Its a fairly simply deathmatch style match, although its very hard to make buildings for lack of space. The game doesnt lag constantly, which is a nice change from previous fortress maps. The pacing is very slow as both the player and AI have not enough space to even move towards each other. If you played michi, expect something like that in terms of clearing ground with onagers.
The player has a post imperial start with 100k all resources. Mass bombards, bombard towers, siege onagers and trebs. Infact the AI is severly hampered by its own lack of space and can barely move to attack you. One of the other commentators indicated you should set resources to minimum, but this 100k all resources isnt a bug from TC edition. Its set that way in the editor, and changing it via scenario settings isnt the way it was made. The objectives themselves tell you to take advantage of your opening resources. It would still barely score a 2 even if that was the case, as the AI simply couldnt attack me even at the 45:00 mark. They just cant move! Infact i took the fight to them and annihilated all. Bombard towers are not limited by 75 pop....
Its a reasonable try to differentiate itself from a random map. The opening pit of doom reminds me of my days when i was 9-10 yr old in aoe1, making huge death battles inside pits and seeing the outcomes. There was a set of 3 wonders that looked like a victory objectives, but really its just a conquest victory map.
Map Design 2
Its a black forest random map base. Unfortunately this map doesnt look nearly as nice as the authors previous work, Road to Nowhere, but the 1 to 5 review system lacks the room for sublety to indicate this.
I was amused to see the player is The Avengers with Benedict Arnold and Saddam Hussein as enemies. Its the bare minimum objectives and hints to avoid a 1.
Final thoughts: There are better scenarios to spend your afternoon on, or just play a wonder race or a deathmatch on michi\black forest to get a similar feel.