Some feedback from some games I played:
- stasis traps seem overtuned (do they have an expected counter?).
- recommend disabling resource trading / making it a mode (amateur players get overwhelmed by this strat when the 1st tower falls, they can't keep up from there; seems to be known and disliked strat by people I played with).
- recommend reducing the gold gained from the 1st tower falling by 25-50% (or even remove it entirely); if the other team is winning fights then they already get the center control bonus more often, so this is stacking the deck twice in their favor (win-more effect).
- following the above point, seems like a catch up resource akin to booms is necessary to prevent perma snowball (I don't recommend booms per SC2 Desert Strike, they're boring; maybe a one-time use unit that is sent down the lane? not sure.).
- orc peon builder has different extractor build hotkey.
- desync issue commonly occurs for a single player (can't identify a clear cause yet).
- saving for and spamming endgame AoE units (particularly frostwyrm/chimaera) is done by a few repeat offenders and seems unbeatable if you didn't preemptively build strong AA units (has no counterplay either because it all arrives at once and you aren't sure which unit will be massed).
I think, overall, this map is in a good state. However, my play sessions have mostly devolved into the same thing from opponents: people pool for tier 3 units, they show up all at once, and the first 7-10 min of the match end up not mattering. But, still fun
