I liked the first campaign more. It had better gameplay, more varied. This one had some few levels with interesting ideas but mostly their concept was similar.
chap1:
-camera did not reset (at least fully; I suggest using reset camera over 0 seconds) after the intro cinematic scene
-Rain of Chaos replenishes faster than the life span of the Infernal ends; also Inferno costs 150 mana (from what I remember) and it only spawns one unit
-not all of the orcs (for instance the blue) attack
-you could change the Demolisher to Catapult (at least the model)
-"orcs are weak". Of course they are, they are so few now that there were two human-orc wars to dwindle their numbers
-well, this level is basically the same thing as in RoC; at least The Culling of Stratholme had major differences
chap2:
-Scarlet Archers don't have a portrait
-shouldn't city buildings contain villagers/units?
-you could make Mal'Ganis an agility hero or something to differentiate him further from other drealords
-I guess other villagers should be frightened by their kin becoming zombies and run or try to defend themselves? They don't even care if Mal'Ganis or a Doom Guard gets near them; they could at least run into their houses; I understand the villages are supposed to be taken by surprise but there has to be terror; Villagers don't even move (no wander ability)
-it's a good thing War Stomp doesn't hurt villagers
-suggestion: change/edit the colour of the three spells that look exactly the same (Sleep, Soul Preservation and Dark Conversion)
-but wait, shouldn't these people first have to eat/get the plague for them to be transformed? Or did they?
-might as well not make that animation with the zombies getting up as they first have to get down; looks like they're doing a pushup
-"don't let too many villagers die" doesn't really cut it since they're not considered enemy and aren't affected by player spells
-Soul Preservation's range is over 1000 I think
-Mal'Ganis levels up but no more spells to choose
-rarely do zombies escape the control of the dreadlord
-do those Scarlet Crusade buildings contain anything?
-I doubt zombies are spoken to
chap3:
-Skeletal Mastery's icon looks exactly like the for Skeletal Sorcerer or the other way around
-another copy of a level...
chap4:
-didn't they know the Lich King was in Northrend?
-Animate Dead and Summon Minions have the same icon; Death Grip's icon is the same with Doom; Frozen Aura's icon=Frozen Breath
-hey, I've seen the Death Knight unit quite the same in another custom campaign from a different user called The Curse of the Forsaken
-don't get the difference of Uther's mount ability; the only thing I see that changes is the movement speed
-what the heck is a Dog doing here?
-couldn't they just raise the dead before the undead enemy were annihilated

?
-well, two heroes on strength
-hmm... it seems some bandits got here past all the horrors somehow
-Death Knight has the same soundset as Mal'Ganis, Skeletal Sorcerer as the Shade
-it's interesting that Uther kept his hammer
-he didn't even give the dwarf time to actually feel he was being let go
-green dragons? Why?
-how do the dragons know where are my troops every time

? They don't seem to know nothing about the base that by the way it's not moving. Maybe they have movement sensors
-Murlocs in Northrend? Hmm...
-the dragons aren't fighting the dwarves
-no Avatar? I mean Life Drain on a Mountain King is win
-is it really necessary to destroy every farm and buildings that don't produce any unit?
chap5:
-had to put Uther's spells again...
-what's the use of Summon Charger if he can mount without the need of a horse nearby?
-the yellow base can be destroyed before building a base

-the player can build a base first in the north where the mine with undead is

-the nelven base can also be destroyed without its AI starting if the blue base is left alone
-Nishera doesn't have a hero glow
-Demonic Stabs gets the hero out of Entangling Roots
-what's this with unmounting Uther before the level ends?
chap6:
-another almost copy of a RoC level; really... this isn't original; the previous campaign did way better on map design
-Uther suddenly disappeared...
-units can get to Bloody; don't know if intended or not
-"how did they get through the Way Gate?" Well, smart aleck, they were the ones protecting it in the first place...
-is Demonic Stabs supposed to work on aerial units?
-could switch places of the Skeletar Sorceror Adept Training with Skeletal Mastery
-...how did Muradin get to Frostmourne when Bloody and co. got through his base and went on!?
-traitor!? Wha..
-Hellspawn is basically Doom...
-Mask of Death+Frostmourne; don't know if they stack or not
-shouldn't the elven base start to attack after Bloody gets back with the sword?
-whaaa... Uther wasn't killed!? I don't understand anything anymore
chap7:
-so, I guess either Archimonde decided to let Mal'Ganis work alone or something; anyways, if Mal'Ganis thinks he can do something agains the legion, he is totally insane
-there's another Demonic Rune... on the road to the east (starting point I guess); it can't be put down...
-Advanced Unholy Armour looks like Corrupted Shield
-Flesh Golem's soundset is that of the Abomination
-well, the Abomination has Cannibalize but Flesh Golem has Disease Cloud; I mean, it kind of makes the Abomination useless
-Corrupted Shield is named Burning Shield in the inventory; what kind of shield is this that doesn't even give any points to armour?
-the Undying can raise the Greater Zombie from a dead Greater Zombie
-so, how did the Ogres succeed to build their base inside the walls of the human fortress?
-Flesh Golems get through the bridge

-this map is too big to only have one optional quest that's pretty much something needed: taking a secondary gold mine...
-again... destroy all Farms...
chap8:
-why was Mask of Death taken out of the inventory so that Frostmourne would take its slot?
-Kel'thuzad's spells switched places; Death and Decay was the first spell...
-now, two Frost Nova spells...
-Bloody's range changed to melee from 200 after taking the sword
-woah there. Even demons are on Mal'Ganis' side? Anyways, it's really not the best time for a revolt since Archimonde is still alive
-please, music through its channel, not the one that plays all other sounds
-hints are written with light blue colour but in the first levels they were with the usual green
-for some reason Zombies can't be Cannibalized
-Hellspawn can be cast before the demon's time is up
-hmm... the optional quest is barely optional; I mean Scarlet Crusade troops are all over the place even in the way; also, no reward
-Bloody almost doesn't get a scratch because of that life steal fighting Mal'Ganis
-well, Mal'Ganis didn't even try to use the woman to his advantage; how did he know of Bloody's mom, no idea; why was she still alive? No idea
-just got me to the main menu after finishing this level
3/5. Next time, less to none copycat levels.