Jump to content

Dahniska

Hall of Fame
  • Posts

    524
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Dahniska

  1. What I'd like to see is either a perk that allows you to spawn a random power-up (with a limit of like 3 uses per game) or a perk that increased your ammunition capacity. ;o
  2. Since you're asking for ideas, I'll offer a few. There are many people better than I but I have had some experience in this map and know how to get pretty far. Here are some things I'd consider doing if I were you: -Always buy Juggernog before any other perk. Always. -Use the Sliquifier. You don't have to get it immediately but you should aim to have it by round 20 at the latest. Getting this weapon really is necessary for later rounds. -I'd prioritize M&S over any other weapon as far as pack-a-punching goes. -Get monkey bombs. They can and will save you if used appropriately. -Aim to use Who's Who. The perk has so much potential if you learn how to use it to full effect. -Most high level rounds take place in the China Cafe. It's not necessary per se but it helps them to move by faster. Just some things that help me. Hopefully you can get some higher rounds!
  3. So you have a 6,000:1 kd? I call bullshit bro... Sorry. More like 1500:1 k:d ratio. It's possible to achieve that via normal means but you'd have to have skills comparable to KingJaq or Steve most likely. Wouldn't be surprised if this guy likes to sit in glitches/GK room, lol (no offense but that seems like the best explanation).
  4. Was referring to BO2 zombies in general. I know there are no EMPs on Die Rise, I asked Tom to update that on his spreadsheet. I mean that in every map, getting monkeys/Gershes (when you can) should be a priority.
  5. I actually like to camp in the **** please report this topic, post **** part of the Sliquifier room, and leave the door there closed. That Sort of funnnels all the zombies into approaching from the front, which I find achieves wonders. On a related note, I hate being trapped in those two bottom floors mid-round in the later rounds. So I often use a trample steam (if I have one and have to be there at the inconvenient time) placed right next to the corner, and sit behind it. Works pretty well to save your life at those times, I find. And yeah, Monkey Bombs are basically a must-have for any game. Never play without them unless you're trying to get EMPs for an easter egg, or if you need the points for something else. I always make getting them a priority after the 4 perks/reliable weapons.
  6. Personally I use Xbox 360. I also know that a lot (if not most) of serious zombies players use it too. While I can't speak from personal experience, I hear that PS3 users get a lot of glitching and freezing. Don't know about the Wii U. I recommend Xbox 360.
  7. I have to say that I truly think Treyarch should patch the GK room and allow zombies to spawn and drop down from above. Though I've used the spot myself to see what it could do since everyone else I knew was trying it (and I got past 100 with it), I feel like any pride you could get out of doing so feels so empty, almost as if you cheated. Though my Die Rise leaderboard score is higher than my best score on Tranzit (74), I feel so much more proud of my Tranzit score due to the fact that not just anyone could do it. Because it took a lot of hard work to get that score (and I plan to pass it eventually). Die Rise (at least leaderboard-wise) has become essentially what a map would be if glitches were allowed and never patched. While I don't think it would be right for Treyarch to remove everyone who used the GK room to reach a high score (since they really aren't glitching the game), it does feel almost like getting a true high round via traditional means has almost no value - at least for me. For me what feels good is both seeing myself succeed at something that used to give me trouble, and being able to respond when asked: "yeah, I got ____ round on ____". It feels good. I agree with the opinions voiced here. It takes a lot of credit away from people who are actually good at this game and who are consistent enough at it to get rounds that others couldn't when any random person who can survive rounds 1-10 can get the same score with no skill. Please, Treyarch, fix this. I don't know how the leaderboards (on Xbox Live) can be saved at this point, but I hope that at least the PC and PS3 versions will be fixed and updated before they're available to download.
  8. Thanks man. Glad to know, I don't think I'll be doing Maxis' side with my main account then.
  9. Hi. I've completed the Richtofen side of the Easter egg, but not Maxis' side. I love how the tower looks with the blue lights. What I'm wondering is, if I now complete Maxis' side, do the blue lights get replaced by orange ones, or do I get both at the same time? And is there a way to make it go back to how it looks now?
