-Creeps should generally never be placed in an area where you would walk. Put them in contained areas.
-Satyr Shadowdancer has curse and is a pain to creep, should be limited to x1 Satyr per camp.
-Furlbolg Shaman has rejuvenation and is a pain to creep, should be limited to x1 Shaman per camp.
-Spiders has poison, which is bad for HU, use with restraint.
-Map needs more troll trappers, lockdown for creepjacking is essential.
-Pretty sure lab camp will get aggroed from other camps, put camp aggro on them.
-Goldmine + Debris is a nice visual combo, bushes are cherry on the cake.
-Lightning lizards should be used sparingly, aoe attack is bad for HU. Doesn't suit smaller 1v1 maps because they belong to a niche category of creeps.
-Change drop on safe expansion from charged 4 to charged 3 + perma 1. Charged items are very strong for their level. (Charged 3 is like a Permanent 3.5 or 4)
Thanks for the feedback, much appreciated! I've edited the map based on your suggestions, it should be more competitive now.
1. The Saytr Shadowdancers have been reduced at the Mercenary Camps. The power level is the same.
2. Shaman Furbolgs have been reduced or removed from the camps they were present in. The Red Observatory only has 1 now, and the Marketplace does not have any.
3. I couldn't resist keeping the creepy spiders with the cave doodads, so the amount of spiders on the map has been unchanged. However, I did replace a Lvl 1 Powerup drop to a Lvl 1 Permanent in the Green Spider camps. That camp has felt awkward to me and I think this will be a nice bonus for players who creep that far North. Either way, I think the camps with spiders are more optional than other camps, so Human can still use their creeping advantage elsewhere.
4. This is one that I made a lot of changes on, pretty much all camps have Ensnare now! The camp with the Lightning Lizard has been rearranged to have 2 Murloc Huntsman. The total level of the camp has been preserved, but now the Murlocs can Ensnare approaching enemies. This is ideal because the middle Gold Mines are fairly easy to interrupt given their location. The Red Observatory has been significantly reworked, in addition to reducing the number of Shaman, 2 Troll Trappers are present, which will pose a threat to air harass while creeping it. The Mercenary Camps have been reworked as well, maintaining the old power level by replacing the Shadowdancer with a trapper, among other changes. The Goblin Merchant has a Trapper, and the Outer Gold Mine has 2 Trappers now.
5. Aggro range has been reduced for the Observatory. I think all camps will not engage your forces unless you wander into their area.
6. Thanks!
7. There is only 1 Lightning Lizard at each camp now. One Lizard and one Wolf were replaced by Murloc Huntsman, keeping the power level the same but giving the creep camp more lockdown.
8. I changed most of the drops from the Gold Mines. Now the Gold Mine that dropped a Lvl 4 Charged drops a Lvl 3 Charged and 2 Lvl 1 Powerups, and the other Gold Mine drops a Lvl 3 Charged and a Lvl 2 Permanent. The Marketplace now drops a Lvl 4 Charged, which I think will add an interesting incentive to take that camp. Level 4 and Level 5 Charged items have only 1 drop on this map, making them coveted and worthy to fight over.
Once again, thanks for the feedback!