Uploaded August 2018 | Updated September 2026, 1 hour ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Greystone Plaza
The affixes only hurt those who are used to Weapon Manufacturers for general combat. However, given you still have Auras and Traps, this level shouldn't be too difficult if you pay attention to what you are doing.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot build Nodes
- All 3 Gate Locks must stay above 90% health at all times
- Defenses cannot be repaired
- Do all the above in 1 run
PLAN
=====
When defending the subobjectives, pay attention to air units and do not place defenses close to them as to avoid Kobold Glider divebombs or splash attacks from other enemies. Make sure your Blockades are tight and have no leak potential.
The Obelisk can be useful as it's 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 be placed to affect multiple lanes, which helps with DU splitting. Fissures of Embermount with the Embermount Flames servo can be placed at spawn points to set enemies ablaze as they spawn, making them easier to kill for your other defenses.
If a defense is about to fall, either upgrade or sell and replace it. Make sure your Blockades are able to take punishment and you don't place Towers in areas where enemies can easily target them.
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 aren't 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 don't 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
============
Yojimbo (Squire, Hero DPS) - Spike Blockade, Cannonball Tower
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Skyguard Tower, Lightning Strikes Aura
Shilf (Huntress, AP DPS) - Poison Dart Tower
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Greystone Plaza
The affixes only hurt those who are used to Weapon Manufacturers for general combat. However, given you still have Auras and Traps, this level shouldn't be too difficult if you pay attention to what you are doing.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot build Nodes
- All 3 Gate Locks must stay above 90% health at all times
- Defenses cannot be repaired
- Do all the above in 1 run
PLAN
=====
When defending the subobjectives, pay attention to air units and do not place defenses close to them as to avoid Kobold Glider divebombs or splash attacks from other enemies. Make sure your Blockades are tight and have no leak potential.
The Obelisk can be useful as it's 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 be placed to affect multiple lanes, which helps with DU splitting. Fissures of Embermount with the Embermount Flames servo can be placed at spawn points to set enemies ablaze as they spawn, making them easier to kill for your other defenses.
If a defense is about to fall, either upgrade or sell and replace it. Make sure your Blockades are able to take punishment and you don't place Towers in areas where enemies can easily target them.
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 aren't 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 don't 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
============
Yojimbo (Squire, Hero DPS) - Spike Blockade, Cannonball Tower
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Skyguard Tower, Lightning Strikes Aura
Shilf (Huntress, AP DPS) - Poison Dart Tower
![[Dungeon Defenders II] Mastery V - Liferoot Forest (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Liferoot Forest
Compared to the last two maps, this map is relatively simple.
5 STAR REQUIREMENTS
- Survive all 5 waves
- The Quab and Dragon Eggs cannot fall below 90% health at any time
- You cannot build any Anti-Air Defenses
- You cannot let any Defenses get destroyed
- Do all the above in 1 run
PLAN
Because of the Cyber Orc threat, your best bet for Defenses is to use projectiles. If you plan on using Auras, Traps or Nodes, make sure that the device is out of reach from their EMP attacks. The Dryads defenses, Lightning Strikes Aura and Weapon Manufacturer with range upgrades can be effective.
The Volcano with range upgrades and the Obelisk can affect multiple lanes or even go map wide. The Earthshatter when placed on the Western lane can affect both the upper and lower branches due to their targeting.
Dark Assassins will need to be destroyed without the aid of Anti-Air Defenses, so use a combination of towers and your own skills to slay them. 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.
For obvious reasons, make sure you check your defense placements carefully. A Javelin Thrower, Kobold, Lightning Beetle or even a Snooki going off course can cost you the 5 star.
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
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Kasuti - Mystic (AP DPS, Obelisk)
Marcion - Squire (AP DPS, Cannonball Tower)
Mishera - Adept (AP DPS, Earthshatter Tower) [Dungeon Defenders II] Mastery V - Liferoot Forest (5 Stars)](https://i.ytimg.com/vi/5LF6g9W6CaU/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Little Horn Valley (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Little Horn Valley
This map is basically a test to see what you can do when every major Anti-Geode and Shield Goblin counter measure is disabled. It isnt a difficult map as much as you think.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build Auras
- You cannot build Traps
- You cannot build Nodes
- Do all the above in 1 run
PLAN
With all the options disabled, your only hope is to use barrier piercing Towers: Serpents Coil, Sand Vipers, Flamethrowers, Earthshatters, Obelisks and Ramsters in tandem with Blockades to slay all foes. I recommend throwing down an Obelisk as its map wide range is very useful.
