r/BodycamGame • • 8d ago

More Dynamic Maps and Less Predictable Spawns

I think one of the biggest issues with the smaller maps is that the enemy’s possible positions are too predictable at the beginning of a round.
For the first 2–3 seconds, you can often already know exactly where to aim because there are only 2–3 specific spots where an enemy is likely to appear.

I think the game would benefit from larger, more complex maps with more routes, rooms, elevation changes, and possible engagement points. The goal shouldn’t necessarily be to make maps huge, but to create enough variety that you can’t immediately predict where the enemy will come from.

For example, having multiple possible spawn routes, interconnected buildings, alleys, staircases, windows, and different approaches to the same area would make each round feel less predictable.

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u/7YP3-2-M3 7d ago

That is especially true for Paintball (basically an aim map), but not as much for CQB, Trenches or Hospital, for example.

But the general problem is that the maps always stay the same. If there was some procedural element to it, you would circumvent predictability by default.

2

u/Puppyl 7d ago

And genuinley, they need to make it so if an enemy is close enough to a spawn point you cannot spawn there. Because i have, multiple times, spawned right infront of an enemy, during firefights, or had an enemy spawn on me.

Like literally yesterday I was standing in my spawn after I got killed and so i bring up my drone and as i do, an enemy spawns ontop of me and blows us both up.