Bodycam currently has 14 end-of-match PvP maps. They range from small close-quarters arenas to large maps with long sightlines, and your results can differ a lot between them. This page lists every map BC Stats recognises and explains how to use your per-map stats.
All current Bodycam maps
- Trenches – added in the v0.8 Locked & Loaded update (September 2026); a network of trenches, tunnels and ruined positions
- Airsoft
- Asylum
- Bomb House
- CQB Powergun
- Hospital
- Logistics
- Paintball
- Public Pool
- Rome
- Russian Building
- The Backrooms
- Warehouse
- Worn House
Shooting Range can still appear on some screenshots as a training label, but it is not a PvP match map, so BC Stats does not count it as one.
Why your K/D changes from map to map
Every map favours a different kind of fight. Small maps produce fast, close-range fights where reaction speed decides. Large maps reward patience and positioning. A loadout that is perfect on one map can be a handicap on another. That is why one overall K/D hides a lot.
How to use your map stats in BC Stats
- Open the Charts page and scroll to Bodycam map statistics.
- Sort by matches played. Ignore maps with fewer than 5–10 matches – the numbers are still noise.
- Compare each map's K/D and win rate with your overall numbers.
- A map clearly below your average is your weak spot. Try a different loadout or a slower pace there and check the numbers again after 10 more matches.
- A map where your K/D is high but win rate is low means you win fights that do not decide the match – play the objective more.
Map list changes
Reissad Studio adds and reworks maps regularly. When a new map appears in the game, BC Stats adds it to recognition in the next release. If a map on your screenshot is not recognised, you can pick it manually before saving and report it.
Separate map effects from mode effects
A map does not exist in isolation from the mode being played on it. If most of your matches on one map are Deathmatch and most matches on another are Wingman, their average kills and deaths will naturally look different. Before deciding that one map is better for you, check which modes make up the sample and compare like with like where possible.
The Charts page gives you both map and mode breakdowns for this reason. Use the map table to spot candidates, then use the mode table to see whether the same pattern is present across game types. The more consistent the signal is across both views, the more confidence you can have that the map itself is part of the story.
Use sample size before percentage
Ignore maps with fewer than roughly 5–10 matches because the numbers are still noisy. That matters especially for win rate. One extra win changes a 2-match sample by 50 percentage points, but it changes a 20-match sample by only five. K/D can swing just as dramatically when only a few deaths are involved.
Sort or read the table by matches played first. Once a map has enough history, compare its K/D and win rate with your overall values. If it remains clearly below average after another 10 matches, that is a much stronger reason to change loadout, pace or positioning than one frustrating session.
Read K/D and win rate together
A map with high K/D and high win rate is an obvious strength. A map with low K/D and low win rate is an obvious review target. The interesting cases are mixed. High K/D with low win rate can mean that your fights are not deciding the objective or round. Low K/D with a healthy win rate can happen when the mode rewards objective pressure more than safe fragging.
Average kills adds a third clue, but it must be interpreted in context. Longer modes and higher kill limits generate more opportunities. That is why the map page should not be used as a leaderboard of raw kill totals. The useful comparison is against your own history under similar match conditions.
When a new map appears
BC Stats recognition is based on a maintained list of names. If the game adds or renames a map, recognition can lag until the tracker is updated. The current review table lets you choose a map manually before saving when OCR does not recognise it correctly. Reporting that miss helps update the recognition list in a later release.
Keep the original screenshot if you can. It gives a clean reference for debugging new layouts or names without relying on memory, and the complete uncropped header is especially useful because BC Stats reads the map name from that area.