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Rework Map Layouts to Better Support Game Modes and Tactical Play

Under considerationby Tkab · 28 Aug

Bodycam does not need to follow the conventions of other FPS games. Its unique identity is one of its greatest strengths. However, the current map layouts do not always support the objectives and gameplay styles of the available modes. Many maps work well for showcasing their environments during Early Access, but some feel insufficiently designed around modes such as Body Bomb. With features such as drones and RC cars, maps should be planned more carefully while still giving players enough freedom to develop their own strategies rather than forcing them down a narrow path. Bodycam attracts players with many different FPS backgrounds and playstyles, and its variety of game modes reflects that. The maps should offer the same variety. Some are currently too open or too small, encouraging the same run-and-gun approach regardless of the objective. Body Bomb is a good example: rounds can end within the first few seconds because both teams immediately encounter and shoot each other, leaving little opportunity to plan, use the objective, or plant the bomb. Reworking map scale, routes, sightlines, and objective placement could better support tactical decision-making, accommodate different playstyles, and give each mode a more distinct identity without compromising what makes Bodycam unique.

2 comments

  • Maxim11 Sept

    Map Layouts & Feedback Rome: Highly CT-sided. CTs easily win by holding long angles from A-site. Lacks elevation and has too much bulletproof floor clutter (e.g., the glass on the three-wheeled car should be penetrable). Airsoft: Too chaotic and reliant on RNG rather than tactical depth. No strategic incentive to plant the bomb due to map flow. Russian Building: Visually great, but roughly half of the map space is rarely utilized and offers no tactical advantage. Paintball: Fun, but lacks replayability. Once mastered, it devolves into pixel-peeking shootouts. Needs elevation or structural changes. Worn House: Easily the best map. Excellent balance and dynamic engagement opportunities for every playstyle. Quality of Life (QoL) & Matchmaking Canted Scope Toggle: Add a settings option to keep the canted scope permanently toggled on until manually changed. Wingman Pre-Round: Add a 5–10 second freeze time at the start of Wingman rounds for team communication and swapping the bomb. Objective Incentives: Add score incentives for planting the bomb in Wingman to motivate playing the objective instead of pure 2v2 deathmatch. Post-Match Voice Chat: Allow players to communicate via voice chat for a short period after the game ends. Match Presentation: Adding a brief intro/outro screen showing player ranks and loadouts would add great atmosphere to Wingman. Matchmaking: Ranked matchmaking is still frequently pairing experienced players with beginners.

  • Thibault Catimel23 Sept

    "Map Layouts, Wingman & QoL" (suggested by <Hidden> on 2026-09-11), including upvotes (1) and comments (0), was merged into this suggestion.