"Monte-Zuma" was basically a series of modified random maps; the Prologue was probably the best thing in the campaign. I don't mean to be harsh but these were basically random maps with a few things added to them.
I played this several times to make sure I didn't miss anything. It included one feature that you wouldn't see in a standard Yucatan random map. I was attacked by Jaguars and was told before hand the jaguar god was displeased and a sacrifice of 5 male villagers would be suffice enough for his needs. I fought the jaguars instead and they kept coming for quite some time. They almost destroyed my town centre before I vanquished them. The prologue beforehand was easy to understand the Mayans were attacking the Aztecs this included brief chats of what was going on and was a bit sudden. I don't think I would play it again because it didn't have any staying power overall.
Balance: This campaign's balance was below average this being because it was too hard in places (for example the end of scenario 3 with all the Bad Neighbour trebuchets and Bombard Cannons). Scenario 2 was mediocre it had me playing a random map with objectives to destroy the different Mayans or as the game referred to them " Serpents "
Creativity: I have to say this too sadly was below par. The second scenario too a lot of things from the Ensemble Studios Aztec campaign, for example The Jaguar god being displeased. It didn't seem too creative as it basically kept to a normal random map, even though this was a build and destroy it could've included a few things to keep it interesting.
Map Design: As described in the Campaign/Scenario reviewing guidelines a computer generated random map scores a 3. To improve on the mark of a 3, try to include more eye candy and just things in general to differentiate from a normal random map script.
Story / Instructions: As talked of in the Campaign/Scenario article by Angel Spineman a campaign with instructions but no story can score a 3. It contained instructions inside the game of what to do, however they're was no explanation as to why the Mayans and Aztecs were fighting in the first place. They're was very little dialogue but I didn't notice any dialogue miss-spelled, this contribute to raising the scenarios story/instructions to a 3.
Overall: Including a story in a scenario would be a good way of raising its score and keeping it interesting. A good story contributes to playability and also creativity and draws the player in to you're creation. If you can try to customise you're maps a little more bringing them away from a standard random map you could help raise you're map designing skills.
If you like to stick to the normal random maps then this is just for you but if you're looking for something different you've come to the wrong place.