I guess it was playable. There weren't really a lot of bugs, but there weren't really a lot of triggers. Although, the only way Prometheus could really reach your temple is if you 'fed' him troops - then he'd slowly move forward until the temple was in range.
It wasn't boring, but I don't think it was that fun. It was entertaining, but there's a difference. It didn't really reach any different kind of playing style. It was essentially just microing massive groups of troops into a gauntlet of enemy units.
I can't say it was that balanced. There was only one entrance, so there really was not strategy beyond choosing which units to send into the gauntlet, and how many.
Perhaps there are other strategies - like I said, Prometheus could be lured to the temple, so maybe he could be lured around the map while you collected the relics.
Half the units on the map seemed pretty useless. A lot of units just sat at the top of the wall and didn't even get to attack anyone.
I have to admit I like the idea of your scenario. The storyline wasn't really intricate, but it was good enough for me. The idea could be better developped if you had a fixed force of units, and received reinforcements, rather than just starting off with 200 units to charge the fortress.
Honestly, it isn't a bad idea, and if you plan on making more scenarios in the future, try developping scenarios like this with more triggers/features.
Map Design: 3
The Fortress was well designed, but the rest of the map was completely blank. I don't really know what you could have done, but it was pretty ugly. Your starting place was also really weird. You started off *right* outside Prometheus' fortress, rather than at some base.
The story was pretty bad, but I don't really care. The scenario was simple, so I can't say the instructions were bad. The objective was explained in a a few sentences. They were pretty straight forward, and I liked that.
You could have provided hints on how to approach the fortress without getting slaughtered, or done an opening cinematic.