Okay, so I'm gonna do the reviews after I finish each of your sub-campaigns
So one big thing I like about this one is the plot twists with Artanis. I won't say any of them as to not spoil it for others, but you know what I'm talking about
However, I don't think you expand on them nearly enough. As soon as they happen, their kinda shrugged off and are immediately in the past.
Also, the protoss rebellion in the beginning was a neat idea (reminds me of the Artanis arc in my project, actually). This, however, I also feel like you don't expand enough on. For example, Nishar was only in the first mission and then he is gone for good.
On the subject of characters, I like your variety of characters and some of the concepts you touch on. Some of my favorites are the fact that Mi'Shuras is a dark templar (or seemingly so, since her master is one) and Artanis is not. Also, like I said during production, I liked the concept of an intelligent hydralisk like the Mercenaries missions. However, I feel like you don't give nearly enough character development for any of your characters. It's kinda like they are there and then they are gone without having learned anything about them.
A big thing that bugged me about this campaign is that there are no briefings. That means no context for any of the missions. I never knew where I was (well, obviously Shakuras and a planet that I assume is Aiur, but still) or why I was doing what I was doing.
Alot of these problems I listed are mostly because your campaign feels rushed or unfinished. You're off to a good start, you just cut alot of things short when there was much room to expand them.
Like I said before, I love the idea of having a zerg strain lower than a cerebrate taking control of their own force. Ryuuthn is a unique character compared to many many others in this contest. However, again, I think you cut it a little short on the character development. All of Ryuuthn's was in the very beginning when he decides he is done being Kerrigan's servant. After that, he just proceeds to build his power and fights back against Kerrigan and Tardonis (eventually). Kerrigan has no character development at all, but she doesn't really need it; she is such a well-defined character already. A personal spin on her on your part would have been nice, though. And I can understand that Tardonis is upset, but his relationship with Yah'zar is so hazy that his cause for being there is barely defined.
For a while, you actually had me worried on a few parts with this campaign for a few reasons. One reason is I wasn't sure whether or not Taldarin would be killed. Considering that Blizzard has told us all attempts by outside parties to scout Char have failed and any visitors never returned. The other was that I thought you were going to have Ryuuthn kill Kerrigan. Considering he had such distaste for her and she was within his grasp, I don't know why he wouldn't, but you nearly took a kick in the pants with how far you were in dangerous waters (in terms of lore, I mean
Also, Ryuuthn metamorphosis to get even stronger seemd a little too..... spontaneous. He was just like "Oh, I'll chill here, wrap myself up in an egg, and get stronger." I'm all for changing character's stats mid-game, but there was no reason for how he got stronger except that he wanted to.
One thing that I noticed in this campaign, and even some of the previous one is your choice in music. A large portion of it seems to be from the Mega Man series (at least one of them being from the Battle Network branch). Boy, that sure brings back memories.... I miss those games. I also liked your choice in picking a song from the Matrix. The anime song you had playing when Artanis came back at the end of the protoss campaign cracked me up!
Good song, though. What anime is that from?
Just like the previous campaign; you're on the right track, but I just get the sense that this campaign isn't finished.
And I am going to have to agree with Ricky that your maps are often WAY too big for the prupose they are to serve. Not that they look bad; on the contrary, they look quite nice. However, I think they are just way too big. I find my units having to do too much walking and not enough killin'.
[spoiler]Wel, it appears that my fears about Tardonis were correct
Oh well, not that big of a deal. However, I am now quite confused, since he was not a dark templar, yet you put him in a stalker. Meh, another minor detail. The Fist of Ulrezaj was supposed to be all dark templar, yet they had zealots, dragoons, and even high templar, so I think Tardonis being a DT zealot could be explained away.[/spoiler]
Anyway, again, I felt like this campaign was really under developed. It is clear that Carl Dawson and the rest of Alpha Squadron are anti-Dominion "terrorists", but why are they where they are? And, for that matter, where are they? I assume it is Mar Sara cause Jack Kael was there and the only known terrazine refinery is there as well. I do like how you decided to even make the topic of spectres the subject of your campaign, though. Since we know very little about them, it was a very bold choice and I like what you've done so far. This campaign, however, was easier than the others. Like, alot easier. The first mission had barely any guys to kill, just lots and lots of backtracking. The second mission was so easy that I beat it with my starting force (thanks to CD's cloaking for killing all the spectres). Don't get me wrong, I think you're off to a great start for all three of these campaigns. I think you just need to expand on them significantly. Try making something (or remaking this) for a while and try to make it as good as you think you can make it. After you think you can do no more to make it better, release it and see what you get. You have alot of potential, I just think you need to take advantage of it.
"Imagination is the beginning of creation. You imagine what you desire, you will what you imagine and at last you create what you will."
-George Bernard Shaw