Hi nees. Very cool map! Really like the work you did. Here are a few suggestions. I believe they can make your map better for the contest.
(0) Restrict players to have cross-spawn positions. For 1vs 1 game, otherwise scouting will take so much time to do.
(1) Reduce the size from 116x109 to 108x108. Remove the extra area you don't need. Smaller size map are better perceived by players. For this you can move the goblin shops and red camps slightly towards the center of the map. Try it. The minimap gets more detailed. Map will feel more compact and more dynamic to play.
(2) Merc camp, lab and the 6-4-4 camp in front of it. It is fine as it is right now, but you can also consider instead of having 3 camps, have 2 camps. Move the lab/merc to the location of the 6-4-4 camp and have the merc/lab behind it. Make a path behind the 6-4-4 camp location. But this way, the map will look a bit more symmetrical with the similiar goblin shop/red camp passages, more intuitive.
(3) I don't think you need four 3-3-3 creep camps (deceiver + 2 revenants stand). Too many creeps are in those areas. I like the combination of units, but I don't think you need a camp over there. You have nicely placed other two greens in front of each base. Plus you have easy four level 10 camps in the middle of the map to contest. This is more than enough "green" spots on the map (right now, you have 16 "green" spots). But you can use the 3-3-3 deceiver/revenant composition if want to reshuffle some creeps
(see next suggestions).
(4) If you place vertically lab and merc camp as suggested above, you may consider adding marketplaces at the red camps.
It is convenient to sell a level 5 item right away, if you didn't get what you need.
(5) The 5-1-1-1 camp near base. I think having 3 fallen priests is a bit too much. They don't deal damage and are just free xp.
I'd suggest to simply reduce the camp to 5-1-1 and have it to drop only Level 2 book.
(6) This means on the other side of the base there could be a level 1 permanent drop. Usually this is a camp of level 7-8. You can make it level 9 too. By the way, having two camps dropping just books is not so cool. Players prefer more substantial item like level 1 permanent in the early game.
(7) I don't like very much the 4-2-2-2 camp with 3 wolves. I think you should replace it with something else. Also players hate the dark troll high priest (level 4) because he casts sleep on units/heroes. This is considered too strong and sometimes is a game changer if your units/hero gets surrounded.
(8) The other 4-2-2-2 camp looks cool. You can also consider placing a level 4 berserker instead of one dark troll and one troll priest.
(9) You don't need two high priests at the red camp, one should be enough. The second one you can replace with level 4 berserker. Note that your red camps have no anti-air. They can be easily crept with a small army of air units, because neither maiden of pain nor the wolves attack the air.
(10) Remove murlocs on the border of the map or make them neutral. They are just free xp for players that make a few air units. Let's say they look a bit strange over there
Feel free to make changes you consider worth implementing. And good luck in the contest!
P.S. By the way, it got extended till August 9, so you have time.
P.P.S. Not so sure about the level 3 paths after suggested changes. But don't worry about them much. Players should play the map and they have plenty camps to creep out there.