Treyarch often innovates with the use of new mechanics Call of Duty ZombiesAnd while some of them have been definite hits, others have not been so successful. There are some mechanics, while innovative, that have received some negative reception in the community, along with a certain level of fear when it comes to certain replays. COD Zombies Maps containing said mechanics.
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each Call of Duty Zombies Maps from World at War black ops 6 has interesting ideas and mechanics for each map that may serve the time well for what they're trying to accomplish but going forward, it might be a good idea to leave these mechanics on the back burner.
8 Space monkeys steal allowances
A frantic back-and-forth rush to stop the monkeys from destroying the perks
- Debuted in: black ops
- Featured in: Ascension
Ascension is an exciting map Call of Duty Zombies players, and there's a lot to love about it. From easy training spots to the exciting aesthetics of a Russian cosmodrome, Ascension is great in atmosphere and design, but everyone dreads when the screen goes red for the dreaded Max Ammo round.
Ascension removes the Hellhounds and instead features Space Monkeys returning to Earth. If players have a perk, believe that these space monkeys will hang around to defeat the perk machine until they break it, forcing players to buy the perk again. It's rather annoying when the full list of perks is acquired, as single players have to run back and forth to try and save them all.
7 The denizens
Infinitely spreading critters that slow down in the fog
- Debuted in: Black ops 2
- Featured on: TranZit
TranZit is easily one of the most controversial maps COD ZombiesBut it's also one with a lot of charm that deserves praise, and it's one that could do with a modern remake. In TranZit, players can leave TEDD the bus driver, and run on their own across the expansive map, but the unknown of the fog holds other dangers.
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Within the fog, players will always be attacked by denizens, and the only way to get them out of the player's head and prevent them from killing the crew is to attack them. They slow players down, add a layer of risk, and really hurt the flow of progression.
6 Limited to four Perk-A-Colas
Prioritizing Crutch Perks forces repetitive play
A mechanic that has been featured since dawn Call of Duty Zombies There are four benefit limits. While some maps featured Easter eggs and key quests that allowed for each perk-a-cola, the standard practice was that players could only buy 4 perks, and would be stuck with them until they were down.
It was actually a cool 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 each Perk instead of 4, meaning players are now spoiled, so who wants to go back to the limit? This is not a player!
5 Pack-a-punch requires teamwork
Shangri-La requires all players to activate Pack-A-Punch
- Debuted in: black ops
- Featured in: Shangri-La
Part of the joy within Call of Duty Zombies It is a fact that players do not need to hold each other's hands with friends and strangers. Sure, a player needs a revival, but the whole mechanics is very different from relying on teammates. Shangri-La features such a mechanic with its most important upgrade machine: the Pack-A-Punch.
To activate the Pack-A-Punch in Shangri-La, each player must find a pressure plate to stand on to activate the stairs in the spawn leading up to it. This meant that in games with multiple people, players had to either communicate or hope, even with zombies on the hunt. Pack-A-Punch is great when players can open it up and visit it as they see fit.
4 Dangerous Excavators
Failing to rush the spawn with Hacker means no oxygen
- Debuted in: black ops
- Featured in: The Moon
Moon is an incredible map with many new mechanics. Pack-a-punch and the two most crutch perks: having a space suit is a must to breathe in the dangerous Area 51 zone with endless zombies with Speed Cola and Jugger-Nog. However, there is one mechanic that fills players with dread every time they hear the announcement: Excavators cause decompression.
Diggers can randomly start making their way across the map, and if they are not stopped from their destination in time, they will cut through sections of Tunnel 6, Tunnel 11, or Firedome. In doing so, these areas will trap players and also remove oxygen, meaning players can't run around with hacker tools, which they actually need to shut down the quarries when the zombies are relentless in their pursuit.
3 Verticality that leads to instant death
Die Rise's slippery slope and steepness mean death is assured
- Debuted in: Black ops 2
- Featured in: Die Rise
Many would argue that Die Rise isn't exactly one of Treyarch's best, but it's definitely a map with some interesting mechanics that deserves to be returned to in some form for future content. Die Rise experimented with verticality, meaning the maps were more about going up and down than being a large square with a bunch of rooms inside.
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Die Rise's steepness was both its draw and weakness, as it was easy for players to fall to their deaths. While the verticality mechanic is really interesting, perhaps it should be done in a way that isn't punishing enough to completely wipe players from existence.
2 Mangler Army
An absurd amount of manglers threatens the high-round run
Even if you have to love Black Ops 6 zombiesThere is something funny and challenging about getting to the top round and facing off against a seemingly army of Manglers. While elite zombies like Amalgams and Abominations reduce their spawns once or twice every few rounds, Manglers are never-ending, and some high rounds are at least 10 or so across the map.
This number may not seem like a lot compared to hordes of zombies, but having too many manglers at once can be a real problem when they use their tracking cannons to hit players, and for those overwhelmed with manglers, it means there's little in the way of certain death. Scorestreaks without having to counter them all at once.
1 Nova Six crawlers
Corpses on the ground below that release a lethargic gas upon death
- Debuted in: black ops
- Featured in: Kino der Toten, Five, Moon, Die Rise, Classified, Alpha Omega
After turning on the power in Kino der Toten for the first time, players would hear a roar of thunder that definitely didn't sound like a standard zombie. Crawling through the ceiling will be Nova Six crawlers, blind zombies that crawl on all fours, and when killed, will emit a gas that slows players down and hurts them.
Nova Six crawlers were often used throughout the various maps, giving them unique abilities. For Moon, the crawlers could teleport, while, in Alpha Omega, they could electrocute or even enhance the powers of other zombies. These mechanics were unique, to say the least, but extremely frustrating because of how they blocked trains and added new challenges.
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