As others have pointed out, the gold mines are an issue. The ones on the left and right are very close to the starting positions and comfortable to defend. Their lvl 13 camps are relatively easy to mop up. However, you could have this map tested a bit and await what players comment.
The item drops are okay except for the power ups that mafe has pointed out: A lvl 18 camp drops a lvl 1 power up, and a lvl 17 camp drops a lvl 2 power up. Should be the other way around I think. Then there's a lvl 9 creep camp that drops a lvl 2 charged and a lvl 12 creep camp that drops a lvl 2 permanent – I would instinctively make them drop the other way round but it's not necessarily a problem.
Four of the creep camps are too aggro:
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I like the shallow water rivers, they look very nice. The terrain is generally very pretty, hooray for Lordaeron Winter! The paths are neither too broad nor too narrow. Map size is good, too. Distances between player bases are perfectly fine imo.
Having two taverns is okay, but is there any actual reason for it? The middle is completely empty.
Due to the terrain, it is impossible to siege enemy bases with ancient protectors. You can't place those a little outside, near trees, and then uproot and re-root them closer and closer.
These ramps are gonna irritate people:
I would rather remove them, even if only for the sake of avoiding lengthy debates.
As mafe has mentioned, there's not enough room around the tavern:
These stakes are annoying for AoW creeping:
Can't tell you whether this is the primary AoW spot though.
The tree lines in the base
might not ideal, because they make the bases relatively narrow. I'm absolutely not sure about this, but you could ask some actual players.
There's an open spot up here, is that intentional?
