Uploaded December 2017 | Updated September 2026, 2 hours ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: The Ramparts
Much like Greystone Plaza, you lose 2 types of towers (Nodes and AA) but it isn't difficult to work around, since Traps and Auras can handle the Anti-C3 enemies. This map isn't too difficult, even though I played pretty crappy midway in.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- No defenses can be upgraded
- You cannot build Anti-Air Defenses (Hailstorm Tower, Skyguard Tower)
- You cannot build Node Defenses (EV2 stuff)
- Do all the above in 1 run
PLAN
=====
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with traps and Auras is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide.
It is unwise to use projectile towers outside of Poison Dart Towers as the reflected missiles can severely damage or destroy defenses. If you must, destroy the Geodes ASAP with direct intervention.
The biggest threats to your defenses will be Kobolds, Witherbeasts, Ogre (the slam can be fatal to your smaller towers, don't trigger it), Quibly (the 3 bombs can stack) and the Skeleton bosses (their sweep range can splash towers in the back). You may also need to be aware of the air lane going through the middle.
Don't do what I did. If you are going to use ranged attacks or engage enemies, try to do so within the Geode's shield so you can do damage and the missiles don't deflect in your face.
Because of a lack of AA, you will need to use your towers (and auras in some cases) to shoot down the air or do it yourself. Luckily, most of the air comes at the end of the level.
For your hero selection, choose something that can get around the map easily and can dispatch enemies and dogpiles swiftly. Something that can stun Geodes is recommended (shuts down the barrier)
HYPER SHARD RECOMMENDATION
=============================
Hyper Destruction - Any tower that is being used in 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 auras or use ranged near your towers to take full effect of this.
CHARACTERS
============
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Etanaru - Monk (AP DPS, Lightning Strikes Aura, Flame Aura)
Shilf - Huntress (AP DPS, Geyser Trap, Blaze Balloon)
Jenocres - Ramster (AP DPS, Ramster)
Mishera - Adept (AP DPS, Flamethrower Tower, Earthshatter Tower)
Kasuti - Mystic (AP DPS, Serpent's Coil)
Tsumiko Kuri - Initiate (AP DPS)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: The Ramparts
Much like Greystone Plaza, you lose 2 types of towers (Nodes and AA) but it isn't difficult to work around, since Traps and Auras can handle the Anti-C3 enemies. This map isn't too difficult, even though I played pretty crappy midway in.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- No defenses can be upgraded
- You cannot build Anti-Air Defenses (Hailstorm Tower, Skyguard Tower)
- You cannot build Node Defenses (EV2 stuff)
- Do all the above in 1 run
PLAN
=====
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with traps and Auras is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide.
It is unwise to use projectile towers outside of Poison Dart Towers as the reflected missiles can severely damage or destroy defenses. If you must, destroy the Geodes ASAP with direct intervention.
The biggest threats to your defenses will be Kobolds, Witherbeasts, Ogre (the slam can be fatal to your smaller towers, don't trigger it), Quibly (the 3 bombs can stack) and the Skeleton bosses (their sweep range can splash towers in the back). You may also need to be aware of the air lane going through the middle.
Don't do what I did. If you are going to use ranged attacks or engage enemies, try to do so within the Geode's shield so you can do damage and the missiles don't deflect in your face.
Because of a lack of AA, you will need to use your towers (and auras in some cases) to shoot down the air or do it yourself. Luckily, most of the air comes at the end of the level.
For your hero selection, choose something that can get around the map easily and can dispatch enemies and dogpiles swiftly. Something that can stun Geodes is recommended (shuts down the barrier)
HYPER SHARD RECOMMENDATION
=============================
Hyper Destruction - Any tower that is being used in 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 auras or use ranged near your towers to take full effect of this.
CHARACTERS
============
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Etanaru - Monk (AP DPS, Lightning Strikes Aura, Flame Aura)
Shilf - Huntress (AP DPS, Geyser Trap, Blaze Balloon)
Jenocres - Ramster (AP DPS, Ramster)
Mishera - Adept (AP DPS, Flamethrower Tower, Earthshatter Tower)
Kasuti - Mystic (AP DPS, Serpent's Coil)
Tsumiko Kuri - Initiate (AP DPS)
![[Doom II] Ancient Aliens - MAP02: Sanctum of the Wastes (UV-Max)
Game: Doom II
WAD: Ancient Aliens
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP02 isnt bad, but it shows just how much I hate Hitscan enemies in this game at times. The very Shotgunners people are used to destroying are a viable threat to your life for the first half. The second half is all about how well you can fight heartier enemies with small arms. Overall, this level takes some practice but it is extremely beatable.
