Hey I missed it when you first posted the map. A few thoughts, first, what I would've done differently.
-I'm not a fan of having too brights and living doodads in base areas, because they tend to look a little bit silly in an undead base.
-I would add lvl1 tomes to the merc camps and the gnoll-guarded expansions.
-For my liking, the map is somewhat "locally linear" in the sense that in many places you can only move forward of backwards along a path, but not sideways (or if you move sideways, it leads to a dead end, leaving you trapped). It is hard to expain (It is topic I have intended to write about in my melee-guide, see my signature), but it essentially means that it limits the options and could lead to static gameplay..... but mabye I'm wrong. However, as it stands now, the ogre/golem-guarded expansions can only be attacked from one side and through a very narrow choke point. For example, I would think about adding a pathway from the current murloc location towards the merccamps, and slightly move the murlocs.
Now the good news:
-Overall it is nevertheless a very good map.
-All the creeps and items are well balanced.
-You pretty much nailed the Quel-Thalas lok from the campaign.
-Size and distances are good.