Good-looking map, especially the center areas with the custom (?) doodads. Regarding the gameplay, I have a few questions/suggestions for balance:
-The map has fixed startings positions, i.e. player 1 will always spawn in the top left, player 2 in top right if I understand correctly. Is this intended to allow expanding?
-The forests are not "condensed", i.e. there are various paths were units can hide in the forest. I know making a "dense" forest is tedious work, but I believe it is good for balance, as otherwise nightelves can hide wisps without fear of being harassed. Or units can hide safely to regen where otherwise the enemy may try to find and finish them. This doesnt matter so much if it is a 3v3map, but in 1v1 it does. Also, the number of trees at the starting locations looks a bit low to me.
-In the top left and bottom right, it is not possible to build an aow in a good position near the 3xlvl4 furbolgs to aow-creep them without aggroing the spiders from the mines while at positions it is possible. Also you can build an aow near the eastern merccamp but not near the west.
-The starting-position-creeps drop an item which imho is too strong: The combined lvl of that spot is 13, which commonly corresponds to a lvl 3 item. Yes that lvl 9 lizard looks mean but with barely any supporting creeps he can be killed once a 2nd hero is out, if not earlier.
-Some lvl 2 powerups can drop early in the game, leading to a huge (luckbased) difference if someone gets a tome of experience. For example, if you creep the furbolgs+expansions (which I would do if I would this map in ladder as hu vs ud or ne), your hero will be lvl3 if he gets a tome of exp at one of those spots, but will be only lvl 2 if he doesnt (didnt test, but 99% sure).