I know, I have poor grammar but I did my best to provide my advice to altered melee map makers.
Tips to altered melee map makers.
Map Making
1) Make easy, medium, and hard creeps, everyone likes to level up there heroes asap (ex. this process allows them to level up there hero and exercising their new abilities)
2) When scattering creeps across the map make sure most of them don’t obstruct an army’s pathway or attack a player’s base at the very beginning. Make creeps at every neutral building except for tavern.
3) Add items or power ups to creeps to what you believe would be fair for killing the level of the creeps.
4) Adding cliff is optional but if you do, don’t make difficult for an army to make it from one end to another especially making it feel like a maze unless that is your objective.
5) Apply some height and texture variation to the terrain.
6) Supply sufficient trees around a player’s area (ex. you don’t want workers to go out of there way just to get lumber) and make sure trees also don’t block army pathways.
7) Symmetrical map, make sure top to bottom or side to side are exactly the same. Asymmetrical map, make sure that each player fights the same number and level of creeps within there general area and make the terrain as fair as possible. (ex. you don’t want open pathways on all side for one player and a terrain advantage base for the other player.)
Animation
1) Try and match the picture with the unit as close as possible if nothing is close to the unit at all, request for one at the forum. (tip. Learning how to create icons with Wc3 Image Extractor II and Photoshop is huge asset because I felt as though it made the units more credible.)
2) Do not duplicate units icons once used it’s used. (ex. players won’t like it if you are having them confused from a worker to a heavy unit because of same icons)
3) How the unit launches there art range. (ex. you want a catapult to launch a projectile from the launcher not from an unusual area of the catapult)
4) Be aware of significant details such as heroes glows and death for building that don't have death animation.
5) Position icon buttons at x and y certain locations such as of upgrades and units. (ex. you don’t want things jumping around it confuses the player when they have never played your new race)
>>Relevant only if you are swapping the Art – Model File
6) Be aware of the casting point and back swing. (ex. it’s weird when a unit is bringing an axe up and the damage has already been dealt or a unit shooting a arrow that doesn’t appear to be synchronized with the archer)
7) Running animation look at as to how your unit walks (ex. you don’t want your unit running like hell when he has the speed of walking)
Abilities
1) You can duplicate abilities and just change buffs, damage, range or area effect of the abilities player will know which abilities they are based off of but at least there is some difference.
2) New custom abilities this is a hassle to integrate triggers into your map. The frustration is worth it because in the end users will recognize a non-w3 ability and they will be impressed.
3) Try to avoid of having a spell caster with two auto-casting abilities.
4) The first two of hero abilities generally have special abilities (ex. damage units - chain lighting, summon units - force of nature, healing units - holy light) third ability is an aura or and self enhancement (ex. endurance aura, critical strike, incinerate) and the forth is a highly powerful spell that’s my point of view when creating abilities for each new hero.
Adding new races
1) Balancing is the most difficult thing to do between races try to get reference from the original races by copying the gold, lumber, hit point, mana points, attack damage and dice damages and work it from there. (tip. You can keep attributes that units currently have but be aware that mercenary units aka the hired units cost more than train units.
2) I usually look at it from this point of view when creating a whole new races base it from the current attributes of these units, and I add a little bit here and there for special units.
Worker (ex. Peon, Peasant, Acylotes)
Basic range unit (ex. Archer, Fiend and Rifleman)
Basic melee unit (ex. Grunt, Footman and Huntress)
Healer (ex. Druid of the Claw, Obsidian Statue, Troll Witch Doctor)
Anti magic (ex. Dryad, Shaman and Priest)
Support Spell Caster (Shaman, Necromancer, Priest)
Attack Spell Caster (Sorceress, Druid of the Talon, Banshee)
Anti air unit (ex. berserkers, steam engine, hippogryph)
Air units (ex. Wyvern Rider, Gryphon Rider and Frost Wyrm)
Tank unit (ex. Abomination, Mountain giant or Knight)
Unit that hits structures hard (ex. Chimera, Glaive Thrower, or Demolisher)
When adding one of these types of unit you can go various ways but make sure everyone gets a fair share whether it’s a single unit or a combination of them.
3) Try and limit the various models when implementing a race. (for example you have models of gnoll, skeleton, and orge in your race and the races name is goblins.) It doesn't make sense to the end user so try and keep it consistant when creating a race. You want to leave as little imagination as possible to players. From your perspective it may seem like everything is goblins but a bunch of people will see it for what it is.
Memory Space
1) Conserve as much space as possible utilize doodads. Reuse models, change the size and change the colour of the models but not solid colours just a light of blue or red enough for players to identify the difference. Search for actually hidden models and icons within warcraft editor.
2) I suggest making your map less than 3 mb or 3.5. I made the mistake of import many model and realize my map is over 15 mb and realize that people cannot play it online only by themselves because the map take forever to download. I optimized map choose models that take up little memory. Used the map map optimizer tool
http://www.wc3c.net/showthread.php?t=79326 which also protected my map.
Test
1) Make sure every newly created races are not too powerful or too weak do some test against a AI normal.
2) Make sure every tool tip is fill and correctly for every unit abilities and upgrades creating hot keys for everything is a one upper but make sure they don’t conflict with the global hot keys (example of hot keys you cannot use, attack [A] hold position [H] move [M])
3) Test every abilities and triggers if you don’t you’re just setting yourself up for a bugged map.
If you have any questions on how some of these tips work just send me a private message to my hiveworkshop account. I’ll gladly assist you with feedback or any questions on how some of the things within my map can be implemented into your map. Don’t contact me if you are going to ask me to contribute my time to help make your map it’s because I don’t have the will to work on other people’s projects.