Hmm...
As I understand it, you will remove the bridges, and one-way portals will lead to the central island. On the island, there will be an entrance to the Dungeon, which will have four more one-way portals leading to the individual Dungeons of the four players. In this case, the player will inevitably go through all the "goodies" that are both above and below (the problem with the current version is that there is no point in going to these artifacts, because defeating their guards is more difficult than defeating the player himself). I still believe it is necessary to weaken the mobs - the question is not whether this map is "for hardcore players or not," but whether there is a need to engage in combat with mobs - there is no such need now for the reason mentioned above. Reduce them by 1.5 - 2 times.
If I understand your idea correctly, then yes, I like the idea with the portals, but I don't see the need for keyholders - it will be enough to simply place guards (not too strong, as it may turn out that the player will get to the central territories and will not be able to get out of them).
Not quite. Instead of bridges, four one-way portals lead to one one-way exit from the portal in the desert (you thought about this correctly). Under the desert, there are two Dungeons, each of which contains two tents with keys under guard. For example, the red player takes his red key in the central Dungeon, flies to the city, goes to his starting Dungeon, opens the red lock, and flies to one of the enemies randomly. (it would even be better if there was one key, not four, for all players, and it was red). The problem is that there is no point in flying to the center of the desert without level 20, etc., to the city, because there is no way to return home, and many players will not understand this and will ruin the whole game. It seems that this is not the most successful of the concepts.
The number of mobs probably really needs to be reworked to be reduced by half, although I managed to complete the map with almost no losses. I trained a tent for the Orcs so as to lose as few troops as possible, intimidated units with a roar, threw a cyclops at them with full rage, then ate the goblins, and retrained people into ranged squads, combined with control magic and vampirism. I don't lose units at all with Necromancers due to vampires and so on... Players are used to not losing troops to mobs and avoid them, not taking risks, and it is difficult to fight this.
The original idea was that the artifacts would be difficult for the player to obtain, and there would be too few of them to determine the outcome of the battle. This idea should probably also be refined. Because it is really easier to defeat the enemy than to fight for an artifact with a bunch of mobs.