Ahh, thanks for telling me its origins, MM; much appreciated.
Angel- Did a quick test run through the game as-is...beat the map in under 8min. Some changes that I did(sorry, I didn't bring the map with me today; I'll upload it tomorrow)-
-Put a new region at the edge of town to tell the player about the bandits and give the quest then(as opposed to giving the quest at the fork in the road, as the first time I played this I didn't even get the quest until after I had killed the bandits.
-Removed the Nerubian forces from the map, and filled in the area with trees
-Narrowed the passage the road goes through to make it easier to trigger the church quest(otherwise you could go around it easily, as I did the first time)
-Turned the gate to the next area invulnerable(otherwise you could just walk around through that part of the map...again, something I did the first time around)
-Kept the enemies from drawing resources until *after* the church trigger(otherwise they would have a few minute's head start)
-Reduce the amount of peasants in the player's base to four(two for gold and two for wood, down from five each) as the resource gathering was too much(never ran out of money despite constant unit production)
-Reduce the player's resources to 200 each(down from 750 each)
-Removed I think two(I don't recall if it was one or two) farms from the player's base
-Added two Guard Towers at the front of the enemy base
-Turned on the Healing Aura on the enemy's church
-Gave the Hero a level 1(disabled experience gain) paladin with the paladin standard aura
Given proper AI object data(I ran into the aforementioned problem of being unable to do any proper AIing because of it), this is the some of the ideas I had-
-Builds units until there are nine(9) swordsmen and five(5) priests
-Sends four(4) swordsmen and two(2) priests to the enemy base once the above are completed, with every other assault being accompanied by the hero.
-When assaulted, have the base produce only swordsmen until there are no more enemies