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@shorogyth said in Middle Earth: Battle For Arda - Official Thread:
@thedog Hi there, thanks for the reply 
I took a look at your version but it has upkeep as a mechanic and I think that is not "fun" to have in a game. Did not like it, when WarCraft3 did it and try to avoid it whenever possible.
Little feedback otherwise:
The symbols (crown, skull, ...) should only be visible when I buy a unit. They look a bit ugly on the map. Imho. But the idea is good/helpful to learn the rules.
I could not get the map to work at first. I had to unzip it first. This has not been the case for any other TripleA map (when I first downloaded TripleA eons ago I did unzip my maps but nowadays I don't)
You might want to edit the "wrong" terrain for the caves north of Goblin Town. This was/is broken in Arda as well.
Other than that: I like what you did with the unit balance and I liked the simplification for the rule (I still like the Arda complexity but yours is a good version as well). All in all, the stuff I saw while testing it looked good. Not for me because of the upkeep but good variant!
Thanks for the feedback, its truly appreciated, as mapmakers need to be inspired to continue their work!
Shame you dont like upkeep, almost all my maps have it.
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The symbols (crown, skull, ...) yes they are ugly, Im no graphics artists, so if anyone fancies doing better ones, please offer 
TripleA 2.7+ unzips all your maps you have no choice. Unzipped maps get better error messages when things dont work for players & map makers.
Caves north of Goblin Town. Im with Alkexr they should be caves, from the books, the Misty Mountains were uncrossable at this point, so caves was the only way to move across them, that is through them.
Thanks again for taking the time to test and give feedback!