Uploaded November 2016 | Updated September 2026, 37 minutes ago
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
I was always a fan of Doom II. I was playing it for about 16-17 years. I got into Megawads about 10 years ago and enjoyed the challenge and fresh view that people poured into this game.
However, in 2012, there was a bit of a rut in new Megawads. The last good one I played was Claustrophobia 1024 I/II and took a hiatus for about 4 years, that was until my friend came back from Thunder Bay and sparked my interest in the game once more.
While I watching Claustrophobia 1024 runs, I found an interesting video. Apparently in July 2016, Tatsurdocacocaco (a prolific Doom speedrunner whom I have a great respect for) got a group of Japanese Doom players from doomworld and they all worked together to form a community map pack called JPCP. I managed to get my hands on it and go back into the swing of things. I am an average/good player, but I tend to use my wits and strategy to overcome my enemies in this game.
To add some interest to the plans, I decided to switch on Auto-aim and turn off Free look, like the days of Old. I was never a fan of Auto-aim since it would often target the wrong enemy at times and there are times where I can be a better shot.
MAP STATS
==========
Map: 01 - First Assault
MIDI: Mark Klem - Tempter (Memento Mori II - Map 11)
Enemies: 46 (44 + 2 Lost Souls)
Secrets: 2
SECRETS
========
1) In the room with the boxes, there is a giant, cubic gray box with 1 side that is brown. Activating the brown side will lower a wall directly across from it. The room contains a Berserk Pack and a Clip.
2) Once the Yellow Keycard is claimed, the 2 columns in the large room will lower to reveal a Chaingunner and a Shotgunner. Slay the Shotgunner and do a strafe run to get onto his platform and the hole behind it. Inside the hole is a Chainsaw. You will be ambushed by 2 Demons upon collecting it (and the 4 Imps in the cage if you haven't slain them yet).
TIPS
====
- You get plenty of Shells for this level. Use your Shotgun well
- Watch for hitscan enemies, especially when traversing corners
- Slay the 4 imps in the cages before you get Secret #2
- Use the Green Armor wisely. I suggest picking up before you get the key.
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
I was always a fan of Doom II. I was playing it for about 16-17 years. I got into Megawads about 10 years ago and enjoyed the challenge and fresh view that people poured into this game.
However, in 2012, there was a bit of a rut in new Megawads. The last good one I played was Claustrophobia 1024 I/II and took a hiatus for about 4 years, that was until my friend came back from Thunder Bay and sparked my interest in the game once more.
While I watching Claustrophobia 1024 runs, I found an interesting video. Apparently in July 2016, Tatsurdocacocaco (a prolific Doom speedrunner whom I have a great respect for) got a group of Japanese Doom players from doomworld and they all worked together to form a community map pack called JPCP. I managed to get my hands on it and go back into the swing of things. I am an average/good player, but I tend to use my wits and strategy to overcome my enemies in this game.
To add some interest to the plans, I decided to switch on Auto-aim and turn off Free look, like the days of Old. I was never a fan of Auto-aim since it would often target the wrong enemy at times and there are times where I can be a better shot.
MAP STATS
==========
Map: 01 - First Assault
MIDI: Mark Klem - Tempter (Memento Mori II - Map 11)
Enemies: 46 (44 + 2 Lost Souls)
Secrets: 2
SECRETS
========
1) In the room with the boxes, there is a giant, cubic gray box with 1 side that is brown. Activating the brown side will lower a wall directly across from it. The room contains a Berserk Pack and a Clip.
2) Once the Yellow Keycard is claimed, the 2 columns in the large room will lower to reveal a Chaingunner and a Shotgunner. Slay the Shotgunner and do a strafe run to get onto his platform and the hole behind it. Inside the hole is a Chainsaw. You will be ambushed by 2 Demons upon collecting it (and the 4 Imps in the cage if you haven't slain them yet).
TIPS
====
- You get plenty of Shells for this level. Use your Shotgun well
- Watch for hitscan enemies, especially when traversing corners
- Slay the 4 imps in the cages before you get Secret #2
- Use the Green Armor wisely. I suggest picking up before you get the key.
![[Dungeon Defenders II] Mastery III - Nimbus Reach (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Nimbus Reach
Much like some of the previous maps, you have 2 types of towers disabled and the ones chosen are a bit of a problem, but this map isnt as awful as Mastery II was. Positioning of your unabated defenses will be key to succeed in this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Anti-Air defenses (Hailstorm or Skyguard Towers)
- You cannot build any Aura type defenses
- Both Relic Lenses and the Idol Statue cannot fall below 90% health at any time
- Do all the above in 1 run
PLAN
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with Traps and Nodes is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide. You will need to use projectile towers or setup your defenses in a way they can intercept air for you, especially on the Southeast side (the other sides they fly into your defenses)
Some defenses when setup correctly (Angry Nimbus, Earthshatter and Weapon Manufacturer) can handle multiple lanes, allow you to save on DU splitting. Consider this when preparing defenses.
