Haha, yeah.. You'll see! There will be lots of other things too by the way.
Also, if you read vengeancekael's comment once more... Most of what he says is pretty minor and quite irrelevant at this point. I'm pointing this out because you wrote: Oh yeah, and everything vengeancekael said.
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You should make the Fallen Protector's small treans be controlled by the AI and thus they follow the hero around, because you can't use your hero's abilities while you have everyone selected.
Also change the Mage's Q's icon, it's not a chain lightning, it's an orb.
And why not make the ranged heros' offensive orb show up as a projectile going towards the target point instead of just appearing at the target point after a while.
Oh yeah and add more modes, which you have promised.
The AI still needs a lot of improvement, as a Priest, they just stand there and heal themselves constantly. (Oh and they walk to the same location after a while and just stand there)
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-Fallen protector's treants already follow their master, even when he wrote this.
-Mage's 'Q' icon has been changed, this was absolutely minor anyway......
-The offensive orb that he's talking about is actually the first version I uploaded with the no-missile-showing-up bug.
-Modes are going to be added as time moves on. (I consider this comment something minor too.. Since my map is fully playable anyway..)
-The priest's AI has been fixed to attack more. The rest of the AI has been tinkered on as well, but didn't actually need it. It functioned properly. The priest however, I set him to mostly heal players. Now he will only heal when there is a units around him under 50% health.
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The arena looks a bit dead, try adding some lower areas in the center for example, with a few statues around, etc. A thick fog would also be atmospheric.
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I kept in mind the Roman arenas were mostly 'dead' as well.. With the reason that death and decay would keep the life out of the arena. Statues are probably not going to work. Statues have to ALMOST ALWAYS be placed in some sort of symmetrical fashion. I feel it wouldn't fit in this or any other arena. However, no collision models will be added.
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The game really is simple as you've said so yourself, it doesn't live up to Warlock's fast-paced combat, you have less abilities and the game isn't really "flashy" looking.
I'd suggest you add a movement skill to every class, the Mage having a blink for example, the fallen protector digging himself underground and moving to a location, knocking people back, or the footman jumping.
Would also be nice if you'd add some neat, original modes.
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I hate that he compared my map to Warlock... It's supposed to be a map that has classes which are vulnerable without one helping the other out. There's a reason Team Deathmatch is the first mode to pick. I also assumed he didn't get to a 1000 fame, as that's where you receive your Godspeed... Godspeed makes up for the lack of movement utility. Also, if he would've played Stalker, he'd realize there WOULD be a jump. I think he played my map maybe once or twice, and not even for the full length of the round.
Anyway, that's all about vk's comment...
Would like to know from you.. Would it be better if I took the pitlord's "talking" out, whenever a kill is made? I got kind of used to it
I think I might have tested my map over 500 times so.. Yeah, got used to it lol.