Although nothing totally destroyed the playability, there were a few things that really hindered your ability to progress. One was the pathway. As you went along you collected Gaia tool age units. Usually, the path was maybe 6 tiles wide. It became quite frustrating to squeeze 20+ units into such a space.
With crowded paths and exceptionally underpowered tool units, the enemy had a bit of an unfair advantage. The enemy consisted of horse archers so they could easily shoot with great range and run off with speed faster than cavalry. At one point, sentry towers fired down on your lightly armored units while you can do nothing but hope you can break through the wall in front of them with even just a few units getting past alive.
Mazes could be creative and make you choose decisions carefully, but unfortunately this is just a thin path filled with horse archers while you must go to some town.
Map Design: 2.0
I think the base for this scenario was a random map, though the parts you see look blander. Path is green grass, blocky forest as a barrier, and blocky water. Some parts used a little elevation but nothing notable.
I'll have to say that the story was better than I anticipated. The length was about a paragraph and gave a little background on the characters and setting, which is nice because I like to know what is going on and why it's happening. Bitmap was nice, clean piece of parchment paper.