Call of Duty: Black Ops III

Call of Duty: Black Ops III

C-TOWN
Arthys 23 Nov, 2022 @ 10:15pm
Thoughts.
I wrote too much to fit this into the comments, so it'll go here instead. Also since this is a post now, I'm going to elaborate even more than I originally intended, partially to justify it even being a post - so oops, lots of words incoming.

It's a really intriguing map; in some ways, I think it does portray the necessary future of COD Zombies, or at least one of the possible paths forward from the mistakes of recent games. That's why I'm actually writing my thoughts like this: because this map provides some interesting innovation that I think developers, both individual and of the COD teams, should learn from and explore.

Visually/aesthetically, it's a good-looking map. I like the stylistic choices, the use of colors is good as always (though I do always find the random strip lights laying around funny in an endearing way lol) and it successfully manages to make an existing map feel new.

Since it's a timed competition submission, there's definitely some roughness around the edges. But it introduces a lot of interesting concepts that could be useful in the future of custom map-making and the game mode in general. I think the loot crates are too frequent, removing any real use for the perk machines or wall-buys existing, and the variety of their loot (as some give different things) isn't really distinguishable enough to justify so many different versions/textures (though I do think it's cool that they aren't all just trash cans with low tier loot, and the safe holding specifically large quantities of points is a good idea). But that doesn't mean they're a bad idea by any means, and instead I actually think they're, when in moderation, a good change.

Something that maps have been slowly moving toward is a cinematic nature, seen throughout BO3, BO4, and CW, but even as early as Mob of the Dead. Custom maps have been behind for obvious reasons, but they are definitely now catching up. Making a map feel beyond just an area of play and instead an experience is what helps set maps apart. In some ways, BO4 overdid it. In this map, the elevator to the PAP safe zone and the tunnel to the boss arena are good starter examples of how to provide cinematic nature without overwhelming or exhausting players. More small traversal stuff like this is a great idea in my opinion, especially if evolved upon.

The raid boss fight is a little janky feeling but fun nonetheless. For example, I managed to get the boss' health to zero before the last blue zone, but it still waited to die until that final zone was completed. Additionally, I think a lack of distinct animation makes it tough to tell that you're supposed to keep shooting the orbs to make them move. And the max ammo spawns somewhat confused me, as the first three spawned simultaneously and then blinked out fairly quick, making them feel redundant, and the later ones spawned at points that felt a little random. But a lot of that can likely be attributed to time constraints for the competition, so it's forgivable - and it doesn't ruin what is a conceptually good idea to sometimes make raid style bosses in zombies. The loot rewards afterwards are also a great choice.

Overall, a really good experience. Its ability to make a small pre-existing map feel like a new *experience* is very commendable. In my opinion, people should pay attention to some of the risks of innovation taken in this one, and others like it, and plan accordingly for their own maps.
Last edited by Arthys; 23 Nov, 2022 @ 10:21pm