I have played this map once by myself. I will take into consideration that I was playing by myself D: ..
First of all, the glitches:
1. Zerg melee has an increment of 50 gas per upgrade.. making it impossible for me to upgrade pass 1...
2. I was able to glitch the werewolf spell so that I had both Fighter and werewolf running around
3. Broodmother kept spawning broodlings that didn't attack me. You must also tell them to patrol to the broodmother's location. It was a huge feed
... Also, after a while, the broodmother stopped spawning broods..
4. Plenty of blocky terrain that can be fixed ^.^. Even for a non-terrainist... I found it messy at some places..
okay, now for the real juicy bits...
Overall, I found the game very bland and inadequate. Although I found it a bit more interesting that Quests Open Rpg, as that RPG didn't have spells, and you get to BUY your own spells in your game, Quests Open RPG is a lot better in terms of balance, exploration, and "open"ness.
Anywho, let's get on with the scoop.
I really liked the Tunnel parts, where it acts as a portal to all the towns in the area, which really opens the map up on an early stage. However, I would say it opened it way too early. I think it would've been much better if one had to complete an easy-medium quest before having access to teleporting to towns.
I also really liked how one can buy their own spell and customize accordingly. Giving a player this choice really help boost the gameplay. Also, since it is linked with money, I had to choose whether to upgrade armor/weapon or save up for spell.
One should also commend you for your units' stats. The enemies are hard to kill, and usually do not come in masses. This is great for an Open Rpg such as this, as it is easy to challenge the players.
However, I found that the spells were poorly triggered. Many of them had glitches, and spammy, but un-impressive triggering (like the Earthquake one). They also lack a well thought out mana system. The one thing I did like was how you have two spells, and you can assign spells for each one. But, much to my dismal, you used two different buildings for them. That was a terrible choice. One could've used Gateway or Starport or even Robotic facility, remove units that you don't need, and make, for e.g., zealot = spell 1, and dragoon = spell 2.
I also found that the RPG areas itself was to broad and Opened. Because this is Starcraft and not Fallout 3, we, as mapmakers, cannot afford to have such open areas in an Open RPG. This drastically cuts the exploration gameplay bits off your map. There weren't enough caverns, or secluded areas to explore, like for example, there were no forests, no mountain ranges, no dungeons (except for The Pitt, another Fallout 3 reference
), no Special cities like Cities on the ocean, in craters, Rocky cities, Jungly cities, etc. Everything was very bland. It was terrible as I explored everywhere, and there weren't much to see.
The Goblin caves, which is obviously an area of interest, as that Goliath General told u about it, was WAY too easy to access. With a secondary attacking spell (spells that costs 300 bucks).. the sunkens were taken out, and the rest of the cave was a walk in the park. The goblins themselves (marines and firebats) were WAY too easy to kill. And there weren't really any big treasure in the cave (I think). It also showed a poor use of terrain, as it was stuck right in the middle of the map, it has two easy to find entrances, and took too much space off your map.
I also found that 3 levelups was too little. At least 10 levels eh? ... You can also decrease the increment in HP. Also, levelup is ONLY required for increasing the base HP. That's buttocks. It should be Experience Based (Killscore -> Exp), and it should also be a requirement for the high level spells (300$ spells should require level 3? .. and 500$ spells should require level 6).. It may slow the gameplay down a Little bit, but you should do this anyway. Obviously, with more levels, you'd need to be careful on how you'd space the experience requirements for each level.
Lastly, the text has problems.. .What one should do is, when there's a big dialogue, always enter around the middle..
For Example:
You should have your dialogues likes this,
so it is easier for the players to read.
Rather than having text that goes all the way over hereeeeee and making the players really strain their eyes,
have it like this,
so the players can read faster.
You also need to color the text
that goes over into the next line
So, in Conclusion, I blazed through the map until I got to the dragons, but I have lost much of my interest for the map by then. It was a messy map, with great ideas behind it. However, it ultimately failed to immerse me into the game. Considering that I was alone.... I doubt this game would be a challenge at all if there was even one more person. Let alone a whole group of people :\...
Although the fighting arena may spice things up
..
I think that you should polish your triggering and overall aesthetic and gameplay of the map, and it'd be an excellent map.
EDIT: I highly doubt you won three whopping awards O.O.. If you really did, then I pity the competition. (but you did do a good job.. not an astounding job, but a good one nonetheless)
None.