About the story in general: The map feels quite realistic also since many parts of the plot are quite similar to the original campaign.
I didn't played the original english campaign but i think that some texts could be more copy-paste (only when it is really based on an original text)
Sometimes there are also some errors of language. My favorite sentence from Grom was when he said that nothing will not stop them.
About the heroes: Very nice that you added some skills. In the first level i really missed Thrall's Farsight and the blademaster skills of Grom.
Thrall: additional armor is good and searing arrows (?) in the later levels is also some nice damage. I like the change of the wolves which makes them very good units
Grom: I honestly didn't really see his passive ability. In early game he was some sort of ... chicken food but in late game he is the one solution for all problems.
(I killed entire bases with him) His push ability is ok but it has too much glitch potential to move enemies (or loot) to unreachable positions.
Also his jump skill: I suggest to make target a point instead of a unit so that he can back of unreachable positions
Samuro: He is a more interesting version of a blademaster but his Dash has the same problem as
Grom's jump. Maybe make it possible to target friendly units and trigger the damage
Rokhan: When he speaks it is not really troll-speech (more like common english) which was similar for other trolls. Appart from that it is just the Rokhan from the campaign
but he is still as useful
Drek'tar: It is good that he is different to Thrall and his skills are intersting but i only used his monsoon which is his best skill in my opinion.
And finally he has Farsight to see the entire map. Maybe not useful in combat but i like to have it
Cairne: Maybe as strong as Grom so there is not much to say. I did not used his new skill since stun and the shock wave are already good skills
Gazlowe: To be honest he was not useful and i always had to pay attention that he does not die (which happened multiple times). He comes late in the game and his defensive is bad.
Now about the levels
1 The Escape
Already different to the campaign. Gar'tok didn't seemed to be a guy like that in the Rexxar campaign. Interesting
2 Old Friends
Protecting those 2 trolls at the beginning was a bit annoying but managable. Also there is one giant turtle that did not attacked me. Finally i found out that i can pull it using Purge.
Unfortunately no loot. Then the other troll tribe made some problems and killed Grom because i did not pay attention. It is a bit strange that heroes must not die when you can build a base.
This reminded me to legends of arkain: The enemy was able to spam like an insane.
3 Into the Darkness
The design of the dungeon was good in my opinion but putting so many skeleton archers on walls was annoying. They are not strong but to get the side quest i used iseedeadpeople.
The boss was too easy in my opinion since it was not special. Also i feared that i get no loot for the first of multiple times since the cinematic was quite fast there.
Maybe trigger it when the player wants to leave the room.
Something to enhance is that non-hero-units can see more than 1 meter in front of them
Interlude - Bad Payback
Cliché (and i miss murlocs)
4 Enemies from Anywhere
At the beginning it was hard to find the main way to the base. I assumed that there are 3 of them until i walked back before entering base.
Either i was a bit blind or there is a way to mark it in a better way what is the way to the main quest and what is optional. At least there is a fountain of health.
It is btw good that you used those fountains multiple times in the campaign. I liked the layout of the bases but the way to the night elf base looked a bit too raw and might need more doodadds.
The centaurs are in general interesting since there are "new" models but after the boss there is a bad decision: He drops loot but you don't have much time to pick it up.
I had to kill him a second time to get the loot since i had no space left. How to solve it: At the objective to come back to the Tauren camp so that the player has time to see the loot.
5 In Enemy Land
Starting without a base is still nice and gets better when your units already have Pillage. Here it really starts that Grom gets op.
Something i don't like is that you can't go to the fountain of health before building a base since you use invisible walls. At least there should be no invisible walls.
The final nightelf base is a bit ... different. I think you used a bit too much border-Textures which makes it annoying (and unlogical) to use Dragon Riders.
It is possible to kill the target to open the gate and is obvious enough. Also i reached the fountain with my flyers before opening the gate. (There you could use invisible walls)
6 Blood Warriors
Did i already said that Grom grows op? Yes? Good. I think Grom had the highest kill counter in this map. I wanted to explore the map before attacking the enemy.
But since he annoyed me, killed Samuro and destroyed buildings multiple times i sent Grom to ... talk with the Elves.
Yes it was mostly using Grom and sending some units later to destroy some buildings and kill some units to make it go faster.
Here you used also some unreachable (for ground units) creeps where the changes i suggested for Grom and Samuro are good to get them back (I did not tested if they can access all spots)
Something to adapt: Chaos Peons are not able to enter burrows.
7 A Dangerous Journey
A lost quite some units and did not regret it since they are so weak. I kept them back and used my heroes for most stuff. Again the problem with finding the main quest way and the others.
A good change: Sappers can do more things than commit suicide and Gazlowe gets a story. Kor'gall was funny to fight since he only focused Thrall and not his wolves. So i was able to kite him around the wolves and use other skills.
Is Bloodfeather meant to escape? It seems like that. Grounded Harpies? Interesting.
The humans at the end were no real challenge.
8 Breaking Point
I tried to attack the enemies and the beginning and saw that it does not work. So trying to survive in the base works but it is also quite easy when Gazlowe and Drek'tar do not stand in the first line.
Adding centaurs and harpies makes it interesting also that Cairne killed the Centaur-Leader alone. the position of Bloodfeather is not very good since she flied some meters away and i had to get her back somehow.
Later it becames very easy (but still see Gazlowe and Drek'tar). Well Gazlowe is chicken food.
9 - 1 Brothers' War
The enemy only focused the Tauren Base. Thrall's base wasn't attacked a single time. Demon Gates in caves where Air units cannot go to are annoying but Cairne and Thrall are more than enough.
The difficulty is challenging but not hard. (This is a reason why i miss a difficulty setting for the campaign)
9 - 2 For the Horde
It's an interesting large scale fight but it also starts immediately after the cinematic which is something i don't really like.
Mannoroth is immune to magic which makes it less interesting (maybe remove it and increase his health a bit) and Gazlowe is chicken food.
Samuro was focused multiple times so i kept him and Gazlowe away from Mannoroth
Some general things: It is more an rpg since heroes are very strong and other units are not so strong/useful. Ressource are no problem. Trees with a huge amount of hp keep up the flaire they make.
Sometimes enemy units are fleeing for a short time when you attack them which also caused the situation with Bloodfeather in chapter 8.
You can fluently play the campaign without the need to have an apm of an unrealistic level. For me it was quite easy but i also played Legends of Arkain
Thanks for your time to read this.