It played well, there were no bugs, and everything seemed to make sense. It wasn't very fun to play, I think because it was so small. I felt like I just had to find a Nazgul, kill it, repeat 4 times. On a small map, I know you're limited in what you can do, but as it is, it was a little boring. One other thing that isn't quite a bug, but which was frustrating nonetheless, was that after seeing the Nazgul by the Siege Workshop, one of them ran off and began scouting the map. Due to how fast they were, this was a real pain, as I had to chase it across the map at least half a dozen times before I could finally hit it enough to kill it.
The Balance was quite good. On standard and Moderate, it was easy to win. On Hard, it was more difficult, as the Nazgul would charge sooner upon being seen.
One thing I did notice was that the Nazgul were frozen until I saw them. Going off of this observation, I played again, this time using the minimap to direct my units to the Nazgul's general location and then letting them kill the riders. This allowed me to beat it absurdly easily, but took any entertainment out of it. A recommendation: You could possibly use the objects-in-area trigger instead of the object-visible trigger. It would fix this not-really-a-bug.
Map design was nothing exceptional, and the scenario itself was not much different from a miniature fixed-force battle. The fact that it was on a miniature map helped here, as did the music files, which I felt were very fitting.
Map Design: 3
Overall, well designed, with a few points I would improve on. As a whole, the map seemed like it had too much green. there are bushes and trees and quite a bit of grass. I didn't really get the sense of being in a town; rather, I felt like what I'd expect to find at the outskirts of a large city: small houses dotting the area, lots of green, etc. To me, a town would have the buildings closer together, and more of them. It's quite possible to have more buildings and still have plenty of room to move around.
The town was also quite hilly. I don't think i've ever seen such drastic elevation changes in a town before. I understand that elevation is the key to winning, but at the same time, maybe just one or two levels of elevation, small bumps or holes on the road for instance.
In terms of map design, my recommendations are to flatten it out a bit (not completely, but down to about a 1-3 range). Also, add some more roads and dirts in place of the grass and put some paths down as well. Put some more buildings out to give it a more town-ish feel.
There was a nice introduction and the hints provided some guidance, but there were a few typos and grammatical errors. While the story was very short, it was a story, and the shortness of the story fit with the shortness of the scenario. There was also a bitmap at the beginning, although the color palette messed it up a bit.
Overall: A nice little scenario, one I'd recommend for download, especially for LOTR fans. If you do decide to play it, use METC and the audio files. I accidentally played the first few times without it and was annoyed at the Saracen houses and at how easy it was to kill the riders. METC makes all the difference.
1) I would recommend including a readme telling people where to put the different files included. I'm familiar enough with the game's files that I knew where to put them, but a newer player might not.
2) Make the design more town-ish. More buildings, less green, and a lot flatter. You can still get the needed elevation without massive hills.
3)Add in something that sets your scenario apart from a standard "kill the enemy" map. Maybe have to escort the hobbits out or something like that.
(Edited for typos)
[Edited on 02/15/11 @ 11:50 AM]