General:
Why does Kael's icon look entirely unlike him?
Dreadbringer uses the flat Cleaving Attack icon.
Furion's damage-lowering aura shows up above enemy's heads.
Dryad's special ability has no name or tooltip. "Nature Clap" needs a better name.
Vashj's Tornado and War Stomp (why do the ranged heroes have melee-range spells?) have no names.
Illidan's spellbook has no name or tooltip.
Light of Dawn should explain what it says.
All loading screens: "or there bugs" -> "or bugs"
Sixth level:
While control can be taken of Kael's units, they quickly return to their original positions when told to move somewhere.
Laser cannon can destroy the bridge Tyrande is supposed to die on. Made for an awkward cutscene, lemme tell you. It also caused the boss' lines and hints to play during the final cutscene.
End boss doesn't have a lance, why does he mention one?
End boss can be taken out without triggering the ambush (or even causing the caravan to move ito the village). However, this seems to prevent the final cutscene from triggering.
The BGM plays over the end cutscene.
Seventh level:
Paladin belongs to Elite Naga defenders before rescue. His special ability has no name or tooltip and he has an inventory.
Camera should go to the Old God when it appears.
Old God's sleep spell (I assume that's what it is) ignores magic immunity.
The altar should not be invulnerable.
After all that effort, the boss doesn't say anything when he dies?
After killing the summoners: entire cutscene has no text, and the Naga hero started killing my units unimpeded.
After the cutscene, the hints and character lines that appear have no text.
The timer and camera shaking are still present after the cutscene.
Locust Swarm skulls go after a single target at a time.
... So let's recap: the end boss, with 40 armor and Mirror Image, who can summon a bunch of minions with Forked Lightning, who can control my units, who teleport into the middle of the base, can also decide to kill all my forces in seconds by making them unable to move or attack while he attacks and casts spells.
During the final cutscene, one of the naga heroes could be heard attacking something.
Eighth level:
Leadder -> Leader
A red attack wave showed up in the blue base, but weren't attacked until ordered to.
The mounted Skeleton Warrior should be renamed.
Again, no cutscene text once Tyrande is rescued.
Really? "OK, we just killed an Old God. Moving on." is the only reaction?
The naga side boss just plows through the base and meteors everything. I didn't even bother fighting him. The night elves' one was beatable.
No forces have names on the score screen.
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Finished it.
Plotwise, I think the major problem is making every additional subplot fit into the campaign's, meaning that ultimately they come out of nowhere (the first and second level's endbosses, the death knight in the Tomb of Sargeras, the pit lord in Lordaeron) and serve no real purpose. Exhibit A: Killing a pair of Old Gods is of less importance than rescuing Tyrande, when from my understanding of WoW lore this is like declaring a cold more important than the Black Death. Furthermore, no one ever comments on them.
Regarding difficulty, many of the bosses are stupidly overpowered. For example, the Death Knight in the tomb of Sargeras, the bosses of the seventh and eighth levels.
The expanded terrain on some maps is decent, but the fact that the replacement for the Sunken Ruins tile wasn't added to the cliffs is a major turnoff.
The items could have been more than different icons and two lines of description. I liked the combining items, but these were too limited. Making one combining item per map would be good. Some standard items were given extra descriptions, but not all. A stash to carry items from mission to mission would be useful, I had to leave a lot of goo stuff behind.
Many units were broken or had problems, such as the untrainable Forest druids, Fang druids that don't turn into anything, or Wardens and wolves that don't receive upgrades.
No music list.
Overall, has some potential, but just feels unfinished.