Battle.net SCM Glossary
Sections
- Download Maps!
- Credits : where the maps were obtained
- Compilation : how the maps were compiled
- Colophon : why the archive was created
- Terminology : what a map's characteristics are
SCM Archive Sources
All maps you download here were compiled from this site owner's map collection, various torrents, and a big and:Databases
- Angelfarto (angelfarto.com) - bounds
- DameChaos (damechaos.com/telechargement.php?rubrique=8&maps) - various
- Friends Team (xxft.info) - battle.net
- Global Defense Network (clangdn.net) - battle.net
- G00DE ONLINE (http://real.g00de.com:7070/modules/starcraft) - battle.net
- MajestikMoose SkyDrive (cid-681c2250300dd052.skydrive.live.com/browse.aspx/Starcraft%20Maps)
- Maplantis (staredit.net/maplantis) - various
- Nibbits (nibbits.com) - various
- Starcraft Map Database (rion.org) - battle.net
- Staredit Network (staredit.net) - various
- Stormcoast Fortress (stormcoast-fortress.net/maps) - various
- The World of Diplomacy (scdiplo.com/Downloads) - conquest
- XGhozt (xghozt.com) - battle.net
Fansites
- A Star Craft Site (members.fortunecity.com/mastergman911/map.html) - various
- Archn's Junk (broodwar.curvedspaces.com) - bounds
- AtomZero's Starcraft Map Source (angelfire.com/games3/atomzeromaps) - various
- Blink Productions (geocities.com/argbw) - various
- Bound Central (boundmaps.gameroom.com) - bounds
- Brickroad's Dungeon (geocities.com/TimesSquare/Battlefield/9446) - personal
- Clan AcTi Productions (freewebs.com/dark_lunatic_k) - personal
- Clan Alpha Squad (angelfire.com/creep/gremlin) - melee
- clan ea (freewebs.com/gamerdomain) - map packs
- Clan E)ditor (freewebs.com/robertsclan) - personal
- Clan Dreaded Rejects (freewebs.com/bounder-x) - personal
- Clan Invincible Map Making Clan (freewebs.com/claninvincible) - personal
- Clan Rising Immortal Phoenix (geocities.com/r_i_phoenix) - various
- Clan [LTC] (freewebs.com/worldstarforge)
- Creep Colony (creepcolony.com) - various
- Da Reaper's Krypt (geocities.com/da_reaper_rs) - personal
- Dark Templar's StarCraft Site (geocities.com/darktemplars86) - various
- Death Row (angelfire.com/ny4/queenscollege) - various
- D-V_bug's Map Site (members.tripod.com/sc_ums_maps) - personal
- Federation of RPG Makers (gameroom.com/thespare/sc) - various
- Forgotten Shrine (geocities.com/l_am_lnvincible) - various
- Home of the Deadly Assassins (geocities.com/deadlyasasins) - various
- icyHell (icyhell.net) - map packs
- Jam Entertainment (geocities.com/macmasterxiv/jam) - personal
- James Doolittle's Central Command (geocities.com/sharrakor128) - melee
- Jinxy Starcraft Map Archive (geocities.com/jinxy777) - various
- Juggaloca (angelfire.com/darkside/juggaloca/bounds.html) - bounds
- Junkea (freewebs.com/junkea) - melee
- Kevin's Ultimate Starcraft Page (geocities.com/the_short37) - various
- KirbyCraft (geocities.com/kirbyaumaps) - personal
- Kow_Lovers website (freewebs.com/ry227an) - personal
- Lords of Honor (members.tripod.com/~PowerPimP) - various
- Map Century (freewebs.com/darkstar64) - personal
- MapCraft (geocities.com/mapcraft) - personal
- Marneus StarCraft Web (geocities.com/scultramarine)
- MillenniumArmy's Website (geocities.com/millenniumarmy) - personal
- MoKor Guild of Darkness (angelfire.com/sc/guildofdarkness) - personal
- Mooch World (geocities.com/michiaki_kono) - personal
- Mp(U)'s Personal Web Site (members.lycos.co.uk/cpuhax/aboutme.php) - personal
- Nick's Starcraft Archives (angelfire.com/sc3/blizzard2)
- Notorious_BMC's StarCraft Home (members.tripod.com/notorious_bmc/sc/sc.html) - various
- Pandora's Box of Starcraft Maps (angelfire.com/alt/pandorasbox) - personal
- Point Starcraft (seidulez.tripod.com) - various
- Realm of HECK (geocities.com/heckruler83) - various
- RicoRoyal's Starcraft Maps (geocities.com/ringoroyal) - melee