The Geodes will pose more of an issue on this map than others because air units like to fly in range of them. You will need to dispatch Geodes as quickly as possible where needed. This is especially paramount if you are using these towers to assist with anti-air combat.
You should keep tabs on all your blockades. Get involved with repairs and upgrades when needed. You cannot afford to have a blockade crumble, especially on the Northern parts.
For your hero, pick something that can move around the map well and can dispatch enemies swiftly. A hero with a Stun ability or Overwhelm shard is recommended for disabling bosses and Geodes. Dispatch Witherbeasts, Kobolds, Geodes and bosses as top priority as these do the most damage to defenses. A Serpents Coil is recommended for healing purposes, especially if you play as a Mystic or Dryad.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is inost or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your traps and nodes or use ranged near your towers to take full effect of this.
CHARACTERS
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus, Slime Pit)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Mishera - Adept (AP DPS, Earthshatter Tower)
Jenocres - Abyss Lord (AP DPS, Ramster)
Shilf - Huntress (AP DPS, Geyser Trap, Poison Dart Tower)
Cinnamon - Series EV2 (AP DPS, Weapon Manufacturer, Proton Beam) [Dungeon Defenders II] Mastery III - Nimbus Reach (5 Stars)](https://i.ytimg.com/vi/c9SZmm6xMrM/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP29: Hazmat Hazama (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP29 is an odd map. It looks like it was half-assed in visuals and provides its challenges (primarily the final 2 rooms) but much like MAP05 (which oddly enough was also created by the same guy who did this one and 32), it was all about figuring out an efficient path through with as minimal backtracking as possible.. It took me many attempts to figure this out, let alone get my bearings.
MAP STATS
Map: 29 - Hazmat Hazama
Author: Toooooasty
MIDI: Zzsketch - Hexasketch
Monsters: 182
Secrets: 7
SECRETS
1) In the room with the Chainsaw, there is a generator in the far corner next to a stone wall. Climb onto this and you will find a skull switch. Press it and then drop down into the pit to find a new pathway. Travel through it and you will enter the reactor itself. Inside is some Armor Bonuses and the Supershotgun.
2) In the room with the Berserk Pack, you will find a series of switches along a wall. One of these switches can be activated to open a door in the Red Stonewall Lobby (next to where the Shotgun Shells are lined up). Backtrack to this room and run through the new path. You will pick up some Health Bonuses and a Megarmor. At the end of the path, blow up a barrel and then drop down onto a box to pick up a Backpack.
3) This secret is two parts. In the room with the Red Keycard Door, there is a blood pit. In the center of the blood pit is an elevated platform with skull emblems maxing a box. One of the sides of the box is actually a switch. Pressing it will raise a step at the Archvile Pyramid in the same room. Use the blue elevator to get out of the pit. Climb up the pyramid to the top and you will be teleported to a secret room. Run along the boxes to eventually get to 30 Rockets.
4) Also in the Red Keycard Room, hug the wall with the Keycard Door and follow it to the end of the strip. There is a wall here that can be raised to reveal a Yellow Skull Key.
5) With the Yellow Skull Key in hand, backtrack to the room with the Pain Elemental and the Shotgun tucked in the corner (the 2nd room). Go to the opposite corner of the Shotgun and you will find a red corner. This is actually an invisible staircase. At the top, shoot the gray box switch with the Supershotgun (it may take a few slugs) and this will raise an elevator. Ride the elevator up and follow the path to a door. Open the door with the Skull Key and walk into the room. You will be teleported to a Megasphere. Drop down the hole for a Partial Invisibility, then go right to find some Energy Cells, a Bull Skull Key and a Computer Map.
6) In the room next door to the Archvile Pyramid, there is a smiling mouth up on the dark wall. Cross to the side and climb up to the platform below it. There is another invisible staircase that will take you up to the mouth and you will find a Plasma Rifle inside. Drop down into the pit.
7) After claiming Secret #6 and dropping down, you will find a BFG9000. The fiurnace wall behind it is actually a Blue Skull Key door. Open it and you will find a surplus of ammo and Night Vision Goggles.
TIPS
- Keep tabs on your bearings if you are speedrunning. It is very easy to get stuck or make wrong turns, or get back attacked by Cacodemons while focusing on one group of enemies.
- Be careful when setting off barrels so that you arent standing near them!
- When you trigger the trap between the 2nd and 3rd rooms. Make sure you have killed 2 Cacodemons and 4 Lost Souls if you are using ZDoom. Pr-Boomers only have to slay the Cacos.
- When you are trying to press the switch for the Archvile Pyramid. Time your drop so you can flip the switch and still be able to get on the elevator in time. This will save you precious seconds as the Blue Elevator takes a long time to rise up. Use the blood staircase when you are able to access it and follow it up as this is faster than waiting.
- In the 2nd last room, be careful when you trigger the Cacodemon Ambush. If you travel from the Mancubus platform to get to the other side, dont forget to trigger the trap. Falling off is consequential for your speedruns!
