So uhm a Lordaeron Summer map ..... I thought we had banished this tileset for good

Anyway, the map still looks good and warcraft-ish, with some cozy waterfalls and otherwise unobtrusive but good terrain.
Regarding gameplay, well the map simply will not work as a 1v1 map right now. Mostly because there are no creeps at the starting location, so both players get a free expansion right from the start. Is this intended or an oversight? I could be an interesting idea, but I cannot predict the consequences, but I think the balance in general is too violatile for this to not cause svere issues.
For 2v2 while I'm personally not the biggest fan of both players spawning close together, there clearly is a place for maps with this feature in the competitive scene.
However, I very much like the idea that the creeps and expansion layout are noticably different for the players in the same team.
Otherwise all the basic features like layout, creeps and itemdrops are fine. The only minors detail that I can be nitpicky about are:
1. At the northern tavern two hidden archers (one at the bottom right corner of the tavern, the other at the bottom left) can trap newly bought heros. Yes it is possible on any map, but here it requires fewer archers.
2. Cliffs behind the base invite zeppelin abuse. Yet again, it is possible on any map even without cliffs, but here it is more convenient than usual. It appears you wanted to prevent this with pathing blockers in some locations. But in the northeast there are some highground areas where siege units can dropped and hit trees from there on create holes in the forest closer to the base. In the southwest this is not the case however.
3. The antiair defense of the red camps could be stronger.
4. At the shops why is the ogre magi in the back while some trolls are in front?
None of these are real bugs, but rather matters of convenience/personal preferences (except for the part of being a 1v1 map). Map
approved.