It's nice overall but it lacks variety on the long run. Most levels represent a way to kill monsters on the map. There is no threat, danger in those.
intro:
-some bulked up Wisps didn't attack the Demon Hunter as he was descending the corridor
-well it didn't take much effort for Shadowsong to get up and run to rest
-night elves don't have priests (only in WoW), they have druids
chap1:
-enemy units do not attack the player's by seeing them from a short distance unless they are ranged
-level two is the maximum the hero can reach. There's no point in killing units, especially that many don't give anything useful (just healing consumables) and don't block paths
-forest guardians (dragonspawns) don't say nothing, don't do nothing
-the Corrupted Tree of Ages is neutral
chap2:
-what base? Moonwells can't be built. It's hopeless
chap3:
-Searing Arrows doesn't work with Slow Poison
-thing is the Warlocks attack while they hold the barrier
-Gogonnash can still cast spells (Rain of Fire) although he has been Silenced...
-the demon appears again to attack the player after it's killed but is quickly moved to the north for the cinematic scene to start
-most times during cinematic mode the player's units are selected
chap4:
-reaching the Circle of Power may leave the accompanying troops outside
-make so that doors are closed by the player. It's a pain to open each door with units from the Ancient of Wars
-Balthazzar stand a bit farther from the main gate doing nothing if not provoked
-in the end scene, the panthers I ordered to follow Morathi came to her
interlude:
-who dreamed, how did they find that information?
-Satyrs don't take orders from orcs last I remember
-the Shadow Council was pretty much decimated
-I have no idea what's that Gorge and why would Eredar be captured there
chap5:
-the dwarves are friends of the night elves (RoC, last level, remember?)
-if they knew of the importance of that sealed place, why didn't they take the key back from the trolls? How did the undead come across one too?
(a lot of story related things are unexplained; they're just there to be there)
-the message about training Nightsabers is given after one is trained, not before
-how do they know the dwarves prepare an aerial attack?
-why aren't the undead attacking?
-the dragon the hero summons can complete the Chimaera quest; not sure if intended or not; hopefully yes as there are no siege weapons for the player to use to get there on foot
-there are some hostile Ancient Protectors that are not corrupted
-the AI, in general, is weak
chap6:
-basically you explore with the dragon and head there to assassinate with the Warden
-on Load, the water changes color
chap7:
-how did other creatures get inside that place when to enter it a guardian had to be killed and some keys were needed to open the seal!?
-destroying Serpent Wards adds to troll kills. Voodoo Lounge counts as two
-in the last scene: some Satyrs exploded for no visible reason before the rocks being where they were; the Priestess teleported but the Warden remained (she just changed back from Metamorphosis before that happened) but was present in at the teleportation destination; well it wouldn't have hurt if they were removed a bit farther to the end of the screen instead of half way there (right at the end of the scene)
finale:
-Quest Log: Forgotten Threat does not have a requirement. Not a real problem, since many of other quests in this campaign suffered from a similar issue: requirements were not updated
-Forgotten One may attack units while hidden
-you have no idea how I beat the boss: I used those 10 stacked items that spawn treants with Entangling Roots. He seemed to have known of the Forgotten One and just Blinked out of there every time; the spikes didn't want to hurt him either
It could be better. It's more of a two point five.