Not agree. Doing that is = to make a map from 0. He literally has to remade the map since adding another player means to change the simetry lines.
Also copy maps are forbiden in theory, I do not recomend to use the same terrain for diferents versions of a map.
Review
1-Did you tried to build a townhall in the north orge red creep level map?, the unbuildable terrain doesn´t allow it
2-The murlock loot level 9 that loots a charged level 2 and a perma level 1, that too much. Since is a green it should loot only 1 item.
3-Same thing for the orange orge creeps, should be 1 item permanent or charged and 1 power up but no a charged and a permanent.
4-Also the map is designed with agro. So I sugest move the expanding goldmine from the north to the south a bit.
5-Because of the gaps between trees (I really sugest you to stop designing maps with gaps in trees, because fix it later is boring as hell) the gaps between trees allow small units to walk croosing the forest so the wall of trees lose it important funtion. Always check pathing with P.
(Mark may words you may regret it later, I did)
6-Mercenary camps are too open, the disign of the area should be as the goldmines U area form so you have to kill the guards to reach the building,in your map you can reach the building from the lateral and buy units. Not the idea. Also U areas allows to avoid agro (being attacked when you actually want to go to other area. Agro quits a lot of points in competitive melee desing. Also they are level 19 so if you walk there you will have agro by a powerfull creep
7-Way gates should have same color. Multiple colors only should used when many waygates are used 4,6,8
8-The pathing in the region of the tavern is not simetry, you should imagine the line of simetry between blue and red as a perpedicular line(green line image). but the rock arcs are simetry only by a diagonal that goes from the tavern to the red player (yellow line iamge). What I mean is the way to reach the tavern for player red is more wide than player blue. I think is a small thing but again, if simetry is not followed may create undesired effects. (sugestion in violet to keep simetry)
9-All the terrain is flat. no rise and down tool and cliff used. Flat terrain is no good for pro terrainers.
10-Goldmine creeps should not be in camp mode and level 31 for a goldmine of 12500 is too much. Level 25-26 should be a limit and I think the gold of the near one should be diferent from the gold of the far away goldmine. It would be better to have 1 goldmine near each player in the edges of the playable area than only goldmines in the middle and for competition.
An overall sugestion, don´t try to rush and upload 1 map a day because you are making mistakes and then you acumulate maps to fix or maps with no high quality. Is better to take time, be slow, but have solid maps.
I really sugest to try to design or mind for competitive melee play or you will have a reduced public that will play your maps.
I am telling you all this so the sooner you become a pro to design maps, better for you and for the Hive. I don´t call pro myself neither, but I try to have all my maps with the best quality level as posible.
see ya