If you plan on using projectile based towers, you will need to mix them with the barrier piercers or directly assault Geodes before they reach the lines or you will need to arm all projectile based towers with Piercer Servos. Poison Darts will still poison Shield Goblins if they hit the shield and Cannonballs have a chance to stun if equipped with Heavy Cannonball and/or Stun Fire.
It is wise to defend both Gate Locks so you have less enemies to contend with. Dont forget to build AA defenses!
For your combat hero, choose something that can swiftly dispatch bosses and groups of enemies. A hero with Overwhelming Strikes or a Stun ability helps greatly against Geodes.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or is being used in mutliple lanes. Preferably something that can bypass Shields.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Try to fight within range of defenses so they can take effect from this.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Jenocres - Abyss Lord (AP DPS, Ramster)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Mishera - Adept (AP DPS, Hailstorm Tower, Earthshatter Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Kasuti - Mystic (AP DPS, Serpents Coil, Obelisk)
Tsumiko Kuri - Initiate (AP DPS) [Dungeon Defenders II] Mastery III - Little Horn Valley (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/5Q49jrnc_tY/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Nimbus Reach (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: Nimbus Reach
One of the more annoying maps due to its size and tower restriction. You will need to work around this and play carefully in order to win this.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Auras
- You cannot build any Anti-Air Defenses (Skyguards and Hailstorms)
- You cannot have any Hero Deaths
- Do all the above in 1 run
PLAN
Due to the lack of AA and Auras, your best bet to stop air units is to use either Weapon Manufacturers or you have to setup your Towers in a way that they can shoot both ground and air forces. Make sure your hero is capable of attacking air if necessary.
It is best to do this map with a hero that has high health and when your connection is stable. All it takes to fail is jump into a pit or get blown to bits, especially if you are trying to face off against Kobolds or a Cannon Ogre. Carry a Last Stand Chip weapon if necessary. World Trees and Serpent Coils help immensely.
Using Nodes and Traps will help you kill off most opposition before it reaches your Blockades. Dryad Defenses, Weapon Manufacturers, Obelisk and Volcanos can help you ease DU Splitting with their Range if placed properly to handle multiple lanes.
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 you will be using for all the lanes.
CHARACTERS
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Cinnamon (EV2) - AP DPS (Weapon Manufacturer)
Kasuti (Mystic) - AP DPS (Obelisk, Serpent Coil) [Dungeon Defenders II] Mastery VII - Nimbus Reach (5 Stars)](https://i.ytimg.com/vi/5Xz-sxuZ7OY/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - The Ramparts (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: The Ramparts
Now normally when you see a Timed Build Phase, you try to get all your defenses close together and setup as much as possible before time expires. This map is basically the opposite of this. You will need to be swift to finish this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must complete all Build Phases within 30 seconds or less
- You must complete all Combat Phases within 3 minutes or less
- You cannot build Anti-Air Defenses (Hailstorm and Skyguard Tower)
- Do all the above in 1 run
PLAN
Within the first 30 seconds, you must place at least 1 Blockade and a Defense that can fight back at each lane. The hero that does this should have the capacity to build both and be armed with a Speed Boost (maxed or gilded) to cover the map. The Abyss Lord can instantly setup defenses at the cost of a delay before attacking, so you can exploit this to your own advantage. Once the first Combat Phase begins, build defenses and repel attackers.]
Due to lack of Anti-Air, you must ensure your defenses can shoot down air units or you will need to do it yourself with your hero.
If a Malthius spawns, you must end him quickly or the skeletons he summons will waste seconds. Having Anti-Miniboss, Ranged or Support weaponry will kill him faster.
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.
Remember that Shield Goblins can still be hit by projectile towers, provided that they are angled to hit their back or sides or you arm them with Piercer Servos. Otherwise, use Auras, Traps, Nodes or Towers that bypass shielding like Ramsters and Sand Vipers.
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) - Ramster, Skeletal Orc
Shilf (Huntress, AP DPS) - Poison Dart Tower
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Boost Aura
Kasuti (Mystic, AP DPS) - Sand Viper, Obelisk [Dungeon Defenders II] Mastery I - The Ramparts (5 Stars)](https://i.ytimg.com/vi/5sQl3dBoIME/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP18: Space Port Panik (UV-Max)
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 Exiles 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 doesnt 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 wasnt 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. [Doom II] Japanese Community Project (JPCP) - MAP18: Space Port Panik (UV-Max)](https://i.ytimg.com/vi/5sQomOrf8Zc/mqdefault.jpg)

![[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)