- Ruff's Starcraft Page (angelfire.com/yt/ruffsstarcraftpage)
- SC Map Central: Maps & Strategies (angelfire.com/mn/oji/ffantasy.net/layout.html)
- SC XTreme (angelfire.com/sc/scxtreme) - various
- Sonic's Junk Home page (geocities.com/timessquare/ring/4629) - various
- StarMaps: StarCraft Maps & More (angelfire.com/super/starmaps) - various
- StarCraft.Net (geocities.com/TimesSquare/Fortress/8112) - personal
- StarCraft: Diplomacy (angelfire.com/theforce/diplomacy/maps/main.html) - conquest
- Starcraft Addicted Gamers (scag.cjb.net) - Sexy Pics
- Starcraft Armory (freewebs.com/starcraft_armory) - various
- StarCraft Central (angelfire.com/comics/jorgemadiedo) - various
- Starcraft Final (geocities.com/starcraftfinal) - personal
- Starcraft Legends (geocities.com/pdlink300) - various
- Starcraft Map Makers Site (lord_0din.tripod.com) - various
- Starcraft Maps (geocities.com/cyber_world32) - various
- Starcraft Maps TK (freewebs.com/starcraftmapstk) - various
- StarCraft NOS (geocities.com/dgchou4) - personal
- StarCraft Observer Dodge (freewebs.com/thetechnique) - dodge
- StarCraft Terminal (freewebs.com/vodlex/mapas.htm) - various
- StarcraftRocks (freewebs.com/1sora1) - various
- The Blue Dragoon SC Maps Page (angelfire.com/ga4/gamequest69) - various
- The GDV Starcraft Map Archive (wisemirkon.tripod.com) - various
- The Raging Demons (angelfire.com/scifi/THERAGINGDEMONS) - melee
- The Role Playing Heros Clan (freewebs.com/roleplayingheros) - sims
- The Spire (angelfire.com/games2/starcrafter/maps.html) - various
- The StarCraft Gaming Zone (angelfire.com/games/sc6) - various
- The World of Edin (geocities.com/TimesSquare/Chasm/4740) - various
- The Ultimate Final Fantasy Clan site on Battle.net (angelfire.com/nh/zerg) - various
- turtlefrog's Stuffzorz (geocities.com/cocodrilotfs) - personal
- UMS World (geocities.com/ums_world) - various
- WFF's Homepage (angelfire.com/planet/wishbox) - various
- Xcaliburs Starcraft Maps (xcalibur.www.50megs.com) - various
- scm/scx/zip site rip, sites with fewer than 10 non-personal maps are not mentioned
Thanks to Locked's and 8882's map packs for providing a respectable portion of the pre-sorted maps. StarCraft maps are property of Blizzard Entertainment and are the unpaid labors of the SC map making community, your appreciation of the maps is the map makers' reward.
Compilation Process
Renaka's map compilation procedure is as follows:Filing - collect maps to hard drive, scan for duplicates by exact file size and keep only the oldest copies, truncate symbols before the name allowing only alphanumerics as the first character, move clan tags to the right of map name, remove brackets from personal tags, allow only melee maps to have the (#) tag, trim decorative text for search engine recognition, rename non-Latin map names to maps' titles or translated titles, add spaces to crude maps without letterspacing, convert to title case, verify maps in StarCraft browser and shorten overly long names, rename pre-1.14 overlapped map titles for battle.net compatibility.
Sorting - search for keywords in map names and sort to folder, if name is not descriptive then map is opened or unprotected to view the Forces and units placement, genre is determined and maps are sorted to subfolders, maps with the same name but are not duplicates have the newer version added an exclamation mark.
Uploading - move maps to respective online folders, move many similar files to new sub-subfolders, mirror all maps to backup server, zip entire category folders and upload as map packs. Indexing - generate lists of map filenames of category folders, convert to HTML list, delete extraneous filenames, update the archive webpage.
Colophon: 'Nova's Ark'
I can't believe you don't have a site to host these! ... I'd love to see a site with these and have them sorted by popularity/rating/date posted/style/etc.
