@Mythic
Very unique layout, looks promising. Not a fan of the Merccamp in front of Lab, though. And there are too many red spots overall. One goldmine should be lvl 11-15 so that it's viable for early/midgame expansions. Having two lategame expansions per player is pointless. Also, fountains (especially mana) probably need a balance patch from Blizzard before becoming viable. But then, your map shoould be in a strong place.
@WolfFarkas
Your mapping skills improve at a fast pace. This layout is already much better than your last draft. Keep it up.
@both
Keep in mind that there has never been a competitive map featuring that many neutral buildings. All existing competitive maps feature Tavern + Shop + max. two of Lab/Merccamp/Marketplace/health fountain. I'm not entirely sure if there just never happened to be a great map that features more neutral buildings or if it is due to balance reasons. Featuring that many neutral buildings provides some races infinite possibilities to cover up for their weaknesses, while race weaknesses are a fundamental part of game design. If a race has no weakness, it becomes unbeatable.
Consider the matchup Human vs. Orc on a map with all neutral buildings.
Earlygame: Human can fast expand and buy troll berserkers and priests to improve their weak footy only t1 army. Orc doesn't really benefit from Mercs (despite troll priests for dispell, but that's generally not enough of a reason to creep a Merccamp themselves).
Midgame: Human can buy a shredder to never have lumber issues again and a zeppelin to lame and force their opponent into building anti-air. Orc has no lumber issues with 12 peon tech and zeppelin against lvl 2 water elementals is meh.
Lategame: Human can buy movementspeed auras in the Marketplace. Orc already has one.
So, what would be the appropriate timing for Orc to win the game if Human benefits from different neutral buildings in every stage of the game?