Here's some suggestions to make the map even better:
- Reposition the Spawning Pool. It's too near to the bridge and it hinders the movement of your units.
- Rename the "Protoss fleet" to "Expeditionary Force". This change would be consistent with the setting and plot of the map.
- While it's nice to have some special units (Hunter Killers and Kukulza) they should not have the same color of your normal units, even if they are expendable. I suggest you to change their color (yellow would be nice) and make them rescuable. Also, I would remove the two Mutalisks (one of which is badly placed) and give the player an additional Kukulza instead.
- Enabling Burrowing right from the start would be nice, especially if you don't want to use a different color for your Hunter Killers.
- The "Enter Closest Bunker" action requires "Preserve Trigger", otherwise the Terran units will not stay into the Bukers: in fact, all Bunkers were empty when I attacked the Terrans.
- There is a transmission of a "Protoss Warrior" that uses the portrait of Aldaris: either use another portrait or rename it as Aldaris. Better yet, you could use Tassadar for those Protoss transmissions, since Aldaris is on Aiur when this map takes place, and Tassadar has a transmission at the end. This would enhance consistency.
- The additional objective of destroying the Nexi seems redundant, because the player must destroy all Protoss bases anyway. I suggest you to find a workaround for it.
- The expansion located to the left of the last Protoss base is useless, because there's no space to build an Hatchery. Either remove that expansion, or modify the map in order to give enough space to build an Hatchery.
- Change the line "As you will, the Overmind" with "As you will, Overmind".
- By the time I attacked the last Protoss base, the AI had ceased to train new units (they only had a couple of Archons and a Carrier). There are three ways to solve this:
[1] Add a trigger that gives additional minerals and gas to the Protoss when their resources run under a certain level, but in this case you should provide some more resources for the player too, or the map would become too hard.
[2] Add some minerals/gas to the resources already present on the map (I would go for this solution, so the player may be able to find some spare resources to mine once the Protoss bases are conquered).
[3] Give the Protoss more starting resources (10000 additional minearls and gas should be ok).
I hope this was helpful. Cheers!
>Reposition the Spawning Pool. It's too near to the bridge and it hinders the movement of your units.
Well, I saw some maps where were buildings are inconveniently located for the player and I desided do it the same.
>Rename the "Protoss fleet" to "Expeditionary Force". This change would be consistent with the setting and plot of the map.
Good idea! I forgot the name of the Protoss army from the original.
>While it's nice to have some special units (Hunter Killers and Kukulza) they should not have the same color of your normal units, even if they are expendable. I suggest you to change their color (yellow would be nice) and make them rescuable. Also, I would remove the two Mutalisks (one of which is badly placed) and give the player an additional Kukulza instead.
Hm, I will fix his color, thank you!
But I will not add them, because there should be few heroes and they need to be protected.
>Enabling Burrowing right from the start would be nice, especially if you don't want to use a different color for your Hunter Killers.
In Episode 2 mission 2 purple Cerebrate has not burrowing. So Sasz has not too. I think so.
>The "Enter Closest Bunker" action requires "Preserve Trigger", otherwise the Terran units will not stay into the Bukers: in fact, all Bunkers were empty when I attacked the Terrans.
Oh, i did'n know it, I'll fix, thank you!
>There is a transmission of a "Protoss Warrior" that uses the portrait of Aldaris: either use another portrait or rename it as Aldaris. Better yet, you could use Tassadar for those Protoss transmissions, since Aldaris is on Aiur when this map takes place, and Tassadar has a transmission at the end. This would enhance consistency.
Nope, there is Tassatar (templar). Look at screenshot.
>The additional objective of destroying the Nexi seems redundant, because the player must destroy all Protoss bases anyway. I suggest you to find a workaround for it.
I will think, but for now I have no idea.
>The expansion located to the left of the last Protoss base is useless, because there's no space to build an Hatchery. Either remove that expansion, or modify the map in order to give enough space to build an Hatchery.
Oh, this location has not real sense because player will kill Protoss before get that resources.
But if it no need, I can deleted it.
>Change the line "As you will, the Overmind" with "As you will, Overmind".
My bad, I'm trying to translate correctly, but I don't like "the". Thank you!
>By the time I attacked the last Protoss base, the AI had ceased to train new units (they only had a couple of Archons and a Carrier). There are three ways to solve this:
Protoss resources in screenshoot.
I thought player is enough resources which he get from Terrans, it's not true?