It took me quite awhile to figure out wtf is that b&d stuff that you guys were talking about.

Does the Emperor`s Fall has an ending?

Just because I got bored after 10-15 minutes of play.

The other one looks more interesting, I`ve got killed by a lots of air stuff, so I`ll finish it later.
On a side note, if you want any of the original Vanilla/BW maps in particular to be modified this way, just tell me. I will without no doubt check it out and do my best to do it.
Altough I do not know what is a Vanilla campaign, I want to play them all (the original ones too, if you would be so kind to provide a link

) !
A very long time ago I made a mission that was the reverse final toss mission of SC1. As in, you were the Zerg defending the Overmind from Terran/Protoss. You had two allies and there was at least 4 enemies. Now back then the AI was pretty basic but it was still entertaining.
Again, please share this map, if you still have it (or someone has it)
I know it takes a good deal of time and skill to do a pretty good B&D mission. I'm not complaining about the mechanics of B&D, but, again, about repetition. Having 90% of a 30-level campaign missions as B&D may get boring if you are skilled and if they are all just the same one after other.
I played so many great campaigns, and so many not-so-great campaigns, my oppinion is that simple logic is key. Building up your map from a basic idea, and improving it with going into detail and depth. Figuring out how to harden the campaign is what needs basic and simple logic and thinking, thinking about situations what may and might happen ingame. For an example, your player is Terran, and your Terran player wants another expansion, but it`s in the zerg`s hand. You want to the battle for the exp. be hard. What is needed, to guarantee that? A very tiny choke with lurkers and swarm for example.
Playing your cards out properly is the way to make a very good and entertaing B&D campaign map.