Map design I don’t like so much: cramped, indoor/urban environments that require the player to follow hallways/streets (Brink style)
Map design I do like: epic, open world maps that give you lots of flexibility (ET:QW style)
So far Extraction seems very much in the first camp. I hope we can see some variation. Rather than always escorting a tank around, I rather like the maps that had us assaulting an enemy base; slowly gaining ground up a beach or through a valley until the outer walls fell and the opponents were cornered in the center of the keep. Man, I miss that.