MAP STATS
Map: 02 - Sanctum of the Wastes
Author: Skillsaw
MIDI: Stuart Rynn - The Incessant Flow of Time
Monsters: 106
Secrets: 2
SECRETS
1) When you throw the first switch that spawns the Shotgunner ambush, there will be 2 rooms added. In the one without the switch, the candle wall fixture in the back doubles as a switch to lower you into a pit with 2 Demons and 2 Imps. The teleporter here takes you back outside with 15 Health Vials and a Green Armor.
2) When you get to the 2F of the Temple, you will eventually find a Candle in front of a wall. The wall behind this candle is actually a secret door. Lower the wall and you will find a teleporter that will take you to a secret pit. Fight your way through the Shotgunners and Imps to find a Soulsphere.
TIPS
- Hitscan is the biggest threat to your health. Try to to destroy the Zombie enemies as quickly as possible or use meat shields to trigger Infighting. You wont have a Chaingun for sometime.
- If you want to save valuable seconds, use your fists against Revenants and try to mix infighting in if possible.
- You only get 8 Rockets, I suggest you save them for the Mancubi if possible. Infighting definitely helps contain them.
- Infighting helps immensely in the Red Skull Key room. The Mancubis erratic fire patterns can easily trigger enemies into combat no problem. [Doom II] Ancient Aliens - MAP02: Sanctum of the Wastes (UV-Max)](https://i.ytimg.com/vi/PJc-UMxxWy4/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - The Ramparts (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: The Ramparts
The affixes are approximately the same as they were in Greystone Plaza except you can sell defenses if you want to deny a tower kill. This map on its own is relatively simple, even with the Diversity Quota.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Gate Locks must stay above 90% health at all times
- No defenses can be destroyed
- You must maintain 10 or more different defense types during all Combat Phases
- You complete all the above in the same run
PLAN
By diversifying your Blockades, you can cover half or more of your Diversity Quota. Once this is done, you can use the rest on multiple defenses. Obelisks, Volcanos, Weapon Manufacturers, some Auras, Earthshatters and Dryad Defenses can be placed in various locations to handle multiple lanes. This helps with DU Splitting. Reflect Beams can be used to deflect Hex Thrower attacks and adds 1 to the Diversity Quota.
When placing defenses, do not place anything close to the Gate Locks. All it takes to fail the 5 star is have 1 knick on them caused by splash damage. The air that fly down the middle will need to be shot down swiftly if they pile up at the end. Make sure you bring a strong Anti-Air hero for this one.
A Last Stand or facing down enemies at their lanes are both feasible. If you pull a Last Stand, you will need to watch for Hex Throwers attacking towers from other lanes and this also opens the option of letting you use Fissures of Embermount with the Embermount Flames Servo to weaken or flat out murder enemies before they get to your blockades. Either way, make sure you factor in your Diversity Quota.
If you have any Stun or Slow abilities, use them as an opener when attacking Hex Throwers and especially Kobolds directly. A Tier 3 Kobold can deal up to 100k damage to a fully specced Squire and Hex Throwers can spell your doom while you fight dogpiles, Snookis, bosses and other tough enemies.
On wave 3 and onwards, you will be harassed by Dark Assassins. If you have any abilities to break yourself free, then use them. Otherwise, pull them near defenses that can kill them quickly or break their lock fast. A Skyguard Tower in range will be very helpful.
Alongside Hex Throwers, you must keep Kobolds, Witherbeasts and Snooki from doing excessive damage to your defenses as they will also be threats. If you are assaulting Hex Throwers directly, try to pull a few of these enemies into the crossfire to save time. As stated above, be aware of what you are attacking, especially if it is Kobolds.
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 other defenses.
