I've noticed that there were arguments about this map in the contest thread but I've only scrolled over that so allow me to start a critique from zero.
I can see that you've put a lot of effort into the design and some of it looks cool, but it's too crazy for a standard melee map in my opinion. It's good that people keep trying to work with the unpopular tilesets, but they are unpopular for a reason (Personally, I hate the mushroom trees). If you want a melee map to be actually played, then you'd need to look for the smallest common denominator, and that's a pretty forest or island or village or something along the lines of that. Even if a map is partly snow-covered, some people will already refrain from playing it. If it's a crazy dungeon, even more will hate it and it won't win contests.
Additionally, there's just too much going on. You've used pretty much every 'horror' doodad available, especially on the hills around the map, but less would have been better. It's perfectly fine if stuff keeps repeating itself - for example, the dungeon spikes with the skulls are cool and simple.
And this look pretty awesome:
View attachment 321871
Similar problem with the map center. You've got brick terrain that's supposed to represent a demonic temple or other structure, but then there's also a pool with green water and sewers. I don't think that was needed, the bricks alone were completely fine.
Of course I realize that this is all a question of taste, but it's already a difficult tileset just by itself and I found that the countless different things make it confusing, even if some of them add to the atmosphere.
===
Those twin gold mines with little gold and a huge creep camp are highly unorthodox, but people enjoy playing their own thing. They don't want to figure out unusual strategies for unusual scenarios that the map is presenting to them. As you've stated yourself, the twin mine has no lumber and almost no room to build nearby (because of the terrain). I'm sure that it can technically be played that way, but it's super restrictive and people have to adapt. You cannot seal that base off with towers, the enemy heroes will always be able to walk past the town hall:
View attachment 321877
You need to figure out where to get wood if not from there. Do you build a random sawmill somewhere? You need a different strategy to defend your expo buildings because they will be very far out in the open. You need to re-evaluate the expansion itself since that gold mine only contains 6,500, and your investment in a town hall becomes more risky. Even if one or two of my points are not a concern, other people will come up with thirty more and pro players with a hundred and thirty. Some strategies will inevitably become more viable than others, thus altering the meta. That's fine in a fun map on a friendly afternoon, but it's not tournament-ready.
The neutral buildings seem fine.
I'm not too familiar with distances in 2vs2 maps, but they look okay from here.
The tree lines at the starting positions and gold mines will work, though I would instinctively make them a bit more "pointy" towards the rear. I'll need to research this topic on my own though to make a fact-based statement.
You should place a critter next to the tavern for UD I think. Overall amount of critters is fine.
===
The creep camps as a whole look acceptable, you've got a solid mix.
Some of the item drops are a slightly off. The satyr / fel beast camp is lvl 9 but only drops a lvl 1. Some camps drop pre-determined tomes, but I would rather have them drop random tomes.
The lvl 26 camp in front of the twin mine should drop a lvl 5. You ought to make sure though that the item cannot be sniped easily, as your main creep in that camp is of a fairly low level.
Several creeps do not have their mana set to full (at least not when I open the map with my editor, but there seemed to be some glitches with this).
I would push some creep camps back to make them less of a risk to units that are just passing by. None of the camps are super problematic, but you've got lots of room anyway, so I would play it safe.
View attachment 321878
===
To sum it up, the tileset is too bananas for my taste (sorry!). Some of the doodads look cool and tasteful, but a lot of it is over the top in my eyes (again, that's 100 % a question of taste).
Each and every map has their little twist, but the twin gold mines with narrow building area and no lumber probably go too far if you wanted this map to be played on a serious level. You could of course fix it pretty easily.