And how shall we form an opinion out of nothing? You just make assumptions that everyone would know what an AoS is, leaving out all basic information, neglecting the chance to show thoughtful specialty, therefore making it seem like it was another 08/15 AoS without identity, just according to recipe.
I have to disagree with you. Why should I tell what an AoS is? Google is everyone's friend. It's the most common WarCraft 3 map genre IMO, especially after DotA, LoL and similar games. It's not my task to describe the genre, but the map.
Assistance System: What does assistance look like? How does it affect gameplay?
Kill-Streak System: same
Advanced Combat System: same
Complex CC Stacking and Handling: same
Advanced Shop System and Item Handling: How does that look like and why do you entitle it as "advanced"?
Interesting and Complex Abilities: Would one expect boring abilities? Be concrete or use some more appropriate adjectives that are not just there to show narcissism.
I did not write in-depth informations about them on purpose; there're individual topics on the under-construction forum that describes them very well. Once the link is revealed, you'll be able to get all the required informations there.
Plus, the shop system is already demonstrated via screenshots.
Full-Screen Hero Selection System: Is this even worth mentioning? Does not affect gameplay.
Game MultiBoard and StatBoard: Okay, but again not very important.
Health and Mana Bars: see Hero Selection
Hero Selection: it doesn't affect gameplay for sure. But be honest: how many AoS maps have you seen that used something different from the old, boring tawerns? I've seen 3 so far. Out of 50+. And the title said "features", not "gameplay elements". I'd even mention it if I decided to buy 30 WC3 keys and rented some hosting bots, because it's related to the map, to the whole project.
Multiboards: they can be really helpful. Being able to track your and the enemies' kills, CS, deaths, spree level is important. Especially a StatBoard; knowing your mana regen and current mana can help you decide whether or not enter a fight, for example. The same goes for Lifesteal and Spell Vampirism.
Health and Mana Bars: they're very important. What do you: think why did people waste time making tools for WC3 to create a mana bar under healthbar? The reason is simple: you can always see your, your allies' and your enemies' life, mana and level. Sometimes you have to react fast, you don't always have time to sit in your chair and select everyone to see their stats. Should you get a gank from your jungler and you might be distracted because you're quite low and don't want to risk dying to the enemy caster, however he's out of mana and can't do shit against you. Boom, a fail gank because of the lack of proper bars.
EDIT: You're right tho'; the features section is just a CnP from the old thread. I'll update the main post once I get back (I can't refuse to obey my stomach if it calls me) and write down what those things to.