps difficult to read from anything that is not the Halo game.
Note that this will be a bit of a more low-level guide, so it is not a guide on how to use a map deprotector per se (please refer to the deprotector's respective readme for this). With that out of the way, let's get started. In fact, if you use any unmentioned methods, then please note that I will not only break the map protection (and release the tool used to do it), but I will leak all of your tags to drive home the fact that your tags are, in fact, not safe from my grubby mouse paws. I do know of a number of other map protections (and how to break them), but I'm not going to go over them in this topic until the tools to break them are released. In fact, map protection is never a completely effective way of stopping tag extraction because of a simple rule: If Halo can open it, then it can be extracted. All protection techniques discussed in this post are easily thwarted by today's tools. Please note that this guide is purely for educational reasons and NOT to develop map protectors.