As someone who’s spent countless hours battling the undead in various Call of Duty Zombies maps, I must say that some of these mechanics have been quite challenging, to put it mildly!
In the realm of Call of Duty Zombies, Treyarch frequently attempts fresh approaches by testing new mechanisms. Some of these innovations have proven to be major successes, but others haven’t fared quite as well. There are certain mechanisms that, despite being original, have garnered a somewhat negative response in the community and an uneasy anticipation when revisiting COD Zombies maps featuring those mechanics.
As a dedicated gamer, I’ve spent countless hours exploring each Call of Duty Zombies map from World at War to Black Ops 6. These maps, with their innovative ideas and unique mechanics, have certainly stood the test of time, effectively achieving what they set out to do in their respective eras. However, moving forward, it seems prudent to take a step back from relying on these mechanics quite so heavily. After all, progress is about evolving and pushing boundaries, not just repeating the past.
8 Space Monkeys Stealing Perks
A Frantic Back-and-Forth Rush to Stop Monkeys From Destroying Perks
- Debuted in: Black Ops
- Featured in: Ascension
The map “Ascension” is a thrilling playground for fans of Call of Duty Zombies, boasting plenty of reasons to adore it. It offers convenient training spots and showcases an exhilarating Russian Cosmodrome setting, which makes Ascension stand out in terms of ambiance and layout. However, players often feel a chill when the screen changes to red during a dreaded Max Ammo round.
In Ascension, the Hellhounds are replaced by space monkeys who return to Earth. If a player possesses a Perk, be prepared for these space monkeys to relentlessly attack the Perk Machine until it’s destroyed, forcing you to repurchase that Perk. This can become quite frustrating, especially when a complete set of Perks has been collected, as solo players will need to repeatedly travel back and forth in an attempt to protect them all.
7 The Denizens
Infinitely Spawning Critters That Slow Speeds in the Fog
- Debuted in: Black Ops 2
- Featured in: TranZit
In the world of Call of Duty Zombies, TranZit stands out as a map that stirs up debate, yet it possesses an endearing quality worthy of recognition. It’s a map ripe for a fresh, updated version. In TranZit, players have the freedom to disembark from T.E.D.D., the bus driver, and explore the vast landscape on foot. However, the enigmatic fog conceals potential perils beyond its boundaries.
Inside the misty environment, Denizens persistently assault the players. The sole method to disengage them from the player’s proximity and halt their lethal attacks on the team is through close combat. They slow down progress, introduce an element of danger, and honestly just disrupt the smooth gameplay experience.
6 Limited to Four Perk-a-Colas
Prioritizing Crutch Perks Forces Repetitive Play
- Debuted in: World at War
Since the beginning of Call of Duty Zombies, a recurring mechanic has been the four-perk restriction. While certain maps contained easter eggs and main missions permitting unlimited Perk-a-Cola purchases, the usual gameplay allowed players to buy only four Perks, and once they were acquired, the players would be confined to them until they were defeated.
This was actually a good mechanic that challenged players as they had to design their best Perk loadouts to survive, but considering Black Ops Cold War and Black Ops 6 allows players to purchase every Perk instead of just 4, this means that players are now spoiled, so who wants to go back to a limit? Not this player!
5 Pack-a-Punch Needs Teamwork
Shangri-La Required All Players to Activate Pack-a-Punch
- Debuted in: Black Ops
- Featured in: Shangri-La
One pleasure in playing Call of Duty Zombies lies in the freedom to join forces with friends and even strangers, without needing constant hand-holding. While a player might require a revive at times, this is drastically different from game mechanics depending on teamwork. Shangri-La, for instance, incorporates such an element, particularly in its crucial upgrade machine: The Pack-a-Punch.
To trigger the Pack-a-Punch machine located in Shangri-La, each player was required to locate a pressure pad to step onto, which would then activate the staircase at the spawn point that led up to it. In games where multiple players were involved, they either needed to communicate or take a chance, even with zombies lurking about. The Pack-a-Punch works optimally when players can freely open it and visit whenever they wish.
4 Dangerous Excavators
Failing to Rush Back to Spawn with a Hacker Means No Oxygen
- Debuted in: Black Ops
- Featured in: Moon
The Moon in this game is an awe-inspiring map featuring numerous innovative elements. You’ll need a space suit to survive its airless environment, and beware of the perilous Area 51 zone teeming with zombies that wield Pack-a-Punch and two overpowered Perks: Speed Cola and Jugger-Nog. However, there’s one mechanic that strikes fear into players whenever it’s mentioned: excavators triggering decompression.
Excavation machines may autonomously navigate towards the map at times, potentially obstructing Tunnel 6, Tunnel 11, or the Firedome. If no interference occurs before they reach their destination, these areas could become hazardous zones that trap players and deplete oxygen levels. This makes it impossible for players to use the Hacker Device effectively, a tool necessary for disabling excavators, even when hordes of zombies persist in pursuit.
3 Verticality That Leads to Instant Death
Die Rise’s Slippery Slopes and Verticality Means Death is Assured
- Debuted in: Black Ops 2
- Featured in: Die Rise
Many might contend that Die Rise isn’t one of Treyarch’s top creations, yet it showcases some unique gameplay elements that could be reintroduced in future content. Die Rise delved into the concept of verticality, implying that the maps were more focused on ascending and descending rather than being expansive squares filled with numerous rooms.
In Die Rise, the vertical layout was both appealing and problematic, since it was simple for players to accidentally plummet to their doom. Although the concept of verticality is intriguing, perhaps it could be implemented in a less lethal manner, so that players aren’t instantly eliminated from the game when they fall.
2 The Mangler Army
An Absurd Amount of Manglers Threaten High-Round Runs
- Debuted in: Black Ops 6
Although Black Ops 6 Zombies offers plenty of enjoyment, there’s an element that feels a bit exaggerated and difficult when attempting to achieve high rounds and battling hordes of Manglers. Even though formidable zombies such as Amalgams and Abominations have their spawns cut down occasionally after several rounds, the Manglers are inexhaustible. In some high rounds, there could be at least 10 or more Manglers on the map.
Although this number may appear insignificant compared to the masses of zombies, dealing with several Manglers simultaneously can pose a significant problem, especially when they employ their tracking cannons to target players. For those swarmed by Manglers, this situation often leads to inevitable doom since effectively countering them all at once, without the aid of scorestreaks, is quite challenging.
1 Nova Six Crawlers
Low to the Ground Zombies That Release Slowing Gas Upon Death
- Debuted in: Black Ops
- Featured in: Kino der Toten, Five, Moon, Die Rise, Classified, Alpha Omega
The initial power-up in Kino der Toten reveals an ominous growl unlike any standard zombie sound. Emerging from the ceiling are Nova Six Crawlers, these are blind zombies that crawl on all fours. Upon their demise, they release a revolting gas that slows and harms players.
In different terrains, the Nova Six Crawlers underwent various tests that granted them distinctive skills. For instance, on the Moon, they possessed teleportation capabilities, whereas on Alpha Omega, they could either electrocute or empower other zombies. These gameplay elements were certainly unique, but also quite vexing because they interfered with train operations and introduced fresh difficulties.
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2024-11-11 19:34