I have updated the map. The image in the original post for the map has been updated to reflect the changes.
At first glance I like it overall, but has a few things that make it more of a "fun" map than a competitive one...at least right now. A couple things I noticed right off the bat:
1. While the height on the edge is meant to be higher than the bridge to keep the bridge from being too strong, it ends up making a "your hill, my hill" scenario which will inevitable end up in some very un-fun games with Range vs melee or range vs range. It's significantly easier to go to your right and capture your side hill and just stay there waiting for your opponent to approach.
So I talked to you about this privately, but for everyone else, the hills are actually lower than the bridge, with the exception of the highest single snow hex on each hill, which is the same height as the bridge. Additionally, thanks to the road, and the Very Slippery Ice, both players can reach the highest points of either hill, at almost the same time. The closer player can get to the tallest hex in 12 movement spaces, and the farther player can engage the tallest hex in 13 movement spaces. It should be noted that the farther player will get the road bonus to help get there, and the closer player won't if they take the fastest route. The closer player has the advantage just because their other forces are closer, but if the farther player can win the initial engagement, they will have the height advantage.
It's probably worth noting that you can reach the other player's start zone in 12 move thanks to Very Slippery Ice, so you could go rampage in there and ignore height if you wanted to.
2. No glyphs. This hurts this map because it makes the camping positions on the hills even stronger. Strong glyphs on this map might help balance it because someone assaulting the hill will need it (maybe a +2 move or +1 defense).
I believe that it was mostly balanced without glyphs before, but the glyphs incentivize the Ice passageways more, which I think is a good thing. Players can reach the farther glyph in 9 movement spaces, and the closer in 8 movement spaces, which translates to 2 turns for each glyph unless you have 4 move figures, in which case the farther glyph is 3 turns away.
3. The Bridge walls are "illegally" build. According to the rule book, all edges of a bridge wall need to be connected, and you've got one edge overhanging.
This is the same as Walls needing a cap. It doesn't break anything like not giving room for the hive would. It's placed the way it is so that the bridge is more stable (because it's longer than the 5 hexes that the long bridge piece is made of) and if you don't do it that way, the trees next to it won't fit. Or to put it more simply, the only people who should care about this, are the same people that wouldn't play with walls that don't have a cap.