Friday, February 1, 2013

Die Rise Review

So, I finally got it downloaded, and played it like a mad man. What's it like? Kicks your ass. It kicks the hell out of your ass. Earlier, I was complaining about the small, effortless levels such as Farm and Town, but this just went totally opposite. The visuals are gorgeous. This map is unbelievably massive. I still haven't gotten all the way through it, and it's way harder. In my opinion, I think that Treyarch may have been rushed with the first zombies maps, focusing more on the campaign and Multiplayer. But they made it up in this first DLC alone. Let's take a look at some of the new things:

  • A new Wondergun called the Sliquifier has been added to the map. This gun is build-able, like the Jet Gun, but has ammunition that can be filled with Max Ammo, and if it lost, it appears in the box later, instead of painstakingly looking for parts and rebuilding. This gun can power through about 6 zombies with one shot, but it can be shot at the floor to make the floor slippery, causing the zombies to slip and slow down dramatically. If done correctly, you can shoot this near the edge of a building, and send your whole train flying off the edge
  •  A new Perk, called "Who's Who?" has also appeared, and this is quite a crazy but exciting design. This map has a lot of dropping down levels, making it easy to go down, but not so easy to get back up. This makes reviving teammates virtually impossible because you have no way to get back up a level.(besides going on randomized elevators which you can have no control over) But what would you say if I told you that you could revive YOURSELF? That's exactly what this perk does. You go down, as always, but your teammate, struggling with the confusing dark map and barely making it past zombies says "I might not be able to get to you..". But that's okay, remember that old saying? "If you want something done right, do it yourself!" Well that is exactly what you will do. A double of your character spawns on the same level, with nothing but the starting gun. If you are good enough not to get killed, you can run to your character, and revive your own self, and as soon as you are revived, the double goes away, and you're back just like if one of your teammates did the job. BUT. If you can't make it, and the other you dies, the clone you're playing as becomes the real one, but with only the starting gun. If you fall down an elevator shaft with "Who's Who", the clone will spawn just like at the start of a new round but with out waiting for your friends to finish it, because you won't be able to revive yourself. So you just play as if nothing happened. You don't lose any points in this process.
  • NEW WALL GUNS. This has to be the most exciting part of this map: the ass-kicking wall guns. I don't ever hit the box anymore because of this. They have added the PDW, the SVU-AS and the AN-94. These guns all have massive amounts of ammunition, even though the level is so hard it doesn't do any good. The PDW has 200 rounds to start, and is only 1000 points. The AN-94 has 300, and is only 1200, and if Pack-A-Punched, has 700 rounds! That's almost as much as the RPD! These guns are most likely the only way to survive on this dark nasty high rise. The original wall guns return as well, such as the MP5 and M14 amd M16. But those are no fun!
  • A new type of round, similar to the HellHounds round, has been added. The crawler-type zombies, which appeared in Kino and Five, then re-appeared in Moon, have come back in Black Ops 2, but with a horrible twist. These monsters are crazy fast, have teleporting abilities, and jump back and forth between the ceiling, the walls, and the floor. The auto-aim does seem to calibrate itself specially for these zombies, making it not so hard to aim and kill. Shotguns and SMGs seem to have the best affect, but don't doubt the power of these little critters. Without Juggernog, they'll kill you in 3 hits or less, or scare you enough to send you running out a window. After the round, the last one will drop a Max Ammo power, like Hell Hounds. Hopefully you won't have too many friends to revive at this point. IF. If you are able to pass the whole round, killing them only by knife, you will also get a Random Perk Bottle at the end of the round. If you can beat the round without being hit once, you will also get a random perk bottle.
So, let's talk about the new aesthetics this map has added. This map starts off looking somewhat bright, but once you are indoors, the mood takes a major downward turn. If you can get your whole team into the elevator in the starting room, it will drop down a few levels, giving you a quick shot to the power, but by bypassing the box, and some impressive wall guns. In most cases, it's better to keep buying doors to see what's on the other side. You can jump from building to building, if the building is close enough, and if it's at a slightly lower level. Getting back is the hardest part, though. This map can get pretty dark inside the buildings, even at full brightness. Stick to rooms with windows. The perks are randomized in this level, appearing in different elevators every game. You cannot travel inside these elevators, you have to wait until they are directly below you on a lower level, and get on top of them. There does not appear to be a bank or fridge in this level, like TranZit. There also aren't as many build-ables. The only 3 things that are built are the Trample Steam, which launches you building to building, making it MUCH easier to travel, the Sliquifier, and the NavCard Table. Here is how to build all three of these (from COD Zombies Wikia, thanks for your help!) :

Trample Steam:
All the parts are found in the starting room or in the room adjacent through the door.
  • Chicken wire
  • Motor
  • Bellows
  • Flag 
Sliquifier
Note: All Parts are located in the same building.
Part 1: Near the top of the staircase, next to the television. This part never moves.
Part 2: It is either directly next to where the Sliquifier is built in a cage, or directly next to the power switch on a table.
Part 3: It is either in the power room on the tables by the elevators, or by the fridge near where you build the Sliquifier.
Part 4: It is either on the barrel next to where the debris was bought, or it is in the room upstairs with the showers and washing machines on a wooden stand.

Navcard Table:
  • The radio can be found behind the opening leading downstairs from the base of the dragon.
  • The plank can be found directly under the tower, right next to where the Nav table is built.
  • The meteorite can be found in a corner next to two transformers close to the two elevators that go down into the power room.
  • The fusebox can be found by climbing up the scaffolding next to the dragon, jumping down to the platform with the Semtex Grenades, then going to the end of the platform and dropping down in front of a single, separated elevator, It is on the ground leaning on one of the buildings. NOTE: The only ways out of this area are to go down  the elevator shaft or to drop carefully down the ledge to the left of the elevator shaft, so it is advised to look for this part at the end of a round while someone else is watching the last zombie. 


Hope this helped you guys out, I'm sketching out a Die Rise Map as we speak, hopefully it will be done in the next few days, this map is quite confusing. Videos soon as well! Hopefully a new Die Rise themed background! Don't forget to Like, Subscribe and Follow! See you guys online!


2 comments:

  1. Thanks man! Stay tuned for my Die Rise Map :D I should have it out soon, I've worked on it forever. Its like my baby. My baby that I will post on my site. For people to look at. That's not weird, right?

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    1. I just got the Die Rise Map and I was so surprised when I realized how hard it was... These blog posts have helped me out A LOT! Thanks and keep it up! :)

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