This scenario was quite dull. There was only a few things that you could do; task your villagers to trees, build Halberdiers, and attack the enemy that you activate to come. The first 3 enemy that you call are easy to defeat. It would be a bit more challenging if the enemy was stronger in succession.
After defeating the 3 enemies, a message states that 'you can not pass through because you have too few units', however the wall previously blocking the path was removed and you were allowed to cross anyway. The next objective was to build 20 Halbs. I built up to 21 Halbs and nothing happened.
At this point, there is another wall blocking the path to the enemies and they have a Bombard Tower. It would take years for your Halbs to break through the wall not to mention the endless amount of Halbs you had to sacrifice.
There was no lag of any kind which is good, but it's not like lag is something hard to avoid.
This scenario is not difficult and I would call it very easy. As stated above, it would take too much time to beat this scenario as it is. The 3 starter enemies should be stronger as previously stated.
The story was somewhat creative. The author implemented a click-to-summon method to call the enemy over.
For the future, deselect the house when the player clicks it to indicate that it worked. Change ownership of the house to the player to deselect.
Map Design: 2
This scenario is not necessarily a random map and the author attempted to spice it up. The enemy HoU was in full view, and given enough time, he would attack the villagers once they chop the trees away.
To improve, add in some gaia objects and terrain blend more. Do not add in palm trees/sand if it does not fit. Do not place houses directly on cliffs as it looks very displeasing. Do not leave the straight-edge cliffs (created from deleting cliffs from editor).
There is a story, not particularly satisfying but it is there. If I understand it correctly, the enemy had their camp raided and they had some elite units plus a bombard tower left. The enemy then challenges the raider to fight the units before they can give access to the bombard tower. Hmm... this makes no sense.
There are numerous typos and grammar problems but it appears that the author tried his/her best.
The Objectives shows your current goal and the Hints/Scouts tabs are filled in. It can be improved with more details.
Another thing to note, you should tell the players how to summon the enemy during gameplay instead of stating it only in Hints.
I'm sure you can produce something better. Just keep at it and take notes of my suggestions as well as check out the forums.