I am not mad, I know my terraining skill suck. I have to say though, it was hard to see if what you where saying was about the gameplay of the map or the terrain, though I know terrain is still very important. I am trying to improve it, and I do try to make the terrain similar to what it is in WoW... though I do not see how its off lore (except for Dar'khan, he is off lore)
P.S. Google is my enemy :S
EDIT: Almost forgot, back when I was kind a noob mapper, I thought it would be cool to have custom attack/stop/move ect. icons... and now I cant change them back.. when I do, they're green icons... yes, I've tried the EXACT path and it doesn't work.
EDIT2: Ok, I've thought up some new ideas, and I need to see if you guys think they're ok.
Giving some new units to the Nerubians, such as-
Anub'ar Crusher: Massive melee unit, ideal for crushing large numbers of units. Has (something 80-100) damage and 1000hp, and has the Pulverise (Nerubian) ability. Can only train two, and are very costly and takes long to train.
Swarmer: Very Light melee unit, alone they are useless, but in huge masses (not just 10 or 15, a lot) they can dominate. Has the "Small Bug" ability (low dodge chance). Very cheap and fast to train, but you must research "The Swarm" to train, and is very costly.
New Ultime ability for Crypt Guard:
Monolith of Blight: Causes a massive monolith to rise from the target area, creating blight over the surrounding area. The Monolith gives an aura which increases nearby unit's life regeneration and attack damage. When the monolith is destroyed, the killing unit will die.
New units for Cult of the Damned:
Death Knight Initiate: Medium melee unit, good for assisting assults. Has the "Raise Ghoul" ability (Every time the Intiate's runeblade strikes, the target will get a debuff. If he dies under the debuff, a ghoul will spawn.) and the "Blood Tap" ability (The Initiate deals 90 damage to himself, healing all units around him for 50 life points). Can only train 5.
Skeletal Necromancer: Weak ranged unit, good for raising nearby dead units. Can cast "Raise Dead" (The Skeletal Necromancer sacrifices himself to reanimate two nearby units). Can only train once one of the two rune stones have been destroyed.
Also, I might be making it the elves have different units.
Anesterian's guys:
Silvermoon Guardian:Basic melee unit, can cast "Shield" (defend).
Sunfury Archer: Ranged unit, good for dealing damage from afar. Has the Volly ability (Shoots arrows rapidly at the target area, dealing X damage per hit)
Priest: Caster unit, can cast "Penance"(Heals all units in an area) and "Smite" (Damages the undead target for X damage)
Highborne: Sub-ranged unit, good for taking damage. Can cast Shield. Has a good amount of armor, but does not deal much damage. Can only train 7.
Mage guys:
Mage Initiate: Caste dealing damage. Has the Arcane Missiles ability (2 multishot), and Fire Blast(Simple Damage)
Battle Mage: Medium melee unit, good for holding the lines. Can cast Arcane Explosion (Dazes nearby enemy units), Pheonix Orb (Summons a fire orb, which automaticly blasts nearby enemy units), and Mana Shield.
Sorceress
Priest
Ranger Guys
Archer: Basic ranged unit, can be upgraded to Ranger
Swordsman: Basic melee unit, can cast Shield.
Farstrider: Sub-ranged unit, just deals damage.
Need more ideas for these guys...
The elves will be made like the defenders in Coming of the Horde, they can only build towers but their training buildings are invulnerable.