Is there a restart thing for the Reavers? I didn't think there was, and once I got stuck in the middle of the tanks, so that its scarubs would start on the other side of the wall, and not allow it to jump the reaver. :/
Why not kill the pylons with triggers in the first trick? There's the hotkey issue, as well as just an annoyance to other players. I guess that's the point, but if you're doing Choose and do that one later, the whole place is full of pylons. :/
For the zerg supply limit trick, could you explain how many drones you need? Not hard to "code" into the map, and it would be helpful. While you're at it, give a little description for each trick, like "Teleport probe" or something. Helps when you do One By One to know wtf to do. Also for that trick, could you give units instead of kill the hatchery so the creap stays? Or something, so it stays... It's kinda annoying to build without much creep.
Also, since recall costs energy, for the tricks that require it, could you trigger in energy refills? I know it's nothing, but I get pissed off when I run out and need to go kill my arb.
Protip: Have recall not researched, make it free, and give the hero arb to players when they need it for the trick, and the normal one when they don't. You can also call them "Cloaker" and "Recaller" or something to that effect as well.
This is getting long, but it slightly annoyed me how One By One makes you do the tricks "out of order". By that, I mean you do the complex, multi-step tricks before you do the basic tricks they're founded on. Just found that odd, is all. :/
One last thing, in one game, we were trying to figure out the Float Building trick, and one guy successfully built a Nydus Canal, and then got stuck once we figured it out. Uhm, could you do something about this? Or is it your intention to laugh at the fools who wait all that time only to doom themselves?
Great map, btw, love it. Though it's kinda cheesy when people rehash tricks just to get their trick count up...