This is not a melee map.
I mean it doesnt follow the most basic lines of melee maps wich can more or less be found by seeing current ladder maps, or searching melee tutorials.
Imagine this, a melee player, used to play melee maps, or tournaments, see this and says, cool a 12 player melee map, and then
a red creep just in front of a main base, very narrow land paths (seriously 1-2 pixels in marketplace), towers as neutral hostile!!, the center with red-green creeps very near, not good shipyard gameplay with narrow paths... I could make a very long list.
when you design a melee map, you have to think in the audience that plays melee maps, there are melee players, melee tournaments, make a fun map to play with friends is a very limited audience.
in fact the melee comunity is very hard regarding wishing quality maps. it is imperative that maps of the hive must have the best quality posible for that melee comunity.
Category:Maps (8 Players) - Liquipedia Warcraft Wiki
Twilight Ruins LV - Liquipedia Warcraft Wiki
my favorite is twiligth ruins.
but there is minimum quality to fill, in fact more players means more harder to keep the map balanced, and good to be played.
I mean, probably this set up would be very inventive for some sort of altered melee, but melee has some basic lines to have a fun and balanced melee play.
"so the production of this map is too simple and rough terrain design, texture is also less, please forgive me due to the larger map, "
I mean you are saying sorry for the rough terrain design, land units gameplay is not good, and the soul of wc3 are land hero play.
a good melee map, needs a very carefull design in land paths, if land paths are bad, is a start over thing, so paths can be good, and land battles can be fun and balanced pvp.
I dont think a map like this should be approved, I mean if the melee land gameplay is bad, the map is bad
sorry pal 1/5 from me,