Uploaded February 2017 | Updated September 2026, 44 minutes ago
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
My first video in 720p in-game resolution (I had to set the Aspect Ratio to 16:9, which after all this time I didn't realize was the problem) and the level just happens to be Nanka's 2nd map (she made Map11, which is one of my top 3's for this WAD).
Nanka shows off her visual experience skills with this one. It is still good, but not as good as I thought of Map11 and this one is pretty dark.
The level overall isn't difficult. The only 2 challenging parts is getting out with the Blue Keycard and destroying the Cyberdemon at the final room. Other than that, it isn't super difficult.
MAP STATS
==========
Map: 19 - Remind
Author: Nanka Kurashiki
MIDI: James Paddock - Pollutants
Enemies: 202
Secrets: 5
SECRETS
========
1) After you claim the Blue Keycard, the room before it will have an added section that will have a Imp and Demon tag team ambush. Go into the room next door (the one with the switch that allows you to collect the Keycard) and activate the panel with the red monitor on it. This will open a compartment back in the previous room that contains a Box of Rockets.
2) As you are heading towards the Blue Keycard Door, you will find a series of boxes stacked next to a wall on the way through the caverns. There is a small grey box standing alone. On one side is a massive switch. Pressing it will lower a platform a bit deeper in the cave (it is behind the column with the Imps perched on an alcove) that will allow you to get a Rocket Launcher, some Rockets and a few Health Bonuses.
3) Eventually, you will press a switch that will reveal a set of Demons, Cacodemons and Hell Knights. On the other side of this is a staircase going upwards to the Red Skull Key. Along the right hand wall, you will find there is a section with no Red Column inside it. The wall here can be raised to reveal a set of Rockets. There is another Elevator in here that takes you up to a strip of Health Bonuses.
4 & 5) At the end of the Health Bonus strip in Secret #3, there is a pentagram switch on the far wall. Shoot it with a pistol. Once you open and go past the Red Skull Key door, you will find some Imps guarding 2 Boxes of Bullets. Go through this tunnel and you will find some Medkits and Plasma Cells. If you collected Secret #1 from earlier, another wall have raised to reveal a teleporter to a Megasphere.
TIPS
====
- Mastery of Berserk Fists is recommended to save ammo. Use them to punch out Demons and Specters or any other easily exposed demons. You will need all the Rockets and Cells you can muster for the final attack.
- At the start, there are 4 Specters. Make sure they are KO'ed before leaving the tunnels.
- Do not enter the Blue Keycard building without the Supershotgun from outside. This will assist you when cutting through the Chaingunners and Revenants inside. Use the doors and angles of the doorway to slay the enemies safely.
- Once you take the Red Skull Key, slay the Archvile fast so it doesn't raise any Barons.
- In the final room, get the Cyberdemon to fire rockets at the Barons and Hell Knights. The splash damage should be enough to cause an infight to divert the Cyberdemon's attention. While distracted, kill everything along the outer ring and then slay the Cyberdemon with Plasma Rifle rounds.
- Once you claim the Yellow Skull Key, quickly rush the Pain Elementals to keep the Lost Soul count minimal, then clean up the room of all monsters before you throw the 2 switches for the exit.
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
My first video in 720p in-game resolution (I had to set the Aspect Ratio to 16:9, which after all this time I didn't realize was the problem) and the level just happens to be Nanka's 2nd map (she made Map11, which is one of my top 3's for this WAD).
Nanka shows off her visual experience skills with this one. It is still good, but not as good as I thought of Map11 and this one is pretty dark.
The level overall isn't difficult. The only 2 challenging parts is getting out with the Blue Keycard and destroying the Cyberdemon at the final room. Other than that, it isn't super difficult.
MAP STATS
==========
Map: 19 - Remind
Author: Nanka Kurashiki
MIDI: James Paddock - Pollutants
Enemies: 202
Secrets: 5
SECRETS
========
1) After you claim the Blue Keycard, the room before it will have an added section that will have a Imp and Demon tag team ambush. Go into the room next door (the one with the switch that allows you to collect the Keycard) and activate the panel with the red monitor on it. This will open a compartment back in the previous room that contains a Box of Rockets.
