Alzarath Quote from Being able to skip the cinematics with Esc is a huge plus.

Alzarath Quote from The 'passive' buttons on the heroes could probably be positioned up a slot. The Stroluum's gets in the way of his burrow ability and there doesn't seem to be anything else occupying there.

Alzarath Quote from I see the burrowed 'lings in the cinematics pretty often. Not sure if you can help that. Maybe put them under other units if possible

Alzarath Quote from Goska is unaffected by Terran upgrades. Even uninfested Duran was affected by Terran upgrades, so I don't think his alliance with the Zerg is a convincing enough argument against it.

Alzarath Quote from At the first Sunken Colony as the Terran, the camera gets forced to it. The problem here is the game doesn't pause for the dialog and the location is strictly within the Sunken Colony's attack range, so it's extremely easy to get disoriented and lose a unit.

Alzarath Quote from It's not too tough to keep a Terran unit alive in the transitionary cinematic. I managed to by getting a Medic trapped between the Ghost hero.

Alzarath Quote from For some reason, Stroluum has access to most of his command card while burrowed. Drones also have access to Patrol and Hold Position while burrowed.

Alzarath Quote from The Zerg's gas expansion on the cliff (which I hadn't noticed the ramp to the first time around, assumed I needed to take out the whole Terran base to get a geyser, probably just me) has an issue where a Drone is likely to get trapped between the geyser and the cliff

I've only programmed skips for the intros, and it'll likely stay that way, though many other cutscenes can likely be skipped with no consequences.As an aesthetic choice, I prefer it on the bottom-right. I've made it consistent across all my projects so far and it's the most out-of-the-way button slot there is.I'll probably point the devouring one's image to a blank grp when I have the time, which will solve that problem.I planned on swapping him back to terran upgrades for his uninfested unit, I just have to do some stupid behind the scenes work to make sure both weapon entries apply lockdown (his stun rounds that look identical to maelstrom) without breaking, and that's been fairly low-priority so far. I'll go back and do that at some point. EDIT: I think I've done this actually, I expected it to be more difficult than it actually was. So, fixed? Maybe?Agreed and fixed.Never saw this, but I've put in a fix that just moves all blue units to the rally location when they're ordered to walk to the lurkers, which will only occur if the units aren't in their designated box.Fixed.I hadn't run into this issue either. I moved the geyser down a bit, hopefully that fixes it. Half of this map was copy and pasted into a new document so the terrain is a bitch to try and edit in that area. If it remains a problem I'll extend the cliff a bit.As a side note, I've added a zealot just at the base of the ramp, before the vision-blocking tiles come into play. That should better telegraph to the player that the big doodad is a ramp.