* I assure you, workers don't get unobtainium. Right clicking on it gets a Move To response, rather than Gather. Then they just sit there. It works with Hell Trucks though (the floating rocks should floating a little lower, to look like they're riding on/floating a little above the truck, but that's just me).
* RDA has no upgrades.
* What Na'vi unit is the Dryad supposed to represent?
* More hotkeys: B should be for barracks (I'm guessing it was caserne?), and A for Airbase.
* You also left in Aerospatiale (shuttle?).
* Weird pathing bug for Bertha: while under construction the red tiles show up, but when built it looks like you can build on top of it (but you can't, worker goes to the site, waits for a while and then says he can't build there).
* What's "coll" for? It seems to show up at the same time as "miss" for an attacking unit, but that's it.
As for the terrain, put in at least a humongous cliff (like the one the banshees live on) or one of the Hallelujah mountains.
Well let me re-check this right now just to make sure, because that unobtanium gathering thing is pretty important as i said earlier.
About the rest i can already tell some things:
-Both RDA and Avatars will have a custom upgrading system, based on retrieved Unobtaniums for RDA, and recruited Na'vi clans for Avatars;
-For dryads,
Main post said:
This map imports into warcraft nearly the whole universe of the movie, and some parts of the actual game aswell.
Some things may vary, in the interest of simplicity, gameplay, fun, or for technical reasons.
and in that case its for gameplay, plus i don't have a mounted direhorse model so you could say it's that, sorta. Gives Avatars a decent counter to air units (who have large armortype, making archers and lancers pretty useless against them) and a ranged siege unit.
-For the hotkeys, i tried giving "A" to airbase but the game just wouldn't make it work so i changed it.
-Aerospatiale is part of the full name of Samsons as it stands in the movie.
-For bertha, i didn't know about that, i will look into it.
-"coll" stands for "collateral damage" which was too long to make it a floating text (would spam), so yes, it may only happen when the custom bullet system made the shooter miss.
-For terrain, this will be done.
*is gone testing*
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EDIT: Okay you were right, i had accidentaly disabled it somehow, i'm fixing this asap. Thank you (and +Rep) for the bug report. Ah wait, must spread some more rep first...
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Now about your other post (by the way, i suggest you use the edit button instead of dble posting, to avoid a neg-rep from a mod):
As for the Na'vi:
* The Tree of Soul's Sentinel should be unlimited range, the creeps give you sufficient vision (except for the landing point)
* Spiked Carapace still has Crypt Lord in the description.
* "Discovering" your hammocks gets you experience. Wha...?
** Ditto the Animal Respawners (which you can attack, I'm guessing you can't see them in the final version)
** A lot of units get the response "Animals are strong here...", be they Hometrees or Unobtainium.
-Sentinel
has unlimited range, you simply need sight of the tree you wish to target. Also, it has a travelling time from Tree of Souls to the target tree.
-Will fix the spiked carapace glitch.
-Discover and Interact will have alot of different responses and effects (one per unit-type...), i just haven't bothered to code them all yet lol

but it will be done progressively towards 1.0.
--Animal respawners will no longer be seeable and attackable in final version, but there will still be things you can destroy or do to stop the respawns.
EDIT: Unobtanium bug fixed, updated to 0.18.