While the "spell drop" zone is interesting, I don't feel like they are especially useful. There is a platform behind LoS blockers just next to them. I don't see how they aid the spell caster in a useful way, any ranged unit could still see the "spell caster," so the LoS blocker backdoor might actually be a better point of access because it provides a better retreat path.
Also, the heal pads are just too... weird. I could see it if they quadrupled the regen for Zerg, and added non-combat flags to the reaper and Protos units, doubling regen. I really think being able to heal that fast in that area is just a hard to balance dynamic. It encourages aggressive play style (something that offsets the ability to go full-on greed mode on this many-based map) and provides positional strength that seems imba. Also, Thors aren't supposed to heal for free.
There are some cute tank positions, and 3 main paths. If 2 Zerglings fight in the 'Naga pads, does either ever die? Do tanks on the forward ridge of the 3rd hit the gas/minerals of the 4th and 5th of the other guy? could reapers/colossi move onto the highest-ground back wall of the 3rd without using the ramp or being in the LoS of the 3rd? That could force a spotter to lie at the end of that wall in TvT.
Nice map, I'm just very squeamish about the innovations of the storm/fungal/tank drop pads and the heal pads.
Spell Caster Drop Zone
There is a reason it is there as opposed to just letting a person use the backdoor, and that is you can hide small spellcasters there (such as a ghost) and in order to attack w/ them they must be DIRECTLY in front of the terrain "crack" and become visible/attackable. Secondly, the range from that position is limited to only the resource line and the nexus/hatch/cc. Now, the backdoor presents a secondary option, but again it is limited in its range and vision while behind the LOS blockers to the northern/southern halves of the naturals, and to get the full attack you have to come out of hiding with that unit. By having both, players have a choice of how they wish to attack. For instance, a smart player might do 1/2/3 attack wherein they drop spellcaster behind LOS blocks and move in to drop a second spellcaster in the drop pod. 1 attacks and/or gets denied (waste of scan/dettection), second attacks natural and simultaneously an attack into the main w/ remainder of drop can occurr from the same side and also from the other side flying over the third. Complex movement? Yes, awesome result possible? Absolutely. Great defender's possibility too.
These are weird, I agree. But I wanted to try them out. This map is definitely an aggressive one purposefully and I think the heal pads will make for some interesting micro opportunities.
Terrain (tanks, reapers, etc. . .)
The back wall of the third is NOT pathable. No reaper access there, no collosi access. The pod just in front of the third IS pathable though. Tanks can sit JUST below the ramp to the third and hit the nearest geyser (1, maybe 2 at max). Tanks on the highground of that same area CANNOT hit the other player's bases. General rule of thumb -- if it has doodads (stuff) on it, it is not pathable.