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What else is there?
The current ones that I'm famliar are:
1. Assassination
2. Retrieval
3. Devices
4. Hacking
5. Escort
Devices and Hacking are timed missions. Assassination is when you kill the four designated targets in sequence.
There may be other ideas out there but I'm not a MMO type gamer, so Guild membership or Horde mode attacks is not "my thing".
Map designs must have some objective(s) in mind. So, what's your idea(s) on a good map and the type of fighting?
Honestly it depends on how well Montreal gets things streaming in and out of play for the XB1, it's the weakest platform in a median range and therefore the bar to assail when getting assets in and out of play continually, though I'm sure there will be people trying to play on 10 year old laptops as well.
Essentially a good map is invisible. You look at it and go "oh look all this aesthetic yummies" and don't pay attention to anything else if the mapper has done his/her job correctly. White and Giant do this very well, the map looks thematically correct, there are safe areas (office, gun control, LZ, lower hallway) and there are dangerous areas (middle shuttle-sidehack on giant, ramps to the gun control room, shuttle pad on White, lower shield control room) and those areas are connected by organic and dependable/defensible conduits.
They're also aesthetically correct. They look like where they're from without any need for any more shorthand than that. By contrast, Condor looks great but you're going to get your face shot off from pretty much anywhere; Goddess much the same, no area can be locked down without a OP power class that have to be
right here
in this one spot spamming ______ and _____ to keep things under control. While that sounds intense and fun in a sense, it becomes boring and rote after a couple of times, pretty much what Killing Floor turned into, which is why there is distinct move away from that in KF2.
ME:A's Horde mode will need that familiar kind of map, choke points and vista; lock points for melee and dangerous gauntlets for rush downs and rush-throughs. The Strike Force mode will probably be like DA:I though with more static enemy zones and probable spawn locking and spamming.