- In the final arena, it is best to slay the Archvile, Chaingunners and the Pain Elemental if you are planning to blitz to the switch to spawn the Exit. The Cyberdemon Pair can be used to infight enemies. Try to get the Spider Mastermind to infight with one or both of the Cyberdemons if you want to slay them with the BFG9000. [Doom II] Japanese Community Project (JPCP) - MAP29: Hazmat Hazama (UV-Max)](https://i.ytimg.com/vi/cA8Yva6zr4o/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Temple of the Necrotic (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Temple of the Necrotic
Probably the worst map to have a Timed Battle Phase on due to the size and the way the enemies spawn. You must be strong and swift in order to complete this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Nodes
- You must complete all Battle Phases within 3 minutes or less
- You cannot upgrade any defenses
- Do all the above in 1 run
PLAN
Due to the size and they way spawns work on this map, you must build all your defenses close to the spawn points and make sure they can do high damage without the aid of upgrades. Due to the lack of Nodes, you will need to use Auras, Traps and Towers placed well or with Piercer Servos to fight off opposition quickly. The skeletons in the middle although are weak must be contained as much as possible to ensure they dont spread out and waste time.
For obvious reasons, defend both the Holy and Soul relics. The soul relic especially shouldnt fall as it keeps a lane locked. The Holy Relic bestows a movement speed buff to allow you to traverse the map quickly if needed.
The Obelisk can be useful as its Smite can decimate most enemies at this point in the game and a fully appeased Mystic can turn it into a Flamethrower to repel attackers. The Volcano can also be useful given the size of the map. The Volcano can still do damage to Shield Goblins. Both can also be moved around when necessary. Dryad Defenses can also be placed to handle multiple lanes to assist with DU Splitting. Boost Auras can also improve damage despite the lack of upgrades.
If Malthius spawns, quickly dispatch him as soon as possible or he will waste time raising skeletons. Having anti-ranged, mini boss or support servos helps immensely on defenses and your main hero.
While you arent dealing with the more dangerous foes yet, you will need be aware of Kobolds, Javelin Throwers, Drakin and your defenses wasting time on Shield Goblins. Make sure you dispatch the more difficult targets first before you go for the small fry. Also keep an eye out on your Life so you dont get slain.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
CHARACTERS
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus, Moss Hornet Nest
Yojimbo (Squire, Hero DPS) - Spike Blockade
Shilf (Huntress, AP DPS) - Poison Dart Tower
Tsumiko Kuri (Initiate, AP DPS) - All DEfenses [Dungeon Defenders II] Mastery I - Temple of the Necrotic (5 Stars)](https://i.ytimg.com/vi/d2BFNgrHlSc/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Molten Citadel (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Molten Citadel
Another Molten Citadel with a timed Build Phase, but this time the restriction with what you can build is limited to No Towers. Luckily, the maps design works extremely well in your favor, which you need to exploit with your defense choices. If you setup well, you will win this with virtually no difficulty.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot upgrade any Defenses
- You cannot build any Tower Defenses
- You must complete all Build Phases within 30 seconds or less
- Do all the above in 1 run
PLAN
Because of the lack of towers and timed Build Phases, you should bring a strong Dryad and use her to setup at least 1 trap alongside the World Tree in each lane within the first 30 seconds. The tree should be placed at the apex of the second set of stairs. When the wave begins, quickly setup a Reflect Beam in front of the tree to deflect the incoming projectiles from Drakin, Javelin and Hex Throwers.
Because of the design of the map and the enemies that attack you, enemies get congested very easily at the base of the stairs. This sets up an enfilade that you can exploit with Auras, Blaze Balloons, and other assorted traps. If you plan of using Blaze Balloons, watch for Geodes as they can deflect the Phoenix shard.
I would also recommend you build at least a 3 node Proton Beam going down the stairs, armed with Frosty Beams. This will slow down anything that isnt a Snooki and has the capacity to freeze entire groups if necessary.
Pay attention to your radar. When a large group is incoming, immediately get involved. If a Snooki makes it to the World Tree and starts attacking, start repairs and repel it as they are going to be the worst threats to this strategy. Once dealt with, alleviate the dogpile and/or go after the Hex Throwers. Once the more dangerous enemies are gone, move on to the next group.
For Air, you will more likely need to either hold them off yourself or you will have to devote some DU to place Auras or Dryad Traps in their area to kill them. The Angry Nimbus has a chance to go after them if it has nothing to target.
If you have any Stun or Slow abilities, use them as an opener when attacking Hex Thrower and especially Kobolds or the dogpile at the steps directly. A Tier 3 Kobold can deal up to 100k damage to a fully specced Squire, Snooki can knock you around and Hex Throwers can spell your doom while you fight the other enemies.
On wave 3 and onwards, you will be harassed by Dark Assassins. If you have any abilities to break yourself free, then use them. Otherwise, stand on a Proton Beam with Frosty Nodes to freeze them off of you or step on a Geyser Trap to launch them off you. Stay near the World Tree to fight the damage with your own healing.