CHARACTERS
Lenneth (Dryad, AP DPS) - World Tree, Angry Nimbus
Yojimbo (Squire, Hero DPS) - Spike Blockade
Jenocres (Abyss Lord, AP DPS) - Orc Blockade, Ramster
Apophis (Mystic, Hero DPS) - Vipers Fangs, Serpents Coil
Lezard Valeth (Apprentice, AP DPS) - Arcane Barrier, Frostbite Tower
Mishera (Adept, AP DPS) - Flamethrower Tower, Earthshatter Tower
Kasuti (Mystic, AP DPS) - Serpents Coil, Sand Viper, Obelisk
Shilf (Huntress, AP DPS) - Poison Dart Tower
Tsumiko Kuri (Initiate, AP DPS) - Boost Aura
Cinnamon (Series EV2, AP DPS) - Weapon Manufacturer
Etanaru (Monk, AP DPS) - Skyguard Tower, Lightning Strikes Aura, Flame Aura [Dungeon Defenders II] Mastery VI - The Ramparts (5 Stars)](https://i.ytimg.com/vi/PUcvGsp5SZQ/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Siphon Site D (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Siphon Site D
A Diversity Quota for this map is relatively easy to maintain, even if you cannot build Nodes. Making sure you win quickly will be the real test of this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Nodes
- You must complete all Combat Phases within 3 minutes or less
- You must maintain 10 or more different defense types during all Combat Phases
- You complete all the above in the same run
PLAN
By diversifying your Blockades, you can cover half or most of your Diversity Quota. Then you can use some defenses in multiple locations more effectively. Projectile based Defenses will need Piercer Servos in order to be effective As long as you work off each towers strengths and weaknesses, your defense lines should be able to hold. Use your heroes to compensate for any weaknesses.
Without the aid of Nodes, you will need to use Auras and Traps to handle enemies outside your Blockade setup. Try to figure out where Hex Throwers or ranged attackers gather to effectively place these. Dryad defenses, Obelisk, Volcano and Weapon Manufacturers if placed correctly can handle multiple lanes, effectively splitting DU costs. You can place Fissures of Embermount with the Embermount Flames Servo in front of the spawns to burn up enemies over time.
Since you are lacking Nodes, you will be unable to build Reflect Beams to protect your Blockades from Hex Thrower offense. You will need to ensure that all your blockades in your Quota can either withstand punishment or are backed up by defenses that can waste the Hex Throwers and other attackers quickly.
Although this map is small, the Timed Combat Phase affix will be easy to crush. However, you will need to be aware of Malthius raising skeletons and some enemies can be slow leaving the gate.
If you have any Stun or Slow abilities, use them as an opener when attacking Hex Throwers and especially Kobolds directly. A Tier 3 Kobold can deal up to 100k damage to a fully specced Squire and Hex Throwers can spell your doom while you fight dogpiles, Snookis, bosses and other tough enemies.
On wave 3 and onwards, you will be harassed by Dark Assassins. If you have any abilities to break yourself free, then use them. Otherwise, pull them near defenses that can kill them quickly or break their lock fast. A Skyguard Tower in range will be very helpful.
Alongside Hex Throwers, you must keep Kobolds, Witherbeasts and Snooki from doing excessive damage to your defenses as they will also be threats. If you are assaulting Hex Throwers directly, try to pull a few of these enemies into the crossfire to save time. As stated above, be aware of what you are attacking, especially if it is Kobolds.
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 other defenses.
CHARACTERS
Jenocres (Abyss Lord, AP DPS) - Colossus, Orc Blockade, Ramster
Yojimbo (Squire, Hero DPS) - Spike Blockade
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus, Harpys Perch
Apophis (Mystic, Hero DPS) - Vipers Fangs, Serpents Coil
Shilf (Huntress, AP DPS) - Poison Dart Tower
Mishera (Adept, AP DPS) - Earthshatter Tower, Hailstorm Tower
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Lightning Strikes Aura [Dungeon Defenders II] Mastery VI - Siphon Site D (5 Stars)](https://i.ytimg.com/vi/PUhdwjlqg3w/mqdefault.jpg)

![[Doom II] Japanese Community Project (JPCP) - MAP12: Magnetic Force Apparatus (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
For a Map with 200+ enemies, I found this to be quite small. However, small maps with large enemy counts usually means much resistance at once, which is what Map04 was like (given as they were both done by burabojunior). It didnt take me long to get the hang of getting through the level in one piece though. The only annoyance was finding every monster, especially the Cacodemons and stragglers.
