Playability/Balance: Playabity is one of the major factors which determine how enjoyable a map is. The keeps to the right of the map are in a real disadvantage. This would have been ok if it was the case of resource distribution but there isn't enough space for AI's to finish their fortifications. Another thing i found affected playability was the prebiult walls etc which appeared more of a hindrence than eyecandy. As a result of all of these, i quickly lost interest in the game. Because of the prebiult walls, i decided it was best to play from one of the keeps on the left side. Biulding up a strong econmy is easy as there is plenty of oasis grass.
Suggestions: Ai capability is most important in skirmish maps so a map should be playtested many times to see that nothing is overlooked. Eyecandy may be a bit of a problem if it's too close or within the range of mangonels etc. Another thing is resources, Ai's sometimes do not place mines/quarries etc where they should. These can be avioded by thorough playtestings. It's best if stone and iron are placed enough for a couple of quarries and mines. Anything above that may make the map easy.
Creativity/Design: A very simplistic design, symmetrical and all levelled. I feel the map needs more work especially on elevation and the river. I could immediately see that stone was placed carelessly using a large brush. I decided to give both Creativity and Map design 3.
A couple of suggestions: While making a map try not to rush things. Take some time on each map and playtest them. Making an eight player map needs alot of planning and you will have to constantly playtest it so that AI's function well. If you decide to add eyecandies, then it's best add lesser keeps.
Story: There is no story so it's only fair that this is awarded with a 2. Try to add a story, probably some instructions and author's sentiments. And a minimap. Present your maps in a way that entices more downloaders.