Uploaded February 2017 | Updated September 2026, 2 hours ago
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
I took a break from Path of Exile's Breach League for the day. I have been putting a lot of man hours on it as of late as the League ends on Feb 22nd. This is why there is a huge gap between Map17 and this one. When the league ends, I will contribute more free time to completing this Map Pack. This will also be the last run I will shoot in 1024x768 as I found out how to get widescreen resolutions on Zandronum.
What brought the run on? One of my friends came over to my house for a Doom II coop round. He was getting ill from playing 12 Maps of JPCP back to back (he doesn't play PC games as much as I do in my off time). So while he recovered, I decided to work on Map18.
Map18 suffered from the same issues as Map06: Many ways to clear it and tedious to balance efficiency with survivability. The real problems I had were avoid getting stuck, primarily in the front door of the Atrium (The Yellow Keycard Door), but luckily there are 2 ways in after all!
Overall, this map is alright, but I really wish the Atrium wasn't Doom 3 dark.
MAP STATS
==========
Map: 18 - Space Port Paink
Author: doom68k
MIDI: Doom II OST - DOOM (Map05, 13)
Enemies: 120
Secrets: 6
SECRETS
========
1) Before entering the Atrium from the side door, there is a Chaingun and Box of Shells on the other side of the stairs. The wall in front of the Shells can be raised to reveal a Partial Invisibility.
2) At the far end of the Atrium, there is a lone Shotgunner inside the reception desk. In the back room there is a bookcase. The wall next to it can be raised to reveal a Hell Knight and a Berserk Pack
3) Right next to the counter in the same reception area is a door that can be opened to reveal some dangling body parts, a Revenant and a Supershotgun. The wall in the back corner next to the Revenant can be walked through to find a Box of Shells.
4) Next to the Reception Desk itself is 2 hallways that lead out the back way. Go through the one closest to the Red Keycard Door and you will find a candle in front of a stone wall. The stone wall can be raised to reveal a Soulsphere.
5) Once you get past the Blue Keycard Door, there is a series of boxes that form a bridge to a switch. Press the switch and then you will notice the barricade in front of it slopes upward. Walk along it and drop down to the box next to it. Move to the corner and then lower the box to drop down to an Invulnerability Powerup
6) On the other side of the Red Keycard Door is a bridge. One of the bridge supports has a Stop Sign with a No Personnel insignia engraved into it (It is along the left side of you facing the bridge from the Red Keycard Door). This engraving doubles as a switch. Quickly run towards the Atrium wall and run along the edge and you will find an opening that contains a Megasphere. You must be quick before the wall closes again.
TIPS
====
- Do not assault the Atrium without the Invisibility Powerup, the ammo at the far corner outside or pressing the switch at the base of the right most balcony. You will need the powerup to survive the initial Zombie enemies and the latter will let you get a Backpack along with the Blue Keycard. The ammo will save you headaches later.
- I recommend saving the Night Vision Goggles for the Clean up as fighting Arachnotrons and other high health enemies in the Atrium is a lot harder than fighting a few paltry Zombies.
- Under the cover of cloaking, claim the next 3 secrets and slay the Zombies so you can have a 200 Health advantage going outside.
- While invulnerable, try to use the time to setup an infight with the Cyberdemon and the locals and hit the left and center balcony switches. This will save you time.
- Once you claim the Yellow Keycard, if you want to take the gambit, cut through the Yellow Keycard Door for a shortcut, but there is a high chance you will get stuck if an Arachnotron or Hell Knight is at the top of the stairs or a Cacodemon and Revenant block the path out. Go around for the time being. Try not to slay too many enemies as an Archvile will spawn in here after you claim the Red Keycard.
- If your source port counts Lost Souls, try to keep them within the battlefield space as much as possible. The lone Pain Elemental can make UV-Maxing a pain.