Alongside Hex Throwers, you must keep Kobolds, Witherbeasts and Snooki from doing excessive damage to your defenses as they will also be threats. If you are assaulting Hex Throwers directly, try to pull a few of these enemies into the crossfire to save time. As stated above, be aware of what you are attacking, especially if it is Kobolds.
Luckily 2 of the boss lanes are in the same area. Making your stand on the steps leading up would be a wise course of action as you can do major damage while keeping your World Tree repair bill down. If Slekleon spawns, try to kill it before it reaches the Tree. Ogres and Siege Rollers are prone to getting stuck in the dogpiles, which should also be taken advantage of.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any defense that you feel will benefit from increased damage..
Vicious Strikes - The Flame Aura gets more coverage with this as it can cover the entire bridge. You can also give this to the World Tree to extend the reach of the healing aura or even any of the Dryad defenses to allow them to cover more area.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - World Tree if you use this strategy.
Thunderstruck - Your most active hero, preferably one with high offensive power. This is a useful shard when trying to keep Dark Assassins pacified long enough to kill them before they disappear.
Destructive Pylon - The only defense that can use this are Blockades. In my case, the World Tree. A Proton Beam node next to this will affect the entire network.
CHARACTERS
Lenneth - Dryad (Hero DPS, Moss Hornet Nest, Angry Nimbus, World Tree)
Cinnamon - Series EV2 (AP DPS, Reflect Beam, Proton Beam)
Tsumiko Kuri - Initiate (AP DPS, Flame Aura)
Yojimbo - Squire (Hero DPS) [Dungeon Defenders II] Mastery VI - Molten Citadel (5 Stars)](https://i.ytimg.com/vi/d2gGs275nIs/mqdefault.jpg)
![[Dungeon Defenders II] Mastery II - Throne Room (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Throne Room
A lack of Blockades may look bad, but given the number of available options you have to fight Cyber Orcs, this map isnt as brutal, unless the tower combo you use is crap or your hero isnt good at defeating bosses fast.
5 STAR REQUIREMENTS
- Survive all 5 waves
- Build no Blockades
- The Crystal Cart and Throne must stay above 90% health at all times
- All defenses cannot be repaired
- Do all the above in 1 run
PLAN
A Last Stand (let the Window Controls fall) might be a good idea as you can double up your defenses at the Throne. If you have 40-50 DU left over, then make an Anti-Air tower to be safe.
The Volcano and Obelisk have a high amount of health for towers and can double as Blockades if necessary. Both have the added bonus being mobile should the need arise. Use one of these on the Northeast section as bosses spawn here. Otherwise, use the Frostbite Tower with a Totem to slow down advancing enemies.
Cannonball Towers with Stun Fire and Heavy Cannonball can stun enemies. If you have Oily Harpoon on the Ballista, you can use a fire attack tower to ignite them for DoT.
I went with the Mystic as I could move the Obelisk around for the Flame effect or for an emergency barricade in dogpiles
HYPER SHARD RECOMMENDATION
Mass Destruction - Any tower you setup across all the lanes or the Obelisk
Vicious Strikes - Either something that will benefit from the range increase (Lightning Strike Auras, any tower that is used on all the lanes) or the Volcano can go map-wide if placed in the center with this.
CHARACTERS
Marcion - Squire (AP DPS, Cannonball Tower, Ballista)
Kasuti - Mystic (AP DPS, Obelisk, Serpents Coil)
Jenocres - Abyss Lord (AP DPS, Ramsters)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Mishera - Adept (AP DPS, Earthshatter Tower) [Dungeon Defenders II] Mastery II - Throne Room (5 Stars)](https://i.ytimg.com/vi/dHJOvBioTzY/mqdefault.jpg)
![[Doom II] Ancient Aliens - MAP07: Dare to Fly Where Eagles Soar (UV-Max)
Game: Doom II
WAD: Ancient Aliens
Mode: UV-Max
Source Port: Zandronum 2.1.2 - Boom Compatibility
Recorded using Bandicam
The Harbinger League of Path of Exile took up a lot more of my free time than intended, which explains the massive delay with MAP07.
MAP07 took some practice for me to figure out and it took me many botched runs, 99% Enemies and deaths before I figured out a solid plan to run through. My emphasis on strategy and angles (at the cost of agility and reflexes) helped me clear this level faster than intended.
This level has one of my favorite audio tracks and coolest level names in Ancient Aliens so far. The music made the constant repeats worth it. I also have a plan to now attempt Cyberdemons DSDA record on PR-Boom+ once I get the recording feature working.
MAP STATS
Map: 07 - Dare to Fly Where Eagles Soar
Author: Skillsaw
MIDI: Stuart Rynn - Featherfall
Enemies: 143
Secrets: 2
SECRETS
1) As you are heading towards the Blue Skull Key, you have to press a switch that lowers an elevator up to the room with the Eagle Warp. The switch not only lowers the elevator, but on the other side, it lowers a second elevator that has a Berserk Pack. You must quickly grab it before the elevator rises again. Only attempt this if the way to the pack is clear of the Mancubus and the Cacos.