2) As you are heading towards the Blue Keycard Door, you will find a series of boxes stacked next to a wall on the way through the caverns. There is a small grey box standing alone. On one side is a massive switch. Pressing it will lower a platform a bit deeper in the cave (it is behind the column with the Imps perched on an alcove) that will allow you to get a Rocket Launcher, some Rockets and a few Health Bonuses.
3) Eventually, you will press a switch that will reveal a set of Demons, Cacodemons and Hell Knights. On the other side of this is a staircase going upwards to the Red Skull Key. Along the right hand wall, you will find there is a section with no Red Column inside it. The wall here can be raised to reveal a set of Rockets. There is another Elevator in here that takes you up to a strip of Health Bonuses.
4 & 5) At the end of the Health Bonus strip in Secret #3, there is a pentagram switch on the far wall. Shoot it with a pistol. Once you open and go past the Red Skull Key door, you will find some Imps guarding 2 Boxes of Bullets. Go through this tunnel and you will find some Medkits and Plasma Cells. If you collected Secret #1 from earlier, another wall have raised to reveal a teleporter to a Megasphere.
TIPS
====
- Mastery of Berserk Fists is recommended to save ammo. Use them to punch out Demons and Specters or any other easily exposed demons. You will need all the Rockets and Cells you can muster for the final attack.
- At the start, there are 4 Specters. Make sure they are KO'ed before leaving the tunnels.
- Do not enter the Blue Keycard building without the Supershotgun from outside. This will assist you when cutting through the Chaingunners and Revenants inside. Use the doors and angles of the doorway to slay the enemies safely.
- Once you take the Red Skull Key, slay the Archvile fast so it doesn't raise any Barons.
- In the final room, get the Cyberdemon to fire rockets at the Barons and Hell Knights. The splash damage should be enough to cause an infight to divert the Cyberdemon's attention. While distracted, kill everything along the outer ring and then slay the Cyberdemon with Plasma Rifle rounds.
- Once you claim the Yellow Skull Key, quickly rush the Pain Elementals to keep the Lost Soul count minimal, then clean up the room of all monsters before you throw the 2 switches for the exit.
![[Dungeon Defenders II] Mastery II - Forest Crossroads (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Forest Crossroads
One of the more tedious Tower Only maps in Mastery II. Luckily, Cyber Orcs have no restrictions when it comes to towers, but you will need some finesse to handle this level properly.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You can only build Tower type defenses
- No defenses can be destroyed
- The Crystal Cart must stay above 90% health at all times
- Do all the above in 1 run
PLAN
The Volcano and Obelisk have high amounts of health for Tower type Defenses. These can double as Blockades. Use the Volcano on the Southeast chokepoint and the Obelisk on the West chokepoint. If you dont have a good Obelisk or Volcano, Totem Frostbites will suffice.
Even if you are using the walls, it doesnt hurt to have Frostbites. Just make sure they are off the main path so that the Goblin Siege Roller doesnt roadkill them or an enemy makes melee contact with one (they have reduced aggro, but they can still be targeted).
If you see a defense go yellow or red, immediately get involved and start repairing it. Hold back the monsters until the process is complete. Keep tabs on your defense upgrades and you will be fine.
For your heroes, choose ones that can handle groups and bosses. You biggest threats will be Knbolds, Slekleon, Ogres and Quibly.
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
Kasuti - Mystic (AP DPS, Obelisk)
Mishera - Adept (AP DPS,Hailstorm Tower, Earthshatter Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower) [Dungeon Defenders II] Mastery II - Forest Crossroads (5 Stars)](https://i.ytimg.com/vi/v5Pc1z92Pzc/mqdefault.jpg)
![[Dungeon Defenders II] Mastery V - Siphon Site D (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Siphon Site D
This map on Mastery V is just as vicious as it was on Mastery IV. You are once again slammed with a Unique Defense constriction and you cannot let your cores get scratched. Not to mention enemies come out incredibly quickly due to the small size. You will need to be swift with your movements to overcome this hurdle.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build more than 1 of a specific Defense
- The Main Pump and the Pressure Value must stay above 90% health at all times
- You cannot repair any Defenses
- Do all the above in 1 run
PLAN
Due to the swiftness of the enemies and the close proximity of the Cores to lanes, you may need to consider using higher DU blockades for the more dangerous lanes, like the Maw of the Earth Drake or Colossus or Skeletal Orcs. For the lower path, place the defenses at the base of the stairs and not at the apex. If you do the latter, you may have Snooki slip through or Javelin Throwers will climb the stairs and pierce the blockade and hit the Main Pump, costing you the 5 star.
