I give it a C.
Strikes for this map:
It is well put together and it looks pretty decent. The temple is well constructed and the fire-producing nodes are an interesting Mario-esque touch. I expected to see a rotating chain of fire sprites in there and it made me nostalgic.
It's simple. The objective is clear, your base is well demarcated, it works in this regard.
Strikes against:
Teemperor wrote:
Now every Faction try to capture the Temple but it isn´t easy to hold the Temple.
on the contrary, it is very very easy to hold the temple. The map isn't challenging. If you get inside the AI can hold it by itself if you put them in the right spots. The map is too small for the AI to deploy a whole lot of troops, so they are at half their normal strength and only coming at you from one direction. This killed the experience for me.
Ways in which to improve:
-it doesn't have to X-wrap, in fact i like maps that don't, but if the enemy can't come at your from both sides then the player really has nothing to worry about. You could mirror what you already have and it would be exponentially more challenging.
-Make the lead-up to the temple entrance much much longer, the field of play more interesting (for example, any sort of terrain at all, or possibly other small ruins)
-Give those that hold the temple some disadvantages. Have a few areas where the AI can get in through the top of it by landing on the roof, maybe a cave-in that's hard to keep people out of, maybe more deadly traps for defenders on the inside, i dunno. You can do so much more to make this difficult for the player.
In its current state this is basically an easier version of maginot with one added feature (fire spouts) and without any semblance of challenge or interesting Lua-work.
This map could easily be a really awesome mission, even the first in a series of really awesome missions. The principal is good, but the execution needs work. Being a day-dreamer i've thought of some ideas for missions in this same vein, but i'll only post them if anyone's interested.