Poor, very poor...
You failed at working everywhere...
Cliffs aren't set very inventive, you used much to less different terrain types, the units with which you choose your hero aren't manipulated well, the cliffs of the large sea are just set with squares (much much corners), units can't walk over the bridge left to the human base, very much to much creeps spawn, there is very much free place for terrain or other enemys, units going into the cave are moving between the two areas, you gain tot few money ingame, you can choose one hero and run through the game because you get units nearly everwhere where units are, triggers are really bad done:
-you get the message when the castle is broken too when 5 seconds are over.
-you made the "we have won!" message on the same events for the quest-failed-trigger
-you didn't even title the trigger and areas
-if you play the map you will get all quest messages when 5 seconds are elapsed!!!
(See item 1)
-you turn 'Untitled Trigger 003' in the same trigger on? If you did this after a wait-action it could have a sense, but this way - no way
-the hero-choosing system could be better. I made one with only 1 trigger...
Fast Fact: This could be a beta-version... beta-version with version-number 1.e-100!