Can we all talk about the level design in the Black ops zombies for a moment? Specificly, i believe Bo2 zombies has some of the most underated examples of stellar level design in games. Die rise, the crumbled twin towers of doom. The exagerated verticality, complexity and secrets brings me to tears. In order to go up, you must go down Mob of the deads narrow catwalks, hallways and one way drops make you think before your next move. I'm sorry guys but it's true, Tranzit is the best map in the bunch of them. Each section of the huge map served different roles, all intended to keep players moving and working together as a coordinated team. Town was your classic figure eight, with two 'holdout' locations you would then drop down from once overwhelmed. This keeps players in a constant transition between action, and cooldown. There where also several unamed locations players could jump off at, while not always useful, they added a sense of self discovery Traveling by foot was a option, but was not meant to be the main means of navigation. The bus was designed with an open hatch on the top where players could climp up, and jump of into advantagous positions and could be used to take shortcuts. WaW and Bo1 zombies was pretty good too, but i feel that the series peaked during Bo2 and took a steep drop off in ambition and quality since then.