This campaign will only really appeal to players that like a kill-kill-kill type campaign. I actually enjoyed it a little, for this reason. The thing that let it down is that the very first scenario doesn't let you win when you kill the enemy army. This is very poor and shows that it wasn't tested. A brief summary of the missions: Mission 1 is an open field Fixed Force battle, Mission 2 is a Large Siege FF on a town, and the last level is a mixture of the two, with fewer buildings and more units. The large number of units mean there is no real micromanagement and little tactics.
The balance of this campaign is very poor. For a start, I finished every level on hard first try. This means you need to make the levels much more difficult. Secondly, the number of units used creates lag, and detracts from balance. If a smaller selection was used you would need to utilise each group's abilities better. Thirdly, there is no balance in terms of styles. Every mission is conquest, and every mission is Fixed Force.
Very little creativity, this area needs a lot of work. The story is based on popular history, and has little if any detail. The gameplay and objectives are painfully cliched. The map design is the strongest point. It's not hugely creative, but as soon as you start making a town with a bit of character and adding some eye candies (I liked the farms that ran into the shallows), I'm going to award some points.
Map Design: 3
The map was bad in the first and last scenario, but the second one was very good. There are, of course, far too many units placed, for both sides, including massed enemy towers which look unrealistic. There are also too many types of units. Masses of a select few groups would be better than masses of everything. Some units were not thought out well either, for example "The Black Prince" hero was on your side, even though he was an English prince.
The first map lacks elevations, which make a desert look more realistic. It's also very blank, and the trees around the edge look forced. The colours of red and blue should have been changed from the default for player 1 and 2 as well. The second scenario has some good city design and eye candy, as does the third, but in the third scenario you have used too big a map, and left a lot of it as grass, which spoils it.
The story is simple, but a few dialogues are used. You should work on the display of the dialogues, for example when Saladin speaks you should display each line after the other, not all at once. Also consider using a little coloured text. The plot of going to England doesn't really make sense. That would leave the Holy Land there for the Crusaders to take, and remember that the Crusaders weren't just from England, so besieging England wouldn't make much difference. You should put more thought into the story, or stick to history. A little research and you could make a detailed history section for players who wish to read more.