2) When you land into the Tri-Key Door area, 2 compartments open and release 8 Cacodemons into the battle to the left and right of the door. Once you get back onto the pillar with the Rocket Launcher (the one with the Chaingunners), do a straferun towards the Cacodemon Pen to the right of the door (the doors left, your right when facing it) and you will open another room with an ambush of 2 Demons and 2 Shotgunners. The Soulsphere in here counts as a secret.
TIPS
- Mastery of the Supershotgun against small enemies is mandatory. Utilize angles so you can kill 2-3 enemies with 1 blast. Infighting also helps immensely in this level.
- Make sure you keep tabs on what enemies you have killed and especially not killed. Most runs I tend to forget enemies on the ground floor when I got the Megaarmor or got the Red and Yellow Keys. All it takes to fail your run is 1 Zombie or Imp.
- When you release the Cacodemons from the Tri-Key Door platform, use some rockets to filter out their numbers. Try to get at least 2-3 of them. The Chaingunners from the Rocket Launcher platform can make good infighting assistance.
- The Soulsphere at the end of the Eagle Warp is optional. Only attempt it there is very few Cacodemons or you are very evasive and can slip through. If you drop down, to the ground, kill the enemies and then take the warp back to the Start. You will lose a few seconds, but having an extra 100 health for the Blue Skull Key can make a difference. Just remember to save 3-4 Rockets for the Mancubus on the platform should you NOT do it.
- In the area with the Eagle Warp to the Blue Skull Key, utilize any surviving Cacodemons to assist in infighting, especially if they antagonize the Revenants. Once the platform is clear, eliminate some Cacodemons. Make sure all the Cacodemons are dead before going to collect the Yellow Skull Key.
- At the switch that opens up the Red Skull Key Eagle Warp, the Mancubus can be an effective ally. When it fires, backtrack behind the wall nearby so that the fireballs end up shooting the Chaingunners guarding the switch. Their assistance can let you pick up any health and ammo in the area, while saving time. The 2 Revenants in this area should be lured out a bit so the Archvile doesnt resurrect them when it is revealed.
- When you drop into the pit on your way to the Yellow Skull Key, slay the Shotgunners on 1 side while picking up the rockets. Utilize the Rockets and the Arachnotron on the opposite you are camping to quickly slay them. If you feel you are able to take splash damage, slip through them and go to the other side. Repeat the process until all Barons and both Arachnotrons are dead. Once you throw the switch, rush the Archvile before it begins raising corpses.
- The Yellow Skull Key platform has to be straferunned onto, unlike the other keys, which spawns on the platform you warp to. Make sure you fire a SSG or Rocket once you materialize to ensure you slay the lone Chaingunner guarding it. When you open the Tri-key Door, there should be 7 enemies left. [Doom II] Ancient Aliens - MAP07: Dare to Fly Where Eagles Soar (UV-Max)](https://i.ytimg.com/vi/d_rX5wYi-eE/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Unholy Catacombs (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Unholy Catacombs
The No Blockade affix might look troubling, but much like the No Blockade maps in general, it is all dependent if you have Mystics and Lavamancers. If the answer is yes, this map isnt even a hurtle.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Blockade defenses-
- You cannot build any Node defenses
- You must maintain at least 10 different types of defenses during all Combat Phases
- Do all the above in 1 run
PLAN
Because of the lack of Blockades, your only hope of walling off the lanes is to do a Last Stand (build on the final bridge to the Core) and use Obelisks, Volcanos and plugging the holes with Totem Frostbites. You will also need to use Traps and Frostbite Towers to Crowd Control as you also cannot use Proton Beams.
The Obelisks have not only the added bonus of being Map wide with Smite, but they also apply status ailments past Tier 1 and double as souped up Flamethrowers when your Mystic has Max Appease. I suggest using a Mystic for this level.
Because your walls are preset, you will need to diversify your Anti-Air and Crowd Control defenses to ensure you meet the Diversity Quota.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramsters) mixed in with auras, nodes and traps can handle most to all opposition. You will need some extra elbow grease for the Snooki.
Once you get past the initial attacks, the enemies spawn in a pre-set pattern. Before you move onto the next dogpile, slay all the difficult enemies (Snooki, Kobolds, Witherbeasts) or at least put it to a point that your Defenses can handle the opposition without your aid.
Although Snooki are Slowproof, they arent Stunproof or Freezeproof. Various Stun shards and skills can pacify them long enough for you or other defenses to dispatch them. The Mystics Call to Madness and petrifying other enemies can cause them to hack at each other.
If a Defense is in the Red zone, upgrade it or repair it and then intervene. You will need to ensure your faux-Blockades hold up, especially the Frostbites against Snooki and Kobolds.
