Wizards Go Bang shows us very little work done by the author, and thus, little effort results in a little score.
The playability was awful. The scenario wasn't very fun to play, and I only played it once. There was nothing added to make this scenario fun.
Also done poorly. You cannot get lost because there are rock or forest walls telling you where to go. The re-inforcements you can find are not necessary, as you can beat the scenario with your initial force. You have (I think) eighteen Men-at-Arms and William Wallace, and you have to kill Huskarls and Ornlu the Wolf. Huskarls are weak against other swordsman, making this scenario far too easy.
There was a little bit of effort shown here, but not much. The only map specialty was having (near the end) a path of the "Nine Bands" surrounded by "Tree F"s, Cliffs and Rocks. Nothing great here.
More effort shown here, for example, in the opening, we are visited by a spirit who appears out of a fireball, and tells us to kill a strong wolf for a reward. But other than spirits (two) doig this, you could find a blacksmith to upgrade weapons (nothing special), and it was sort-of a puzzle scenario, but still not very good.
Bad... just bad. The instructions were: Rescue your homeland. There was no story except that Theodoric the Goth had taken William's homeland (not mentioned, but you found out anyway).
--To the Reader--
I advis that yu don't download this scenario, as I found it done very badly.
--To the Author--
You need to put more effort in your work, some original ideas, and more of a story. Keep working hard.