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
I took a break from Path of Exile's Breach League for the day. I have been putting a lot of man hours on it as of late as the League ends on Feb 22nd. This is why there is a huge gap between Map17 and this one. When the league ends, I will contribute more free time to completing this Map Pack. This will also be the last run I will shoot in 1024x768 as I found out how to get widescreen resolutions on Zandronum.
What brought the run on? One of my friends came over to my house for a Doom II coop round. He was getting ill from playing 12 Maps of JPCP back to back (he doesn't play PC games as much as I do in my off time). So while he recovered, I decided to work on Map18.
Map18 suffered from the same issues as Map06: Many ways to clear it and tedious to balance efficiency with survivability. The real problems I had were avoid getting stuck, primarily in the front door of the Atrium (The Yellow Keycard Door), but luckily there are 2 ways in after all!
Overall, this map is alright, but I really wish the Atrium wasn't Doom 3 dark.
MAP STATS
==========
Map: 18 - Space Port Paink
Author: doom68k
MIDI: Doom II OST - DOOM (Map05, 13)
Enemies: 120
Secrets: 6
SECRETS
========
1) Before entering the Atrium from the side door, there is a Chaingun and Box of Shells on the other side of the stairs. The wall in front of the Shells can be raised to reveal a Partial Invisibility.
2) At the far end of the Atrium, there is a lone Shotgunner inside the reception desk. In the back room there is a bookcase. The wall next to it can be raised to reveal a Hell Knight and a Berserk Pack
3) Right next to the counter in the same reception area is a door that can be opened to reveal some dangling body parts, a Revenant and a Supershotgun. The wall in the back corner next to the Revenant can be walked through to find a Box of Shells.
4) Next to the Reception Desk itself is 2 hallways that lead out the back way. Go through the one closest to the Red Keycard Door and you will find a candle in front of a stone wall. The stone wall can be raised to reveal a Soulsphere.
5) Once you get past the Blue Keycard Door, there is a series of boxes that form a bridge to a switch. Press the switch and then you will notice the barricade in front of it slopes upward. Walk along it and drop down to the box next to it. Move to the corner and then lower the box to drop down to an Invulnerability Powerup
6) On the other side of the Red Keycard Door is a bridge. One of the bridge supports has a Stop Sign with a No Personnel insignia engraved into it (It is along the left side of you facing the bridge from the Red Keycard Door). This engraving doubles as a switch. Quickly run towards the Atrium wall and run along the edge and you will find an opening that contains a Megasphere. You must be quick before the wall closes again.
TIPS
====
- Do not assault the Atrium without the Invisibility Powerup, the ammo at the far corner outside or pressing the switch at the base of the right most balcony. You will need the powerup to survive the initial Zombie enemies and the latter will let you get a Backpack along with the Blue Keycard. The ammo will save you headaches later.
- I recommend saving the Night Vision Goggles for the Clean up as fighting Arachnotrons and other high health enemies in the Atrium is a lot harder than fighting a few paltry Zombies.
- Under the cover of cloaking, claim the next 3 secrets and slay the Zombies so you can have a 200 Health advantage going outside.
- While invulnerable, try to use the time to setup an infight with the Cyberdemon and the locals and hit the left and center balcony switches. This will save you time.
- Once you claim the Yellow Keycard, if you want to take the gambit, cut through the Yellow Keycard Door for a shortcut, but there is a high chance you will get stuck if an Arachnotron or Hell Knight is at the top of the stairs or a Cacodemon and Revenant block the path out. Go around for the time being. Try not to slay too many enemies as an Archvile will spawn in here after you claim the Red Keycard.
- If your source port counts Lost Souls, try to keep them within the battlefield space as much as possible. The lone Pain Elemental can make UV-Maxing a pain.