On Wave 3, one of the lanes will have 20 Kobolds rushing alongside them. On Wave 4, one of the lanes will have 3 Witherbeasts travel alongside other units. Wave 5 will have a large amount of Snooki, a Witherbeast and possibly Gnash the Flame Lance (a boss Snooki who can ignite defenses on hit). Your hero(es) must slay Snooki, Kobolds, Witherbeasts and Geodes as top priority by any means necessary. Crowd Control will be essential to slow down and contain Snooki and their assistance.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
CHARACTERS
Arohongui - Lavamancer (Hero DPS, Volcano)
Kasuti - Mystic (AP DPS, Obelisk, Sand Viper, Serpents Coil)
Apophis - Mystic (Hero DPS, Obelisk)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Ngamahu - Lavamancer (AP DPS, Oil Geyser, Fissure of Embermount)
Etanaru - Monk (AP DPS, Skyguard Tower, Flame Aura, Lightning Strikes Aura)
Mishera - Adept (AP DPS, Earthshatter Tower, Hailstorm Tower, Flamethrower Tower)
Shilf - Huntress (AP DPS, Geyser Trap. Poison Dart Tower)
Jenocres - Abyss Lord (AP DPS, Ramster) [Dungeon Defenders II] Mastery IV - Unholy Catacombs (5 Stars)](https://i.ytimg.com/vi/eJ0oMN4wleU/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Gates of Dragonfall (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Gates of Dragonfall
In Mastery IV, you face some of the toughest affix combinations across the maps and the new addition to the enemy line up tacks onto the difficulty immensely: Orc Berserkers or Lady Orcs. Or as me and my friends call them (which I will in all future videos): The Snooki.
Snooki are Chill, Slow and Oilproof (Frostbites wont target them, Oil Geysers and Flasks will still damage, but not Oil them) and run faster than most enemies. Their cleavers are also incredibly painful against heroes and defenses. They are also extremely prone to slipping through cracks in blockades and flat out ignoring defenses. The difficulty also greatly increases the number of Kobolds in each lane while maintaining the enemies from Mastery III.
The first map is no cake walk as I had to fail this quite a few times because of enemies ignoring defenses and attacking the Cart directly. This is one of the first hurtles in this Mastery so better get used to it.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build Blockade type defenses
- You cannot build more than 1 of a specific type of defense
- The Crystal Cart must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Without blockades, your only hope of impeding the advancing hordes is to use a Volcano, an Obelisk and a Totem Frostbite paired with another Totem defense, preferably one that can bypass barriers (Earthshatter, Sand Viper, Serpents Coil, Flamethrower, Ramster). The Obelisk and Volcano can cover multiple lanes due to their range. You must also make sure that no enemies (especially Snooki) are able to slip through the cracks. One cleaver from them is all it takes to fail the 5 Star.
When placing the Obelisk or Frostbite + Tower in the middle lane, make sure it has less slack. Another way you can fail the 5 Star is if Javelin Throwers pierce the blockade and hit the Cart in the back. Due to the angle of the ground, their spear spawn and the hitbox of the Obelisk, it is very possible.
Like in Mastery III, a combination of barrier piercing towers mixed in with auras, traps and nodes can handle most to all opposition. You will need some extra elbow grease for the Snooki.
Although Snooki are Slowproof, they arent Stunproof or Freezeproof. The Proton Beams Frosty Nodes, Snaking Sands and various other Stun equipped Shards and abilities can pacify them long enough for you or other defenses to dispatch them. The Mystics Call to Madness can cause them to hack at each other..
On Wave 3, one of the lanes will have 20 Kobolds rushing alongside them. On Wave 4, one of the lanes will have 3 Witherbeasts travel alongside other units. Wave 5 will have a large amount of Snooki, a Witherbeast and possibly Gnash the Flame Lance (a boss Snooki who can ignite defenses on hit). Your hero must slay Snooki, Kobolds, Witherbeasts and Geodes as top priority by any means necessary. Crowd Control will be essential to slow down and contain Snooki and their assistance.
Because of the sheer madness the 3 lanes endure, it is wise to ensure that your main DPSer is equipped with the Construction Shard to quickly repair defenses in heated conflicts. If a wall does fall, quickly contain the combat and if possible, repatch the wall.
Your DPS Hero must be able to dispatch enemies quickly, especially in groups and stand up to Snooki Having an Overwhelm Shard on your Weapon or any disabling abilities is also greatly recommended.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - The Volcano or Obelisk will be taking the most punishment in this one as they get bosses sooner.
CHARACTERS
Arohongui - Lavamancer (Hero DPS, Volcano, Fissure of Embermount)
Kasuti - Mystic (AP DPS, Obelisk)
Lezard Valeth - Apprentice (AP DPS, Flamethrower Tower, Earthshatter Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower, Blaze Balloons)
Jenocres - Abyss Lord (AP DPS, Ramsters)
Apophis - Mystic (Hero DPS, Serpents Coil)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura, Skyguard Tower) [Dungeon Defenders II] Mastery IV - Gates of Dragonfall (5 Stars)](https://i.ytimg.com/vi/fAd8PH9UGtU/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Little-Horn Valley (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: Little Horn Valley
Diversty Quota is the only real factor to consider. If you are able to protect both sub objectives from damage, then you should have no worries slaying everything within 3 minutes. This is honestly one of the easier Little Horn Valley Masteries.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Combat Phases must be completed within 3 minutes or less
- Both Gate Locks and Inn Barricades must stay above 90% health at all times
- You must maintain 10 different types of defenses during all Combat Phases
- Do all the above in 1 run
PLAN
By diversifying your walls, you can cover most of your Diversity Quota and then be able to build multiple defenses of everything else. Dryad traps, Earthshatters, Obelisks, Volcanos and Weapon Manufacturers can be built in a way to handle multiple lanes, making effective use of DU splitting. Your best Blockades should be what keeps the enemies out, especially if they are armed with Protective Downgrade or Hardened Servos.
