Heya, finally someone uses the dungeon tileset again for a melee map.

It isn't an easy one to use as it suffers from the same fate as Felwood - too much of the same color.
Your depiction of Khazad Dum seems more...rustical. To me, the mines of Moria were this cave filled with grand dwarven architecture, large columns and huge halls. The fog might not have been enough to ilustrate the neverending abyss below the bridge of Khazad Dum. I have here a version I did just now to show you another way to create the abyss. You can create this effect by turning off the waves on beaches/cliffs and turning the water color to black. You can really add some atmosphere by playing with the various bridges. The minecarts on the tracks add some atmosphere and you can even create your own stories in the environment. One version has some archtitecture made from the stone archs. Try looking up the Erebor map from Battle fo Middle Earth 2, it's always good to see how others have worked with similar concepts.
Let's talk about the gameplay part though. It's not the common way to put taverns close to bases as that may lead to harass, however I don't mind it

On the topic of gold, it's a tad too much but I guess you wanted to go with the theme of gold filled dwarven mines. One could easily waste his resources on more than one tech tree. Imo the gold mines Should be red camps at least. The death revenant might be a strong creep but with the low level mobs around him, I don't feel like it's a camp worth 18 000 gold. Is the Loarderon Summer Merc Camp really this good to have a level 19 creep camp? I suppose you wanted to put "a Balrog of Morgoth" somewhere on the map. The expos at the bases are too deep in the trees, an UD goldmine would have trouble if some farseer were to cast the wolves there with the acolytes facing a sure death.
It's always good to see new maps. And using the dungeon tileset isn't an easy task. Well done.
This map could use more shipyards though