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These old, familiar Chaos League rules wouldn't work here for several reasons: firstly, they were written for a difficulty of 200% (where everything is set to zero – both money and resources). Even then, they later released a special patch that didn't give zero money, but 5000, and 5 wood and ore, because there were constant restarts if the treasure chest wasn't found in the first three days, and so on. Plus, a number of heroes were later revised or changed (like with Mühl, this was done in a special version of Soda – the Championship, where there was also a patch that disabled the necromancy skill, but at the same time, necromancers were allowed to recruit vampires and choose Galtran at the start, and, as numerous experiences have shown, necromancers stopped being a "cheating" faction that opponents were afraid to let their rivals play, and instead became just a good, strong faction that could be defeated, even if the game dragged on...).
As such, the rules for the 8mm6 HL template can be taken from the Portal (where a tournament is currently being held using this template), or from Heroes.by, where only strong players play on this template.
Because, as Wicc correctly pointed out above, on this template, at this difficulty level (160) and with this size (HL with an underground), the role of luck is much less important, and the factor of strong, good gameplay begins to have a much greater influence, which allows you to emerge victorious even from bad situations (which is not the case on smaller maps, where the factor of luck plays a decisive role)