Using Auras, Traps and Nodes will help you kill off most opposition before it reaches your Blockades. If you have the Embermount with the Flames Servo, you can place these at the entrances and tag all enemies with Fire DoTs. Make sure your defenses are able to swiftly dispatch opposition as you are running on timed Combat.
If Malthius is spawning this wave, make sure you slay him as quickly as possible. Not only do skeletons tend to go off course and hit the locks, but they also eat up valuable seconds. Make sure you got a hero that can swiftly break bosses for this occasion. Kobolts are also prone to getting stuck in spawns and must be downed by barrier piercing hero attacks or skills if necessary.
Keep tabs on the Radar, Kobolts are easy to spot (orange air unit) and should be downed as soon as possible to avoid shut down of your other defenses. On Wave 5, there is a chance that Zapper will spawn and his explosion is not only larger, but his stun duration is longer as well. This guy must be destroyed as soon as possible. DO NOT PROVOKE OR CONFUSE IT! You can also use low cost defenses to bait them into divebombing them to protect your main line. Skyguard and Hailstorm Towers can be deployed effectively to shoot down Kobolts, but having Tenacity on them helps immensely.
On wave 3 and onwards, you will be harassed by Dark Assassins. If you have any abilities to break yourself free, then use them. Otherwise, pull them near defenses that can kill them quickly or break their lock fast. On Wave 4 and 5, Hex Throwers will be added to the mix and must be slain as to avoid getting your defenses Cursed.
Aside from Kobolts, you will have to be vigilant against Hex Throwers, Snooki and Kobolds as they can still do considerable damage to your defenses. Witherbeasts can also pose a problem if you got a meat wall in front of your defenses. These things can also be a problem when a Cannon Ogre or a boss spawns alongside them.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your most active hero, preferably one with high offensive power. This is a useful shard when trying to keep Dark Assassins pacified long enough to kill them before they disappear.
Destructive Pylon - Give this to 1 of the towers in your Diversity Quota and try to incorporate it with your Earthshatters for maximum effectiveness.
Automation - The Blockade that will be taking the most punishment in this battle.
CHARACTERS
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus)
Jenocres (Abyss Lord) - AP DPS (Skeletal Orc, Colossus)
Apophis (Mystic) - Hero DPS (Viper Fangs)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Mishera (Adept) - AP DPS (Earthshatter Tower)
Tsumiko Kuri (Initiate) - AP DPS (Skyguard Tower, Flame Aura, Lightning Strikes Aura)
Cinnamon (Series EV2) - AP DPS (Weapon Manufacturer) [Dungeon Defenders II] Mastery VII - Little-Horn Valley (5 Stars)](https://i.ytimg.com/vi/fKg5fg8Xsls/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Crumbled Bulwark (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Crumbled Bulwark
A Timed Build Phase with extremely tight defense survival requirements. You will need to bring your best and be swift in order to prevail on this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Build Phases must be completed within 30 seconds or less
- No defenses can be sold or destroyed
- No defenses can be repaired
- Do all the above in 1 run
PLAN
Due to the build constraints, you must setup at least 1 blockade and 1 or 2 defenses to protect it within the first 30 seconds. Your best bet is to consider the Northern lanes as 1 massive lane by building at the steps going north next to the altar. I recommend building the top floor defenses first before you jump down to the bridge below as it takes longer to go up the stairs than to drop down. The Abyss Lord can setup defenses instantly at the cost of a delay before attacking. You should exploit this by building his stuff last.
If a defense is about to fall, either upgrade it or sell and replace it. Your blockades should be armed with Protective Downgrades and Hardened for maximum durability. You may also consider using Auras, Traps and Nodes as they cannot be destroyed or targeted.
The Obelisk can be useful as its Smite can decimate most enemies at this point in the game and a fully appeased Mystic can turn it into a Flamethrower to repel attackers. The Volcano can also be useful given the size of the map. The Volcano can still do damage to Shield Goblins. Both can also be moved around when necessary. Dryad Defenses and the Earthshatter if placed correctly can handle more than 1 lane. If you got Fissures of Embermount with the Embermount Flames servo, place these in front of the spawns so they can leave the burns.
Spread out your anti-Shield Goblin choices across the lanes. Any projectile towers will need Piercer Servos or placed at an angle that will shoot the back or sides without the defense itself being targeted by other enemies.
