chap1:
-there's a purple coloured Mountauneer to the left of Modi
-Spearmen and Brigands look alike
-night elves in the Twilight Hammer?
-increasing the damage of allied troops doesn't mean base melee damage as the Noble Aura description says for the Level 1, 2 & 3 parts
-how did Aggronor and Candor get up there

?
-set the green dwarves to be treated as neutral not allies because the Priests on autocast will Heal their troops
-it's a shame that there was still space on the map for action; what about some optional quest(s)?
chap2:
-why would the Forsaken need live human to work instead of 24/7 undead?
-the upgrades do not mention which of them are for Spearmen
-Grom Hellscream, huh?
-the roads are filled with inhabitants but the Forsaken pass freely

-Axe of Ogre Strength=Gloves of Strength
-would be nice to make some items like potions and scrolls stack in the hero's inventory
-only once they've attacked me with their level 3 hero
-the people on the plantation should join forces instead of remaining there to annoy the player's eyes mixed with enemy units
-it's not necessary to destroy their main building for the quest to end
-fun fact: returning to the farmer with any unit moves the hero there (because of the cinematic scene); might be a good idea to have a cinematic unit just in case things happen when say you're in the middle of a battle and the hero is moved because of a unit passing by a trigger region
-Missing Troops is not marked as completed (in the log) after all units are found and the quest message about it being completed is shown
chap3:
-Ogre Warlocks have hero glow
-first time Armoured Ogres came they attacked the lone tower (the one that the base starts with) and then went up north; they came back only when the Ogre Lord came too (following wave)
-only once did the Ogres come from the east during the evacuation
-from 300 onwards it gets really easy; you can even start attacking their base
chap4:
-so with all those villagers in the back, he decides to siege a keep?
-man, this starts out very intense
-the starting Gold Mine runs out of gold fast
-units can get through the walls that surround big Scout Towers; use pathing blockers; you can also build on those walls
-would be nice to activate the Eastpoint Tower before actually having to destroy every farm; the tower's selection scale is not visible
-Footmen are weak compared to Deathguards and Abominations
-the Peasant has the Call to Arms ability but the Town Hall does not (intended edit?; I see the Castle has it)
-how come are there elves when this is happening after TfT and basically they turned into Blood Elves?
-when reaching 7/8 assassins, the message on the screen only shows Quest Update (the title/yellow part) without the 7/8 line
-there are two bridges one after the other in the west; units can get on the one that's seen as black/out of the map (actually, they get under it)
chap5:
-I disagree with losing the mission if some few units reach the upper Gold Mine; what if I want to use hit and run tactics while they're assualting my base and can return in time not to lose my Town Hall there (what about not having the main building at 50% instead?)
-the optional quest also has the above mentioned requirement
-I suggest making the green undead groups attack the base of the player after their catapult is destroyed (with hit'n'gun tactic)
-this level is a pain especially when you have to research everything; at least let one of the primary buildings be a Keep
-from 20mins there's no relief and then the west attack; well I am not a hardcore gamer; I just did not have enough time to train troops and build towers at the same time
-there's no time to kill the neutral hostile groups
-enemy units just spawn in the middle of a region out of nowhere
-and the Alliance came because? It only looks like a group of men, nothing compared to what the Forsaken assualted the keep with; in other scenes, usually a few units are present (eg: when Candor adresses the people/men after releasing them from Forsaken slavery)
-also, Helm's Deep ending