![[Dungeon Defenders II] Mastery I - Forgotten Ruins (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Forgotten Ruins
With all but Nodes and Blockades, this map will depend on how strong your hero is and how effective your Series EV2 is. Without one, get ready for a rough ride.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Traps
- You cannot build any Auras
- You cannot build any Towers
- Do all the above in 1 run
PLAN
Your only hope of winning this quickly is to use the Series EV2 nodes and setup Weapon Manufacturers with Proton and Buff Beams to repel attackers. You should still use a Blockade to contain enemies. You will have to either place Weapon Manufacturers in a way they can target air or shoot them yourself before they reach the side Relics. Protect these as they will keep your DU costs to a minimal. Remember that the Buff Beam only has to run through 1 node in order to buff the entire network.
If you lack a Series EV2, then you must use Skeletal Orcs or Vipers Fangs with Medallions while backing them up with Totemed Blockades to repel attackers. Berserking Skeletal Orcs and using the Berserk Master shard and Echoing Command servo is the next best thing to Weapon Manufacturers in terms of strength.
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 - Weapon Manufacturer or Proton Beams should get this. If lack this, then give it to the Skeletal Orc
CHARACTERS
Cinnamon (Series EV2, AP DPS) - All Defenses
Yojimbo (Squire, Hero DPS) - Spike Blockade [Dungeon Defenders II] Mastery I - Forgotten Ruins (5 Stars)](https://i.ytimg.com/vi/6X-QviFSwZY/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Forgotten Ruins (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Forgotten Ruins
For a Timed Battle Phase map, this one is actually quite easy to pull off. The real problem comes from tower selection and making sure you dont get yourself killed, which is a problem when half the map is pitfalls and you are lagging. Once you get a rhythm and a stable net connection, this map is very doable.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Battle Phases must be completed in 3 minutes or less
- You cannot have any Hero Deaths
- You cannot build more than 1 of a specific defenses
- Do all the above in 1 run
PLAN
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with Auras, Traps and Nodes best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide.
Make sure when you spread your walls and defenses that they are able to work off of each other. Do not for instance put all your AOE into one area and then all single target into another. It also helps to to consider the northern lane as 1 big lane, so add extra defenses here.
For obvious reasons, protect both Idols. Not only does this reduce the amount of enemies you must face but it will reduce the DU division to 3 lanes instead of 5.
Make sure that you have a stable net connection and dont do risky moves. All it takes to fail your 5 Star is to take a dip in the water or have a bunch of Kobolds explode in your face. Make sure your DPS Hero is hearty in HP.
If you plan on treating the northern lane as one, you will need give yourself enough slack that you can fight in it with your defenses but not too much that enemies start slipping past the walls.
For your hero, pick something that can move around the map well and can dispatch enemies swiftly while being able to take punishment or recover quickly. 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. Place this in a lane that you can easily get an ample supply of Orbs.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple 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
Apophis - Mystic (Hero DPS, Snaking Sands, Vipers Fangs, Serpents Coil)
Kasuti - Mystic (AP DPS, Obelisk, Sand Viper)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus, Slime Pit)
Etanaru - Monk (AP DPS, Skyguard Tower, Flame Aura, Lightning Strikes Aura)
Mishera - Adept (AP DPS, Earthshatter Tower, Hailstorm Tower)
Shilf - Huntress (AP DPS, All Defenses)
Cinnamon - Series EV2 (AP DPS, Proton Beam)
Lezard Valeth - Apprentice (AP DPS, FrostBite Tower) [Dungeon Defenders II] Mastery III - Forgotten Ruins (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/6gXX6I8c3oo/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP04: Thaumasia (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Map04 isnt too awful, but starting off with default items can be tricky, especially since you contend with 2 Revenants and 2 Chaingunners with just a few Shotgun shells. To add insult to injury, the Exit gets flooded with much resistance. The worst being an Arachnotron, 2 Hell Knights and 3 Archviles. Strategy will prevail on this map!
MAP STATS
Map: 04 - Thaumasia
Author: BuraboJunior
MIDI: rokeleko - D_BETWEE
Enemies: 143
Secrets: 1
SECRETS
1) Before dropping down to get the Blue Skull Key, there are 2 Red Glyphs to the right and left of the snake emblem switch. Pressing them both will open the staircase to the right of the Snake Emblem Travel down the staircase to a teleporter that warps you to a Medkit and a Supershotgun. To leave, either lower the elevator or press the Red Glyph to reactivate the teleporter.
