I'll just throw a bunch of ideas here as I'm reflecting on the layout.
Note I'm not 100% sure of myself, it's just a reflection.
The backdoor rocks I'm really not sure they'll work well. Blistering sands works well because the rocks are closer to the enemy than the main entrance. Here, they are further away. I'm not sure they'll be used so much. Sure a Terran wall will be defended, but since rocks are so close to the main entrance the wall defenses can move to the rocks to cover them before the enemy is in position to attack them. You'll notice in Blistering that it's as quick for the enemy to put pressure at the natural choke then go back up the backdoor as it is for the defender to get from one place to the other. Here I think defender would have the advantage.
The high yield space is nothing but a Command Center because of those two huge ramps which are close to each other so much that I'm almost asking why there are two. Almost, because I understand the thought behind the two. However they are so huge, take so much space on the high yield terrain... There should be more space it feels too constricted here and attacker to worker line would have the advantage because it would be hard for a ground army to get in position here to defend.
I see the idea that production buildings could be far from the worker line. It may be interesting to see how early harass techniques adapt to this map.
However very early game, I think this map favors zerg. Reaper has almost no place to jump to to get to the drone line. But, as the game goes on, zerg becomes heavily unfavored because the distance between the main hatch and the natural is so long that spreading creep to prevent further harass is gonna be harder than usual. It will heavily influence zerg into one base roach which while a safe opener is not viable midgame because Terran already expanded with the very mobile army. One thing though, I like the expansion at the back, that is good for zerg to expand away from the enemy. Maybe it should be closer.
I've spoken only of Zerg and Terran now though just a little. I think Protoss could hold long with maybe a building wall in the middle before the Xel Naga but the space could be shorter. Kind of the 2-Gate on Blistering sands, or the possible wall in at the natural on Lost Temple, that would be quite strong. Now it seems very wide and I think only Terran with high mobility and stim would hold that, or a mech Terran. Zerg would need to spread creep there, and like I said it would be hard as the main hatch is so far. It would take probably two tumors just to reach the ramp (And you need to cover it because it is so wide) so that you cant tumor near the cliff wall and then jump the creep down from there immediately.
This map seems to favor air play a little, but less than Desert Oasis.
Overall though it looks like a nice map to play on. I like the Xel Naga position, it reveals if the enemy pushes normally, but keeps a possible alternative route. Also heavy emphasis on position at the center on the high ground if a fight ever breaks out there.
Just my reflections for now. Of course, I am an unranked because terrible player, so you probably shouldn't listen to my ramblings