Looks good visually.
There's plenty of landmarks.
I don't remember what merc. camp that is.
Seems like the place to go creep first.
The map has too much unbuildable terrain, which is a problem for NE and (UD).
More grass would be nice.
Green is always good.
Taverns this close to main base and expanions will be a balance issue in battle since you can revive quickly.
The lab seems like a strong option since its close to main base, it's on a high ground and doesn't have creeps that punish anti-air.
So if a fight goes down you can easily get away in a zeppelin.
The main base seems easy to harass with zeppelin.
HU can plant cheeky towers in enemy base.
Or even better, chop trees with a few peasants and run in with 3 sappers.
NE needs lots of spaces to build, so they can do fun things.
With NE i believe the best strategy is to pick BM, spam archers and glaive and control the choke from center to base.
Lots of obstructive terrain enable flying units here.
I think it could be annoying to play against.
The river near the base reminds me of
Tirisfal Glades.