An Obelisk and/or a Volcano with Deadly Strikes can be effective at handling multiple lanes. and cover the entire small map. The Obelisk also doubles as a souped up Flamethrower if you have a Max Appeasement Mystic on the field.
Dark Assassins can be shredded by Anti-Air Defenses if needed. Status ailments like Poison, Stun, Slow and Freeze can help at contending with Dark Assassins. If your hero has an ability that applies ailments, use it right away so you can disable as many Dark Assassins as you can. The Overwhelm Shard and Gato Pets Dazzling Sparkle can allow all heroes to apply Stun. The Earth Toss, Vipers Fangs attack and Geyser Traps can launch Dark Assassins off of you as well.
Aside from the Dark Assassins, you will need to be vigilant towards the other enemies as well. The Kobolds, Snooki and Witherbeasts are the biggest threats to your defenses. You will also need to factor in a Geode and a few Shield Goblins on Wave 4 and 5 (there is a bug in the game that spawns a group). If you see a Geode coming, immediately kill it before you get locked by a Dark Assassin.
The only way to fix your structures is to either Upgrade them or Sell and Replace. Do upgrades when the Blockade is about to fall, but fight alongside your defenses to reduce the damage they take. Keep at least the character(s) that build priority Blockades on the card if you must do a quick sell and replace. You should prioritize with your Blockade upgrades first as they will be taking the most damage and these need to withstand a beating.
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 main DPS hero. A standard attacker is best suited for this shard. A tower with Water Elemental can help you apply Drenches and a Lightning damage weapon are recommended.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spike Blockade)
Lenneth - Dryad (Hero DPS, World Tree, Harpys Perch, Moss Hornet Nest, Angry Nimbus)
Apophis - Mystic (Hero DPS, Viper Fangs, Serpents Coil, Snaking Sands)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Colossus)
Etanaru - Monk (AP DPS, Lightning Strikes Aura)
Shilf - Huntress (AP DPS, Poison Dart Tower, Explosive Trap)
Kasuti - Monk (AP DPS, Sand Viper, Obelisk)
Arohongui - Lavamancer (Hero DPS, Volcano)
Mishera - Adept (AP DPS, Hailstorm Tower, Earthshatter Tower, Flamethrower Tower)
Marcion - Squire (AP DPS, Cannonball Tower) [Dungeon Defenders II] Mastery V - Siphon Site D (5 Stars)](https://i.ytimg.com/vi/wP6H6wwv820/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Dragonfall Bazaar (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Dragonfall Bazaar
Your first taste of one of the most brutal affixes: No Blockades. There are ways to improvise and luckily you arent contending with the more devastating enemies yet.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Blockades
- You must maintain 10 different types of Defenses during all Combat Phases
- No defenses can be sold or destroyed
- Do all the above in 1 run
PLAN
Due to the No Blockade constraint, you will need to use Obelisks, Volcanos and Frostbite Towers armed with Toitems as psuedo-blockades and make sure they are well defended from attackers. With 1 of each, you can solve 1/3 of your Diversity Quota. Afterwards, balance it with Auras, Traps, Nodes and Anti-Goblin finish the Quota so that you can build multiple copies of a type if necessary. Due to the No Blockade rule, you cannot use Dryad Defenses on this map as the World Tree counts as one.
If you plan to merge the central and right most lane into 1 by building near the Cart, make sure that you tighten the gaps with other defenses as the Volcano and Obelisk will not be able to completely wall it off. Enemies are prone to ignoring the Volcano and going straight for the Cart. It is also recommended to have a Hero that can use Crowd Control abilities to stall or stun attackers.
