1. Make your own emblem with the emblem editor!
2. Flamethrower attachments!
3. Lots of camos! Clan tags on weapons!
4. Wager Matches - Gamble your money! Very addictive. Double down! One in the Chamber. - Three lives, one bullet, knife/kill gives a bullet.
5. No longer unlocking weapons via level. Purchase guns. Contracts - take them on to receive extra XP and COD Points aka money.
6. Death Machine! Gunship! SAM Turret! Napalm Strike
7. Character model is dependent on perk.
8. Combat training is new to Call of Duty. Essentially this is you versus bots. Get in and prepare before getting out on the battlefiel
*New*
Combat Training
So Treyarch has come to the same conclusion as Epic: not enough players actually go online. Despite the fact that COD hosts a thriving multiplayer community, the developers found out that a huge percentage of COD players simply never go online for multiplayer. The first major method the team wants to fix this with is through Combat Training, a sort of bot-match mode. For players who indeed are too intimidated to go online and test their mettle against other players, Combat Training will let them play against the A.I. and get used to the multiplayer experience. Online director Dan Bunting comments that the mode grew from the team's internal use of an A.I. bot (named "Larry") for balancing purposes, and they decided to let players go against Larry before jumping into the real world.
Customisation
Modern Warfare might have introduced character classes with Perks and whatnot, and while Black Ops retains that same basic formula, the team has made some distinct changes to the character system. The key thought behind customization is the idea that the player should truly feel distinct and individualized, and the degree to what can be changed has increased significantly.
For one thing, there're the obvious visual changes that come from selecting a base class. Choosing a flak jacket fellow gives you a different character model than choosing a stealthy ghost guy. After that, the team has further changed the way your armament works; gear is now divided into "lethal" (anything that can kill, like grenades), "tactical" (things that don't kill, but give you options during gameplay, like flashbangs), and "equipment" (items that can be deployed, or picked up, such as gun turrets or motion sensors).
Further than that though, you can also customize your emblems and weapons. The emblem editor lets you muck around with three layers (the emblem itself, any sort of tag or text, and the background), and it somewhat resembles the livery editor from something like a Forza game. The main example is when Bunting created a horse emblem that featured pistols instead of hooves adorned against the American flag. Then you can take said emblem, and apply it to your weapon -- in addition to changing the weapon's basic camouflage patterns or even the actual red dot sight (my favorite example is a rifle that changed the red dot sight into a blue happy face). The actual player classes, plus their gear, is part of the overall theme of player choice that Bunting cites frequently.
Theater
Likely inspired by Halo 3, Black Ops now supports a full theater mode for sharing your exploits online. Each player gets a file share space where he or she can place films, screenshots, or even custom game settings, and these items are all searchable and viewable. Your recent matches are available for searching, clipping, machinima-ing, and everything. Bunting wouldn't elaborate on what exactly "custom games" actually entails, but it's still interesting to see that every Black Ops player will have a central hub to post bragging rights (besides a Youtube channel).
Money
Perhaps the biggest change to COD is the concept of money which complements the leveling system. Lead multiplayer designer David Vonderhaar jokes that money came about from the simple fact that he's a greedy fellow who loves money and gambling said money. Bunting elaborates the system: in addition to earning experience points for levels, players will earn Call of Duty Points (CP). Every time they reach a level, they don't simply unlock one new gun. They unlock whole categories of firearms and attachments, and you then spend CP to buy gear for yourself. As Bunting reiterates, the core of multiplayer is about player choice, and now in addition to designing their own looks and color schemes, players will be defining their own loadouts via money.
Wager Matchmaking
So with the addition of money comes the other item that Vonderaar loves so much: gambling. Wager Match is a separate multiplayer mode where you simply gamble your CP in a series of specific matches. The four "wagers" you can partake (so far) are: one in a chamber, sticks and stones, gun game, and sharpshooter. As noted, each Wager Match mode has specific rules, and does different things to your gambled CP.