TIPS
- Your first priority should be to get the lone Secrets Supershotgun. Try to evade the 2 Revenants off the bat and slay the Chaingunners
with the Shotgun. Once you claim the secret, slay the Revenants. You need all the ammo for the final attack.
- When you activate the trap for the Blue Skull Key, slay one sides Chaingunners and find cover. Use the SSG or the Chaingun to dispatch enemies. Infighting with the Imps and/or Chaingunners will be helpful.
- Should you fall into the acid in the main room, quickly use the elevator to get back up. You can also lower the platforms once raised to give yourself some safe ground while you wait. As for the Blue Key, you can lower the platforms or take the portal up. Just make sure the top is clear before you warp.
- Before crossing the gap to the other side of the main room, raise BOTH platforms with the Blue Key. You will need the extra ammo and health for what lies ahead.
- When you pick up the Soulsphere, it will spawn 3 Archviles. 1 will stay in the path and the other 2 will teleport outside. Slay the one in the hallway with Rockets as quickly as possible. If you must, get outside to cancel the attack, but dont stay out too long for the other 2. Before you throw the Switch, make sure all 3 Archviles are slain. Be careful when using rockets on the last 2.
- Once the Exit switch is pressed, enemies will begin to flood. Use your Rockets against groups and SSG/Chaingun for smaller groups. You will need to save at least 6-10 Rockets to clear out a staircase once your side is devoid of resistance.
- The Arachnotron in the Exit Cage can be a very helpful ally. Position yourself so it can attack but the plasma shots will not enter the hallway. From here, it can infight and/or slay Cacodemons and Lost Souls with ease, saving you precious ammo. Once the dust settles and its usefulness has ended, kill it! [Doom II] Japanese Community Project (JPCP) - MAP04: Thaumasia (UV-Max)](https://i.ytimg.com/vi/6sKeIHhjdf4/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP30: Every Beginning Has An End (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: PR-Boom+ 2.5.14
Recorded using Bandicam
Burabojunior got the unholy job of making the Icon of Sin level for JPCP. For an Icon level, this is actually not a hard map and I have played worse (Hell Revealed, Plutonia 2, etc.)
You just press 6 switches to raise the elevator to a height that you can fire rockets into it (you need at least 3 rockets), but you also must forcibly evict a Cyberdemon from the elevator to ride it safely. All while you are being attacked by monsters that will spawn non-stop until you destroy the brain. The level ends when you destroy the Icon of Sin.
Killing the Cyberdemon is the only real threat. You may also have to worry about a flood of monsters as well. I used PR-Boom+ for this one because Zandronum kept counting the monsters that spawned so I could never UV-Max!
MAP STATS
Map: 30 - Every Beginning Has An End
Author: burabojunior
MIDI: James Paddock - Barons March (Speed of Doom MAP30)
Monsters: 14
Secrets: 1
SECRETS
1) From the start, to the left of the Backpack and the SSG, you will find a candle on stone ground. Running past this candle will lower a stone wall along the outer wall nearby. Quickly run into the opening and then lower the skull emblem wall inside to reveal a Soulsphere
TIPS
- To achieve UV-Max, you must slay at least 14 enemies, be they the default enemies or the spawned monsters.
- DO NOT STAND ON ANY SKULL EMBLEM TILES! Enemies can telefrag you on Map30 if they spawn while you are standing on it
- Use infighting to help you slay the Cyberdemon or to keep standard monsters at bay. Keeping a Baron, Pain Elemental or Arachnotron while it hacks at the Cyberdemon can go a long way to depleting its 4000 HP.
- Save the Megasphere as a life line. Do your best to dodge and grab it when you are desperate.
