That protect map thing in WEU did not work at all by the way. I was able to open edit and save your map.
An important thing you need to learn:
Do nothing is NOT NEEDED. Please go through all your triggers and delete all occurrences of
Do nothing.
Monster Kill is in the wrong category.
Your current rez trigger is:
![Reviving Reviving](./images/smilies/icon_t_tri.gif)
Reviving
![Events t_eve](./images/smilies/icon_t_eve.gif)
Events
![Unit t_uni](./images/smilies/icon_t_uni.gif)
Unit - A unit Dies
![Conditions t_co](./images/smilies/icon_t_co.gif)
Conditions
![Actions t_act](./images/smilies/icon_t_act.gif)
Actions
![If t_if](./images/smilies/icon_t_if.gif)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
![Conditions t_co](./images/smilies/icon_t_co.gif)
If - Conditions
![If t_if](./images/smilies/icon_t_if.gif)
(Rink1 <gen> contains (Triggering unit)) Equal to True
![Actions t_act](./images/smilies/icon_t_act.gif)
Then - Actions
![Wait t_wai](./images/smilies/icon_t_wai.gif)
Wait 5.00 seconds
![Hero t_her](./images/smilies/icon_t_her.gif)
Hero - Instantly revive (Triggering unit) at (Random point in RevivalSpot1 <gen>), Show revival graphics
![Actions t_act](./images/smilies/icon_t_act.gif)
Else - Actions
![General t_all](./images/smilies/icon_t_all.gif)
Do nothing
![If t_if](./images/smilies/icon_t_if.gif)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
![Conditions t_co](./images/smilies/icon_t_co.gif)
If - Conditions
![If t_if](./images/smilies/icon_t_if.gif)
(Rink2 <gen> contains (Triggering unit)) Equal to True
![Actions t_act](./images/smilies/icon_t_act.gif)
Then - Actions
![Wait t_wai](./images/smilies/icon_t_wai.gif)
Wait 5.00 seconds
![Hero t_her](./images/smilies/icon_t_her.gif)
Hero - Instantly revive (Triggering unit) at (Random point in RevivalSpot2 <gen>), Show revival graphics
![Actions t_act](./images/smilies/icon_t_act.gif)
Else - Actions
![General t_all](./images/smilies/icon_t_all.gif)
Do nothing
It should be:
![Reviving Reviving](./images/smilies/icon_t_tri.gif)
Reviving
![Events t_eve](./images/smilies/icon_t_eve.gif)
Events
![Unit t_uni](./images/smilies/icon_t_uni.gif)
Unit - A unit Dies
![Conditions t_co](./images/smilies/icon_t_co.gif)
Conditions
![If t_if](./images/smilies/icon_t_if.gif)
(Unit-type of (Triggering unit)) Equal to Ice Skater (Normal)
![Actions t_act](./images/smilies/icon_t_act.gif)
Actions
![Wait t_wai](./images/smilies/icon_t_wai.gif)
Wait 5.00 seconds
![If t_if](./images/smilies/icon_t_if.gif)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
![Conditions t_co](./images/smilies/icon_t_co.gif)
If - Conditions
![If t_if](./images/smilies/icon_t_if.gif)
(Rink1 <gen> contains (Triggering unit)) Equal to True
![Actions t_act](./images/smilies/icon_t_act.gif)
Then - Actions
![Hero t_her](./images/smilies/icon_t_her.gif)
Hero - Instantly revive (Triggering unit) at (Random point in RevivalSpot1 <gen>), Show revival graphics
![Actions t_act](./images/smilies/icon_t_act.gif)
Else - Actions
![If t_if](./images/smilies/icon_t_if.gif)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
![Conditions t_co](./images/smilies/icon_t_co.gif)
If - Conditions
![If t_if](./images/smilies/icon_t_if.gif)
(Rink2 <gen> contains (Triggering unit)) Equal to True
![Actions t_act](./images/smilies/icon_t_act.gif)
Then - Actions
![Hero t_her](./images/smilies/icon_t_her.gif)
Hero - Instantly revive (Triggering unit) at (Random point in RevivalSpot2 <gen>), Show revival graphics
![Actions t_act](./images/smilies/icon_t_act.gif)
Else - Actions
When you are comparing numbers like 1, 2, 7, 10, etc, use integer comparison. (It works with real comparison too, but integers are logical and faster) (eg. Rink Selection trigger is using reals instead of integers.)
Thanks for the link on the loading screen.
The terrain is really good.