Bazookas leave the side-on trench in Worms 3D. Team17 took the artillery series fully into 3D in 2003, so a worm can walk around a hill instead of only along a flat strip of land.
The ninja rope, the wind, and a sheep still decide a turn, but the camera has to be aimed before the shot. Cover is a real boulder, and a teammate can be stranded on a ledge the old side view would have shown in one glance.
Earlier Worms games made the profile battlefield famous. This entry's argument is the extra dimension, and the ways a familiar weapon misbehaves when the target can hide behind the camera.