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.
To help with DU Splitting, merge the Southeastern Lane by placing your Blockade setup so that it is 1 lane. You can then double down defenses or hold the line yourself. Dont forget to pay attention to the other lanes for damaged towers or for leaks.
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
Arohongui (Lavamancer, Hero DPS) - Volcano
Lezard Valeth (Apprentice, AP DPS) - Frostbite Tower
Kasuti (Mystic, AP DPS) - Obelisk, Sand Viper
Tsumiko Kuri (Initiate, AP DPS) - All Defenses
Mishera (Adept, AP DPS) - Hailstorm Tower, Earthshatter Tower
Shilf (Huntress, AP DPS) - Poison Dart Tower
Jenocres (Abyss Lord, AP DPS) - Ramster [Dungeon Defenders II] Mastery I - Dragonfall Bazaar (5 Stars)](https://i.ytimg.com/vi/wzSqsHEACcA/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Assault on Throne Room (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Assault on Throne Room
I had to redo the video since I saved and uploaded a failed run, which is why I have 5 Stars doing this.
Overall, this map is relatively easy, but your DU splitting may require you to focus more on hero intervention and being swift with it.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must maintain 10 or more different types of defenses on all Battle Phases
- You cannot have any hero deaths
- The Throne, Crystal Cart and both Window Gate Locks must stay above 90% health at all times
- Do all the above in 1 run
PLAN
You must combine Barrier piercing defenses (Flamethrowers, Earthshatters, Obelisks, Ramsters, Sand Vipers, Serpents Coils, Obelisks) in tandem with blockades, auras, traps and nodes to ensure that all angles are covered. Obelisks have the added benefit of being Map wide.
Diversify at least your blockades and barrier piercing defenses to ensure that you meet the quota so that you can make copies. Make sure that when you diversify the offensive defenses, they are able to work off each other. Dont just build all single targets in 1 lane and AOEs in another.
If you are using projectile-based defenses, you will need to direct assault or stun Geodes and angle them for Shield Goblins. The Poison Darts is probably the safest projectile defense as they do minimal damage when reflected.
Because of the way map is setup, some defenses can cover multiple lanes for easier DU splitting. The Earthshatter, Angry Nimbus and Weapon Manufacturer are good for this.
Make sure you maintain walls and defenses, especially at the Window Locks. All it takes to fail is one strong attack or enemy to slip through a crack to cost you the 5 Star.
Once you get through the initial offense, enemies spawn in a set pattern in a clockwise fashion. Once you dispatch the Geodes, Witherbeasts and Kobolds on one lane, move on to the next as these enemies are the most serious threats. Frostbites and Proton Beams can help stall enemies. Dont forget to make sure you fix everything before you start the next wave.
For your main hero, choose something that can annihilate enemies swiftly, able to travel across the map quickly and is able to withstand punishment. Having a Stun ability or Overwhelm shard helps disable Geodes or enemies if needed. If you are playing as a Dryad or a Mystic, you will need at least a Serpents Coil to make Orbs and you can easily access the Orbs when needed. If you are using a Lavamancer, make sure you got some Fissures of Embermount for Molten Power.
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
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Apophis - Mystic (Hero DPS, Serpents Coil)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster)
Ngamahu - Lavamancer (AP DPS, Fissures of Embermount)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura)
Mishera - Adept (AP DPS, Earthshatter Tower, Flamethrower Tower)
Shilf - Huntress (AP DPS, Explosive Trap, Poison Dart Tower)
Tsumiko Kuri - Initiate (AP DPS) [Dungeon Defenders II] Mastery III - Assault on Throne Room (5 Stars)](https://i.ytimg.com/vi/xFeYnv2SeVo/mqdefault.jpg)
![[Doom II] Ancient Aliens - MAP01: The Ancient Navajo Wolf Warp (UV-Tyson/Max)
Game: Doom II
WAD: Ancient Aliens
Mode: UV-Tyson/Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Ancient Aliens is another 2016 Megawad that much like Japanese Community Project (JPCP) won a Cacoward. This WAD does all kinds of new and different things with map making that nobody has done before until now.
