I played last night on Hard difficulty. Really wonderful atmosphere that's been added on top of the gameplay! A few notes:
Consider freezing 1115 in place after Blink is learned as the Sentry Bots come online. If you start moving as soon as possible, it completely negates them being there. A simple alternative could be to make visible laser sensors or something similar that damage you that you would blink to avoid. In either case though, it forces the player to use the ability they just got in a simple way that won't result in a quick game over if they screw it up.
On the upraised area past where you pick up the first Reaver, there's some debris blocking further movement upwards. It vaguely seems like you can blink by this, but it's actually in the fog of war (but hard to tell). Attempting to blink over though sends you down right into a big enemy group guaranteeing instant death :) If the area I'm describing rings a bell, maybe just fill in that area beyond the debris completely so that it's clear that it's not blinkable.
Overall very unique mission and great for a pilot map that captures the idea of a confused prisoner trying to escape. Tiny lore bits sprinkled in were fun to find - was there a secret beacon that I may have missed this time around? I remember on in the pre-alpha map. I did get two beacons with Malash, one for each part of 1115, and info about 1115 then 1116.
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There's a bug where transmissions from Mal'ash and the Science Vessel portrait will overlap with other transmissions, e.g. if my hybrid are fighting the marines above the first Mal'ash beacon and I send 1115 to that beacon, both dialogue events occur at the same time, making it impossible to read what is actually going on.
I'd really like to see a hybrid campaign, if you still need some ideas:
It would be cool to have a Hybrid unit, that could mind control enemy units, but only one or two enemies at a time. If the mind controlling hybrid gets killed or too far away from the controlled unit, the mind control would end (like the multiplayer infestor and not like the campaign infestor). The controlled units should still count for the enemy's supply, by controlling units until the enemy's supply cap is reached you could actually stop his unit production.
There also should be an hybrid ability to make units neutral, towards the Hybrids and also the other factions, neutralized units would just stand around and taking no orders from anybody, in other words hippies ;-) As a little handicap the neutralizing Hybrid would have to stay for e.g. 10 seconds close to the target unit until the process of neutralizing would be finished. Being neutralized should only last as long as the neutralized units aren't approached by non-neutralized enemy units, when such an enemy unit would stay 10 seconds next to a neutralized unit, it would talk to the neutralized unit to stop the 'brainwash'. Neutralized units should also keep accounting for the enemy's supply cap.
One application of mind control and neutralize would be to capture units by mind controlling, bringing them to some isolated spot, releasing the mind control and neutralizing them, and as neutralized units wouldn't do anything, they'd stay there, until they'd eventually be 'freed'. Un-neutralizing should not only be possible by ground units but also by air units like Wraiths (maybe uncloaking should be required to make it a bit harder).
Another cool ability would be mind controlling buildings like factories, a bit like engineers in C&C, the hybrid would have to be 'sitting' for some time on the building like a SC1 zerg queen, all units produced from then on would be automatically on the side of the hybrids (and stay there, even if the hybrid gets killed), they should be unaltered (not like SCVs becoming infested terrans), the controlling hybrid would have to stay within a certain distance of the building, otherwise the control over the building would end.
You probably already have enough ideas for a storyline, but I'd propose something like the Hybrids aren't evil, just want to survive. But they notice, that their rational appeal and their attempts of negotiations lead to nothing, if done from a position of weakness, so they try to gain enough economical, military and political power to scare the Tal'darim away and force/convince/bribe the other factions like Daelam and Terrans to negotiate some kind of truce and finally peace agreement. This means that they are always on the verge of becoming evil tyrants or exploiters, but they always try to do the 'right' thing, eventually reaching some kind of balance. Missions would be to gain control over Mining Combinates, capture/control/bribe politicians or military leaders, fend huge armies off, gaining control over shipyards etc. There should always be different possibilities to achieve the goals, either by destroying everything or doing extensive mind controlling or maybe bribe strategical units. Bribing could have some time factor, the bribed unit might stay loyal only for a few minutes, after that you'd have to bribe it again. For actions like bribing there would be some special hybrid that could take the shape of enemy units (maybe restricted to bio and ground units), a bit like the spies in C&C, yet vulnerable to detectors, you (as the player) would still see the true hybrid shape shining through every few seconds (don't know, if that can be done in SC2).
Just tested the first map. It must have been a hell lot of work. SC2 downloaded something like 2GB of data, at least it told me so. I never developed a SC2 map on my own, so I'm just kind of consumer, but I'd like to contribute something.