Renaka SCM Archive was created to help StarCraft players quickly and easily find battle.net maps they like or discover new maps from their favorite genres. If you did not find a map you came here for, make better searches by using markups, such as:"elements rpg" gold scm|scx -spam -"more spam"
Try this search! where Elements RPG is the full phrase, Gold is the
version, scm|scx searches for scm *or* scx keywords (which are StarCraft maps
file types), and results that have the words with the -dash before it will be
filtered.Using these more specific searches will help you find the map and its download instead of irrelevant results. Just don't be too specific or you may not get any results.
Go to the forum for questions, comments, or suggestions concerning the map archive. Have you downloaded very bad map? Report it so it may be removed from the archive.
Map Taxonomy and Terminology
These definitions are based on my experiences as a battle.net player and map maker for over a decade.Non-standard terms were created by necessity or for unambiguity.
Meta - Abbreviations
Units
-
Devourer, Guardian, Mutalisk, Overlord,
Queen, Scourge, Infested Terran, Broodling,
Defiler, Drone, Hydralisk, Lurker,
Ultralisk, Zergling, Devouring One, Hunter
Killer, Infested Duran, Infested
Kerrigan, Kukulza G, Kukulza M,
Matriarch, Torrasque, Unclean One,
Yggdrasill; Cocoon, Egg, Larva,
Lurker Egg
Battlecruiser, Dropship, Science Vessel, Valkyrie, Wraith, Firebat, Ghost, Goliath, Marine, Medic, SCV, Siege Tank, Vulture, Alan Schezar, Alexei Stukov, Arcturus Mengsk, Edmund Duke, Gerard DuGalle, Gui Montag, Hyperion, Jim Raynor M, Jim Raynor V, Magellan, Norad II, Samir Duran, Sarah Kerrigan, Civilian, Tom Kazansky; Vulture Spider Mine, Nuclear Missile (Nuke)
Arbiter, Carrier, Corsair, Interceptor, Observer, Scout, Shuttle, Archon, Dark Archon, Dark Templar, Dragoon, High Templar, Probe, Reaver, Zealot, Aldaris, Artanis, Danimoth, Dark Templar H, Fenix D, Fenix Z, Gantrithor, Mojo, Raszagal, Tassadar, Tassadar/Zeratul, Warbringer, Zeratul; Interceptor, Scarab
Buildings
-
Infested Command Center, Creep Colony,
Defiler Mound, Evolution Chamber, Extractor,
Greater Spire, Hatchery, Hive, Hydralisk
Den, Lair, Nydus Canal, Queen's Nest,
Spawning Pool, Spire, Spore Colony, Sunken
Colony, Ultralisk Cavern; Mature Chrysalis,
Overmind Cocoon, Cerebrate, Cerebrate
Daggoth, Overmind, Overmind (With Shell),
Zerg Beacon, Zerg Flag
Beacon
Academy, Armory, Barracks, Bunker, Command Center, Engineering Bay, Factory, Missile Turret, Refinery, Science Facility, Starport, Supply Depot; Ion Cannon, Norad II (Crashed Battlecruiser), Power Generator, Psi Disrupter; Terran Beacon, Terran Flag Beacon
Arbiter Tribunal, Assimilator, Citadel of Adun, Cybernetics Core, Fleet Beacon, Forge, Gateway, Nexus, Observatory, Photon Cannon, Pylon, Robotics Support Bay, Shield Battery, Stargate, Templar Archives; Khaydarin Crystal Formation, Temple, Stasis Cell/Prison, Warp Gate, Xel'Naga Temple; Protoss Beacon, Protoss Flag Beacon
Meta - Map Making
-
Mapping
- Locations
- the types of locations
- moving: trigger moves it
- spawner: trigger creates units on it
- presence: trigger detects if units or buildings are on it
- loader: a place where units are created and then moved to the
intended location
map makers use this to avoid Unplaceable errors because additional units would not fit
Meta - General
-
Settings
- Players
- how many players are required
- Single: only one player plays
- Individual: players play against computers by themselves
- FFA: players play against all other players
- Any (implicit): any number of players can play
- Req: some slot must be filled
- Full: all slots must be filled
- Division
- how the players are divided
- team: a single team of players
- member: a player in a team
- forces: multiple unallied teams
- fighter: a player unallied to all other players
- Choices
- the units or squads that players can initially pick
- buy: to use the selector to exchange money or score for the choice
- get: to use a chooser itself as exchange for the choice
- Cash
- game given ore and gas
- Money
- player earned ore and gas
- Resources
- nearby Mineral Fields and Vespene Geysers for mining
- Version
- notable changes in this version of the game
- Mods
- changes to StarCraft's default settings—build, research, and ability time and cost
- All: all mods are changed to that factor
- Min!: cost minerals only
- Gas!: cost gas only
- Free: cost nothing
- Faster: slightly faster than default
- Very Fast: very fast but not near instantly
- Instant: completes instantly
- Tech
- allowed units and researches