MAP01 isnt too difficult, except for the Cyberdemon that harasses you in the first room. Getting stuck here is not an ideal situation to be in. As long as you are swift with your movements and your fists, you can UV-Tyson/Max this map easily.
MAP STATS
Map: 01 - The Ancient Navajo Wolf Warp
Author: Skillsaw
MIDI: Stuart Rynn - Flee
Monsters: 70
Secrets: 1
SECRETS
1) Once you throw the switch in the temple area and spawn the ambush, 2 caves will reveal themselves in the Cyberdemon Area. One cave has the Blue Skull Key. Grab this key and then unlock the Blue Skull Bar in the second cave. Inside is a teleporter than takes through another Wolf Warp. On the other side, you will telefrag the Cyberdemon that harassed you at the start and this counts as the secret. Move to return to the battlefield.
TIPS
- OFf the bat, you must be swift if you are traveling through the center. The Cyberdemons presence is a dangerous thing for your health. Use other monsters as meat shields if you must. Save your ammo for killing it through Secret.
- Mastery of Berserk Fists is recommended, especially against Revenants and Hell Knights.
- Try to stretch the Megasphere for as long as you can.
- Once you throw the Temple Switch, immediately get out into the open field and punch out the lesser enemies so you can fight the Revenants and Hell Knights with breathing room. Infighting also helps. [Doom II] Ancient Aliens - MAP01: The Ancient Navajo Wolf Warp (UV-Tyson/Max)](https://i.ytimg.com/vi/xk_8lykT-2I/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Siphon Site D (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Siphon Site D
This map is the 2nd difficult hurdle and one of the most intense challenges you must face in Mastery IV. The real problem is setting up what you need quickly for the first 2 waves. Once you get your strategy up, it is all about being quick with maintenance.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have any Hero Deaths
- You must complete all Build Phases within 30 seconds or less
- You cannot build more than 1 of a specific Defense
- Do all the above in 1 run
PLAN
Because of the strict time limit, you first 4 heroes must be able to setup as much Defenses and Blockades as possible and at least 1 or 2 of them must be combat ready. The Abyss Lord has the added bonus of setting up defenses instantly, so build his things last. When you are walling the lower stairs, make sure you double wall and Snooki are unable to slip through. 4 Cleavers is all it takes to fail this level.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramster, Obelisk) mixed in with auras, nodes and traps can handle most to all opposition. The Obelisk has the added bonus of map-wide range. You will need some extra elbow grease for the Snooki.
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, immediately get involved, repair or upgrade it and repel any attackers. If you have a Construction shard, this helps immensely. If you got time in between Build Phases, fill in any Defenses so you can save time for the Build Phases.
When traversing the map, watch your step and watch what you fight! All it takes for you to fail the 5 Star is falling into the ditch or Kobolds exploding in your face.
On Wave 5, you have the option of letting your Pressure Valve fall while you fight off the other 3 lanes. Just make sure you build a Blockade you havent done yet at the steps leading down to the Main Pump to stop any leaks. Until then, make sure the Pressure Valve stays in one piece. This is why the Colossus can be very effective for guarding it.
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.
The Angry Nimbus or Proton Beams would work well with this.
Vicious Strikes - Anything that benefits from the increased range. Your Angry Nimbus with this can attack early and the ones in the South can cross lanes if placed correctly.
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. Mine would have been Spike Blockades or World Trees.
CHARACTERS
Arohongui - Lavamancer (AP DPS, Oil Geyser, Fissure of Embermount, Maw of the Earth Drake)
Apophis - Mystic (Hero DPS, All Defenses)
Jenocres - Abyss Lord (AP DPS, Colossus, Skeletal Orc, Ramster)
Shilf - Huntress (AP DPS, All Defenses)
Mishera - Adept (AP DPS, Earthshatter Tower, Flamethrower Tower)
Etanaru - Monk (AP DPS, All Defenses)
Yojimbo - Squire (Hero DPS, Spike Blockade) [Dungeon Defenders II] Mastery IV - Siphon Site D (5 Stars)](https://i.ytimg.com/vi/y2Fwimlhz-4/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP02: Rural Mini-Base (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
The action picks up quite a bit from Map01, but it is still manageable for an average player. The biggest threat is the outside portion once the Red Keycard has been collected. It helps immensely if you grab all the Secrets before heading out.