MAP STATS
Map: 12 - Magnetic Force Apparatus
Author: burabojunior
MIDI: Jonathan Kenneth Sadler - Urban Monsoon
Enemies: 212
Secrets: 1
SECRETS
1) Once you raise the elevator to the 3F (The Blue Key switch), fight your way past the zombies and to your right and you will an indent on a biege wall next to the electrical board. This indent can be lowered to reveal another switch which will you allow you to access 4F. Ride the elevator up to a teleporter. There is a Soulsphere at the destination. Grabbing it will return you to the 3F.
TIPS
- Take advantage of the Partial Invisibility at the start. The accuracy penalty will make it easier to slay the first set of enemies.
- About 60-70% of the enemies are zombies. The hitscans can be tedious to control but they can be exploited for infighting results.
- Use barrels wisely. They can help you kill Revenants or large groups if the barrel destruction is timed correctly
- When you pick up the first Soulsphere, it is best to camp in the passage to the first teleporter and pick off anything that can attack you. The enemies (including the Chaingunnes) can cause infighting easily
- Once you get the Soulsphere and Blue Key, there will also be 4 Cacodemons that fly around the outside areas. Make sure you keep tabs on them. They can get stuck behind walls and can ruin your run.
- Once you get the Yellow Keycard, infighting can be exploited by Chaingunners to slay Revenants faster. You only get 80 Plasma rounds so use them to break out.
- Try to get the secret before you get the Yellow Keycard. The island can also be used to help kill the 4 Cacodemons that fly around. Doing it after should be reserved for when the heat dies down, especially with the Chaingunners and Revenants. [Doom II] Japanese Community Project (JPCP) - MAP12: Magnetic Force Apparatus (UV-Max)](https://i.ytimg.com/vi/PeKCx6aHCNo/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Temple of the Necrotic (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Temple of the Necrotic
This map isnt too much trouble, but much like Forgotten Ruins was like on Mastery III, all it takes is one slip up and you could get yourself killed or an enemy (specifically air) can slip through and nick the Cores or you could forget about a defense and lose it. Make sure your plan and movement is solid and you should be fine.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No defenses cannot be destroyed or sold
- You cannot have any hero deaths
- Both Crystal Carts, the Soul Stone and the Holy Relic cannot fall below 90% health at any time.
- Do all the above in 1 run
PLAN
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with Traps, Auras and Nodes is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide. The Skeleton lanes do not have Geodes or Shield Goblins, so you can handle these any way you see fit.
Some defenses when setup correctly (Angry Nimbus, Earthshatter and Weapon Manufacturer) can handle multiple lanes, allow you to save on DU splitting. If you have any Skyguard Towers in range on ground lanes, consider using a Vipers Fangs as your Blockade so it can bubble up enemies.
Pay attention to the air lanes. A lot of Wyverns or more than 1 Kobold Glider can be a problem as the former can overwhelm your Skyguard Towers and the latter can destroy it or a Hailstorm in 2 divebombs. Shoot them down yourself if you must.
Keep tabs on your blockades and make sure there are no defenses directly behind them or Showoffs (Javelin Throwers) or the Skeleton bosses will show off their strength on them and cost you a 5 Star. Since this map has a preset spawn setup, get involved in dogpiles and leave them when all that are left are largely Goblins or your other defenses can handle them.
If you want to get to the other side of the map from the Forest paths, you can touch the Holy Relic to get a movespeed increase. You sould also consider having an EV2 or someone with Double Jump to help get out the woods faster.
For your hero, pick something that can move around the map well, can dispatch enemies swiftly and hard to kill. 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 play as a Lavamancer, make sure you throw down extra Fissures of Embermount to recharge 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, auras and nodes or use ranged near your towers to take full effect of this.
