I must say here, it is difficult to know just how extreme a map to present to you all. I have loads of maps in mind that I can select from and it's always a worry as to whether a map is too easy or too hard. I'm trying to select a variety so that some will be a bit less frustrating and others will require some real thought.
Part of the idea of extreme play is to challenge yourself to have to constantly reevaluate the actions you are taking. What do I have available that I don't ordinarily use that might help? What might I be able to use in a different way? What would happen if I focused on this first instead of that? What features in the landscape can I use to best advantage? How can I increase worker efficiency? How can I modify my defenses to make them more effective? How can I slow the enemy down? Can I distract the enemy? What if I altered my castle configuration? In short, what can I do differently that might help?
I have always found this stimulating and have discovered many fresh ways of dealing with enemy threats, becoming a much better player for it. Let me give you quick example on a map that I haven't beaten on very hard yet. I still don't know if it's possible, but I think there's a chance. I PIG, by Brave Sir Robyn again. I've gotten quite a way through it but have gotten stuck by a huge invasion with loads of archers, crossbows and armor. A big part of the problem is there is just too much wall to defend, the archers are too spread out and the walls are not thick enough at this point in time. I must check again (been too busy to work on it recently), but I think I'd loose too many goods to consider moving the stockpile. But I am thinking that splitting the castle in two may be a big improvement. A small, tight, heavily armored and defended keep and a much thinner walled production area, but completely detached. We'll see.
The important thing is to try unconventional things. Exploit the enemy's weaknesses.
Now sometimes a particular map is just too frustrating or maybe just not to your liking. I definitely understand that. Nothing wrong with skipping some that are just not fun for you. There'll be lots more to come and in a variety of difficulties and styles.
And don't forget one of the real strengths of SH1 is the ability to adjust difficulty. Play it on hard or even normal. Sometimes playing through to victory can encourage you to say "I think I could do a little better if I played that again." If you plotted the difficulty of a map on its timeline you end up with a curve. All maps have a different curve. There is a definite high point of greatest difficulty, sometimes very early, sometimes much later, but the end is almost always a downhill coast where you control the map. This is very much the case when playing on very hard because of the effort you have to put into getting over the most difficult hump. Playing through to victory on a lesser difficulty such as hard, you come to know where that high part of the curve is and can then say "If only I can get past that one place I'd be ok." Star and Crescent definitely fits this model.
I'm thinking I may need to start providing a few hints to provide you that little boost if you need it. I'll see if I can post a few later today.
I appreciate any feedback you can give me. I want to provide you with a good challenge, but don't want to scare you away.