The map is Medium size, without underground passages, and has the following topography: a strip of sandy land, with player starting locations at the top and bottom, and two "paths" in the middle, separated by a lake with exits to the starting locations and paths. To the left and right of the land are strips of water. Now, about the interesting parts. You can only rush your opponent across the lake with their consent – on the beach, there's a chest containing 7.5k gold; after taking it, the opponent can land there. This is related to the only restriction on the map: you cannot end your turn with a hero in that location. On the side water, there are several bonuses to fight for: two artifacts for the artifact collection on HP (the third is on the native starting location), quests at the top and bottom for +4+4 attack/defense, +4+4 knowledge/power, two gold mines, and a structure revealing the fog of war in the middle. The idea is to provoke a war of attrition. Also, you can rush the second day on the fifth turn. In the paths, there are two artifacts for AotD each; the other two artifacts are on your starting location, and both players can collect the artifact collection. The difficulty is 160% in theory.
I'm not asking you to test it, but I am asking, especially experienced map makers, to just take a look and tell me what you think of the map idea.