- noresearch: abilities are disabled
- researchable: abilities can be researched
- researched: abilities are already researched
- Progression
- how the game develops
- Levels (L): for various, changes in quantity or difficulty of enemies
- Waves: for defences and survivals, instances which enemies spawn
- Stages: for RPGs and games, different unlockable map zones
- Upgrades
- the difference from StarCraft's default upgrades
- Factor: more upgrades means slower upgrade
- Constant: upgrade time does not change
- Instant: upgrades complete instantly
- Score
- how the game keep track of players' participation
- variables: score is stored as Death variables or other trigger properties
- kills: units killed
- captures: flags captured variable
- custom points: variable unitary points that are only changed by triggers
- below are StarCraft scoring where each unit and building have a unique score value
- buildings points: buildings constructed
- kills points: units killed
- kills and razings points: units killed and buildings destroyed
- razings points: buildings destroyed
- total points: all StarCraft points
- units points: units trained
- units and buildings points: units trained and buildings constructed
- Difficulties
- number of selectable difficulties and their differences
- Difficulty
- difficulty of the game by opinion
- Clock
- a single duration allotted to finish the game's objectives before defeat
- Timer(s)
- duration(s) to complete an objective
- Prep
- preparation time before the enemy acts
- Save
- whether it is allowed to save the chooser for next level
- Defeat
- conditions which lead to a game over and for which player(s)
- Elim: that player loses
- Team: the team loses, default defeat type unless otherwise stated
- Interface
- the peripheral methods and places players interact with the game
- beacon: players order a selector unit to move over beacons
- train: players train units from a building
- hotkey: players order an external unit to do quick actions
- dropship: players drop specific units inside a dropship
- items: a worker carries a powerup to the use-beacon
- text: players read a text menu displayed by selections
- Ban
- players' method of kicking other players out of the game
- host: player 1 (red), is the banner
- vote: players take a majority vote to ban
- warn: host can give a warning text or remove a player's stuff
-
Vocabulary
- game
- the abstract continuum and rules played out by the players
- map
- the physical map representing the game's world
- location
- regions in the map editor that correspond to trigger conditions and actions
- hotspot
- map locations that correspond to a player interface function
- spawn
- the places where enemies are created or moved from the spawning area
- choke
- the entrance to a base, in a strategic sense
- cliff
- higher terrain, lower units have less chance of hitting higher units
- host
- the battle.net host or game leader
- fast and free (F&F)
- build, train, and research's time and cost are fast and free
- main
- Command Center, Nexus, Hatchery—buildings that take resources and train workers
- build
- to make buildings with workers
- worker
- a SCV, Probe, Drone that construct buildings or gather resources
- supply
- Supply, Psi, Control—StarCraft's trainable unit limit
- train
- to make units with factories, hatcheries, gateways, etc
- trainer
- a building that trains units
- caster
- units that can use special abilities—ghost lockdown, high templar storm, etc
- squad
- units created together as a group
- infantry
- non-heavy ground units—rine, bat, gho, lot, goon, dt, ling, hyd
- chooser
- a dummy unit that converts to other units or squads
- selector
- a dummy unit that buys units or squads or does game commands
- help
- a place, unit, or object that players touch to get information
- objective
- what players must do to progress the game
- raze (R)
- to destroy a building
- kill (K)
- to kill a unit
- strong
- having high attack damage
- weak
- having low attack damage
- tough
- having high hit points
- fragile
- having low hit points
- HP (H)
- hit points, unit size and damage type dependent
- Shield (S)
- shield points, endures full damage
- Armor (A)
- armor points, subtracts attacker's damage
- Damage (D)
- damage points, decreases victim's hit points; damage reference table
- Time (T)
- time cost in real seconds
- Mineral (M)
- mineral cost or value
- Gas (G)
- gas cost or value
- Kill (K)
- number of units killed, if placed after numbers--shorthand for Kilo thousand
- Energy (E)
- energy cost
Melee Maps Terminology
-
Settings
-
Vocabulary
Custom Maps Terminology
-
Settings