While you arent dealing with the more dangerous foes yet, you will need be aware of Kobolds, Javelin Throwers, Drakin and your defenses wasting time on Shield Goblins. Make sure you dispatch the more difficult targets first before you go for the small fry. Also keep an eye out on your Life so you dont get slain.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
CHARACTERS
Jenocres (Abyss Lord, AP DPS) - Skeletal Orc, Ramster
Lenneth (Dryad, Hero DPS) - World Tree, Harpys Perch, Angry Nimbus
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Skyguard Tower
Shilf (Huntress, AP DPS) - Poison Dart Tower [Dungeon Defenders II] Mastery I - Crumbled Bulwark (5 Stars)](https://i.ytimg.com/vi/fgx8rznOyfM/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP23: Thermal Disposal Place (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP23 isnt too difficult at first glance, but the problem was trying to UV-Max this map as fast as possible, which always adds onto the difficulty in any map. In order for this to be done, I have had to slip past monsters with minimal damage until I get better weapons, primarily the Supershotgun and Rockets. All kinds of tricks have to be exploited in order to do this map successfully and quickly.
But given my experiments, it is a lot more faster to get the Blue Keycard first over the Red Keycard, due to the Backpack and having a Plasma Rifle speeds things up on the Red Path.
MAP STATS
Map: 23 - Thermal Disposal Place
Author: Guna
MIDI: Rise of the Triad OST - Chant
Enemies: 318
Secrets: 6
SECRETS
1) At the start to your left is a pile of boxes with a Rocket Launcher and some Rockets on it. Behind these boxes is a switch that will lower the Rocket Launcher Box down to ground level. Grabbing the Launcher counts as a Secret.
2) Halfway into the Blue Path, you will press a switch that was guarded by an Archvile. This switch allows you to continue the level but also reveals a switch in the previous room you came from (it is to the left of the doorway when heading back). Pressing it will open a door to the left on the way back. Inside is Green Armor, 2 Stimpacks and 2 Energy Cells.
3) On the way back, you will find 2 Cacodemons and 2 Pain Elementals coming out of large compartment that was revealed when you pressed the Archvile switch. Slay all the enemies and you will find a tiny button to the right of the hanging torso texture. Shooting this button with a Pistol or Chaingun will open up a door back in the Archvile Room. Inside is a Medkit, Box of Bullets and a Yellow Keycard (you will need this later).
4) Near the end of the Blue Path, you will find a Lost Soul come out of a tiny compartment on the wall. Before this is a series of screens. The one with the red text doubles as a switch. It will open up a compartment up the hall to reveal a Computer Map.
5) In the Red Paths first room, there is a red button that will reveal the Supershotgun and open up the next room. Face the button and to your right is a wall in the corner that has a distorted texture. This wall can be lowered to reveal a switch. Pressing the switch counts as a Secret. It will open up 2 doorways to the pillboxes where the Shotgunners and Chaingunners were attacking you from so you can pick up their weaponry. Inside the pillboxes are also 2 Medkits, a Bulk Energy Cell and a Box of Rockets.
6) Before you enter the final room, there are 2 rooms you can pick up supplies from. One has a MegaArmor, Medkits and ammo. The other one has to be unlocked with the Yellow Keycard. Inside this locked room is a BFG and some Energy Cells.
TIPS
- Off the bat, try to claim the Green Armor from 2nd room. Use any means to get it, but try to avoid damage if possible so you dont take the Medkits from the other side.
- Regardless of which path you take, you will have to evade the more tougher monsters and deal with them at a later time to conserve time and ammo.
- Which path you take first is up to you. Both have strengths and weaknesses. The Blue Path is the only way to get a Backpack and a Plasma Rifle, plus the Yellow Keycard sooner, but you need to work through a longer path. The Red Path has the earliest Supershotgun and the only way to get the Berserk Pack for the level, at the cost of a lack of advanced weaponry and a slower time. Regardless of which path you do first, the other path will be a lot easier to handle.
- When you grab the Keycard at the end of that path. The 2nd room will flood with monsters. In both cases you get Imps, but the Blue Path gives you Revenants and Mancubi, while the other has Demons and Hell Knights. Regardless, use your advanced weaponry on the higher health enemies and try to mix infighting to save rounds. Beware of projectiles and when using rockets!
- In the final room, grab the Soulsphere before you trigger the Spider Mastermind and monster flood. Once it spawns, fire your weapon if you are Invisible. Try to get the Spider Mastermind and monsters to infight and use your BFG from Secret 6 to kill groups of Imps or to smite Barons when you can get an opening. Dont spam or go overboard with the BFG. You will need to save 120 Energy Cells to finish off the Spider Mastermind and the Archviles that get involved at the end before they get dangerous. Finish off any stray Imps with the BFG or conventional firearms. Make sure you keep an eye on your Health while you are fighting. [Doom II] Japanese Community Project (JPCP) - MAP23: Thermal Disposal Place (UV-Max)](https://i.ytimg.com/vi/hE-OgL5bMd8/mqdefault.jpg)