Next comes the terrain, the terrain seems to be mediocre and the camping site (Upper left) certainly need to be improve.
I do not quite understand where you mean. The top left area is largely devoid of doodads at this time, but the "camping" area would be considered the bottom right. At any rate, terrain is currently of focus, and the features are. Terrain is going to be expanded.
Now comes the ability, hotkey, quest log and tooltips description.
I see your point, however, I got into technical problems while adding in the values of damages...etc (AKA they never were correct). I will work on getting them back though.
Seriously enough, I do not understand why do you even bother to add the ability "Activate Melee Be Gone" since it was particular useless to be turn off/on without any mana consumption.
The ability being non-passive is just a mistake (for lack of better words) by me. It will be fixed.
The entire point of this ability (many keep asking why), is to help downsize the amount of enemies coming at you. The trick is its only useful when one or two guys are after you.
For the tooltips, the detail of the attribute bonus was very lacking. Surely I knew it add bonus, but how much does it add? You got to tell us the specific amount. There is even some typo error in the tooltips for Grenade ability which you really need to fix it.
As stated, it got some difficulties in the values. It will come back when the time to do about 300 tooltips (100 levels each to downsize on future work, don't ask if you don't understand) and find out exactly how.
As for hotkey, the ability does not have a colour code to highlight the main hotkey. How are we suppose to know the hotkey of the ability if there is no indication for it?
It will be fixed.
The same goes to quest log as well, you got to add a quest log that gives helpful information where user could view it shall they miss some vital info.
There are a couple reasons I have for not including the Quest log.
1: With a fasted paced game, the game starts shortly after loading. The Quest log would take time to read, and take away from the time to hide/get ready.
2: Simple as the game is, I see no real need for an extended description. Nothing imported, one author, simple 1 word goal, short and self explanatory game-play, no actual game quests to add...etc. As far as I'm concerned, a Quest would fit in the loading screen space (which is being worked on).
The grenade ability cooldown seems to be soo long and yet there is no detail of how much damage it does, does not have information of it being a channeling type spells and you got to change the hero icon to marine as well, why do they even use the cannon icon? I definitely don't know about it.
Abilities are being limited in the game. Most survivals want to give a challenge, but make it possible. This game, however, has the odds against you, and no way to win. Abilities are supposed to act as a positive and negative. The Grenade ability works like this:
You are being swarmed. You use the Grenade ability (which states the Marine is continuously throwing grenades- aka, do anything and it will stop). At the cost of moving/attacking, you get a pile of kills. To prevent you from spamming this ability, it has a long cooldown time to make you use it when only necessary.
As for balance, it is absolutely terrible. Why do you even bother to use chaos type damage for the waves? It makes the armor bonus completely useless cause chaos does a 100% full damage to the enemy.
I guess this was more of a mistake, then a place holder. I currently do not have the armour systems functioning, though Attribute bonus' do more then add armour.
Despite being the 7 waves, it was still the same type of creep with just more amount of it being increase over times.
Intentional. For the most part, the waves are still under the most construction. This map is released to get feedback (such as this). I plan on including random enemy spawning (the Sniper is as close as it gets, as it comes every 2 waves after wave 5). The use of the same enemy is to cut down on map size/loading time and to replicate the survival games in the real word.
-L4D Survival is a bunch of different modeled zombies with a few specials, but is intense in gameplay.
-Halo 3 ODST's Firefight pitches the same common enemy in the series, but with randomized enemy spawn systems, difficulty skulls, and a reason to play it (something L4D lacks)
-Tower Defenses use different enemies to make note of stronger or different enemies (if not just for entertainment). I did not want to have a couple hundred different models to be used for a short 10 waves. It would destroy the point of making them for the game.
