Call of Duty: Black Ops III

Call of Duty: Black Ops III

Monkey Village (BTD6)
full(ish) review
Now let me start by saying this review will be a bit biased. I am a huge fan of btd, and this map does an excellent job of capturing it. I've played both before and after the 2.0 update, so some of what I say may be outdated because it was changed and I didn't notice. I've definitely played enough of the map to give an opinion, with a round 50 on base mode 1.0, a round 113 on 2.0 impoppable(video evidence coming soon) and done the main ee in both versions.
So let's start with
Pros:
1. This map is easy to learn, hard to master. With the quality of weapons surviving on the early rounds is a breeze, but the zombie spawns make surviving on the later rounds a bit tricky. The easter eggs also add a whole new layer of strategy. Do you go for infinite widows nades? Do you go for infinite damage nades but no widows that way you can make sure you get the most out of your nades? Or do you get widows wine so you have guaranteed protection? Neat stuff like that. Good gameplay is definitely rewarded, bad gameplay is punished. Without widows wine, you're practically 1 or 2 mistakes away from death, especially on impoppable.
2. Impoppable is hard as nails, but fair. Definitely a good challenge. Most challenge maps I play pretty much rely on you getting a death machine early or else you're screwed, this is different. There's more zombies, but it not being timed gives you breathing room, and makes the ee's easier. The zombies having more health, but giving less points, is also a really good way to get around mindless points grinding on other challenge maps.
3. Oh, OH the weapons. Again, huge btd fan, so seeing the weapons so uniquely incorporated is great. Not a single weapon feels out of place and after the 2.0 update they're all viable, with one notable exception, I'll get to that in the cons. Making them wall weapons and not relying on a box is also a nice touch, making it fun to discover them the first time, or work to them on repeat play throughs.
4. The Easter eggs are outstanding. Briefly mentioned in point 1, the amount of straight forward, fun, and rewarding easter eggs are great. The boss fight was tricky for me at first, but it was still pretty straightforward, and importantly, I was just bad at it. It was fair, and I eventually learned how to beat it. The neat side ee's like the infinite damage pineapples, and the jungle drums, are so fun to do.
5. Map design. Now I'm one to like a nice balance of training and camping, and this map has it. The top of the temple is the essential camping spot, with many spots to train like the right of the tack zone, the spawn area, and the ninja monkey platform. Using the specialist turns the map into a pinball map and it's so satisfying using the geometry to melt away the zombies.
But that's a bit too much positivity, time for the
Cons:
1: Every weapon in impoppable sucks on high rounds. Every single one. Not a single one is effective against the zombies. This forces you to alternate between the plasma master and tack zone, which can feel a bit monotonous compared to the base mode.
2: early levels of the sniper and/or the ninja monkey are useless. By the time you make it to these weapons, especially on impoppable, you'll already have either a mid tier juggernaut or boomerang, or even have the super monkey unlocked, making it not really worth getting them, unless you have enough to rapidly upgrade them. I'm not entirely sure how this could be fixed.
3. Lack of pathing. The one thing this map is missing is pathing from btd5 onwards. There's only top path dart, bottom path rangs, top path super monkey, top path ninja, bottom path bomb, and bottom path sniper. Including at least one other optional upgrade path would do a lot to add depth to the map, and create unique interactions potentially on co op and other repeat playthroughs
4. small perk pool. With perkaholic, you only get jug, staminup, double tap, deadshot, mule, quick revive, and widows wine. With deadshot being exclusive to the perkaholic gobble gum. This is honestly kinda lame. I know phd would be redundant. but other custom perks would be pretty nice.
5: crashing on impoppable. No free entities is a error message I've gotten on both of my true high round attempts. The fact is, the second one was caused by the tack zone, one of the only usable weapons.
And 6, the big one, NO TIER 5. This map is called btd6, not btd5, yet every single weapon only goes to tier 4, except for the super monkey, which only goes to tier 3. Well, I guess the tack shooter goes to tier 5 but that's a trap. Having tier 5's that require stretch goals would be really cool. Imagine if you will, ultra juggernaut shooting 3 ultra strong shots, glaive lord having protective rangs a la dead ops arcade, bomb blitz could give you a free nuke per down, or on red screen per round. Elite defender could act like an enhanced Icu, giving you increased damage, speed, and fire rate on low health. Now don't imagine grandmaster ninja because that would be as lame as the original lol. It's the last thing this map is truly missing.


Overall I think this might be my favorite custom map, like I said I'm biased, but the balance of difficulty, fairness, and fun, is something I think will be hard to beat. While it isn't perfect, this map is absolutely worth a play, and I give it a solid 9.3 out of 10