Trees have spaces in between them small units can hide in between spaces.
Where? Are there any such spaces at the starting zones? I looked at the pathing of the map, for this specific thing, and couldn't find anything.
As for the rest of the map, some tree spacings were intentional, the rest I didn't think mattered.. But if there are some that you think are potentially troublesome, I'll be happy to take a look (just need to know where!)
the Fountain of Power is really out of place, it doesn’t pop up on the map as a neutral building would replace it with Health/Mana one
Yeah, I really wish blizzard would patch it so the fountain of power shows up on a mini-map, but w/e. The only problem is that a fountain of mana benefits the Orc the most and a fountain of health benefits night elves the most. In any event, the only way to really balance it is to either not have a fountain or to have both.
2 Taverns on a 1v1 melee map feels like it wastes potential space for neutral buildings, I would place it on the middle replacing the fountain.
I'll take that into consideration, especially with the previous note
Creep camps aren’t well thought out, Red Creep camps should have more substantial return other than item and bounty, usually, guard Dragon Roosts or Marketplaces. There are nearby Red camps on the starting building and what makes it worse is that Green camp guard Gold Mines? It doesn’t seem right. Finally ‘Items’, while it has a decent item drop set, it could’ve been more random though.
Actually, I put quite a bit of thought into the creep camps
The green camps at the expansions are due to the fact that the expansions are in close proximity to each other. I wanted people to be able to quickly take it and set up a defense, without advantage given to races that can take yellow camps without an army (i.e. night elf AoW creeping or humans with defend footies against ranged creeps).
For team or FFA maps, it makes sense to have marketplaces or dragon roosts, but for a 1v1 map, those things are too pivotal. And it makes little sense for red camps to guard anything else. On the other hand, red camps in a 1v1 map are rarely ever attacked at all. To that end, I put them out of the way (in the far corners), making them optional but the payoff is they drop the best items one could reasonably expect in a 1v1 map (level 4/5 permanent - aura items, in other words).
Then, yellow camps are in the near corners - that is, on the shortest path to the natural expansions. The yellow camps that guard nothing have better drops than the yellow camps that guard the observatories.
And all green camps are closer to the middle (except the ones that guard the shops, of course), for ease of creeping. They don't drop much to speak of, but that's not really the point of green creeps.
The item tables, in general, are what one might call 'standard'. Boring, sure, but there's a reason it is standard. If the drops are too good it becomes mandatory to kill the creeps instead of fight your opponent. If the drops are bad then there's no point in killing them at all. And if you introduce a broad random element that can drop either 'too good' or 'bad' items, then you cause chance to factor into the game above tolerable levels..
I'll probably remove the fountain of power, though, and put a tavern there instead. I'll have to think about what to do with the location of the current taverns..