Gameplay & Entertainment:Hmm, using standard blizzard melee gameplay in a lopsided map is interesting. It's unique how you designed the map to play an imbalanced scenario, some people are just scared of making a non-symmetric melee map. There are a few minor issues, please keep in mind I cannot rate a melee maps gameplay extremely high due to how it uses blizzards gameplay. It depends on how it is implemented via creep camps, drops, passive buildings, and many more factors.
The creep camps in this map... wait there are 2 and a half including the towers guarding a shop. There are only three creeps that drop items, located in the top right. Okay, the problem with this, is that heroes will take an extra amount of time to gain EXP. I understand you want the fortress heroes to get the most EXP/items, but the fortress players should be the pro ones anyway. There is no need to over compensate the imbalance, as crazy as that sounds. If you spread them across the map, you can make it competitive to fight over creep camps as "regular" melee maps make it. You have the same problem with the passive buildings, you are overcompensating to make the ones who play fortress to get extra advantages they do not deserve. Blizzard emphasizes fair opportunity in their map, and it has been proven that that system works. I don't think you need to give dragons (most overpowered units in the game) only available to the players meant to fight of more enemies.
The AI heroes remains level one for a while, the towers they kill don't give exp and they don't bother with it after killing one. The AI also do not intentionally cut trees to get to an enemy and kill gates.
So I believe I have a valid argument in what is 'wrong' with the map's gameplay. This melee map is very different, so it was difficult to compare my ratings to other melee maps, I would gladly have a discussion about melee map criteria if this is way off than you think you deserve, so I can get better at reviewing these (of course, I won't swing to easily). I noticed AYF weeks ago is pushing to make the fortress stronger. AYF's way, in my opinion was the wrong way to go for a melee map unless it is altered melee. I don't think you can balance a game with it's purpose to be imbalanced.
10/25
Terrain & Layout:The tile use in this map is not beautiful, but it was very consistent and the tiles compliment each other for the most part.
Height leveling is better used than in a blizzard map.
Lastly, the way the map is laid out isn't really special, but not bad at all. The few chokepoints, especially in the fortress were great ideas. The terrain also allows large spread out battles in the shallow water.
8/10
Doodads & Scenery:This isn't the best looking scenery in a melee map, but it's pretty damn good in some areas. Not over the top, but great for in-game models and standard techniques. Anything related to farming in the map is decorated nicely. Like terrain tile use, your doodad placement across the map is very consistent.
The back side/right side of the fortress is just odd in many ways, it's not necessarily bad quality. Ramps leading into tree walls and gates leading into tree walls. Err what? I get the gate part, cut down trees. It just looks weird, but I'm not taking off any points because of it.
8/10
Bugs & Consistency:
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