- Use the Plasma Rifle to slay the Cyberdemon and any opposition that gets in your face. The Rocket Launcher should be used to acquire the switches and to destroy the Icon of Sin. You need 3 rockets to destroy the Icon.
- If a Pain Elemental or Archvile spawn, slay it as soon as possible! The former can make Lost Souls annoying to handle and the latter can raise monsters or ruin your rhythm with the knockup and damage.
FINAL THOUGHTS
Japanese Community Project is a good Megawad with a mix of challenges and visuals. It was a good map pack to get back into this game with and wasnt super frustrating to play like Scythe and Hell Revealed were.
Top 3 Favorite Maps: MAP27 (Resplendent Emerald Green), MAP11 (My Fav), MAP28 (Hellport)
Top 3 Hardest Maps: MAP22 (A Den of Vice), MAP26 (Embodiment of Maliciousness), MAP16 (Forlorn Defense Line)
Top 3 MIDIS: MAP27 (Resplendent Emerald Green), MAP28 (Hellport), MAP20 (Escape from UAC Space Base)
Favorite Run: MAP17 (UAC Energy Plant)
Best Mapmaker: Burabojunior - Made the most challenging maps and MAP27 was an apotheosis of everything that I like in a Doom II Map.
Special Thanks to the Development Team for making it. Soccerer, Lingyang and SSG Guy for their videos to help me plan my runs and viewers like you! [Doom II] Japanese Community Project (JPCP) - MAP30: Every Beginning Has An End (UV-Max)](https://i.ytimg.com/vi/71S8q1V9vs4/mqdefault.jpg)
![[Doom II] Ancient Aliens - MAP06: Sinkhole Showdown (UV-Max)
Game: Doom II
WAD: Ancient Aliens
Mode: UV-Max
Source Port: Zandronum 2.1.2 - Boom Compatibility
Recorded using Bandicam
MAP06 has an interesting concept and tests the upper echelons of your strategic mind. You basically start in a hole and it gets lower as you complete the level, unleashing hordes of enemies all over the place. As you keep playing the level and begin to develop a strategy to survive each encounter, the level gets pretty straight forward and relatively moderate in difficulty.
This is not only my fastest run I could do at this time, but it was my most entertaining WTF moments:
- Surviving a botch that almost killed me with a Chaingunner
- Taking an Archvile without cover and 2 Demons in the room and winning
- Random infight between an Imp and a Demon
- Almost getting torn to shreds in some of the rushes.
MAP STATS
Map: 06 - Sinkhole Showdown
Author: Skillsaw
MIDI: Stuart Rynn - Roof
Monsters: 130
Secrets: 1
SECRETS
1) When the ground lowers after taking the Shotgun and you claim the Red Skull Key, head over to the other side of the map where there is a temple with 2 openings (there will be monoliths in front of it with a Medkit). The one on the left has Hieroglyphics on the back wall. Activate the ankh (middle part) of this wall and both it and the one next door will rise. The one you activated has a Soulsphere and some Armor Bonuses. The other has 2 Pain Elementals, 8 Shells and some more Armor Bonuses. Keep the Pain Elementals contained. You have until you throw the Red Skull Key switch to claim your prizes.
TIPS
- Infighting REALLY helps in this level! Exploit it!
- Reduce your targeting profile as much as possible in the first few waves. Shotgunners arent good for your health and you get a Chaingun late.
- Archviles are still a pest, even in this map. Try to slay them as swiftly as possible. If something triggers an infight with it, attack it when it isnt channeling and always have cover for when it does attack you.
- When you throw the Red Skull Key, try to slay the Archvile in front of you. Then cut a hole in the Shotgunner spawns next to you so you can get more battle space for the Revenants. This will be your last chance to clean up the enemies, so make sure everything in the pit is dead. If there are 30 enemies left or less, you should be fine. [Doom II] Ancient Aliens - MAP06: Sinkhole Showdown (UV-Max)](https://i.ytimg.com/vi/71q-4a_a-mU/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Buried Bastille (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Buried Bastille
With the lack of Blockades and the Main Core affixes, this can be one of the most challenging maps of Mastery III. However, with proper use of Crowd Control and slowing effects, you can prevail on this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build blockade type defenses
- You cannot build Anti-Air Defenses (Hailstorm and Skyguard Towers)
- All 4 Crystal Cores must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with Auras, Traps and Nodes is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide.