CHARACTERS
Apophis - Mystic (Hero DPS, Vipers Fangs, Serpents Coil)
Etanaru - Monk (AP DPS, Skyguard Tower, Flame Aura, Lightning Strikes Aura)
Yojimbo - Squire (Hero DPS, Spiked Blockades)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Shilf - Huntress (AP DPS, Poison Dart Tower, Geyser Trap)
Jenocres - Abyss Lord (AP DPS, Ramsters)
Mishera - Adept (AP DPS, Earthshatter Tower) [Dungeon Defenders II] Mastery III - Temple of the Necrotic (5 Stars)](https://i.ytimg.com/vi/QV4Vizoagow/mqdefault.jpg)
![[Doom II] Ancient Aliens - MAP03: Arachnotron Arrival (UV-Max)
Game: Doom II
WAD: Ancient Aliens
Mode: UV-Max
Source Port: Zandronum 2.1.2 - Boom Compatibility
Recorded using Bandicam
MAP03, much like MAP01 comes with a primary hazard in the main outdoor area. Instead of a Cyberdemon, you face off against 2 Arachnotrons. As the warning says in the first room, you cannot kill them as they will be replaced when you do. You must either dodge them, hide from them or get slain before they can stop.
Other than this threat, this level isnt too difficult and you can get it done relatively fast.
MAP STATS
Map: 03 - Arachnotron Arrival
Author: Skillsaw
MIDI: Stuart Rynn - Depth Charge
Monsters: 96 (Default)
Secrets: 1
SECRETS
1) In the plus shaped room in the Second Half of the level, you will find a Soulsphere on an elevated platform. To lower it, hit the blue panel to reveal some Zombies and an Imp, then hit the wall next to the Skull Switch with an impact weapon to reveal a Revenant. Doing so also lowers the platform to claim the Soulsphere.
TIPS
- As the warning in the first room tells you, evade the Arachnotrons. You can use their plasma streams to help dispatch enemies or to cause infighting to setup openings. If an Arachnotron is slain, another one will take its place. If you must, shoot the Arachnotron to pain chance it if you want to disrupt the weapon. Once you get past the Blue Skull Key Door, you will go through 2 Bear Warps and you will end up telefragging both to shut down the spawners. Because of this, you must have 2 enemies left before you open the door.
- If you want to play it safe, kill enemies in safe zones where Arachnotrons cannot target you. Or put an enemy between you and the Arachnotron so the stream slays it. Or triggers an infight at least.
- Berserk Fists are helpful in killing enemies fast. Just be careful of other enemies while engaging in fisticuffs.
- Save the Rocket Launcher for Mancubi or Revenants. The Shotguns and the Fists can handle everything else.
- When the Second Half of the level is opened, go into the teleporter in the blood pool on that side to be teleported to a Soulsphere. Make it fast cause this platform is in between the 2 Arachnotrons. If you are aiming for fastest time, you will have to avoid taking this Soulsphere and hold out until the Secret. [Doom II] Ancient Aliens - MAP03: Arachnotron Arrival (UV-Max)](https://i.ytimg.com/vi/QxvSpUA8DTM/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Forgotten Ruins (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Forgotten Ruins
At first glance, the affixes may look rough, but considering you are still able to build Nodes (which is the most effective Tower Type in Chaos 6), the difficulty only comes from making sure no defense falls.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot upgrade any defenses
- You cannot repair any Defenses
- All 4 Relic Lenses must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Due to the affix where all Cores must stay above 90%, you must ensure that all your Blockades dont let anything past your defensive line. This is will undoubtedly cause you to have limited space when fighting off enemies.
Make sure you keep tabs on your enemies in this match. Snooki are very prone to ignoring Blockades and the boss lane has a habit of having bosses make wide turns that may bypass the blockade and directly attack your defenses.
The Obelisk can be effective as its map wide range via Smite can pick off random enemies. Placing a Volcano on the middle island can also be effective at covering the entire map. The Earthshatters massive range in tandem with the Toss Up Shard or the Weapon Manufacturer with the Shocking Revelation Servo can also be effective if you want to fortify lanes with crowd control.
If you have any Stun or Slow abilities, use them as an opener when attacking Hex Throwers and especially Kobolds directly. A Tier 3 Kobold can deal up to 100k damage to a fully specced Squire and Hex Throwers can spell your doom while you fight dogpiles, Snookis, bosses and other tough enemies.
On wave 3 and onwards, you will be harassed by Dark Assassins. If you have any abilities to break yourself free, then use them. Otherwise, pull them near defenses that can kill them quickly or break their lock fast. A Skyguard Tower in range will be very helpful.
