
All right, so I'm making a map that fuses two concepts: Madness and Battlecraft. My map layout is similar to the Super Smash Brother Melee (or family guy madness, or a number of other rip-offs that just f'ed with the original map). However, in this you continually spawn units that you CHOOSE based on your level, so it is strategically more like battlecraft...except with a masser.
...It will make sense while playing.
At each level, your probe is transported to a different platform which lets you select the unit you are farming. I need input on what to make the hp, ground damage, air damage, and the level up kill count (I'll do 0 armor to keep it simple). Here are the units I was going to use. Again, I'll leave out special abilities to keep it simple, then add it later during testing.
Level 1 (start)
Zergling, hydralisk, broodling, ultralisk, marine, zealot.
Level 2 (200 kills - or whatever)
Goliath, ghost, dragoon, vulture, firebat, reaver.
Level 3 (500 kills - or whatever)
Fenix (zealot), Raynor (marine), Montag (firebat), Stukov (ghost), archon, devouring one (zergling), Fenix (dragoon), Warbringer (reaver).
Level 4 (1000 kills

)
Infested Duran, wraith, mutalisk, scout, corsair, battlecruiser.
Level 5 (1500 kills

)
Kozansky (wraith), Artanis (scout), guardian, Hyperion (BC), Kerrigan (ghost), devourer, Schezar (goliath), Tassadar/Zeratul (archon).
To keep with Battlecraft strategy, wraiths will have a stronger air-to-ground attack, scouts will have a stronger air-to-air attack, and of course mutas and bcs will do equal damage to air and ground. Zealots will be strong ground units to withstand a lot of splash damage, i.e. level 3 zealots will own level 3 bats and archons, level 3 lings will own zealots, level 3 bats and archons will own lings. You get the idea.
If you have any ideas for stuff to add or unit changes, send em!
By the way, for those who don't know - Battlecraft is an older UMS concept where you save up minerals and buy a unit with a selector, and it automatically spawns a dozen (?) units at your base that then attack to the enemy base. The key to winning is making quick decisions and countering with the appropriate unit, like bats against lings, goliaths against scouts, etc.