Probably a solid map when it comes to gameplay. I don't see anything that would make it unplayable.
Is there a particular reason why you've placed two taverns in the center?
You could add a few more trees to the expansions. It's not a big issue but it wouldn't hurt either.
=== Design ===
I liked some of the mixed-in terrain, but not of all of it. What works well in my opinion are the Felwood leafs and such. The overall dark green theme is nice. Some snowy rocks and casual ice is good, too.
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What I'm not a fan of is the purple water. It's simply too exotic. Regular water would look better. I'm not saying you can't dye water, ever, but here it weirds me out rather than being a helpful accessory to the atmosphere.
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And all the ice terrain in the water is not my cup of tea either. I would have preferred boring earth, I think.
=== Creep Camps ===
What bothers me is a lack of "tiny" creep camps, i. e. lvl 3 to lvl 5. There is not a single one, as far as I can see. Instead, you've got a large number of lvl 7 - 10 camps.
Some of the item drops are probably too big. The two lvl 7 ogre camps in the center drop lvl 2 permanents. To my knowledge, lvl 2 items only start dropping at lvl 8 camps or stronger. At any rate, a Blademaster quickly wiping out these two ogre camps might walk away with two claws of attack +6. Plus he can easily pick up the lvl 2 items near the starting position (or his own one at least). And then there's even more lvl 2 perm at the gold mines ...
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You've created these two camps near the players bases that can be farmed with one NE ancient:
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That in itself is very typical, but what concerns me is that those camps taken together are pretty huge (lvl 9 + lvl 17). And since they're in such a comfortable spot, it's not as easy for the enemy to disturb you farming them. Plus the lvl 17 camp drops a fat lvl 4 permanent (which would usually require lvl 18 or more). I have bad a feeling about this whole arrangement down there.
1)Similar problem with the lvl 17 camps guarding the shops dropping a lvl 4 charged instead of a lvl 3 item.
2)And the lvl 20 camp at the secondary gold mines drop a lvl 5 permanent, but you'd usually need a lvl 21+ camp for that.
And the second drop in the Merc Camp guarding creeps should only be a lvl 1 powerup, not lvl 2.
Again, this is only according to my old notes based on old Blizzard maps.