Alright, so I went through and cleaned up just about very leak I could find.
And I think I found your desync culprit. GetLocalPlayer() will cause desyncs if not used correctly:
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Actions
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Custom script: if(GetLocalPlayer() == Player(0)) then
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Sound - Play QuestNew <gen>
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Custom script: endif
I believe the proper way to play a sound for a single player is with a Sound variable like this:
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Actions
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Set VariableSet TempSound = No sound
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Custom script: if GetLocalPlayer() == GetTriggerPlayer() then
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Set VariableSet TempSound = QuestNew <gen>
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Custom script: endif
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Sound - Play TempSound
This will play No Sound for other players, and QuestNew for our Local Player.
If the desyncs keep happening even with this fix you can try deleting GetLocalPlayer() entirely instead to see if that fixes it once and for all.
I also went through and revamped some triggers and tried to fix any errors I could find. I noticed you were doing a lot of "Destroy last created something" for Items, Sounds, Special Effects, even in cases where nothing existed.
This is a problem and you need to make sure you don't do this, as you will destroy the incorrect thing or attempt to destroy something that doesn't exist. Same goes for if you try to do this after a Wait. Remember, during that Wait another trigger can go off that creates a new thing that is now treated as the "last created" of it's kind. Same goes for Point variables when trying to clean up leaks.
Make sure you're only ever referencing something immediately after creating it (or at least before you create something else of it's kind) when using the "Last created" function.
Oh and the Item Drops were extremely confusing to me. In a lot of your triggers you were doing something like this:
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ItemDrop Greater than 1990
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Then - Actions
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Item - Create Ironwood Branch at (Position of (Triggering unit))
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Item - Remove (Last created item)
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Else - Actions
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Set VariableSet ItemDrop = (Random integer number between 1 and 2000)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ItemDrop Greater than 1998
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Then - Actions
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Item - Create Spitting Penguin at (Position of (Triggering unit))
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Item - Remove (Last created item)
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Else - Actions
Why are you creating and then immediately removing the created Item? I don't understand. This results in nothing happening as far as I can tell.
I also went through your Boss Actions folder and replaced anything with Wait Until Condition:
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Wait until ((Life of (Triggering unit)) Less than 34000.00), checking every 2.00 seconds
With a Unit Group and Loop trigger that checks the units Life periodically.
A lot of triggers confused me:
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Music end
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Events
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Unit - A unit enters (Playable map area)
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Conditions
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(Owner of (Triggering unit)) Equal to Player 12 (Brown)
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Level_Number[(Player number of (Picked player))] Greater than or equal to 51
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Actions
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Player Group - Pick every player in (All players) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Troll Beserker lvl 51 Equal to (Unit-type of (Triggering unit))
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War Commander lvl 52 Equal to (Unit-type of (Triggering unit))
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Far Seer lvl 53 Equal to (Unit-type of (Triggering unit))
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Pit Lord lvl 54 Equal to (Unit-type of (Triggering unit))
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Leader of the Marauders lvl 57 Equal to (Unit-type of (Triggering unit))
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Then - Actions
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Camera - Shake the camera for (Picked player) with magnitude 3.00
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Sound - Play Doom.
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Sound - Set music volume to 70.00%
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Sound - Destroy (Last played sound)
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Wait 10.00 seconds
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Camera - Stop swaying/shaking the camera for (Picked player).
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Else - Actions
What is going on here? Level_Number[player number of picked player] is checked in the conditions but there is no Picked player in response to this Event. Not to mention a list of other problems. What is the purpose of this trigger?
Another thing, you try to change the scale of special effect attachments:
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Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl
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Special Effect - Set Scale of (Last created special effect) to 0.80
This only works for Non-Attachment Special Effects.
///
Anyway, hopefully I didn't break anything in the process of cleaning up the map. I went through EVERY-SINGLE-TRIGGER so I wouldn't be surprised if I made a small error somewhere... That being said, I didn't change anything drastically so you shouldn't have a hard time fixing any minor mistakes I made.