For doing the stuff in the Editor that you want:
1. Loved how when you mass armies somewhere the brutalisk seems to make a nice marching sound., just sc2 sound or did you edit it?
I never touched the sounds in my map. Are you wanting to know how to make the massing triggers? Tell me if that's the case and I'll spell it out for you.
2. How did you create the Faction select in the lobby?
There's no simple way to do this, but I'll give you some links to show you what you need.
http://forums.sc2mapster.com/resources/tutorials/5486-lobby-game-modes-the-complete-guide-reference/#posts: - A very good guide on making lobby modes, although it doesn't deal with making entire factions.http://us.battle.net/sc2/en/forum/topic/1869563124?page=2
- Here, I give an outline of how I made my system in this map (if the link doesn't take you to the correct post, scroll down to posts #36 and #37).
http://forums.sc2mapster.com/resources/project-workplace/9727-lotr-minas-tirith/: - A brief example of how another person set his lobby up.
If you're stuck on player and game attributes, search them on SC2Mapster, but they're relatively simple. The trick with this is to create the custom lobby BEFORE you make your triggers, as it's very time-consuming to be changing every single player number in every trigger to the proper variable.
3. Do you know anything about adding selection menus in game before the game starts: difficulty, sub faction, setup, etc.
Not to steal your map or anything but would you allow me to use your triggers to be used as a template for this type of map. Id love to look at them to get an understanding of how triggers in this map type could work
That's the same as your second question, and the third link shows how I made mine.
As for your suggestions:
1. Attackers side is terribly easy to win, perhaps its just me and having a lot of experience playing this kind of map, but really a decent player can rush through and crush quick, perhaps the game needs a better pacing, for example nerfing hero dmg to prevent instant gate kills and uping basic forces dmg to allow a reasonable push when unhindered.
Quick gate kills were part of the game in SC1 (in most of the games I was in, the drainage grate and main gate had to both be dead within about 2 minutes), and as for winning easily as the attackers, I think it's mostly because so few players seem to know what they're doing. I only see a Saruman player who has any idea how to even kill the Main Gate about one game of TEN. I almost always win, no matter what side I play (once, I went solo against 2 evil players, and despite the fact that I wasted all but 1 of my heroes in 20 minutes, I made it to the 2-minute mark before dying, and I won anyways by hiding one of my civilians away, and the Riders came before they found him), and maybe it's just that the defending players don't seem to know what they're doing, either.
2. The Attacker siege tanks, they do good dmg but seriously as gate siege units they do so little, mostly 1 dmg a shot, that is pretty useless, they should kill gates progressive from decent dmg on outer gate to very little damage on inter gates, so defenders work to kill good setups and attackers can rely on them.
I have the reverse, as the outer gate and drain both have 100 armor, but the inner gates only have 75. As for killing the gates themselves, you can send ranged heroes at them (BEHIND your men, hopefully, or else you'll be trapped), use the Berserker, or use Dark Swarm and heroes, and save the tanks for the inner gates.
3. Perhaps the heroes need ways to come back, like a respawn timer or something after death, a long one. Many games result in a player just losing their hero then they quit, then allies leave, games ruined, etc.
A respawn timer would probably ruin the game, but the hero players each get 2 or 3 bodyguards, and they always seem to forget that they can ask for control from Rohan or Elves together with permission to use a specific hero.
4. Hero factions need more play style options, like some extra spawning units to support the main armies. Or extra skills, etc.
They can level up, which makes them massively powerful. Aragorn can take on nearly any hero one on one (I've seen him fight Ugluk and come out the winner), Gimli can stop waves of men cold, Legolas can pick off tanks or heroes, and Lugdush is simply a high-powered hero.
5. Another idea to number 1 is Both attackers and defenders should have upgrades to progress their troops strength up, or get better troop as time goes on, this prevents any real boring stalemates at gates and helps game flow. A good idea is having attackers slowly gain upgrade strength over time, while defenders gain strength through kills and defending points. This way the attackers will eventually level up to a point where their forces are near unstoppable, but only near the end before the timer runs out, so attackers dont feel helpless to a skilled defender. While the defenders can slowly upgrade too, the strength of these upgrades should be small and should only slightly match the power of the attackers early on to allow a good defender to hold a position longer but toward the end they will really have to rely on limited troops to outwit the attackers massive numbers and strong forces to the end.
This is a pretty good idea, and I might try to integrate it at some point. Right now, though, I would probably unbalance the game at first by adding this, and while it would be good eventually, I also have another map to keep up with. Still, this is smart.