Played around with it for a bit, and I gotta say that it needs much more work.
First of all, a few points on the map page:
1. From what I've experienced, some tags aren't accurate.
Also, not sure about the Co-op since the player number is 2 times 4. But I guess 2 is somewhat cooperative. Maybe the later stages of the multiplayer game include playing as a team of 8, I don't know.
2. Please update the description. Also, it's better to have some sort of patch notes in a [hidden=Patches]patch 1, patch 2, etc.[/hidden]
BB-code.
Now for the map itself:
1. I strongly suggest translating the map to english.
2. Lich Mage model is missing.
2.1 Many units have improper names etc. such as elite rangers being called 'Sylvanas Windrunner' and a tauren spearman being called 'Troll Witch Doctor'.
2.2 Many imported icons are missing ther DISBTN counterparts. You can use
Button Manager to fix that.
2.3 By the way! If you are aiming for the reforged experience of the map, consider using as less import as possible. Those will look silly on top of the updated graphics.
3. It's not clear what the goal is apart from sitting there watching creeps die. Suggest putting some info in the Quests section. Also, it's not clear what do we have to defend. The Castles, I'm guessing? And their destruction opens the gates to the later stages, right? This needs more coverage.
3.1 The intervals between waves seem rather long. Also, there is nothing else to do besides waiting for the new waves. I kinda wished for the map to have some offensive aspect, like pushing into enemy forts to 'anger' the Big Boss into sending more powerful waves. But this is just my reading of the map and my preferences. It's totally fine for it to be strictly defensive, just don't make it too stale and uneventful.
4. Numbers. It's ok for the first waves to be very easy, but for more engagement, waves 3-5 should already be normal, and after that, hard.
4.1 All abilities have max level of 1. After hero-level 5, there is nothing to learn.
4.2 Items in the first shop are too late-game oriented. How about the first base shops sell normal/common items, and beyond the first gates there are more late-game shops? That would imply 'having to lose' the first base though, so not sure about that. Unless the loss of the first base is inevitable. I think the Last Man Standing stage of the game would be awesome! (at the bottom part of the map, in place of the units showcase

)
4.3 Much appreciate balancing the map in the low numbers (10-40 hp etc.), those look much more comfy (considering the village setting, even) and beautiful, eventually scaling somewhere to hundreds. Big plus!
Overall, I'd say that the map needs a more strong and pronounced theme. Why do the teams have different races, besides showcasing more different models? I'd rather imagine the starting bases to be forts/walls of a small kingdom, fighting against the darkness. But then again, there is a Lich Mage hero, which is supposed to be evil, unless it's explicitly stated somewhere that he has changed his mind

. It's ok for playable heroes to be mercenaries/scum, but it has to have some ground to stand on.
Take some time and conceive the grand scheme of things. Keep it simple and warcrafty, but also consistent and true to itself. In short, answer the WHY? and all the HOW?s will answer themselves.
There is potential, but it needs to manifest itself. Good start with the terrain.