I'm sorry for the long delay until the official review.
It appears that this is the first map you uploaded here at the hiveworkshop, so I assume you are relatively new to melee mapping. Considering this, the map is alright, but unavoidably there are several rookie mistakes:
1. Pathing: The map is very labyrinth-like. In wc3 this rarely a good idea. Players will feel confused, a lot of time will be spent walking around (much more than compared to other maps) and air/ground armies will unintentionally split up all the time. Basically, most good wc3 maps do not consist of linear paths, they consist of "adjacent open spaces" if that makes sense. As of now, there is a lot of "nothing" all around the map in terms of gameplay. And creeping your heroes will be very slow.
2. There are just a few creepspots that appear as copies in many locations all around the map. There could be more variety.
3. Same about more variation in itemdrops. Also, some itemdrops are just broken. In particular for the 7-4-4 spot with the bandit lord, a lvl 3 or 4 item is much appropriate than a lvl 7 item. Look at ladder maps to see how the strength of creepcamps and itemdrops correlate.
4. Every gold mine should have at least one nearby creep that is not on camp stance.
5. Fountains should normally also have creeps nearby.
6. For a map apparently intended for 4v4 (oe 2v2v2v2?), the narrow corridors and some very narrow choke points provide an additional issue if the teams want to group up. Then it becomes very difficult to move large armies around. This is particularly weird since even for 4v4, the map as a whole is actually quite large.
7. Visually the map is ok, not over the top, but at the same time for any wc3 map there is always room for improvement.
There is more that would be relevant for higher quality maps which I didnt mention in details (forests for example). But in order to provide the basics features of normal wc3 maps, at least 3 and 4 need to be fixed. Until then, map set Awaiting Update.