I think that Co-Op maps are one of the coolest ideas Blizzard has had, yet executed so poorly, so I think the contest is the perfect time to show if I know what I'm doing any better than they do or not.
I'm not the best at bringing a project to completion on my own, I'm interested in grabbing somebody who could help create an exciting Co-Op map to help with development, input, and bringing the whole thing to a finished map.
I'd certainly want to toss ideas around with the partner to see what we both think would be the most fun, but what I think the Co-Op maps are currently missing is a sense of trade: If one of your bases ever gets destroyed, its probably game over. In contrast to ladder, where losing one of your bases is an everyday occurrence. So, my first idea for a Co-Op map was one where this was emphasized, and the objective is more about surviving and thriving than stacking 200 supply and deathballing.
The thought was to have a Torrasque (if I'm being old school, Brutalisk if more modern) rampaging through the map into your base. The theme would be about safely fleeing from your position, much like the Terran fire wave mission. I would expect there to be several base areas for the players move into, each with a long winding path and a shortcut with a bridge. Part of the objective would be to destroy the bridge after the Torrasque comes in, so it needs to go the long way back around after it attacks your base. The pattern would repeat, only with your partner buying time with his own base as you rebuild, so that you can each cover each other when needed. Hopefully, by the time you have reached the end of the map, you have worn the Torrasque down enough that a combined stand can finish the unit off and win the mission for you.
While Terrans move well enough, and a cheaper supply depot calldown ability should round things out, I think this would require a couple mechanics for the other races. Zerg do well enough with single unit production buildings, so I would think that for this map the second building of a top and onward, presumably built at a fallback base before the frontmost one is destroyed, would be significantly cheaper. For Protoss, I would imagine a recall type of ability being available for buildings, so that you can warp them behind when the Torrasque approaches.
I am as competent as anybody in modifying Data values, and creating new units as required. I have a good skillset in triggers, probably my biggest strength. I have little practice with Actors, and am not terribly good at terrain design, so I would love somebody who is complementary to my skills.
Let me know if you're interested in trying to cooperate with me!