We are currently playing a 3vs3 ladder on this map, and it turned out exactly like KGB predicted: everyobdy rushed directly against the enemy team with one big stack, and the surviving heroes now rush on into the enemy's homeland, facing no more noteworthy opposition. Game over.in 11-12 turns.
No one of my team wants to play that map again - but then again, we were on the loosing end of the hero clashes, so we might be biased.
The problem I see with this map is that it railroads the players too much: what is left for a player to decide?
Your only choice is the production in the captial, otherwise there is no choice: production is severly restricted, the difficult terrain leaves little room, and one must gather all troops in a single stack in hope to capture even a single neutral city (2 minos + 1 dwarf + 10 wall need some serious effort to conquer, and one even risks loosing a hero). The ruins are useless and have risky non-standard undeads, which is irritating and prevents leveling. Playing the map feels like a slow hike through a bog.
I like the idea of strong neutrals blocking certain key roads and providing some hero XP. I also like the non-symmetric terrain. I am also in favour of restricting some production - after all, I fondly remember those moments in Warlords1 when one captured a city offering production of a certain powerful unit type. So the idea of this map is pretty nice and appealing, but for now it is just too much. Or maybe it is just not intended to be played as 3vs3.