This map is basicly a normal land map with three variations:
1) There are three boars...whoop-dee-doo ^_^
2) There are small patches of shallows and "beach" around the map. This, however seemingly small, can make for some intresting use of defensive docks.
3) There is beutiful eye-candy including flowers, mixed forests, and more!
This is a nice random map script, nothing exciting but a well made script with no serious problems.
THEME: (3) The theme of this map script is nicely done, a tropical land. The main features of the map appearance that vary from normal are some flowers scattered about and a few small areas of shallows and beach terrain which act as a mild obstacle to building in some places, but do not hinder gameplay. There is some extra food in the form of a 3rd boar per player, 8 pair of extra turkeys (not per player, but randomly across the map), and 5+/-1 deer per herd. The author did script for some mountains to be placed on the beach terrain, which never showed up in my testing.
VISUAL APPEAL: (4) As above, the map looks good.
There are no features that negatively affect the appearance of the map. There are a LOT of flowers, almost but not quite to the point of being a negative factor.
PLAYABILITY: (4) The extra food makes a nice change from the standard resources. The forests are slightly different from Arabia, with a total of only 12% of the land in forest, and placed in fewer clumps. This makes wood collection a little more difficult (forests tended to average just a little further from player TCs than Arabia) and more easily targeted by attackers (there are less numerous forests to re-establish woodcutting at), and this in my opinion is fun. My only complaint with regard to gameplay is that the author wrote for 7 relics, which he did not explain in his write-up. I have no problem with changes from the standard, but players should be told of the change here - especially because they might be trying for a relic victory.
An aside for those interested in random map scripting - the author included some commands in terrain generation that do not work here - base_size and borders. Both of these commands are only effective in the land generation section. Fortunately the fact that these commands did not work here had no negative effect on the script because the map generator ignores faulty commands.
Standard AIs do well on this map.
I enjoyed playing this map - a fun alternative to the standard ES maps.