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Yes, that's me.
Regarding the modified objects in general, and the gates in particular: I gave the AI a certain degree of freedom, but it was also necessary to limit the areas of influence of each enemy. Naturally, this can only be done with gates, but they take up a lot of space and don't always fit into the landscape, which would affect the rendering, which you praised. Furthermore, having many gates and towers on the map, with access to which the player would gain somewhere halfway across the map, would "confuse" the player quite a bit. Another example: some enemies have hidden caches with artifacts or gold on their territory. If I hid them behind ordinary gates, what kind of hidden caches would they be? In the end, I believe that the player simply shouldn't have to think about where the gates are, because the situation where he finds himself in front of hidden gates for which he doesn't have a key on the map is impossible. However, someone who dissects my map "piece by piece" in the editor will probably have a hard time.
Regarding other objects: they have been modified in accordance with the plot. For example, one character tells you that he would like to meet you in a certain place. It would be logical to see that character in that place, and not a hastily built seer's hut, wouldn't it?
And then, what do you consider to be an "aberration" and what isn't? A long time ago, all sorts of originalities in the standard campaigns, such as Yоg's ban on magic and double defeat conditions, used to blow my mind. Many people are annoyed by overly hidden passages and objects on maps like Wayfarer and Empire Of the World 2. A very strong effect is created by encountering a hero of level 6424, mowing down legions of level 7 units with magic, which the same Chinese players like to place. Finally, there are many unconventional solutions on my map, which raised far more questions than the modified objects. And I haven't even written anything about WoG, where anything is possible.
In my opinion, all of this is acceptable; it's just a matter of the author's taste and the player's preferences.
Regarding the hint messages: they can only be read from the editor, and I informed the players about their presence in my introductory speech at the beginning of the game. Ideally, they should have been in a separate file.