I like how it looks aesthetically speaking. But when it comes to the design there is an issue with everything of value being positioned around the edges. It makes it so things are less contested and makes for very predictable gameplay outcomes. Creep A, B, C, and then attack. The worst offender of this is the melee map Moonglade (2v2 & 3v3), if you've ever played it you will probably agree that it was the most boring map ever available on BNet, and it's good to think of what made it so. Not that this map is directly comparable to that map.
Also when you place things around the edges you generally make it safer for the player that is closest to that camp, especially if they are nearby. You wan't the risk to be proportional to the reward it offers the player. The biggest breaker of this rule is the red camp which you placed next to the players base. In fact, it's so close people can probably creep it by tower pulling. But putting that aside, there is almost 0 risk of creeping it, and very high rewards once you have a large enough army.
Also when you place the Goblin Merchant on the Edge you add a cost aspect to geting standard items such as boots of speed and reduce the pace of the game. Nothing wrong with that necessarily, but it is worth keeping in mind. Having the tavern in the center is a good idea though.