Terrain - (4/10) - The terrain looks good for the first released version of your map. The houses look good, but the cliffs could be seen, perhaps you should add a shadow or something which covers the cliffs up so that it wouldn't be seen. Could be improved.
Triggers - (4/10) - The triggers seem to be okay, but there are some things you should fix. When I tested the and ventured around, suddenly a message shows up saying "Player has rolled x" even though I didn't use -roll which is annoying. You could also add some information regarding the commands you can use, class information, etc. I noticed that there isn't a save/load system yet, so if you use vJass I suggest using
Nestharus' save/load system, if you're using GUI then there are a lot of save/load systems in here or outside the Hive, such as Acehart's save/load system, etc. And, after I was able to finish the shimmerweed quest, and was able to claim it, there came the lag, lol. There's probably a leak in your quest system or something, and the reward should be given to your hero instead of the item being dropped to the floor.
Gameplay - (6/10) - I like how you made it a map team-oriented where you don't solo all the things in the map. I like the housing system you used too. The quests are also good, since it's not all hack-and-slash, you'll have to take a look around, finding shimmerweeds, etc. You should remove the -x value to get armor for agility instead of showing random negative numbers to gain x armor. You could add something like "Agility does not give armor." or something. The healing system should also be more clearer. I didn't know where to heal, then I checked out some house in there and got some quests, only to notice I got healed. You should make her say something like: "Hello, you may stay here and rest." or something similar. You should also add a lore to the map, instead of just picking your hero and getting summoned into a small watery area where a sunken ship is found. Also, I don't like the gold system, since players would just go looting stuff that they see, plus the model you used for gold is hard to click lol. And perhaps you could make it: "Who kills the creep gets the gold" if you still stick to this gold system you used. NPC's should say something about the quest when you accept it instead of just giving it to you.
Playability - (6/10) - It is quite playable, but due to the minimap, it's quite hard to find your way and move on to the next place, but I was able to reach the ship part, but it still needs a save/load system to be able to go through more places so that's why I rated playability by 6.
Other Things - (5/10) - For other things that I can't find a part to post in, I'll say here. The heroes could use a name of some sort instead of being named Assassin the Assassin or whatever. You could add houses which can only be opened when you have a key, permission to enter, or even break the door so you may enter instead of being able to go through all the houses. And, you should also work on the tooltips like the Passive Abilities should contain what types of items you can use. For example you use Assassin, then your Passive Abilities skill that is included in your hero should contain something like "Hero is able to equip leather items" or something similar. And again, the quests lack information, when you claim quests the npc's should say something, same goes with completing them.
Total: 25/50 or 2.5/5 - Approvable.