Sorry for the late response, didn't see your post until today.
Obviously I don't know anything about your map but I'm guessing it's probably a problem with your triggers.
Possible, the problem that I foresee with this thought is that if I DO NOT add an AI opponent, and just start the map with one person, or two user players, everything works fine. The triggers fire, the menus display, we can play without problems.
How do you know they do not fire? Have you placed a debugging statement as the first line in a trigger? Otherwise can you be sure that the trigger is not firing but then encountering an error?
What are the trigger events you are using? are there conditions on these triggers?
Do you have a "map initialization" trigger? If not I would recomend creating one the simply outputs a statement like "map init trigger fired".
I would be very surprised if even the map init trigger does not fire in your map.
Pretty much everything about this system is in a galaxy script. I know the triggers do not fire because I have numerous logs that display to the debug chat pane on the screen. None of which display if I start a game with a computer opponent. It is almost as if the map disregards triggers completely when a computer player is present.
To test your theory even more, I created a map initialization trigger that only sends a message to the debug window. When I test the map from the editor, it works fine and displays the message. I then publish the map to battle.net and log on to test. I add a computer opponent and start.
When the game starts, the message IS NOT displayed. I am sitting at the bottom left corner of the map, with no units and no menus displaying. The map is covered in fog of war and the only thing I can really do is leave.
11/16/2012 08:51 AMAlso, what's the training map you are creating, if you don't mind me asking?
Posted by turtles
The map is an implementation of TheStaircase training system that was developed by TheJaKaTaK - http://www.teamliquid.net/forum/viewmessage.php?topic_id=374400 . It teaches a player to play SC2 by starting with base mechanics, restricting the use of units to the least micro intensive units based on race. It then enforces energy caps on basic casting units (queen, nexus, orbitals) that must never be exceeded as well as supply block limits, all via league goals.
Each step of the system adds additional units and tech allowing them to build upon the base they have created.