Alongside Hex Throwers, you must keep Kobolds, Witherbeasts and Snooki from doing excessive damage to your defenses as they will also be threats. If you are assaulting Hex Throwers directly, try to pull a few of these enemies into the crossfire to save time. As stated above, be aware of what you are attacking, especially if it is Kobolds.
If a Blockade is in the red zone, hold the line as best as you can. If you got the time in combat to do, sell and replace it. Having a Construciton shard on your main hero will make this process a lot easier. Having Hardened Servos on your Blockades also helps immensely.
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 a Defense that will not only be doing heavy duty combat, but will also have defenses around it.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Cinnamon - Series EV2 (AP DPS, Weapon Manufacturer, Reflect Beam)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Mishera - Adept (AP DPS, Earthshatter Tower)
Tsumiko Kuri - Initiate (AP DPS, Boost Aura, Skyguard Tower, Lightning Strikes Aura) [Dungeon Defenders II] Mastery VI - Forgotten Ruins (5 Stars)](https://i.ytimg.com/vi/RA2GEvM0VCc/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Ramparts Siege (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Ramparts Siege
One of the easier Timed Combat Phase maps as there arent any other affixes that can really hinder your builds. Just make sure you are swift and your defenses are strong.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot repair any defenses
- You must complete all Combat Phases within 3 minutes or less
- The Cannon and both Door must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Due to the time constraints, you must setup your defensive line as close to the spawn as possible. You must also defend the Cannon at all costs, so make sure you dont build defenses too close to it and your Blockade can repel attackers
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.
For DU Splitting, you should consider building at the apex of the 2nd ramp in the Northern lane and treat it as 1. Make sure you got anti-air defenses for the 2 air lanes if you plan on doing this.
If Malthius spawns, dispatch him quickly before he starts raising Skeletons or he will waste time and cost you the Timed Battle Phase. Having Anti-Miniboss, Ranged or Support weaponry helps immensely.
If a defense is about to fall, you will either have to upgrade it or sell and replace it. Make sure your Blockades can take punishment and you dont place Towers in range of other 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.
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
Yojimbo (Squire, Hero DPS) - Spike BLockade
Lenneth (Dryad, AP DPS) - World Tree, Angry Nimbus
Ngamahu (Lavamancer, AP DPS) - Fissures of Embermount
Kasuti (Mystic, AP DPS) - Sand Viper, OBelisk [Dungeon Defenders II] Mastery I - Ramparts Siege (5 Stars)](https://i.ytimg.com/vi/RB0gIpiJZ6I/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP28: HeLLPort (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Back when I finished MAP15, Masa, the creator of this map said he cant wait for me to do this map. When I saw 2 people before this attempt the map, I knew this was going to be a LOOOONG one. I thought I wouldnt be able to complete it and actually considered skipping it at one point,, but the Completionist in me said No Fucking Way!
I did a run using Quick Saves and started to develop strategies to safely speed through this run and I learned that this map isnt actually as bad as I thought. The only annoyance to this map is how long it is, but it shows me that Masa takes the best of burabojunior (who makes hard maps) and Nanka (who makes good visiual experiences) and combine them to make this wonderful little treat to reflect on his trip to Venice in 2014.
Also, thanks to Vincent Vega for letting me know what the MIDI is.
MAP STATS
Map: 28 - HeLLPort
Author: Masa
MIDI: Stuart Rynn - Day of Mourning
Monsters: 700
Secrets: 7
SECRETS
1) When you navigate through the docks after getting access to the ground where the Yellow Skull Key switch is, you will eventually come across a candle facing out towards a Soulsphere. The ground in front of the candle is invisible and it is an elevated platform allowing you to claim it. Grab a Radsuit before you attempt.
2) After the docks, you will end up in an arena with pillars and a cross in the middle. One of the pillars stone walls is different from the others. This side doubles as a switch to lower the pillar. Get on top of it and ride it up. Then drop down into the pit with the cross and you will get Rockets and a Soulsphere.
3) In the next part, you will be attacked by Revenants, Chaingunners and Imps. Drop down into the lava pool you will find a MegaArmor tucked in a corner. Ride the elevator back up to continue.
