My analysis:
I am removing all considerations of the quantity of events placed on screen, since that’s fairly arbitrary.
I am removing any HYPERMEGASUPERGOD WINS EVERYTHING considerations.
I am looking at unit capabilities and strategic placement, assuming equal numbers and equal power level between similar types of units.
Good Map
Pros
There’s no question that Team Good’s map is glorious. It is also well defended from both land and air assault. The castle is on high ground, has capable air defenses (dragons, griffons, archers, and mages) that are appropriately positioned, and effectively funnels all ground troops into a series of two narrow choke points. This map used resources from many contributors and was assembled by one mapper, contributing to its thematic cohesiveness.
Cons
I don’t see it as a battle map. The mounted soldiers suggest that they are preparing to leave and do battle elsewhere. You would not use mounted soldiers defending your castle from within your own stockade. The presence of a field hospital within the stockade confirms that this is not where the battle is actually intended to take place, at least not until after losing the main field. The actual battlefield only occupies the bottom few tiles of the map.
Evil Map
Pros
The evil map is built for long-term attrition, drawing the enemy through multiple narrow choke points with ranged fighters strategically positioned on high ground. Necromancers are strategically placed to turn the fallen troops on both sides into a fresh challenge for the invaders. The kidnapped resources trap requires the rescuers to navigate tough terrain, face the magical defenses, and survive the onslaught of the troop waiting to attack from the north. This is truly a battle map, with the headquarters occupying a small portion of the upper map. This map was assembled from sections designed by at least five different mappers and using resources from many more, contributing to the chaotic theme suitable for an evil landscape.
Cons
Forces are spread thin, and there are several areas where the enemy could seize and hold terrain, using its defensive features to their advantage. In particular, if the enemies recover their stolen assets, they would gain a strong position, food, weaponry (cannons), a shelter, potions, gold, and magical assets. This is a gamble that could completely turn the tides of the battle.