I don't think you're justified in comparing it to other tree tags, when this is a completely new iteration made to be different.
Problems are long waiting for terrain generation, no suitable terrain minimap and no cliffs for vision and movement restriction.
-The minigame is there because of the waiting time, people think it's fun too so not sure why waiting would be a problem.
-Terrain minimap, like what? you can't show terrain changes on minimap, it's pretty pointless
-Cliffs can't be made through triggers. They also create elevation points which enforce camping and
this map is all about not-camping.
Music should be played through its proper channel not the one for sound. Try the other play music trigger.
I'll work on it.
You could give some info about the multiple neutral buildings.
Players never read in games, so any form of text is pointless. If you stand nearby a gold mine it shows gold gain ticks. So it's becomes self-evident through visuals once you mess around with them.
Maybe you could create more interesting spells than have regular Warcraft III ones.
Most of the spells are custom spells.
The ones that aren't serve very important functions.
There's an animation bug with the main tree building and its upgrades in that it look uprooted although rooted and rooted only when training/upgrading. I guess you have to play with the animation names and requirements.
I don't know if theres a fix for it at the moment or if it can be fixed.
I've tried messing around.
The only fix is to give the tree root ability.
Ancient animations are just wonky to deal with in general.
Ship!? Besides the one for transport which you could say you'd use it to protect your treant, what's their role? Besides too many trees in their way, not that much water. Of course, they're stronger than any other unit but pointless for more than defense.
Sometimes the map will generate lots of water or long rivers. So boats are sort of situational.
Chimaeras not implemented? Also, no Hippogryphs either (Mount Hippogryph too).
Flying units don't work well with raised terrain and will fly straight through rolling hills in many cases. In general flying units are also kinda of cancer for a game like tree tag which is all about protection with trees. You kinda just screw the rules of the game. Raising terrain in general presents a lot of bugs and need of workarounds. Especially when water is involved.
The only units available at the moment are archers because archers are like the most braindead/least micro intensive units, which is good for tree tag players because they tend to be very casual.