I was looking at "The Magnificent Four" in the editor.
Posts from Walkthroughs for custom maps.
Honestly, I'm afraid to imagine how players in 2008 had to cope (I saw in the relevant thread that people managed to complete it even then). Without looking at the starting layouts in the prospector, without the HD mod, and without turbo animation.
If I'm not mistaken, the guy who advertised it also completed it, which tells us that with a certain amount of perseverance, anyone can complete it in 100500 days.
Added 3 minutes later
Marlo_Stanfield - a Hero star for completing this creation!
What was the specific difficulty in 2008? Sure, the prospector and other features speed things up, but back in my day (before HD came out), everything could be checked and found manually (map editor + scouting with cheats) without any problems (except for objects with a modified interface, but that's just a perversion).
If I'm not mistaken, the guy who advertised it also played through it, which tells us that with enough perseverance, anyone can complete it in 100500 days.
What is the specific difficulty in 2008?
Or 12 battles with 8,000 Azure Dragons in the last mission. With turbo animation, one such battle took an average of forty minutes. Without it, I think it would take about three hours (the final version, if I didn't get distracted once during the battle and didn't ruin the attempt, and also, the number of rounds of spells on enemy creatures was not displayed in 2008). It's not a fact that I would have even decided to fight them, which means I would have had to complete the 7th mission in the standard way, which could have taken more real time than all the previous missions combined.
So, the problem is not in the difficulty, but in the time it takes and the convenience.
Of course, map creators shouldn't do this: if something needs to be found, either the player should inevitably pass through the right area and defeat the necessary monster, or provide a clue about its location.
Now, even such problems no longer hinder players.
And I often, when starting a walkthrough of RPG maps, immediately check the tasks of the passage guards and seers in Prospector, saving screenshots to make notes. Then it's immediately clear: these heroes cannot be lost, as they must open certain "doors," and you also need to find certain monsters to give to someone, etc. It's clear which artifacts are part of the plot, which artifacts and spells can only be obtained in specific locations (in the editor, you can only see that they are prohibited)...
And in general, it's useful to see from the beginning if the author forgot to provide the player with something very useful or if something important didn't generate, and then it's better to start with a new generation than to struggle with an unsuccessful setup.
So, technical progress still helps in "Heroes," even though the game itself hasn't been improved.
And the HD mod should be promoted among the Chinese; then they will create even more "cool" maps. :)
(Василь Симоненко. Люди – прекрасні)
So, it's not about the difficulty, but about the time it takes and the convenience.
That's right. But why cheat with HD? Embrace the randomness through pain and tears!

In Wayfarer you're not supposed to go that way - here you are warned right before and suggest to "tryeth quick battle" i.e. use Quick Combat.

Mini-spoiler (select text to read)
Day 1 victory is possible and the final tricks are required.
Originally map ended at day 1 but I decided to allow alternative routes.
Have fun!