Gameplay:As stated in the description, the map uses a whole new movement and combat system. The keyboard movement system is mostly smooth, except when hitting edges such as doodads or blocked of terrain by pathing blockers. I've had this problem in the Darnasses map, where I have to try multiple times to 'unstuck' myself. In case players do not know, some examples of turned based RPGs (Round based is a vague term) are Adventure Quest and Pokémon Red Blue. That being said, the combat system is very responsive and could make players feel at home if they had played a few turned based RPG games in the past. The campaign also heavily relies on smoothly working menus used to fight, buy items, check quests, and many other things.
It was a brilliant idea to make the campaign as interactive as possible. I cannot stress this enough, you did the best job I've seen allowing players to be able to have a chat with NPCs. Whether it's for quests, trading, or just wanting to hear what's buzzing around the area, players will be pleased to see that a lot of effort was put into this key feature in this campaign.
All campaigns have a story. Whether or not it's lore accurate for this story to possibly happen in the future of Azeroth, it's pretty damn interesting. The dialogue is written well, with only minor grammar mistakes to be found.
I found that few of the cinematics lag. Nothing else in the map so far (I'm at is Darnasses) lags. My device rarely experiences non-connection lag on any map, perhaps you should take a look at the cinematics. In the first mission, I had to press ESC repeatedly to open up a treasure chest (default miscellaneous item model). Other than those small annoyances plus sometimes getting stuck for a few seconds when hitting edges, you've put together unique and very high quality gameplay. But what about the other features? It's not my job to evaluate every single feature of the map, go read the list in Zunariel's description!
Visuals:The scenery in the first chapters weren't lacking, it just has the potential to be a lot better. It's decorated, but it's missing the awe factor you occasionally have in the later chapters. About the flatness of the pathways, players should not have any problem with it because it matches the movement style of the map.
After the first chapters, the maps looked great environmentally. Doodads are not spammed, nor are they obstructive to the gameplay. You've also put together neat looking structures from the internal side of them. Even though some of the floors look stretched out, it's still a lot better than using default tiles. Some times large doodads will disappear at the edge of the screen when leaving them behind, but hey that's WC3.
Overall, the map isn't the greatest visually, but it clearly is well above average.
Miscellaneous:Downloaders, if you haven't looked, check if you are able to download this much. As of the first of December, this is the largest map upload Hive Workshop has ever had. I also suggest the author put more of an emphasis on completing the first few missions before the player makes their mind up about the map.