For the boss lanes, it is recommended to double up defenses and use the Volcano and Obelisk as your walls due to their high health. If you play as the Mystic, the Obelisks also double as high powered Flamethrowers at Max Appeasement.
Using Frostbite Towers, Snaking Sands and other stunners and slowers is recommended as it will keep enemies from advancing too much and it will allow your other defenses to slay enemies before they get too close. When positioning Frostbite Towers, make sure that enemies dont walk into them as they will end up attacking them unless you are using them as walls. If you must use them as walls, equip them with a Totem and you may need to use more than 1.
Because of a lack of Anti-Air Defenses, you will need to use Cannonballs and Poison Darts Towersor other ranged towers to dispatch air. If you see large groups of Wyverns coming at once, you may need to get involved yourself to shoot them down. All it takes is a Tier 2 or 3 Wyvern to hit the Crystal and you lose.
The spawner between the Southern middle and Eastern lanes is a problem as stray Javelins from Showoffs (Javelin Throwers) are prone to hit the Core and can mess up your run. You will need to reinforce the Cores with a Reflect Beam section to deflect ranged attacks. Placing some Auras, Traps and Nodes in front of the spawner to slay these enemies swiftly is definitely recommended.
When boss(es) spawn, go for the bosses that move the fastest and/or are capable of doing the most damage. Quibly, Tuskarr and Griblok will be a problem in this level if left unchecked. If Slekleon spawns, kill him as soon as possible and make sure your blockade(s) can hold up and impede them.
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. Place the Coil in an area you can easily access the Orbs. If you are using a Lavamancer, make sure you build plenty of Fissures of Embermount.
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 traps and nodes or use ranged near your towers to take full effect of this.
CHARACTERS
Shilf - Huntress (AP DPS, Poison Dart Tower)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Jenocres - Abyss Lord (AP DPS, Ramsters)
Mishera - Adept (AP DPS, Earthshatter Tower)
Arohongui - Lavamancer (Hero DPS, Volcano)
Kasuti - Mystic (AP DPS, Obelisk, Snaking Sands, Sand Viper)
Cinnamon - Series EV2 (AP DPS, Reflect Beams, Proton Beams)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura) [Dungeon Defenders II] Mastery III - Buried Bastille (5 Stars)](https://i.ytimg.com/vi/7noRw912WKo/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Unholy Catacombs (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: Unholy Catacombs
The only real annoyance on this is you must be smart with your defense choices in all 3 lanes so they can work off each other. If you can do this, the only real trouble is ensuring nothing gets destroyed.
Luckily, I didnt have to build every defense in the game, like I did with C2 Forest Biome
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have any Hero Deaths
- You cannot let a Defense get destroyed
- You cannot build more than 1 of a specific defense
- Do all the above in 1 run
PLAN
Due to the unique defense affix, you must make sure that you know the strengths and weaknesses of each of your defense. You must ensure they work off each other so that your DU is split effectively without any loose ends. If one side is weaker than the other, then you will need to make up for it with your own hero. The hero you choose must be hearty and can take hits. Having the Last Stand Chip on your weapon helps immensely, especially if you have to engage Cannon Ogres. Destroying Kobolts is priority one! Do not build Towers beyond your Blockades as Kobolts and Kobolds are prone to suiciding into them.
A helpful strategy is to place a Fissure of Embermount at the first set of stairs of any 1 of the 3 lanes. If you have the Embermount Flame Servo, you can burn up most enemies before they reach the Crystal Core platform, making your life significantly easier.
