Ok before I hear words of "n00b" and such, I shall clarify some things. First, as you would have already guessed, this IS a defense map. Second, the actual title is MY defense because the entire game takes place on a giant M and a giant Y. It was hard coming with a pathing for the enemy units, but I have finally figured out a way. After dozens of touches and things, I think my map is ready to be put into the "triggering" stage. The reason I do the "terrain" and "triggering" seperately, is that the editor I use "Starforge", can do terrain, BUT I don't use it for triggers, since it is harder to use than good ol' Xtra. If I add triggers via Xtra, I CANNOT open it on Starforge IF I manage to find some feature I would like to add that requires a certain part of the terrain, which is very unfortunate. So the only way to do things is to perfect the terrain FIRST and then implement triggers soon after.
Anyway, beyond this introduction mess, I would like to present, MY defense! It will use 5 players with probes to build cannons to obviously eliminate the passerby enemies... which will attack any unit that you have that is NOT invincible. You will have a hero buying system, EXCEPT that your hero is vulnerable to damage from the enemies, meaning you will have to keep them back. Before you assume that the map is already crap, I will be using EVERY buildable unit in SC (meaning no heroes), as the enemy. This means, NOT every round will have units attacking your hero. An example of this will be the scourge level. If you have an air hero... well it's most likely dead, BUT your land heroes will be relatively safe until a future round. Since all the units will equal 40, I plan to add bonus "flying building" and "critter" levels. These will be very challenging and will provide an odd twist to the repetitive gameplay. And for the stackers, stacking will never be easier. To stack, all you have to do is to siege your tank and before you know it, everything is pitch black. The tank in tank mode also doubles as the hero buyer (hehehe so useful).
Forwarding to the point of this thread, I would like to ask you people for some ideas and suggestions to make this defense really unique and interesting enough for another play. I was thinking of randomizing the enemy pathing, but it will be a difficult job. It might be implemented in SE though... Another suggestion I thought of is you have a FIXED position where you can build cannons (meaning you can't make pylons), BUT every game, your position changes. As my first defense map, I hope to make it a good one. If you know me, you know I like to make maps with lots of innovation, so any idea that is actually thought out is welcome. Here is a picture of the map. The X represents where the units will be "warped". The green areas to the left and right of the "M" is where the forges will be placed. The upside down "U" is the "timer". I will place a hero unit (player 1 will decided game speed) that will run from the start of the "U" to the end, and when it reaches the end, the next round starts. So any help at all would be nice. Sorry for the long post, I tend to think a lot. (More then 15 words this time eh Yoshi?

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