-
Vocabulary
- refo
- generated troops for the team
- spawn
- generated enemies for the computer
Defence Maps Terminology
-
Settings
- Directions
- (T)op (B)ottom (L)eft (R)ight (2)To
- the ways that enemies run through the paths
- bottle: spawns at that player's start and runs to that player's end
- retro: spawns at that player's start and runs to one point then back to the start again
- drain: spawns at that player's start and runs to the team's end
- tube: spawns at a player's start and runs to another player's end
- funnel: spawns at some player's start and runs through several other player's area toward the end
- course: spawns at the start and runs through through an open path toward the team's end
- Defense
- what players use to defend
- sandbox: train units or build defenses with cash (Matrix Defense)
- purchase: buy defenders with choosers (HGMA Defense)
- walling: build defenses with cash to trim a path for the enemy (Sunken Defense)
- bordering: place defenses around the enemy's path (Maze Defense)
- embedding: place defenses in the enemy's path (Beacon Defense)
- position: train units with cash and make a wall out of them (Defend Your Tofu)
- spells: use StarCraft abilities to kill or stop enemies
- Spawn
- how enemies are created
- drip: enemies spawn one unit after another
- chunk: enemies spawn a chunk of units
- shovel: enemies arrive once per level
- stream: enemies arrive repeatedly for the level
- Walling
- enemy's behavior if players wall
- full: enemies will not attack if they are completely blocked
- partial: enemies will attack if they are completely blocked
- dangerous: enemies will attack if they are blocked too much
- inhibited: the map prevents the player from completely blocking usually with unplaceable terrain
- Levels
- the number of levels and how they are started
- starter: red has a starter unit to trigger the level
- auto: levels start automatically by timers or remaining enemies
- vote: levels started by red or players' votes
- consensual: levels started by team's unanimous vote
-
Vocabulary
- player's area
- the area a player's responsible for defending
- matrix
- a player's area separate from every other players
- choose area
- the place players use their choosers to choose defenders
- buildings area
- a place for trainers, supplies, or upgrade buildings
- credits area
- a place containing units named after the map maker(s) and friends
- lights
- a toggle for players to unvision themselves so they can stack buildings
- fight
- to destroy enemies that attack
- kill
- to destroy enemies that will not attack
- run
- to move through the map without ever attacking
- come
- to move through the map in attack mode
- defense
- attack buildings such as turrets, cannons, sunkens, etc
- defender
- units used for defense
- path
- the lined course in the map which enemies run through
- lives
- the limit of enemy units allowed to reach the end before defeat
- the end
- a place that deducts lives or triggers defeat when enemy units reach it
Survival Maps Terminology
-
Settings
-
Vocabulary
- climax
- the instances when enemy waves get stronger
Assault Maps Terminology
-
Settings
- Reinforcement (Refo)
- squads respawn for players attack with
- Timer: arrives every interval
- Objective: arrives after objective completion
- Bonus
- kills needed for extra cash or refo
Conquest Maps Terminology
-
Settings
-
Vocabulary
Madness Maps Terminology
-
Settings
- Units
- type of units spawned
- same: only one type of unit spawn at the same time for every player
- mixed: different units spawn at the same time for every player
- uniques: different types of units for each player
- Spawning
- what units players spawn as they get more points
- same: units do not change at all
- evolution: stronger units spawn instead of the weaker
- branch: stronger units spawn along with the weaker
- Spawner
- type of entity that spawns units
- fixed: a spawner that's a building (e.g. Bunker)
- mobile: a spawner that's a unit (e.g. Science Vessel)
-
Vocabulary
- deployer
- a unit that creates a fixed spawner
Tug Maps Terminology
-
Settings
-
Vocabulary
Control Maps Terminology
-
Settings
- Types
- how the enemy behaves
- Scenarios / Invasive: enemies are passive
- Situations / Evasive: enemies immediately attack
- Dynamic: enemies are passive or aggressive depending on the level
- Progress
- how the game progresses
- Rounds: players and enemies are generated in a single scene
- Levels: players and enemies are generated in new scenes
- Stages: players are generated in new scenes with preplaced enemies
- Defeat
- conditions and actions leading to game loss
