It's a promising map with a very unique design. Definitely one of the most interesting ones out here.
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I have a feeling that there could be minor improvements to the terrain. The "spots" of grass (and sometimes sand) look weird. Better have similar types of terrain connected. Perhaps it's not a problem with Reforged, but in the old style it's not ideal. The area in the second screenshot looks better than the one in the first. I can't
really pin it down though, unfortunately, it's a little tricky. I'm just saying that I see a chance of optimization if you keep playing around with it. Anyway, the combination of thick grass and sand in itself is excellent.
Laying siege to the central expo with NE is harder than it would normally be, because there's hardly forest for your Ancient Protector to hide behind during construction and trees to eat during attack. There is some room on the right for that though so it would be an easy fix.
Perhaps swap the building and trees here so the AoW is closer to his snack when creeping that tavern camp. That's also how it is designed on the left side.
There are no trees near the tavern to park a wisp, but I guess the design won't allow it. It's not that much of an issue anyway.
I find the neutral zeppelins rather irritating. They're just gonna be in the way. And if you haven't got your ingame colors set to enemy or whatever that is called, they will look like the color Coal. I also don't think that they add anything to the map, as the boats are completely sufficient.
The level 24 camp only drops a lvl 4 permanent – which would normally be lvl 5 – but I suppose that's intentional? At any rate, I don't really see the point of the dragon.
Your gold mine placement is rather unusual. You've got one mine that is guarded about averagely for a first expo (lvl 14, although it goes as low as lvl 11), but it's super far out (6,500 units) and only slightly further away from the opposite starting position. HU will have a hard time bringing militia there and the enemy can easily challenge it during construction or later. Then there's another gold mine with a medium strength creep defense that's way closer than it would normally be (only about 4,000 units away), but it's guarded by a nasty lvl 16 camp that will prove to hard to be cleared out in early game. For a HU player, this poses quite a dilemma. This issue would be my primary concern and probably the thing that I would have play tested primarily.
There is no critter right at your top right starting position. UD has to walk around the trees to kill the sheep, then walk back with skeletons to farm. Also, unless I'm mistaken, that sheep is completely missing on the bottom left side.
I also think you need one more critter on each side (villagers don't count with their 60 hp). There's nothing available between the aforementioned sheep and the raccoon at the expo.