Thank you so much for the reviews, it's glad to see that someone actually downloaded and played this map.
I want to say that I have been working on a new version for a long time, and it will be ready soon. Therefore, most of the problems will already be fixed in the new version, but still I would like to go through some points.
You must credit custom material used (author names) in the map. That includes icons, models, sounds whatever is not from the original game. Write a list in the map thread description.
In this map from imports by other authors is used only HD-screen, but the author asked not to refer his in credits. All other icons and pictures were manually converted from WOW or HOTS. The sounds are taken from the original Warcraft 3, there are no import models in this map.
Too bad there are no items for the heroes at all.
A bit sad that you did not put items in the game but I suppose you did not because the inventory slots are occupied the type of units you currently have as an army.
This is the key concept of the map. I deliberately refused items because I didn't want to make a stamped AOS. I understood that there will be indignation on this problem, but in each new version I try to offset somehow this lack. So in the new version will be implemented a different system of units and improvements that will have to somehow offset for the lack of items.
No information in the quest log. Some players might be confused.
How to control obelisks? OK, you have to right click on them and let the hero approach. It's not quite intuitive.
Some really required instructions should be posted in the Quests menu since it can become hard for newbies to understand it. I accidentally discovered that I have to attack an obelisk only once in order to capture it. Also, improve your description of the bundle!
The new version will be realized hint system and Quest Logs will be added.
Not sure the game has to be separated into phases. I guess everyone should be free to either conquer obelisks or attack the enemy base.
This is a very delicate matter. In early test versions there was no division between phases. All players could in one time join Attack Mode and Domination Mode by capture obelisks. But this approach was fated. If team commanded in Attack Mode, then they lost almost all their obelisks, so was not benefits to participate in Attack Mode. In end this was battle between Sylvanas and Jaina without participation players. In addition, the breaks between phases and the Attack Mode itself allow you to relax a little after the heavy mode of capturing the obelisk.
I guess you could add more abilities for units, not just critical strike and bash for all.
Just in the new version will be available new abilities.
The Obelisk is healed by priests before it changes owner.
This is not quite true, the obelisk after the capture heals your troops.
Not sure if it's balanced for Jaina or Sylvanas to get stronger than the other depending on who wins rounds. They should both scale since players from the losing side might not have any chance to come back.
The general meaning of the Domination Mode - the more and longer you captured the obelisks, the stronger your army and your leader will be in Attack Mode.
I think there should be more than 6 rounds (2 x 3). It looks like heroes barely reach level 6. The host should choose the number of rounds.
Initially, the game was developed as a fast game, designed for 15-20 minutes. In any case, the maximum number of rounds for the moment is 5, because the game goes to three wins in rounds. Perhaps in the future this issue will be resolved somehow, but for now it will remain as it is. But in the new version, the experience will be gained faster, so by the end of round 5, I think level 10 will be reached.
You should try some custom spells. Recycling Warcraft III ones is unoriginal especially when changing their icons too.
Another key concept is to be closer to the original Warcraft 3, so I try not to use imports like new abilities or models. I want to put together the good old solutions from Warcraft 3 and look at the game from a slightly different angle. In addition, I do not want to focus on new abilities, heroes and items. I wanted the players will better use of strategy and the combination of their mercenaries and upgrades. In the new version it will be more noticeable.
Friendly fire is active, you can attack an ally. You should remove this.
Already solved in the current version.
The neutral creeps that guard the obelisk are not so powerful.
In the new version there will be a system of strengthening of neutral creeps with each round, plus on some obelisks they will be much stronger.
Add a better detailed multiboard
Already solved in the current version.
Sorry that I often refer to the new version. But I hope it will be ready soon. Thanks again for your feedback!