I've just played this on Bnet with random people. Got one who joined the other game, and we played it like 3-4 times. The last time we did it to sunkens in the very end but timer ran out!
All in all, a very neat and entertaining map to play! I liked the size of the game and pretty much everything about it.
There was a nasty bug on the very first game when another player put a mine (which is invincible) on the upgrading beacon and prevented everyone else from accessing these structures. Please fix!
Of course there is a room for improvements.
First of all, I feel like ghost options are very much underpowered - ghost has poor fire rate, difficulties hitting structures and ultralisks, slow movement (in contrast to stimpack option for the marine), and nothing to offer in exchange.
My suggestion here is to make grenades only accessible to ghosts as their "splash" damage option. Marine doesn't need that one because stimpack is enough.
Then you can probably tweak the mine behavior so that it's not invincible while it is burrowing. This will make mine look more like a mine and lever the grenade value.
I would say grenades may stun big units (ultralisks, bosses, sunkens) for a while - will compensate for ghosts inability to hit them good. On the other hand if you accidentally throw grenade on your team mate or on yourself it will stun you for a second or two.
Ghost may use an advantage of it's range to hit that distant barrel from long enough to open a short path somewhere. For instance - a short path from generator through abomination hive and back to radar.
Ghost can use an advantage of it's small size to be able to leak through short paths here and there where marine cannot.
Talking about explosive barrels. They shouldn't belong to enemy - make them targetable only with explicit attack. And also can make them stun nearby humans like grenades.
Then I feel like the top area at the beginning is underused. We almost always used the passage to the right-bottom and went through the bridge. Probably it's a good idea to make that passage closed at start and have to be opened somehow later.
Abomination boss was following us all the way to the medic where it was ridiculously easy to kill. The other game it ran away and it was hard to find - honestly we didn't know we must kill it to get the key. Consider adding a hint that abomination holds the key.
There is an idea to shut down the starting area when bunker at entrance is destroyed - make it impossible to heal, upgrade, or buy anything. That's it!
Make a secret somewhere before Kerrigan that a thrown grenade can open a door where people can upgrade and buy stuff. Show that a thrown grenade can do something at the very beginning from the roof of the first building.
The last idea is rather radical. I'm not a big fan of grinding kills for money. Probably give nothing for killing zombies. Give minerals for searching inside trucks, old buildings, debries etc. Each object can be searched only once: after the first player searches an object it is given to another neutral player. It is possible to give the searched object through the player who looked inside it to mark the object with player's color. That way everyone can see who grabbed all the money

Maybe make a limit that a player can't carry more than 60 minerals at once - to give everyone a chance take some.
Ah, and minerals aren't cash ($ is stupid)! It's replaceable parts, scrap metal and other garbage! Using that stuff you craft armor, weapon upgrades, and items at forge. Sounds more realistic.
The last one I forgot to mention at start. There are nasty unit unplaceable messages later in the game. Fix that. Spawn units in a cache area and move them to the spawn area on the map as long as the place is getting free.
That's all for now

Nice map!
Post has been edited 12 time(s), last time on Jan 4 2018, 11:17 pm by Wormer.
Some.