1. Careful with spacing between trees as small units like workers, footmen, archers, ghouls and others might get through there. They could be used for spying. One of many examples:
2. Avoid narrow places because units might get stuck and become easy targets against Blademasters, ranged/siege and air units also to crowd control spells (e.g. Flame Strike, Lightning Shield etc.):

Although it looks nice, I suggest leaving this sort of terraining for campaigns/single player maps, not for melee where balance is of dire importance (linked some tutorials way down below).
3. Neutral hostile camp ranges are wrong. Only the mine guards should have the highest camp range.
4. Avoid 1 unit neutral camps like that of the Fallen Priest. This unit, not only is it low level to be alone but also ranged and its armour and DPS weak.
5. You have to remove things like neutral hostile canon towers for this map to remain true melee. As altered melee, this would be weak. You could use a campaign tower instead, you know, a unit that no melee race has. But until we solve this (
Defining and Placement of Melee Maps with Meagre Changes), leave it melee.
6. Full caster neutral groups are a no-no for orcs since they have weak magic protection until Spirit Link which might come faster now with the latest patch balance changes. However, I see that these camps here are made of only ranged units which might fall prey easier to orc melee units.
7. Very problematic to not have neutral buildings mirrored. The northern players have shops while those in the south don't. Problematic for neutral camps not to be symmetrically distributed throughout the map.
8. Full magic immune camps are not a good idea for early-mid game but could be left for late game like the golems near the marketplaces.
9. Please check pathing pressing P or clicking it in the menubar->edit->view pathing because there are places which have only one way of access even though you might say there are more or none:
10. The bandit camp near the cliff to the big golem is to near to the edge and units on the cliff might make the bandits run towards the bridge. I suggest at least replacing them with ranged units if there's no better place for them.
11. It's somewhat a pain harvesting wood if you're not night elf, especially on expansions. I suggest clearing the way making paths larger and condensing the trees more instead.