So, Payne, you asked me to review the map... I'll just post here, since I don't have that much to say.
Firstly, since I never uploaded it to EU, I had to play it on my own.
I imagine things might be a bit more calm and relaxed with 3 other players. But my point still remains, it's too fast paced. Most rounds I could simply use the Stalker to tank for a while, the Dark Templar's Pierce to knock out banelings and then just DPS everything else into submission. Then when an ultralisk comes along all I had to do was use the Stalkers Release spell, the duplicate spell and a pierce and he was good as dead.
I think my main problem is that the Tank is really fragile. Sure, he has shields. But in SC2 Shields take full damage from everything. Go test it out. The main problem with this, is that the Healer's right-click ability is far too powerful. Spamming that can keep any hero alive - except the tank since he dies in 3 or 4 hits without shields.
I know it is just a test map of the infiltration abilities, but still. The way the 4 hero's are crowded on that small cliff and enemy mobs just spawn and attack - could use a bit more ingenuity in this department.
- Tank - an ability that reduces attack damage/attack speed, but increases armour.
- Alternative for Tank - an ability that causes all nearby enemies to attack the tank, tank gets +10 shield armour but can't attack for 5 seconds.
- Healer should get two heal spells. First, is an instant 125 hitpoint heal. The second is a heal-over-time, maybe 400 hitpoints over 8 seconds? The rightclick spam means you don't really get much freedom to use other abilities in a more tactical manner.
- Also, a lot is pinned on having a good healer character. But all that is required to be a good healer is to constantly rightclick your allies. Not sure that's gonna be much fun!
Finally, if the map was a bit larger, and there were different sort of regions, where fighting could take place, it would give a better feel to the game. Maybe have the Damage Upgrade shop at the left, the Hitpoint upgrade shop at the right, and if players want to upgrade these things they need to discuss with there team to fight to control the left or the right for their next upgrade session.
Apart from that, its nice.
quick edit, regarding the pace of the game: Instead of lots of Zerg units attacking, create stronger and fewer zerg creatures. It would give it more a Duel feeling, insteaed of the current hack and slash.
Anyways, these are just my opinions on how I would improve the map. The main argument is that it feels too much like a square concept being jammed into a circular hole.
None.