Sections



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