3rd. I keep the triggers simple, and I will still intend to do that, even if you would think it was bad. Sorry.
Memory leaks isn't about simplicity, it's about lag - ever played a TD/Maul and wondered why it starts lagging mid-game? It's because of the memory leaks that get piled up.
Even if you don't feel any lag, there will almost certainly be a noticable FPS drop after a while.
Though I do suggest more complex triggers when you're working on other maps (and certainly for cinematics).
About the terrain, this is something I wrote for someone else, yet it may still help you:
I'll give you a few hints on how to improve the terrain.
The hints I give are absolute standards and should always be followed, under any circumstances.
I've opened your map in the world editor and took some screenies of the terrain to prove my points.
General Terrain
1) Tileset
Choose your tileset carefully: a combination of about 3 or more different types of grass for forests is not a luxury.
The tileset is the base of the terrain, it's very important that you learn to combine tilesets that look good together (note that some of the edges of tilesets can be different when next to another type, you need to think about that too: what looks good next to what?).
Most people start out with 1 or 2 different types of tileset that don't match eachother, then go to randomly placing a few tilesets that do match eachother and then finally, after some practice, can succesfully combine tilesets and know where to place them.
What we see here is white marble, some ruined ground and a bit of grass.
What is this supposed to be? There's nothing here, yet there's marble (if you know what marble is, you should also know it doesn't appear like this).
Can you honestly say that this is a nice terrain? I can't.
2) Transition
This part also belongs to the tileset somehow.
When you're creating a terrain and you're using different tilesets, make sure that they are mixed and that you can't see any clear border.
I see 3 lines here: dirt, grassy dirt, grass.
Now these tilesets could go well together (though you probably need a few more), but the issue here is that I can clearly see where you started with the grassy dirt and where the grass,
If you had mixed these tilesets, it could've been a lot better.
3) Cliffs
Try not to use cliffs (in the terrain palette: apply cliff: increase/decrease one/two).
Cliffs could be used when you actually need a cliff, but when you need a mountain of some sorts, or a wall use the raise land tool or doodads.
You should also never use the standard water-tools for the terrain, there's a far better (yet more complicated) option to create water.
Cliffs could be used when you actually need a cliff, but when you need a mountain of some sorts, or a wall use the raise land tool or doodads.
The thing here is that you need to create a new map in order to make this work, I don't think you can adjust this when you've already made your map.
What you need to do: when creating a new map, there's an option called "Initial Water Level", if you set this to "shallow water", you start off with your terrain completely under (shallow) water.
Afterwards, when the terrain is created, you should raise the land (
not with the cliff tool!) so it is slightly above waterlevel (it should look like land on the minimap, but may not be too high).
When this is done, click the "apply height: plateau" tool and drag it all along the terrain, starting from the little patch of land, now the entire terrain should be above waterlevel.
To create a river now is very easy: lower the terrain and you've got water - this can be done to create puddles, rivers, sea, whatever you want.
This is obvious: it doesn't look like a river at all, the cliff at the bottom of the image has nothing to do with the rest of the terrain, the upper cliff might be used (Norway has similar cliffs for example), but it shouldn't be too straight.
Doodads:
1) Spamming doodads
Doodads may never be spammed, you can place a lot of environmental doodads (such as shrubs), but never overdo it.
A lot of people spam things like rocks, waterfalls or fire, but that is not the point of doodads.
As you can see here, the waterfall has been largely spammed and put into the right direction.
If you want to make a nice waterfall, you only use a few waterfall doodads, some rocks and a good-looking hill with a variating tileset.
2) Cinematic Doodads
Cinematic doodads should only be used in rare occasions and should never be spammed.
I know it is very flashy and might be appealing to some, but believe me: it looks far from good.
The fire is probably the most used cinematic doodad and I really don't care if it's used in the right places (a burning house for example).
This is the definition of how you're
not supposed to make a terrain.
I think epileptic patients will get a seizure once they see this.
3) Random doodads
Never randomly place doodads.
Doodads are supposed to add some additional beauty to the terrain, not to make it chaotic.
I see: spikes, 2 types of fountains, walls, a cage, crates, barrels, bats, an egg sack, a skull on a pole, demonic footprints, some poisonous brew, a support collumn and maybe a pillar (top right).
Do I need to say anything else?
4) Emptiness
Empty terrains are very ugly, if you compare older or less professional maps with higher quality maps, you can immediately see that the higher the quality of the map, the less empty the terrain looks.
This is because, usually, people who know how to map, also know that the terrain is a major part in the entire game: I don't like playing on empty, bad terrains.
The solution? Environmental doodads! These are the most useful doodads and your map should exist out of about 70-80% environmental doodads (and trees are probably the second most used doodad).
A tree doodad is just a tree, nothing special, but once you add a bit of shrub and mushrooms underneath, it makes it feel more realistic.
Yet again: do not spam these either... they can look good in greater numbers than most doodads, but that's no reason to spam them.
Sad, isn't it?
Additional:
1) Weather/Fog
These are main ingredients when creating a cinematic and shouldn't be forgotten in other maps either.
There's no need for a weather effect (in fact: please don't touch it if you don't really know what you need to do with it), but a (triggered, not weather) fog can drastically improve how a terrain looks, or the 'aura' it gives off.
Creepy maps need a darker fog, happy maps a light one, you can make it change for day/night purposes, you can change it depending on the region you're in.
Basically this decides what kind of map you're playing
To make a default fog: go to Scenario -> Options, there you should see the option "Use Terrain fog", set style to "Lineair" (nothing else) and choose your color.
You probably need to lower the starting Z as well (about 1000, or even less if you want), otherwise you won't see a lot of the fog.
2) Sky
You seriously don't need this if you don't use camera's that have an angle of attack of at least 330 degrees...
In cinematics however, it decorates the entire terrain and - if it matches the cinematic theme - it really expresses the general idea.