Hey, nice terraining and a nice concept too. But there are some things that could be improved:
- trees have gaps between them (toggle pathing by pressing P to see those gaps); workers can hide in them etc, everyone has made this mistake with their first map
- item drops are too generous, look at this tutorial for item drop reference
Competitive Melee Map
- it feels too clustered and has many chokes, mainly the road behind the bases, the rock at the top expo, area around tavern etc; could use some room to breathe
- the creeps all have massive aggro range, by double-clicking them you can set their aggro to Camp; leave the aggro Normal for the creeps at the goldmines
- critters aren't mirrored, UD can use them for skeletons
I might come back and write some more on this map as I've only had a quick look in the editor. Lovely to see Shipyards

Btw, it would be nice if left and right were connected by shallow water for some naval action.
EDIT: I had some more time to test things properly. To answer your question about tree placement, it can be a tedious task when you want it to have the proper way (1 next to another without collision) as you'd have to remove the trees you placed and carefully place the new ones. However, if you feel like a bad enough guy, you can just hold Shift (enables no collision when placing objects).
Here are some insights:
- 1 level 6 ghost isn't enough for a merc camp or a marketplace (more so on a map with lvl 6 items); if you were to put more creeps there, don't make the ghosts drop items as they can posses your units and destroy the item in process
- with the new goldmines added the islands and shipyards lose much of their use, I tried to fix this as you can see in the screenshot, I believe the murloc camps make it interesting by making the "river" passable only at night
- you could also make the island more welcoming by making it a orange camp for example or by adding more gold to the mine
- maybe add more space around the base, but i guess that's not a big issue
You know, you're not obliged to make any of these changes, it's your map after all.