-WC3 Survival maps don't stray from what I've done here. Most Zombie maps I've seen include: Normal Spammable Zombies (one or 2 models), Stronger Zombies (again 1 or 2 models), A Ranged Zombie (1 model), and some sort of boss Zombie (models depict different bosses). More or less, that's what a survival game consists of. In my eyes, this map just adds more variety to a smaller size area. If its not a zombie survival - just a survival game - its not much different. Different units takes away form learning the game. Using the same units over and over may be repetitive, but easier to learn how they work, how to deal with them, and it doesn't take a few rounds to know what enemy your facing next.
->And to note, I'm only saying this much against it because I do not wish to get a low rating just because of the few enemies there are. That, and I do not wish to get complaints about it either.
To top up with, it only have 2 usable ability which are just barely edited from blizzard standard where the description or the sfx being altered, nothing much.
Only 2 abilities so far. The only reason that they are only slightly changed Blizzard abilities is because they have nice abilities that would work for the game. I will be adding more, hopefully more original, abilities.
The type of creep should be improve after each waves instead of 10 waves to avoid player from being bored.
I'm not trying to make a 3 minute game. If I do something similar to this, then Snipers would probably 1 hit KO you on wave 5. So this may/may not change.
Now comes the trigger part, which I absolutely forbid this map from being approve at hive site. It was highly defective as the efficiency was extremely poor.
Defective implies nothing works. Everything works fine, even though there may be some extra things I will get rid of.
I am not a very expertised trigger-er. I will go over and check the triggers to ensure there is less triggers.
To sum up with, all triggering does not have memory leak erase. Unit group and location was leaking soo heavily that I notice a serious sign of lagging at my computer after the completion of the 10th waves.
Again, I am not a "great" triggering person. So, this does not say anything to me.
I will fix this.
Shall the game was generally infinite style game, there should be a message to told player about it such as in quest log
I see the point in this, however, I shall add it to the loading screen. Quest log problems I assume don't need to be repeated.
and a game cache to save a record of how long does the player survive; which I failed to find it.
Again, I am not a great person for the more complex matters of triggering. I wish to have this cache feature, but sadly lack the skills to create an effective and functioning system.
You can't find it because it does not exist [yet].
Infact, you should add a countdown timer (To let people know how long is the next waves instead of saying 20 seconds for the next waves via game text) and leaderboard/multiboard (To show how much does people kill and if they are still alive or dead).
The countdown Timer was a feature I was thinking about, but sadly never got around to creating one. The leaderboard on the otherhand would be a great addition if I can create it.
Due to the excessive memory leak in triggering that cause this map almost unplayable after awhile, I decided to give it 1/5 (Unacceptable) and vote for disapproval until the author fix it.
Again, memory leaks are what exactly?
1/5 (Unacceptable) and vote for REJECTION
Just as a statement (not complaint), you just stated that it was a 2/5. You said you already factored in the exact reasons you put for giving it a 1/5:
This map certainly isn't recommended to be play by those with a poor computer performance as it could cause the fps to drop drastically after awhile and certainly not recommended even more for multiplayer until the author fix the trigger in it.
Due to the excessive memory leak in triggering that cause this map almost unplayable after awhile...
Technically it would be part of the same group, as the triggers hinder bad computers (though I fall into that category

though without much difficulty).
What need to be improve?
1) Organize the description at hive, make it look much better. Will fix upon Update
2) Fix the hotkey for bonus attributes, gives more and much specific detail for tooltips. I'll see into it
3) Add quest log to provide all necessary detail discussed until furthur reasons are given, game cache to saves record I'll see what I can do, but no guarantees, countdown timer to let people know how long would the next waves and their current waves without the need to type -waves and leaderboard/multiboard. No problem with this
4) Fix the trigger, this is the main priority as the triggering was highly defective. I will go back over and fix them
5) Improve the replayability values, scrap off an idea that could worsen the situation and think of what could make it better. In other word, expand the capability. Already in progress
6) Read tutorial about triggering to know how to make a cleaner and much efficient code by using if/then/else, loop, and group.
*Note I am not disagreeing with the rating, more commenting on your review*