MAP STATS
Map: 02 - Rural Mini-Base
Author: Tatsurdcacocaco
MIDI: Rise of the Triad (1995) - Oww!
Enemies: 74
Secrets: 3
SECRETS
1) Off the bat, the console screens in front of you is a door. Opening it reveals a room with some Rockets and Stimpacks.
2) In the room with the Red Key Door, there is a wall with circuitry all over it. Activating it will lower a wall across from the door that leads outside. Inside is the Rocket Launcher and 3 Rockets.
3) Upon lowering the wall that leads to the Red Key, one of the Chaingunners is guarding a switch to lower the gate to the Red Key. Pressing this switch lowers this and a set of bars in the room next door. Quickly turn around and go through the lowered bars and lower the wall at the end to get the Invisibility Sphere. Pick this up before grabbing the Red Keycard.
TIPS
- Try to get all the secrets ASAP!
- You get plenty of shells and bullets. Use them against most foes. Save the Rockets for the higher health targets.
- When you grab the Red Key, take down the Pain Elemental ASAP! Once it and the air are slain, systematically clear the place, starting with Hitscan and Hell Knight.
- Take advantage of the Invisibility powerup and infighting for the outdoor portion.
- Once you grab the Blue Key, make sure you go around the interior to hunt down any stragglers. This can mess up your UV-Max run. [Doom II] Japanese Community Project (JPCP) - MAP02: Rural Mini-Base (UV-Max)](https://i.ytimg.com/vi/y8Ynr-wU-Xc/mqdefault.jpg)
![[Dungeon Defenders II] Mastery V - The Throne Room (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: The Throne Room
This Diversity map is an issue because you are forced to build defenses that are vulnerable to Cyber Orcs and arent as effective against Dark Assassins. However, you can compensate for this with a strong hero and crowd control.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Tower-type Defenses
- You cannot have any hero deaths
- You must maintain at least 10 different types of defenses during all Combat Phases
- Do all the above in 1 run
PLAN
Because you cannot build Towers, you will be forced to build Auras, Traps and Nodes and you will need to build them in a way that Cyber Orcs either cannot disable them or if they do, there are still other defenses to fight for you. Having a strong Dryad is recommended. Lightning Strikes Aura and Weapon Manufacturers with large ranges can be also effective.
Diversify your blockades so that you can cover most to all of your diversity quota. You will need all the Dryad and Monk defenses you can muster.
The best hope of containing Dark Assassins is to use Auras, Dryad Defenses and have some Geyser Traps to launch them off of your hero should it get locked. You will definitely need to use your hero to dispatch them as you are lacking Towers and Anti-Air for this map. If you wish to do a Last Stand, then do so at your own peril.
Aside from the Dark Assassins, you will need to be vigilant towards the other enemies as well. The Kobolds, Snooki and Witherbeasts are the biggest threats to your defenses. You will also need to factor in a Geode and a few Shield Goblins on Wave 4 and 5 (there is a bug in the game that spawns a group). If you see a Geode coming, immediately kill it before you get locked by a Dark Assassin.
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 main DPS hero. A standard attacker is best suited for this shard. A tower with Water Elemental can help you apply Drenches and a Lightning damage weapon are recommended.
