The Fall of Acre is a classic "defend the city" scenario. You start with a well defended fortress, and you should defeat waves of attackers. The problem, is that the gameplay is limited to this: killing poor ennemy soldiers, and, most of the time, see our towers making a slaughter under our walls. There was no triggers to improve the playability of this scenario, and, after near of two hours to do always the same thing, I was a bit borred.
The balance was correct. Holding against huge armies like those of egyptians and turkish invaders is challenging, but not impossible. The problem is that after the first assault, ennemies become a bit less agressive, and they send nothing more than little rams and sometimes one or two trebuchets. Also, the towers of Acre are too powerfull (they had 15 of range, and, garrisoned with archers, they shoot four arrows). They kill all, except trebuchets an siege rams.
Like I said, the idea of defending a city against with largely outnumbered troops is quite classic. But there was some interesting ideas, like the one of mercenaries and refugees, that made this scenario a bit more creative and interesting that a random map game.
Map Design: 4+
In two words: good job! I liked your map design, with a good terrain mixing of the different dirt and desert types. Acre was also well designed, and was similar with the one in Saladin's campaign. It is a good map, but not necessarly a masterpiece too. It miss some eye candies and little details that change a really good map in a wonderfull one.
Excellent. He can see that you deal a lot of efforts to made a historicaly-accurate scenario. You take the time to rename each tower, each castle, each character to be as near that possible of History. And you wrote a good introduction, also.
Fall of Acre is an honest work. If it is not a very challenging or creative one, I think that people who likes historical scenarios could find it interesting.