And therein lies your problem, Conq. All you know how to do is eye candy, which is a small part of the game. You have to come to realize that game design is based on the mechanics, not the art. (Good quote: 'Art doesn't make a game, but it sure can sink one')
I didn't say your campiagn sucked, I just said it wasn't great, as you so loudly proclaim it to be with your cockiness. The worst thing about your attitude is that I beleive you really could be a great designer, but because you think you know it all already, your mind is closed.
I played some of your campaign and I thought it was boring. It looked nice, but too crowded. Scenario one was moderately fun, but it was too easy. To get the turks to join you all you have to do is show up.. its like playing with a model train. You start off on a map-conquer/gather-allies model and then at the end you have a tedious quest for a sword or whatever...with guys walking on water, etc.. This isn't a bad idea per se, but it would have been better to explore that in another scenario in the campaign and really flush the idea out. Also, be careful on your dialogue. You used a lot of American slang and sayings that don't really fit in a historical campaign, unless you're trying for humor.
I hope you take this in the light that I meant it, which is constructive criticism. I'll be the first to admit that the campaign I submitted is a piece of crapola (looking back at it), but I learned alot from it and will fix it in the future. I may even still have a chance to get in the final judging, who knows?
--Peace--
Too Weird to Live, Too Rare to Die...
-Designer of Adaptatron AI-
-Designer of Canute's Saga-
-Winner, Heroes of the Ages Contest-