CHARACTERS
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus, Moss Hornet Nest)
Yojimbo - Squire (Hero DPS, Spiked Blockade, Training Dummy)
Apophis - Mystic (Hero DPS, Vipers Fangs, Snaking Sands)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Colossus)
Shilf - Huntress (AP DPS, Explosive Traps) [Dungeon Defenders II] Mastery V - The Throne Room (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/yM_SZywAnyI/mqdefault.jpg)
![[Dungeon Defenders II] Mastery V - Ramparts Siege (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Ramparts Siege
The only real nuisance about this map is the fact you have a timed Build Phase and you are forced into using unique defenses. The startup will be rough, but the level isnt overall difficult once you get going.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build more than 1 of a specific defense
- All Build Phases must be completed within 30 seconds or less
- Both Gate Locks must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Due to the affixes, you will have to let the Cannon fall and setup your defenses as a Last Stand, but not too close to the Gate Locks. You will also need to have your first 4 builders setup so they can build at least 2 different defenses (each should have the capacity for a Blockade) so that you can get everything setup on the 1st Wave. Make sure all builders are combat ready and are able to withstand Dark Assassins.
The Abyss Lord has the ability to instantly setup defenses during Combat Phases and has 2 Blockades. Take advantage of this by building his defense during the Combat Phase start.
An Obelisk and/or a Volcano with range increases can be effective at handling multiple lanes. The former has the added power of being map wide and doubles as a Flamethrower with a Max Appease Mystic on the field.
Anti-Air defenses and other defenses can help in dispatching Dark Assassins. Status ailments like Poison, Stun, Slow and Freeze can help at contending with Dark Assassins. If your hero has an ability that applies ailments, use it right away so you can disable as many Dark Assassins as you can. The Overwhelm Shard and Gato Pets Dazzling Sparkle can allow all heroes to apply Stun. The Earth Toss, Vipers Fangs attack and Geyser Traps can launch Dark Assassins off of you as well.
Aside from the Dark Assassins, you will need to be vigilant towards the other enemies as well. The Kobolds, Snooki and Witherbeasts are the biggest threats to your defenses. You will also need to factor in a Geode and a few Shield Goblins on Wave 4 and 5 (there is a bug in the game that spawns a group). If you see a Geode coming, immediately kill it before you get locked by a Dark Assassin.
Because of the way the enemies spawn on this map, you can easily move in a pattern. Once you slay all the tougher enemies, you should consider moving onto the next lane as your defenses can handle the stragglers. Dont forget to keep up your repairs.
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 main DPS hero. A standard attacker is best suited for this shard. A tower with Water Elemental can help you apply Drenches and a Lightning damage weapon are recommended.
CHARACTERS
Kasuti - Mystic (AP DPS, Vipers Fangs, Sand Viper)
Lenneth - Dryad (Hero DPS, All Defenses)
Yojimbo - Squire (Hero DPS, Spike Blockade, Training Dummy)
Jenocres - Abyss Lord (AP DPS, All Defenses)
Arohongui - Lavamancer (Hero DPS, Volcano)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Mishera - Adept (AP DPS, Earthshatter Tower, Flamethrower Tower)
Marcion - Squire (AP DPS, Ballista, Cannonball Tower)
Tsumiko Kuri - Initiate (AP DPS) [Dungeon Defenders II] Mastery V - Ramparts Siege (5 Stars)](https://i.ytimg.com/vi/yR7c6Z98LDU/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Siphon Site D (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Siphon Site D
The size of this map and affixes can make things incredibly intense and will require you to be on your toes. Once you get a pattern going, this map isnt too difficult compared to the others.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No Hero Deaths at any time
- The Gate Control and the Main Valve must stay above 90% health at all times
- You cannot build more than 1 of a specific defense
- Do all the above in 1 run
PLAN
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with traps Auras and Nodes is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide.
The Angry Nimbus when properly placed can handle multiple lanes if placed correctly. Consider using it for this map. At this point, the Nimbus attacks every 700 ms and can easily wreck smaller enemies (Goblins, Warboars and Shield Goblins) and go for Geodes directly.
Diversify your walls and spread out your Auras, Traps, Nodes and Piercing Towers in a way that they can work off each others strengths and weaknesses. Do not say put all your AOE defenses on one lane and leave single targeting in another.
Because of the limited space in the lanes, it will be paramount when a boss spawns that you engage it as soon as possible. Keep tabs on your health during battle, especially when engaging Geodes and Kobolds. Watch your footing and also repair and upgrade when necessary.
