Do the players need to control the creepers? If not, here's a kind of odd idea: ("Creeper" is a location that is just big enough to fit all the Creep a single Creep Colony generates. "Out Of Play" is a location somewhere where the players can't get any units to that should be as big as possible. Preplace a bunch P12 of Mature Chrysalises and a bunch some 2x2 non-Zerg buildings. [I'm using Missile Turrets for this example, but you could use Pylons, Photon Cannons, or add-ons instead.] [It would be a good idea to cloak the buildings, but I'm not sure if you can cloak Zerg buildings.] "Detect" is a 4x4 location. "Marker" is a location which should be big enough to fit an Observer in.)
I am assuming all your players are in Force One for this example. If you have more than one force with players in it, this will need to be slightly modified.
Trigger 1:
Conditions:
P12 brings exactly 0 Missile Turret to "Creeper".
P12 brings exactly 0 Mature Chrysalis to "Creeper".
Actions:
1. Center "Creeper" on a Creep Colony (or whatever) owned by <player x> at <some location>
2. Move all Missile Turret owned by P12 at "Out Of Play" to "Creeper".
You might need a Wait 0 here, I'm not sure.3. Move all Mature Chrysalis owned by P12 at "Out Of Play" to "Creeper".
4. Move all Missile Turret owned by P12 at "Creeper" to "Out Of Play".
5. Center "Detect" on Mature Chrysalis owned by P12 at "Creeper".
6. Set "Switch 1".
7. Give 1 Creep Colony (or whatever) at "Creeper" to <player y>.
8. Preserve Trigger.
Trigger 2:
Conditions:
Switch 1 is Set.
Force 1 brings at least 1 [any unit] (or [men]) to Detect.
Neutral brings at least 1 Mature Chrysalis to Detect.
Actions:
1. Center location "Marker" on [any unit] (or [men]) to Detect.
2. Create 1 Protoss Observer for <some player> at "Marker.
3. Preserve Trigger.
Trigger 3:
Conditions: Switch 1 is Set.
Actions:
1. Move 1 Mature Chrysalis for P12 to "Out Of Play".
2. Center "Detect" on Mature Chrysalis for Neutral at "Creeper".
3. Preserve Trigger.
Trigger 4:
Conditions: Neutral brings exactly 0 Mature Chrysalis to "Creeper".
Actions:
1. Clear Switch 1.
2. Preserve Trigger.
Insert about a gazillion copies of Triggers 2 through 4 here.Final trigger:
Conditions: <Player x> commands exactly 0 Creep Colony (or whatever).
Actions:
1. Give all Creep Colony (or whatever) owned by <player y> at <some location> to <player x>.
2. Preserve Trigger.
Unless I made a stupid mistake, all units on Creep would have an Observer over them. You should probably kill the Observers after you use them. The main problem is that units will have a lot of trouble moving while near Creep and that units that are 1 square away from Creep will also get an Observer over them.
I'll go through this trigger list and check for bugs when I get home.
None.