- None: no defeat trigger, players leave voluntarily
- No Units: defeat when team loses all units
- No Essentials: defeat when team loses essential units
- Restart: game automatically restarts the level, no defeat trigger
- Leaver
- how the game deals with non-existent players and the computer that takes over
- Rogue: units are created for a hostile unallied computer
- Passive: units are created for a passive allied computer
- Eliminated: units are not created for the non-existent player
-
Vocabulary
- micro
- to carefully command units to maximize survival and killings
Role Playing Game Terminology
-
Settings
- Layouts
- Structure: structurally organized usually indoor environment (Nightmare RPG)
- Dungeon: linear and mazelike with narrow paths (Padorath's Return)
- Stages: divided into unique unlockable zones (Chrono Trigger)
- Overworld: a world map with town avatars and respective scenes (Final Fantasy III)
- Roam: totally open letting players go anywhere they want (Elements RPG)
- Scenes: separated in scenes fitting the StarCraft screen (Deep Six)
- Arena: constrained in an arena or multiple rooms (Smash TV)
- Heroes
- number of heroes to choose from and the limits
- Permanent: players choose any hero for the entire game (A Day at School)
- Rechoose: players choose any hero even after revive (Dark World RPG)
- Recruit: players can get multiple heroes (Kyprion Pact)
- Equip: players start as an unarmed unit that can convert to weapon units (Dune RPG)
- Own: players choose to own a unique hero (Padorath's Return)
- Preown: players have the hero of their respective game slot (Dragonball RPG)
- Classes
- the types of heroes
- Air: a fragile air hero (Scout, Muta)
- Archer: a hero that can attack air (Rine, Goon)
- Fighter: a strong and fast hero (Ling, Lot)
- Tank: a tough and slow hero (Tank, Kerr)
- Support: a fragile caster hero (Gho, Que)
- Summoner: a hero that can make minion units (HT, DA)
- Splasher: a hero that hits multiple units (Bat, Arch)
- Base
- a safe place for heroes to do essential tasks
- Limbo: isolated and unreachable by enemies (Grocery Store War)
- Central: a single base in the entire map (Crash RPG)
- Towns: multiple scattered bases (Padorath's Return)
- Defenses
- how the game secures the base from enemies
- Deflection: approaching enemies are ordered to move away from base
- Killzone: automatically trigger-kill enemies entering the base (Elements RPG)
- Turret: defended by invulnerable defenses (Crash RPG)
- Guards: defended by vulnerable defenses (Stronghold RPG)
- Development
- how the hero improves as the game progresses
- Health: hero's hitpoints rises but the unit does not change (Dragonball RPGs)
- Virtual: hero's attributes are stored as variables and are increased accordingly
- Upgrades: StarCraft weapon and armor upgrades (Padorath's Return)
- Evolve: player gets a new hero every level up (Elements RPG)
- Death and Revive
- the penalty of dying and the actions and costs to revive
- deduction: lose points or money after autorevive
- LevelReset: player gets the most basic hero evolution after reviving
- ScoreReset: player gets his score zeroed
- stasis: wait a duration to revive
- item: use a bought item to revive
- limbo: complete a challenge to revive
- ally: depend on allies' action or money to revive
- spectator: become a non-interactive spectator after death
- rogue: become a voluntary backstabber unit after death
- mortal: defeat after death
- Enemies
- how enemy units are created
- Script: game uses StarCraft's AI script to let the computer train units, roam, and attack (Elements RPG)
- Spawner: enemies recurrently spawn at specific points (Chrono Trigger)
- Ambush: a random fight in which enemies are spawned very near the player (Spellsword RPG)
- Encounter: a random fight or battle that results from traveling
- Engagement: a fight or battle that results from touching a roamer or boss (Final Fantasy III RPG)
- Heal
- the cost needed and the instances allowed to use heal
- Lives
- the number of times allowed to revive
-
Vocabulary
- hero
- the unit(s) representing the player
- character
- the single unit representing the player
- experience, exp, XP
- points accumulated from killing enemies or trigger-awarded after quests
- level up
- when a player's score is enough to gain additional cash or attributes
- upgrade center
- a place players go to evolve to new units, convert exp to cash, or simply upgrade
- prop
- non-interactive decorative features such as an Academy representing a house
- object
- interactive features such as a Data Disk giving information
- barrier
- props that block players from a locked or non-playable place