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. If you are using the Lavamancer like I did, place the Fissure in an area that can do damage and you can access it. Make sure one of your defenses is a World Tree or a Serpents Coil if you are a Dryad or Mystic and cannot heal.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes. The Obelisk, Angry Nimbus and a well positioned Earthshatter or Weapon Manufacturer are good for this.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your traps, auras and nodes or use ranged near your towers to take full effect of this.
CHARACTERS
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster)
Apophis - Mystic (Hero DPS, Vipers Fangs, Serpents Coil)
Kasuti - Mystic (AP DPS, Obelisk, Sand Viper)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Ngamahu - Lavamancer (AP DPS, Fissure of Embermount, Oil Geyser)
Etanaru - Monk (AP DPS, Flame Aura, Skyguard Tower, Lightning Strikes Aura)
Shilf - Huntress (AP DPS, Blaze Balloon, Geyser Trap, Poison Dart Tower)
Cinnamon - Series EV2 (AP DPS, Weapon Manufacturer)
Mishera - Adept (AP DPS, Earthshatter Tower) [Dungeon Defenders II] Mastery III - Siphon Site D (5 Stars)](https://i.ytimg.com/vi/y_t6CeFPaBU/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP09: The Three World (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Map09 kind of reminds me of the start to Tricks and Traps, but with more space, the Cyberdemon/Baron of Hell war is at the end and not having to go through sheer hell just to get things started. It took some practice but I managed to boil this map down to a science. The only real danger is getting out with the Yellow Key in one piece.
MAP STATS
Map: 09 - The Three World
Author: Tyousen121
MIDI: Doom I - On the Hunt (E1M6)
Enemies: 120
Secrets: 9
SECRETS
1) In the library room (the door to the right of the one facing you), when you throw the switch and slay all the enemies, you will see a lone Health Bonus in front of a bookshelf. This bookshelf can be lowered to reveal a Berserk Pack and access to the Green Armor room next door.
2) In the room next door to the Armor Library is the room with the Supershotgun and an Imp ambush. Slay all the imps and you will find the back corner wall has a Lion Emblem on it. You can walk through this wall to find some Rockets.
3) In the room behind the Red Key door, the wall with the UAC emblem can be raised to reveal some Health Bonuses
4) In the Blue Keycard room, pick up the card and you will reveal 2 Chaingunners and 2 Hell Knights. The Chaingunner in the corner with the skys fence can be walked through. You will land on a BFG9000 and some Plasma Cells. Use the elevator to get back up.
5) After fighting your way to the Yellow Keycard, the wall behind the card can be raised to reveal a Backpack.
6) In the giant room behind the Yellow Key Door, there is a switch you can press to bring down a Spider Mastermind. Slay the beast and you will also see a column of dripping blood. On the backside is a candle. Activate the blood wall facing the candle and it will lower an elevator at the entrance of the room. Ride the elevator up and travel around to get the Mega Armor.
7, 8 and 9) In the room with the Exit Switch, there is a another switch behind the Exit Switch. Walk around it and press this switch. This will reveal a Computer Map in a new room. The console in here can be used to open another room revealing Boxes of Rockets. Shooting the Locked sign with a Supershotgun can reveal the last treasure: A Megasphere!
TIPS
- Tackle the Library to the right first. This will give you an edge for the Armor and the Supershotgun rooms as there is a Chaingunner inside.
- Try to get the BFG from the Secret in the Blue Keycard. This will help you 1-2HKO the Spider Mastermind, saving on Cells for the Cyberdemon
- When you throw the switch to the Yellow Keycard, slay the Pain Elemental to your right first. This will help you in the long run. Use the other demons as meat shields if you must.
- In the room with the Cyberdemon, keep the powerups on standby until you need them. Use the Cyberdemon to infight the Barons of Hell into attacking it. Once all the Barons are provoked, make your attack with the BFG. It should take 1 shot to kill the Cyberdemon if it has sustained enough damage. Try to save enough for 1 round for the Archvile at the end of the level.
- Remember to grab the last 3 secrets before leaving! [Doom II] Japanese Community Project (JPCP) - MAP09: The Three World (UV-Max)](https://i.ytimg.com/vi/yoZdvYUxIQM/mqdefault.jpg)