Under high unit population and allied forces, I noticed a lag of several seconds (Usually 5 seconds). Some say it is because of the trees and pixelations of units. I suggest creating a desert or plain like elevation environment to reduce the chance of lag. There was one straight objective throughout the match: Kill the enemy. However, the player can easily bypass this by constructing a wonder and winning by wonder countdown. I suggest the disabling of the construction of wonders. The map is nice but the scenario lacks luster as it provides no story, objectives, or sudden twisting events. 3-
Each player starts off with the same amount of resources, position of the wall and has two villagers and one spearman. There was no "advantage" to either the player, allies or enemies. 5
I'm sorry to say, but this scenario mimics a typical B&D Deathmatch. Besides the minimal background information provided, the player is dependent on his assumptions of the storyline. However, the author has a very artistic touch, with several areas boasting eye-candy. The starting position of a TC, two villagers and a spearman resembled an overused cliche. 3-
Lots of empty spaces of grass. Try to terrain mix with Dirt 1 and 2, Grass 1 and 2, and Desert. The bases are looked rectangular and every base was the same. Try to distinguish each base from each other. Otherwise, it just becomes another map-copied random map. Use the gaia units more and continue your eye candy to spread throughout the map, not just near the mountains. 2+
Story / Instructions
Besides the obvious "Kill the enemy", there were no objectives or instructions to follow. The author provides a bare minimal background saying that the Holy Bridge was the bridge that repelled evil. 2
-More terrain mixing and creating different "zones" of land (desert, plains, mountains, scattered forest)
-Make the map less box-like and distinguish each base from each.
-Give names for the civilzations. Many times the screen showed: You are being attacked by !
-Write a longer storyline for the scenario. Many times interest comes from the text and how you portray it in the scenario
-Reduce the number of trees from clumps to scattered to reduce lag