- travel
- to go in the map
- shrine
- a place outside base that heals or gives powers for free
- inn
- a place inside base that heals for money
- heal
- a place that heals for free
- tele
- a place that teleports the player to another far away place
- store
- a place to buy items that can be used later
- inventory
- trigger-stored variables or powerups in a menu representing items
- item
- trigger-stored variables or units in a menu that do specific effects
- user
- units allowing the use of items in the inventory, e.g. Probe carrying a Mineral Chunk
- potion
- an item that restores the hero's health
- megalixir
- an item that restores the team's health
- phoenix
- an item that resurrect a player's hero
- spell
- trigger-powered events that does positive or negative effects on players or enemies
- room
- a place units go to when they touch a building
- scene
- a place separate from the entire map used for dramatic effect
- cutscene
- a cinematic event in which players may temporarily lose control of their units
- battle
- a fight scene which results from random encounters or by touching an enemy unit
- fight
- the situation when the player attacks enemy units
- roamer
- trained or spawned enemy units that randomly wanders the map
- sitter
- preplaced enemy units that acts only when players go nearby
- boss
- the unit that must be killed to complete a quest
- quest
- necessary actions to progress the game
- reward
- award for completing a quest—unlocked passages, new heroes, etc
- sidequest
- optional actions that results in bonuses when completed
- bonus
- award for completing a sidequest or a score limit—extra cash, free merc, etc
- minion
- non-hero units that act as attackers for the summoner
- mercenary
- non-hero offensive support unit with lower HP and Attack
- assistant
- non-hero caster or worker support units that may be needed to complete quests
- transport
- units that heroes turn into to travel the map faster, may prevent encounters
Warrior Maps Terminology
-
Settings
- Opponent
- the opposing heroes
- AI: enemy side is entirely computer controlled
- Human: enemy heroes are human controlled
- Complexity
- the degree of features
- normal: regular abilities
- advanced: trigger spells
Paintball Maps Terminology
-
Settings
- Attack
- how the units attack the enemy
- auto: enemies are unallied so units attack automatically
- lock: enemies are allied so units must be forced to attack (A + LClick)
- Objective
- how the game can be won
- CTF: go to the enemy base, take their flag, and return it at one's own base
- Deathmatch: kill as many other players as possible
Tag Maps Terminology
-
Settings
- Types
- various forms of tag maps
- Killer: one or more player is a strong maybe cloaked unit that must kill all other "unarmed" players before time runs out
- Players
- who is IT
- Human: played by competent human players
- CPU: played by overpowered scripted and reinforced computer
- Tagged
- what happens to players that were tagged
- Jail: teammates must go touch the jail to revive tagged players
- Corpse: teammates must touch the corpse where the tagged player was
-
Vocabulary
- IT
- the boss unit that chases other players
- runner
- players who try not to get tagged by IT
Obstacle Maps Terminology
-
Settings
- Types
- various forms of obstacle maps
- Run: escape from a mass of trailing attackers in a linear course
- Scroller: the game's viewscreen is locked to a moving "camera" unit usually Observer
- Checkpoint
- an activatable point that becomes the players' new respawn place
- Near: checkpoints are moderately near each other
- Far: checkpoints are far from each other
-
Vocabulary
- area
- small amorphous sections of the map that may have checkpoints
- wall
- a passable obstacle made up of buildings or units
- barrier
- an unpassable obstacle
- jump
- to pass through a wall by displacing the worker with an unfinished building
- hop
- to pass through a wall by unburrowing a unit and displacing the unit on top of it
Game Maps Terminology
-
Settings
- Interface
- how players can interact with the map's features
- train button: building-trained units correspond to respective functions
- move cursor: unit-moved to a hotspot correspond to respective functions
- drop menu: dropship-dropped units correspond to respective functions
-
Vocabulary
- avatar
- a unit representing a roster player, as in players in sports
- dribble
- to make a unit move to a desired direction or location by attacking it (sport maps)
Social Maps Terminology
-
Settings
-
Vocabulary
Updated: 2009.12.21
Published on Monday 13 April 2009 by Drant