Well, this scenario didn't catch much attention, even from the beginning. It is a simple, click the units scenario. Truthfully, it is more of a template than a scenario. You just click the units. However, one problem that showed was not all the units were triggered to fire a message. Some never fired at all. The simple "use marco polo to end the scenario" gave the scenario an unsatisfying and cheap feel to it. This production was not fun at all. There was absolutely no meaningful objectives, such as "attack here" or "build x amount of villagers".
It is difficult to determine whether the author wants this to be a real scenario or a cutscene of an upcoming scenario. Giving him the benefit of doubt, the scenario automatically gets a five on balance.
The LOTR theme has been used too many times and this scenario did not incorporate any new insipiring ideas or borrow several ideas to make it interesting. The player is bored with point and click, the player wants action, the player needs to be kept attent to the scenario. This scenario did not capture the attention of the player, nor present him an enjoyable experience. The creativity was only slightly better than a random map scenario, with several renamed units and some map flairs.
The author did a fairly well job to mesh the surroundings into a well mixed landscape. Several towns were well established, but the placement of units and buildings seems a bit cluttered. I suggest spacing out the units more, as well as continuing mixing the terrain to create good landscapes.
This was all of the instructions in the scenario. There was no story, no history or scouts, whatsoever. Although the Review Tutorial states, "If there are instructions but no story, the max score is a 3," I am going to mark down for having a weak, non-captivating instructions panel. The instructions did not change throughout the scenario. In addition, there were several grammar errors within the scenario.
Abala, you still have a long way to go if you want to create your interactive map. But you are off to a great start. Several suggestions include:
-Adding sidequests to boost player attention
-Getting rid of the point and click system and replace it with changing objectives
-Provide story and/or history to boost plotline
-Using difficulty dynamics to alter difficulty of scenario, once it is playable
-Work on unit placement and village development
-Try to create an enemy which the player has to build up to destroy [typical B&D] OR create a simple FF scenario where the player has to micro his units
-All in all, just work on the basic triggers and keep adding effects