Ok, this map has some good stuff going, but imho there is some room for improvement:
-There are some large flat areas, which could visually benefit from some use of the raise/lower/smooth tools.
-Having 8 level 2 permanent items seems like a lot. Maybe one could be changed. In particular, I'd reconsider the drop at the 4-1-1-1-1 kobolds. While TS_LV disagrees, I think lvl 2 items should be reserverd for lvl 8+ creepcamps. For example, how about a lvl 1 permanent + lvl1/2 powerup instead?
-I get that the Murloc camp and its placement is a feature, still I dont like its location. I imagine a situation where a hu fastexpands and an ud/pressure the expansion. It's very likely that the ud/ne reinforcements would walk past this camp and gettt attacked.
-Runes of the watcher in such central locations.... From my experience watcher wards are a controversial topic in general, so I'm doubtful that they would be welcomed here. Possibly the merc camps would be a better place for them.
-At least one of the creeps at the lategame expansion should not sleep.
-There is minor bug at one of the ramps:
The tiles marked in red are unwalkable. This sometimes happens when ramps are changed too often, in particular when they are leading into shallow water. To make this less likely to happen, raise the nearby terrain out of the water, create the ramp, and the lower everything back into the water.
-There are countless "untouchable" wisp locations. See here for explanation:
Last Snow Forests should be placed only with the size 2 circular tool, and new trees should align perfectly with exisiting trees. It's horribly tedious, but afaik there is no better way to do it.
What I particular like is the fact that this map avoids the trap of putting too many creepcamps towards on the edges of the map. There are also a lot of options (what to creep) right from the start. And apart from the examples above, the itemdrops look good.