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All zombies introduced so far are present. Rounds 17-20: Marketplace - Situated in what appears to be a town and granting the player a large amount of room are the Marketplace levels upon which stampedes of Bulls will cross both up and down and left and right of the map.Between any two rounds in the Cave (except Bonus Rooms and Armories), the player will be taken to the Room of Fate (see below) where a permanent power up is granted to the player. Vision on these rounds is slightly more impaired than that on other rounds because the walls and the statue give large shadows, and round 16 undoubtedly gives the worst visibility of all rounds due to heavy rain in a night background. Rounds 13-16: Cave - The smallest and darkest of the levels with tall, compacted walls and a statue in the middle.Prison zombies are introduced during these rounds. It is not recommended to climb the catwalk at all. At the opposite side of the map to the steps is a break in the catwalk, allowing the player to jump down. There are steps either at the top or bottom of the map that lead to a large square catwalk that surrounds the map. Rounds 9-12: Prison - A Vorkuta-esque prison with another open space, but with the first introduction of levels within the map.Electric spikes make their first appearance within this level. Zombies are very much the same as on the Island levels, however, they do gain an increase in numbers and speed. Rounds 5-8: Courtyard - A courtyard within what appears to be Verrückt, still very open except with a fountain in the center of each round.There are no helicopters nor tanks on this map, and it is impossible to get one. The zombies on these rounds are the standard zombies and are largely very slow and easy to kill, though a couple zombies can already run from round 1. Rounds 1-4: Island - The player will begin on an island with plenty of open space surrounded by water and freedom of movement.The individual rounds within the levels are all very similar to each other, usually either being a reflection of the other levels or, later on, different weathers that can obscure the player's vision. Once at the last round of each set of levels, the player will step on a teleporter to transport to the next area.
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Here is a brief overview of all the levels the player will encounter whilst playing Dead Ops Arcade. Others are played throughout gameplay.Ĭall Of Duty Mobile Review - Boots On The Go Most of the music in the maps are shared with the loading screen music of the Call of Duty: World at War maps, notably Shi No Numa's music being shared with the Room of Fate's. This grants the player who gave the life a random power-up (either a tank, a helicopter, three nukes or four lightning bolts) and this can be done multiple times per round provided the player waits 90 seconds in between lives stolen. However, if another player on the team has at least one life then the player will automatically be gifted that life to be revived instantly. Any downed player timers will automatically expire when entering a new round. Whilst playing cooperatively, if a player loses all their lives they will enter revive mode in which they will respawn in one minute and thirty seconds provided at least one other player is alive at the time. The player can die from one hit from all zombies, three hits from Hellhounds and explosives or instantly from other contextual factors such as Bulls or Electric Spikes. The player begins the game with three lives and once the player loses all of their lives the game is over (though there are ways to gain extra lives). The bigger the gem, the bigger the multiplier boost. Gems are especially useful in filling the multiplier bar but are uncommon. This score multiplier is capped at 9 and reset upon death. When this bar fills up, the player's score multiplier goes up by one. Throughout the levels, the player will also be required to pick up treasure (which is marked by a gold or silver tint) to fill a bar at the top of the screen. The player can also pick up a large number of weapons and power-ups in order to assist them throughout the levels. Ammo is of no concern, as the player's main weapon has unlimited ammo and never needs to be reloaded. It contains many references to the zombie mode in Call of Duty: Black Ops and Call of Duty: World at War however, the gameplay has almost nothing in common. Dead Ops Arcade is a twin-stick top-down shooter, and, similar to all other zombie levels, its objective is to survive for as many rounds as possible against many waves of increasingly difficult zombies.
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