4) In the room with the Yellow Skull Key, there is a pit that you can drop down into. You need to do a Straferun onto the stairframe in order to hop over it and drop down. In the ground, there are 2 Soulspheres and a Bulk Energy Cell
5) At the cargo ship with the Blue Skull Key, walk along the frame of the boat and go around to the back to find 2 Bulk Energy Cells. I recommend taking this secret after you slay all the enemies on the boat.
6) Before you drop down into the Red Skull Key Arena, hug the wall at the base of the staircase and you will see a Health Bonus. Walking towards it spawns a MegaArmor
7) Inside the Arena itself, there are several lava walls with skull emblems on them. The one closest to the Megasphere has no skull emblem on it. This wall doubles as a teleporter that warps you to a platform with an Invulnerability Powerup.
TIPS
- You will need patience to complete this map! This is the longest and largest map in the JPCP megawad. If you must risk a bit of failure or damage to achieve tasks, then do so.
- No matter what happens, you will leave the first room with 100/100! On the other side, immediately rush the closest Archvile and kill it. Take advantage of the hitscan to make it change targets.
- Archviles are not going to be your friends on this map. You will need to find an opening to use Energy weapons to slay them. Try to also slay tougher enemies away from their spawn points as well.
- On the pier that guards the switch that opens the Yellow Skull Keycard room, it is wise to lure the Revenants to the other side so that the Archvlles dont waste time resurrecting them. You cant afford to waste extra ammo.
- In the Red Skull Key Arena, use the Cyberdemons to help instigate infighting and thin out the numbers. While that is going down, use the BFG and hunt down the Archviles under the cover of Invulnerability. Once these threats are slain, start annihilating the Hell Nobles. Make sure you keep tabs on your Radsuit while fighting in the lava.
-Stretch your powerups wisely. The Invisibility Powerup will be effective in handling some of the more dangerous confrontations. It is useful in the 2nd Arena as well in the final room as you can save Cells by making the Spider Mastermind shred his own minions. [Doom II] Japanese Community Project (JPCP) - MAP28: HeLLPort (UV-Max)](https://i.ytimg.com/vi/RKWMjGlbGXs/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Buried Bastille (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Buried Bastille
Arguably one of the most frustrating maps for players due to its sheer size and randomness of the enemies behavior (they have been known to slip through defenses or stray Javelins hit cores unknowingly). To compensate, you have 2000 DU and you can build whatever you wish. Use your best strategies and this map wont be too troubling.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No defenses can be destroyed
- No defenses can be upgraded
=All 4 Crystals must stay above 90% health at all times
- Do all the above in 1 run
PLAN
The biggest annoyance is the spawn door next to your starting position. This is the area where enemies are prone to slipping through walls or Showoffs (Javelin Throwers) tend to show off their strength at hit the Eastern Crystal with stray spears. You must reinforce this entrance with some extra DU, which I put a Blaze Balloon down for along with LSAs and Flame Auras.
After that, the standard setup: Ramsters, Poison Darts and Earthshatter behind the Spike Blockade(s) with a LSA and Flame Aura to dispatch tougher enemies. Blaze Balloons are used at the boss lanes to add extra damage with the Blazing Phoenix Shard (5000% DP as Fire). Having 1 or 2 Obelisks also helps as the range on the Smite is Global.
For the air lanes, you can use any AA weapon. I wanted to save some DU so I tried my hand with PDTs and I ended up leaking air units at times (which is why I largely used Agent Tanya). A safer option is either Skyguards or Hailstorm. You must use a Skyguard for the Southwest Core so you can shoot down air as ground dogpiles.
Your hero should camp around the Eastern or Southwestern core to ensure nothing slips by. Make sure you repair any defenses after each wave that turn yellow or flash red on the map.
CHARACTERS
Agent Tanya - Gunwitch (AP DPS)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Apophis - Mystic (Hero DPS, Vipers Fangs)
Kasuti - Mystic (AP DPS, Obelisk)
Mishera - Adept (AP DPS, Earthshatter Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower, Blaze Balloon)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura, Skyguard Tower)
Jenocres - Abyss Lord (AP DPS, Ramsters)
Arohongui - Lavamancer (Hero DPS, Volcano) [Dungeon Defenders II] Mastery I - Buried Bastille (5 Stars)](https://i.ytimg.com/vi/RVBg1_TwUyw/mqdefault.jpg)