This is not an Altered Melee map. The only thing that differentiates the map from melee maps is the two useless commands and a few custom decorations. Remember that altered melee maps need to be significantly altered to make a player feel like they're not playing a regular melee match throughout the game. These are extremely minor changes which are false advertised to be innovative. Why have -cmnds (commands) if that's only one of the two commands? Why have -surr if it has the exact, I repeat, the exact same effect as clicking quit? I don't understand. They don't hurt, but I recommend to remove them as they are useless. Do remove it from the description features, it makes it seem like it's a thing that changes the game.
The terrain is average. There is nothing wrong with the visuals of the map, but there are quite a few things you can improve.
The tiles, while varied, don't blend. The tiles chosen can blend, but they are randomly placed everywhere. Try to smoothly create naturally looking pathways instead of "polka-dotting" the map with tiles. It looks fine but melee maps usually look better with slightly defined pathways in the ashenvale tileset. You under use the rough dirt blending with the regular dirt blending with the grassy dirt and so on.
The height levels are fair, with my only nitpick being the outer blizzard cliffs - and that still is somewhat a forced nitpick. I think most would say that a slight boost of raise difference on ground level and less on the cliffs would make it a tad bit better looking.
The decor was pretty average as well. Everything is very standard for an ashenvale map besides the nice touch of the custom landmarks in the corners. The "custom" statue isn't anything special, though.
The gameplay of the map features acceptable but maybe no ideal balance. Everything about balance can be said here:
http://www.hiveworkshop.com/forums/...tive-melee-map-252987/index2.html#post2536659 Remember that not all melee maps have to be balanced. There are a few players who like imbalanced ones but it does seem that you're aiming for moderate symmetry in the map so I recommend you follow most of those guidelines. To specifically point out one thing, the top right has more trees in its starting point.
Does your map offer unique gameplay? It's a melee map where pathway control and scouting is key since there are four-five-ish thin paths to the enemy. It's not unique but it could be a fresh play for many who play the simple, 2-3 wide path melee map, which is most. It does not have taverns which has been known to be a favorite, but it doesn't affect too much people.
Anyway, map set to needs fix mostly based off of what I've said in the first paragraph.
NOTE: Switched map type to melee.