Make sure that your Blockades cover as much space as possible or your defenses can compensate. All it takes to fail is to have a Snooki slip through the side and whack a Defense to death. The World Tree will require another Blockade next to it to properly seal off attackers.
The Obelisk, Volcano and Dryad Defenses can cover large ranges and affect multiple lanes. Take advantage of this. If you place them in the basement, you will need to be aware that Kobolds may do kamikaze runs into them.
Once you get past the first few spawns, the enemies spawn in a preset pattern. Take advantage of this by killing the difficult enemies yourself so your defenses can slay the rest.
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.
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 - Any tower you feel will benefit from this.
Automation - The blockade that will be taking the most punishment in this level.
CHARACTERS
Yojimbo (Squire) - Hero DPS (Spike BlockadE)
Apophis (Mystic) - Hero DPS (Vipers Fangs)
Lenneth (Dryad) - Hero DPS (All Defenses)
Jenocres (Abyss Lord) - AP DPS (Skeletal Orc, Ramster)
Arohongui (Lavamancer) - Hero DPS (Volcano)
Kasuti (Mystic) - AP DPS (Obelisk)
Tsumiko Kuri (Initiate) - AP DPS (All Defenses)
Mishera (Adept) - AP DPS (Earthshatter Tower)
Cinnamon (Series EV2) - AP DPS (Weapon Manufacturer)
Shilf (Huntress) - AP DPS (Poison Dart Tower) [Dungeon Defenders II] Mastery VII - Unholy Catacombs (5 Stars)](https://i.ytimg.com/vi/8AEPGI8xch0/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP14: G_T_Factory (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Map14 is quick and can be tedious to complete, especially when you are trying to grab the Blue and Red Keycards (the almost getting killed trying to leave with the Blue Keycard moment brings that up).
MAP STATS
Map: 14 - G_T_Factory
Author: toMass
MIDI: Tom Hustaine - Aim Shoot Kill (TNT: Evilution MAP22, 28)
Enemies: 111
Secrets: 4
SECRETS
1) Next to the building with the Red Key Door and Exit portal (You can access this area through the portal in the acid pool.without having to fight your way to it), there is a mechanical unit. Behind that is a tiny grey triangle in the back corner. This triangle doubles as a teleporter that takes you to the BFG9000.
2) Also in the acid pool, you will find a line of Health Bonuses that lead to a tiny rock with a candle on it. The wall in front of the candle can be raised to reveal a passage with a Chainsaw, Health Bonuses, 2 Medkits and a Partial Invisibility. The elevator will take you back to the facility.
3) Next to the wall you raise for Secret #2 there is a rock with a Backpack and 2 Boxes of Rockets. This rock counts as a secret.
4) Once you get throw the Yellow Keycard Switch, you can access the Blue Keycard room and it will also raise the door that blocked the platform with 2 Arachnotrons, Boxes of Rockets, 2 Medkits, Soulsphere and a Megaarmor. This platform counts as a secret.
TIPS
- If you wish to UV-Max Speedrun this level, your best bet is to get the Supershotgun after claiming the Shotgunner weaponry, then getting the 3 secrets and then completing the level. Try to get the 3 secrets while under the Radiation Protection Suit off the bat.
- If you want the fastest time with Any%, a shortcut you can consider is flushing out the zombies from the Yellow Keycard and getting a Zombieman or Sargent to open the door for you. This will save a LOT of time as you dont need to go around to get it.
- Keep tabs on enemies, especially the ones outside while you are fighting. You may want to consider killing the 3 Cacodemons outside after you claim the BFG9000 as they are prone to getting stuck.
