
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Hey again Ahli, got a few more things to relay to ya. Unfortunately it seems that the % hp boost shrine still has trouble granting the bonus, however I did see the bonus activate when I received another shrines buff. I don't know if this helps at all but I figured I would mention it.
Thanks, fixed.
Also I noticed a strange "bleed through" effect on the character stats page when you have the stash open. I tried recreating the effect but I have so far been unsuccessful.
So, the text of the char screen is above the stash and the picture of the char screen is below it? I intend to fix all of these problems one day, but I would rewrite all of the windows using a single dialog and panels. Then I can easily control which one is shown above and reuse all dialog items for each player which should free a lot of variable space.
I also noticed a strange bug with items you pick up displaying their info card without the inventory screen being open. I will attach a screenshot of this strange occurance in this post. I believe it has something to do with having another item being right behind the first one when it is picked up or trying to pick up a second item too quickly. Not 100% sure if either one of these is the cause but I figured I would mention them.
I made a small test map for Blizzard for that bug last friday because they didn't fix that problem, yet. So, I guess with HotS, it will be fixed. You can remove the tooltip by hovering over another HUD element with a tooltip like the xp bar.
Also a minor issue with the "Arkaine's Valor" Quest is that it spells it as "Arcaine's".

I can provide a screenshot of this one if necessary.
fixed. thanks

Also, the last screenshot I include is for an item I really wanted but didn't have the gold to buy it. Really good armor too I think! Which leads me to a question about the stash. Is there any way you could possibly make it hold gold or allow gold transfer between your characters? Also I was wondering if you ever plan on including the ability to trade with other characters in the map? That would be really awesome if you made it possible! Although I don't know if it is physically possible on a Starcraft map, but I have heard it done on other maps so eh.
I planned to make a player-player trading dialog one day that you can use when you are both in Tristram. I'm not sure, if I want the ability to stash gold. How would I handle it when a player dies? Would I remove a portion of the stashed gold? Would I keep it safe there, so players keep stashing all of their gold every time they go into the city?
Anyways, a few other things I wanted to mention here regarded your request for input on possible skills for characters for your map. I was thinking maybe the Sorceror could be allowed some kind of passive Mana Regeneration skill. You could have it be required to be in one of the mouse skill slots to activate or possibly be just a skill that activates like a spell with a duration. Also I was thinking for the warrior you could have either a charge type skill similar to the paladins charge skill in Diablo 2, or maybe a power attack skill similar to the Barbarians skill in Diablo 2.
I was thinking about adding a mana regeneration upgrade for the sorcerer, but I didn't think about using it as an active skill. If you have ideas for power attacks, it would be cool, if you share them.
Also I was thinking maybe a cool addition to having skills in the map is maybe granting you the ability to "level up" the skills you use. Maybe have the skills have their own experience bar and you could either base it off of monster kills or number of times the skill is used, or both! That way you could increase the skill past level one, but of course I know this would probably require a great deal of balancing to make it non overpowered, just an idea is all heh. The other problem with incorporating this is that it gets away from traditional Diablo 1, similar to my idea of the Sorceror's passive mana regeneration.
I'm not sure, if I like the leveling by use. It was suggested here before a few pages back already. Also, not every spell is offensive. In addition to that I would need to save all of the xp values... I would rather not save that for each skill and add something different to the game instead. I think I would prefer a system that is like D2, but uses spell book levels as synergies...
I was also thinking about a skill for the Rogue that could act similarly to the Elemental spell of Diablo 1 and the Guided Arrow skill for Diablo 2. It would essentially work like a normal arrow except it can be fired through a door and it would auto target a monster inside of the room. Perhaps you could allow it only one direction change to make it somewhat balanced. Also this skill would work great if you ever planned on including the Infravision spell(not sure if its possible but eh) in your version.
Both would be possible to some degree. I'm not sure, if I can show the real actors, but at least I can show blips like the radar tower in sc2.
Hope this stuff helps you/gives you some ideas! I wanted to let you know also that I really REALLY liked the texture you added for the Poisoned Water Supply quest Dark Passage area. Is this the same texture you plan on using in The Cave levels when they come out?

Also, based on your post, are you planning on releasing Cave levels to WoL, or only HotS.
The Cave levels have a different ground texture and use lava rivers. I'm currently making the bridges work properly. I think I can make them work today.
Also, yes, I will release Cave Levels only on HotS beta for now as the versions aren't 100% compatible and I don't plan to waste a lot of time porting things. It will become available once WoL steps up to the 2.0 version of the engine.
Right now I'm not using HotS assets, so it only requires WoL.
Oh almost forgot to include this silly screenshot of an item giving "+0 strength" heh.

The +0 is created by a curse lowering strength while having an affix on it that grants +x to all stats. Maybe I should hide that entry, when it's 0...