Hi,
Deprotection:
That is quite the map size... Remember that your map quality is not defined by imports, but by how fun it is to play.
Putting
03 Lazer Tag feat. Rio.mp3 in your map was a mistake. Your map will be rated down because of the awful music...
Your map is NOT protected properly. Here is a tutorial:
3ice.hu/blog/protect-warcraft-maps
In the editor:
Putting the currency symbol "¤" in the map title breaks internal string replacements in WC3 and the editor, I suggest you use a different symbol, such as ▀ or ▄ or █ or □ or ▫.
Similarly, putting an exclamation point (!) symbol in the map's file name breaks URLs. (%21)
You are using EqualiseR's Terrain Kill system. It leaks more memory than WC3's system requirements (minimal and suggested) combined together:
p=2969
People associate the checkered cube model with
error, not with
oh hey this is a cube. Consider reskinning it.
The way creeps kill players is calculated by using a circle model not a square. The cubes' vertices are not deadly, but its edges and sides are. This will cause people to die. A lot.
Incorrect trigger folder/category spelling: "Tele's". Correct spelling: "Teles" or "Teleports".
Same with ¤'s, it should be ¤s. Look up
Greengrocers' apostrophes on Wikipedia.
This is a TFT map yet you use RoC if/then/else constructs in the
Kill NotPlaying Players trigger.
Only red can see the map.
You don't need
Game - Set time of day speed to 0.00% of the default speed, if you have
Game - Turn the day/night cycle Off.
Level 2 Tele 3 has a
wait call in it. (The others don't.)
Playtesting:
Spam death messages because you Kill instead of Remove the leavers.
I can select Footmen (cubes), but I can't select my hero. Fix the locust implementation.
Windwalk ran out just as I stopped next to the "A Nightelf" cannon. It wasn't fun. Give them true sight so players can't windwalk past them.
I lost. There doesn't appear to be a defeat mechanism. Add a trigger for it.
I won. The map is possible to beat using a touchpad. (My mouse is broken.)
--3ICE