  10. If you didn't try it already, use grenades/explosives like M&S. Kill a horde under the tower that way and you should be able to continue.
  11. viewtopic.php?f=139&t=28874
  12. Dude without a doubt the SVU has to be the best sniper in any zombies map. I find it to be the only wall weapon that kills effectively in the 40's. PaP it and get double tap, and run trains in the China Cafe. It is pretty good.
  13. Thanks! Well for starts, like you said you don't have to open any doors to get the AK74u. Though like you said, you'll have to open an extra door to get to power (I don't count one of those doors because you'll need to open it anyway to finish building the Sliquifier unless you want to sit around waiting for the Remington elevator), you have a decent weapon before round 2 and you'll make progress on having the Sliquifier built early (a matter of personal preference really for me). Also, once you have the AK74u you can go for a long time without purchasing another weapon (and most of the time, you don't run out of ammo for a long time either with the max ammos coming in). The MP5... I don't like it at all. It has low power and runs out of ammo so quickly it's not funny, and having to buy barriers to it doesn't help (not to mention I have to get the power on and go up to the roof before getting it). The PDW is alright, and a definitely feasible option... however, I like the AK74u more overall (as I feel its ammo goes a lot further and is viable for longer in general, not counting PaPed). For me the main thing is having the weapon that early, which helps me to earn extra points off of zombies and to reduce the risk of going down since I don't have to knife multiple times per zombie. I also like going more directly for the power (instead of camping the PDW room) so I can get Juggernog earlier. Just my opinion. Like I said there's definitely more than a few good ways to start a game - this just happens to be my favorite.
  14. Not bad, I like the idea of trying to match the card! As far as Die Rise occurring before Tranzit, I'd like to point out a quote Marlton has in Die Rise: " You touch me, I touch you! Same rule as I have on the bus. Except that I despise touching, so maybe don't touch me to begin with." I feel like this quote confirms Tranzit happened before this map. Just my thoughts.
  15. I am sorry but I have to disagree with you there. Once you reach round 30 and finally go down, Quick Revive is worth it so that you can get to a real high round. Getting 300 kills later on in the game is much easier to do than to get them by starting over. If I am worried about going down early in the game I'll just hold off on filling my 4 perks until I've reached a point where I feel I've made enough progress to deserve getting it.
  16. In other words, an easy map (and it is). I do think it's worth getting and I recommend you get it.
  17. I know there's a bunch of strategies that people use to get set up on Die Rise, but I haven't seen anyone else who has posted my favorite starting strategy, so I'll put it here. Maybe someone will like it! Who knows. Round 1 - Six shots to the chest on each zombie, then knife. If possible, repair 4 hits on a window. Leave 1 zombie untouched, and jump onto the spawn elevator. If done perfectly you should leave the spawn room with 1490 points. Once you reach the bottom, grab a key and jump to the power building. If the Sliquifier piece is on the table next to the fridge, take it. Drop to the next level, and go buy the AK74u. Shoot the last zombie twice with your pistol, then knife. Proceed to the Sliquifier room and build it as much as you can. Rounds 2 and 3 - Use up your last pistol shots. Once all your ammo is gone, switch to the AK74u. Kill zombies with 2 shots to the chest and knifing. Buy the barriers to the power and turn it on. Finish building the Sliquifier and take it if you aren't planning to use M&S. Grab your elevator key and ride an elevator to the roof. Rounds 4+ - Find Juggernog and buy it. Use the AK74u to build points with headshots.Buy the rest of the things you want for the game, build Trample Steam and run trains at your favorite spot. This usually works pretty well for me.
  18. Thanks for confirming that. I think I'll try to keep that in mind, as I avoid receiving free perks on solo as it is. Maybe I'll start getting them if I run out of Quick Revives.
  19. Hey everyone. So, in Solo, you can buy up to three Quick Revives, right? Well I was wondering - does anyone know if you can get Quick Revives from the jumper zombie rounds, after the Quick Revive machine is gone? If you could, that would help a bit to lengthen the game. Does anyone know? Edit: I was thinking some more, and I guess that if you get Quick revive from the jumper Zombies, it won't count as if you bought it, so you could get more that way too, before you even bought your Quick Revive the first time?
