*Use death counters instead of switches.
*Use death counters instead of waits.
*Use death counters instead of custom scores and binary countoffs for multiple leaderboards (display kills of unitID+228).
*Do not comment triggers; use a txt file to comment and organize triggers/death counts. You should know what all your triggers do without a comment. Embed the txt file in the mpq archive. If you must, make a never trigger with the comment of the set of triggers before the other triggers. I personally hate not being able to see the trigger's conditions/actions in the trigger list.
*In general, use a lot of death counters. Check the wikis for unused units to use.
*If you use sound, use 16 bit audio at 11025 Hz, and split it up into short sound bytes, no bigger than 2 seconds.
*Don't be afraid of asking help. If you want to do something, but aren't sure how to trigger it, ask here. Someone will come up with a better way.
*Read up on selection systems. Carriers and Reavers are quite nice, since they can hold 8-10 "commands".
*Use inverted locations.
*Use kills to cash perfect, with a delay on experience (you have to rest to level up; gives time for k2c to catch up).
*Use a death counter to keep track of level, and utilize the set HP trigger to set hp to a certain amount. The best way to accomplish this is when you bring a unit to an inn, set DC 1. When DC 1 is set, and DC 2 is Level X, heal to X %, then set DC 1 to 0. That means 1 trigger for each heal, and 1 trigger for each level.
*I'd like to pimp out
vision mechanics for variable vision range.
*Take a look in particular at RUSH and So it Begins for neat mechanics/tricks.
*Almost everything has been done before, so don't be afraid to copy everything else.[/li]
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"