I didn't find any obvious technical errors in there, just some flaws. The worst one is that at about the time when the player has crossed the river he will have enough gold to research Omniscience. This takes even the last little bit of fun out of the game by revealing the rest of the map. Also, once the docks are built it's possible to build a number of Siege Juggernauts and use them in a shore bombardment role which makes short work of the monsters on the left side of the river.
But the main problem is that nothing happens in this scenario, except for two or three attacks right at the start. Once again, the enemies just stand around, waiting for the player to walk up to them with enough firepower to finish them off. Where's the fun in that? You would need an active enemy or an extremely good balance (not just an extremely hard difficulty level!) to make a scenario like this work.
The scenario is much too easy with almost all enemies being inactive. With unlimited resources available the player can simply build up and slowly make his way across the map. There are one or two traps to avoid, but apart from that it's nearly impossible to lose. Sure, it's not possible to beat this scenario in two minutes, but the game is absolutely no challenge. It's just tedious.
The same approach as in part one – the player starts with his own base, builds up and attacks an enemy who just sits around waiting to be slaughtered. Still nothing special here, no surprises at all.
Map Design: 2
To me the map looks ugly. In a sense this should be an intrinsic property of every Erebus map, but this one looks carelessly drawn, unfinished. About the only spot where you took some time was the place with the statues, but apart from that I had the impression as if you didn't want to lose to much time when drawing.
The story is limited to 'Ajax fights his way from A to B', and the instructions are about the same. The best I can say about them is that there are some. I'd suggest to put the background story from part one in the spotlight so the player knows what Ajax's quest is all about.
The cinematics look like proper cinematics now, but there is still much room for improvement. One point from me: I'd suggest to add the speaker's name to the text. (Enter the name before the message, like this: "Polyphemus: Well, well, well..." This will put the name in yellow above the text.) Your little conversation worked because it was quite clear who the speakers were, but with three persons it would get a little tricky.
Oh, and I still missed background music in your scenario!