  20. Galil > AN-94 > MTAR Galil has the strongest firepower and better ammo capacity than the MTAR, and better firepower than the AN-94. AN-94 is relatively comparable to the MTAR in strength (just a little less I think) but has a ton more ammo (especially PaPed). So yeah.
  21. Hi, everyone! I've decided to upload a video with all the locations of items in Die Rise, to help people find stuff who haven't played the map much before, and to help with navigation. I figured that being able to see it themselves would be easier than reading it. Made it as short as possible, and I apologize in advance if it seems too long. Hopefully someone finds it a useful reference. http://www.youtube.com/watch?v=JFZABBYDq-U Edit: I'm also adding to this thread a detailed written list of all the rooms with more info about each. Spawn Building Top Floor Spawn Room This is the top floor of the Spawn Building, and it’s where you begin your game! There are two ways you can proceed from this room: you can either go towards the power building directly, or you can buy the door (750 points) to the other room on the top floor of the Spawn building - the M14 room (essentially, you’re choosing which is more important to you, perks or weapons). You’ll also find at least one Trample Steam piece in this room. Contains: -Olympia (500 points) -4 Trample Steam part spawn points -Spawn Elevator M14 Room Right next to the Spawn room. Most people will get here by opening the door from the Spawn room. In this room you can either ride an elevator downstairs, jump down to the SVU room (by staying to the left) or go to the PDW room by opening the barrier (750 points) blocking an escalator. At least one Trample Steam piece will be in this room. Contains: -M14 (500 points) -Quick Revive Elevator -4 Trample Steam part spawn points -Random Elevator 1 (Speed Cola/Who’s Who) Middle Floor PDW Room This room contains the brand new PDW-57 (a submachine gun, similar to but better than the MP5). There’s a door you can use that will allow you to access the SVU room next to this one, and you can drop straight down to the Trample Steam room below by slowly easing off the side of the building at the bottom of the escalator. Contains: -PDW-57 (1000 points) -Quick Revive Elevator -Random Elevator 2 (Speed Cola/Who’s Who) SVU Room Accessed by jumping down from the M14 room onto the broken stairwell, or by the door to the PDW-57 room. You can go down another escalator from here, which is the only way to reach the China Café. Contains: -SVU (1000 points) -Random Elevator 1 (Speed Cola/Who’s Who) -Teddy Bear Bottom Floor Trample Steam Room You can drop down to here from the PDW room or ride Elevator 2 or Quick Revive down. Here’s where you can build the Trample steam. There’s a barrier in the room that separates Elevator 2 from the rest of the room. A lot of people like to set up Trample Steams in the corner of the room to defend them from jumper zombies. You can use a Trample Steam from here to get to the roof of the Power Building, or you can sprint jump off the edge near the B23R to reach the top floor of the Escher Building. Contains: -B23R (1000 points) -Quick Revive Elevator -Random Elevator 2 (Speed Cola/Who’s Who) -Trample Steam Workbench China Café Room Accessible only via the escalator from the SVU room. This is a great room to run a figure 8 train, and behind the counter is a Mystery box spawn point (accessed by staying to the left after descending the escalator from SVU room). Contains: -Random Elevator 1 (Speed Cola/Who’s Who) -Mystery Box Spawn Point Other Spawn Elevator Exit Room You can reach here by having everyone in the game enter the elevator at spawn. Once the elevator reaches the bottom it won’t go back up unless you put an elevator key in its control. A few non-respawning elevator keys (to control elevators) are found here on the ground. Can be reached with a Trample Steam from the Power building, but be careful! You can proceed by jumping down to the Power building. Contains: -Elevator Keys Escher Building Top Floor Mystery Box Spawn Room Only accessible via a ramp from the China Café room, or by using a Trample Steam at its exit. It’s possible to run a train here, and the box is upside down! The only exit is by jumping down into a hallway in the Escher Building. Contains: -Mystery Box -M16 (1200 points) Elevator Shaft In the center of the Escher building. Power signs indicate the way, and you proceed by dropping down from one section to another. GalvaKnuckles Room About halfway down the shaft. Contains: -GalvaKnuckles (6000 points) Bottom Floor AN-94 Room Once you reach the bottom of the shaft, you’ll find yourself facing the upside-down AN-94 (one of the best wall weapons ever). The only exit from this room is a 750 points barrier heading towards the Buddha room. This is an easy place to defend initially because the zombies can only come from the bottom of the elevator shaft or a window near the top of the room. Contains: -AN-94 (1200 points) Buddha Room One of the most popular places to run a train, considering how spacious it is. You can use a Trample steam on the broken off red pole to go back to the AN-94 room, or you can jump across to the AK74U (on the Power Building). There’s a teddy bear in a corner of the room, after going up a red pole. Contains: -Teddy Bear Power Building Roof The place you reach after you finish turning the power on. If you’re waiting to buy a perk from the elevators, this is a lot better of a place to be than anywhere else in this building. You can buy explosives off the walls, there’s a somewhat open area in front of the dragons, and the Easter Egg’s tower and navcard table are here. Contains: -Claymores (1000 points) -Semtex Grenades (250 points) -All 4 Navcard Table Parts -Random Elevators 4, 5 and 6 (Juggernog/Double Tap 2/Mule Kick/Pack-A-Punch) 3rd Floor Right below the roof. This is a tight, uncomfortable place to be, but it contains the MP5. You can access the roof directly from here via a small ramp with a 750 points barrier. Contains: -MP5 (1000 points) -Random Elevators 3, 4, 5 and 6 (Juggernog/Double Tap 2/Mule Kick/Pack-A-Punch) 2nd Floor The floor which the power switch is located at. There’s spawn points for all Sliquifier parts here, and a Teddy bear in the power room. You can use a Trample steam to reach either the Spawn Elevator room or the Buddha room from here. Otherwise you’ll have to use Elevators 3, 4 and 5. Contains: -Sliquifier part (in small TV room) -3 random spawn points for Sliquifier parts (1 in the **** please report this topic, post **** outside the Power Room, 2 inside the Power Room) -Power Switch -Teddy Bear (inside Power Room) 1st floor A small maze of cages and corridors. On the outside of the building you can buy an AK74U, and there’s a Remington for sale near Elevator 3. The Sliquifier room is here too, with 3 spawn points for Sliquifier parts. Contains: -AK74U (1200 points) -Remington (1500 points) -Random Elevators 3, 4 and 5 (Juggernog/Double Tap 2/Mule Kick/Pack-A-Punch) -3 random spawn points for Sliquifier parts (in Sliquifier Workbench Room) -Sliquifier Workbench That's about it. Thanks to Tom852 for asking me to list this and giving me incentive to write this up. -Diska (Dahniska)
  22. Wanted to say that yes, the zombies still say "Sam". However, bear in mind that Richtofen takes control of Samantha's body. The zombies could very well still think Samantha is controlling them.
  23. To save you a tiny bit of time I can also confirm all Mystery Box weapons from Tranzit (other than EMPs) return in Die Rise and are the same as in Tranzit. Sadly M27 and LSAT remain Nuketown exclusives.
  24. Olympia - spawn room M14 - spawn building top floor PDW-57 - spawn building middle floor SVU - spawn building middle floor B23R - spawn building bottom floor AN-94 - Bottom of Escher building shaft AK74U - power building bottom floor MP5 - power building third floor Claymores - power building roof Semtex - power building roof That's about as basic as the descriptions can get. I still feel like my first descriptions were better, as I can see newcomers getting lost trying to find these without the detailed descriptions. And yeah I second what he said about having this here. Edit: Just glanced at the spreadsheet and saw you already put short versions in, so nvm. But you should update the box locations list; the **** please report this topic, post **** is actually in the bottom floor of spawn building.
  25. It still works...
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, Code of Conduct, We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. .