- Use the BFG9000 wisely! You only get at best 3 blasts. Save them for the Blue Keycard region and keep 1 to kill the Mancubi and Imps at the end. Your direct hit should be centered around a Baron of Hell or Arachnotron if possible. [Doom II] Japanese Community Project (JPCP) - MAP14: G_T_Factory (UV-Max)](https://i.ytimg.com/vi/8HFToFTiYUI/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Greystone Plaza (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: Greystone Plaza
One of the more easier maps of Mastery C7 if you have strong non-Tower defenses. If you were able to farm this map in the old days, you shouldnt have a problem. The only real annoyance is the perfection style of the affixes.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No hero deaths
- No defenses can be sold or destroyed
- All 3 Gate Locks must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Due to the affixes involving keeping things alive, you will have to use your most hearty blockades and hero to fight this round. Make sure that there are no defenses placed near the Gate Locks to avoid Kobolt divebombs. This is especially crucial with regards to the West Gate Lock being so close to the spawn point. For this lane, you will need to box in the lane with blockades both on the path and to the side. If you must, have your hero use a weapon with the Last Stand Chip or blockades with Protective Downgrade and Hardened so they can withstand punishments or accidental deaths. Boost Auras can also help reduce incoming damage.
Due to the size of the map, some towers like Weapon Manufacturers, Volcanos, Obelisks and Dryad defenses can be setup so they can affect multiple lanes, saving on DU costs.
If a defense is about to fall, make sure you repair or upgrade it quickly. Having a Construction shard on your main fighter is recommended.
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! 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. Cannon Ogres will especially have be dispatched quickly due to their sheer damage potential. Do not also build defenses close to Blockades as Ogres and Skeleton Bosses.
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
Cinnamon (Series EV2) - AP DPS (Weapon Manufacturer)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Tsumiko Kuri (Initiate) - AP DPS (All Defenses) [Dungeon Defenders II] Mastery VII - Greystone Plaza (5 Stars)](https://i.ytimg.com/vi/8LEpatAOf7w/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Gates of Dragonfall (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Gates of Dragonfall
Welcome back to Dragonfall, except on Mastery III. In Mastery III, the Cyber Orcs are removed and the Shield Goblins return. If you remember, these Goblins can only be damaged by side or back attacks, traps, auras, nodes, piercing attacks and melee strikes. However, they not get assistance from a new enemy: The Geode.
These mobile crystals emit a barrier that causes certain missile attacks to deflect. In order to damage them, you must either attack them from within the barrier or have your projectile based towers attack from within range. Be warned: These deflected missiles can and will damage you and your defenses. Tread carefully.
The map itself isnt too difficult to introduce the player to Mastery III.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Auras
- No defenses can be sold or destroyed
- You cannot build more than 1 of a specific defense
- Do all the above in 1 run
PLAN
Because of the Geodes, you will be forced to spread around your piercing defenses so you can hit enemies from within the barriers. Either that or you will have to directly assault the Geodes with your heroes and destroy them before they get to your Blockades.
The Ramster, Earthshatter, Sand Viper, Serpents Coil, Flamethrower and Obelisk can pierce through the Geodes barrier and Shield Goblin shields for direct damage. Spread these out along with your Traps and Nodes. The Poison Darts can be deflected, but dont do a lot of damage and they can poison Shield Goblins if they hit. Do not use anything else as you might have your projectiles destroy something.
For your hero, try to use something that can do close range or melee damage rapidly. If you have the Radiant Critical Power shard, give it to the hero you will use most often.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is being used in multiple lanes
If you are running a Weapon Manufacturer across all 3 lanes, then this should be your recommendation. Or the Obelisk.
Vicious Strikes - Anything that benefits from the increased range.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster)
Apophis - Mystic (Hero DPS, Vipers Fangs, Serpents Coil)
Kasuti - Mystic (AP DPS, Obelisk)
Lenneth - Dryad (Hero DPS, World Tree, Slime Pit, Angry Nimbus)
Mishera - Adept (AP DPS, Flamethrower Tower, Hailstorm Tower, Earthshatter Tower)
Cinnamon - Series EV (AP DPS, Weapon Manufacturer)
Etanaru - Monk (AP DPS, Skyguard Tower) [Dungeon Defenders II] Mastery III - Gates of Dragonfall (5 Stars)](https://i.ytimg.com/vi/8XLVggOKVwI/mqdefault.jpg)