• Use locations (regions) to control spawns.
  • Test via Run Map (Single player) or host a LAN game.
  • Pro tip: Download a simple map like Sunken Defense, open it in StarEdit, and reverse-engineer the triggers.


    We know the names of Brood War pros (BoxeR, Yellow, Flash). But the UMS creators were anonymous gods.

    These people never made a dime. They spent hundreds of hours debugging triggers, balancing damage values, and fighting the 8 MB map size limit (expanded from a measly 1 MB). They did it for the "GG" at the end of a 90-minute game.

    Custom maps in Brood War can be categorized into several types, including:

    The custom maps of StarCraft: Brood War represent a fascinating intersection of game development, community engagement, and creativity. They have played a crucial role in the enduring popularity of the game and have contributed to the broader culture of game modding and community content creation. As gaming continues to evolve, the impact of custom maps in Brood War will be remembered as a pivotal moment in the history of game development and community creativity.

    The golden glow of a CRT monitor illuminated the dimly lit computer lab. Outside, a thunderstorm raged, matching the electric atmosphere inside—a LAN party that had been raging since Friday afternoon.

    "Yo, you got the map list?" shouted Marcus from across the room, his fingers dancing over a worn keyboard.

    "Yeah, give me a sec," replied Elena, squinting at the glowing blue text of the chat lobby. She was the gatekeeper. In the world of StarCraft: Brood War, before the days of streamlined matchmakaking and automated ladders, the "UMS" (Use Map Settings) custom games were the lifeblood of the community. She navigated the labyrinthine server browser, a chaotic sea of game titles screaming for attention.

    She saw the classics immediately. There was BGH (Big Game Hunters)—the casual player's paradise of infinite resources—and the endless rows of Fastest Map Possible, where mineral patches were stacked directly next to the command center for maximum efficiency. But Elena wasn’t looking for a grind. She was looking for a story.

    "Found it," she muttered, double-clicking a lobby titled [RP] Terran Marine Corp - Enlist Now!

    The loading screen flickered. The map was called The Fall of Tarsonis. The creator had spent weeks sculpting the terrain, placing doodads—burnt-out tanks, shattered city streets, and flickering streetlights—not with the Blizzard editor's standard tools, but with a painstaking attention to atmosphere.

    "What did you join?" Marcus asked, rolling his chair over.

    "Roleplay," Elena said. "Trust me. This isn't a 'turret defense' map. This is the good stuff."

    The map loaded. Instead of the usual frantic rush to build a base, the players were given a pre-placed squad of Terran Marines and a single Barracks. The map triggers fired immediately. The text scrolled across the screen in bright red, the distinctive 'ping' sound cutting through the ambient noise of the lab.

    [SYSTEM]: "The swarm approaches. Hold the line at Sector 7. Ammo is low. God help us."

    This was the magic of UMS. It stripped away the competitive pressure of APM (Actions Per Minute) and macro-management, replacing it with a scripted narrative. The map maker had essentially programmed a digital Dungeon Master.

    A player named Ghost_Player_01 took command of the Ghost unit. "I’ll take the high ground," he typed. "Covering fire."

    Elena moved her marines into a choke point, a bombed-out alleyway between two skyscrapers. Suddenly, the map darkened. The creator had used a trigger to toggle the lighting, simulating a power outage.

    "They're coming," whispered Sarah, a third player who had joined the lobby silently.

    Over the sound of the storm outside the lab, the digital sound of Zerg screeches erupted from the speakers. Hundreds of Zerglings, pre-programmed to spawn in waves, poured down the boulevard. But they weren't mindless. The map triggers gave them specific behaviors—flanking maneuvers, burrowed ambushes.

    It was a desperate, losing battle. The UMS script didn't care about fairness; it cared about drama.

    "My Medic is down!" Marcus yelled. "We need a Medivac!"

    [SYSTEM]: "Reinforcements denied. Airspace compromised."

    "See!" Elena laughed nervously, her heart pounding. "This is what UMS is about. It’s not just winning; it’s surviving the story."

    They fought for forty minutes, the narrative driving them backward block by block. The map triggers unlocked new units as they retreated—first a Siege Tank, then a lone Battlecruiser, each unit effectively a 'character' in a script written years ago by an anonymous creator. It felt less like a strategy game and more like playing through a tragic sci-fi movie.

    Finally, the climactic trigger fired. A massive wave of Ultralisks crashed against their final bunker. The screen began to shake—a cinematic effect achieved by rapidly cycling screen positions.

    [SYSTEM]: "Tarsonis is lost. The Queen of Blades has arrived."

    A single, unkillable unit—a modified Infested Kerrigan—appeared on the map. It was a script to force a 'Game Over', but it felt like a curtain call.

    As their units were overwhelmed, the defeat screen flashed. There was no rage quitting, no "GG no re." In the chat box, the usually silent Ghost_Player_01 typed: "That was intense. Best custom map I've played all year."

    Elena sat back, the adrenaline fading. The storm outside had quieted to a drizzle.

    "You want to run it back?" Marcus asked, already reaching for the "Create Game" button. "Or maybe try that Zealot Hockey map I saw earlier?"

    Elena smiled. That was the legacy of the UMS maps. Whether it was a grim, tactical story like The Fall of Tarsonis, the chaotic physics of Zealot Hockey, or the frantic evolution of Evolution Runs, the map editor had given the players the keys to the kingdom.

    "Nah," Elena said, scrolling through the list of thousands of user-created worlds. "Let's see what else is out there. I heard someone remade Lord of the Rings with Dragoons."

    "Sold," Marcus grinned.

    The mouse clicked. The loading screen appeared. Another story was about to begin.

    The Evolution of Brood War Custom Maps: A Look Back at the Classics

    Released in 1998, StarCraft: Brood War is one of the most iconic real-time strategy games of all time. While the game's built-in campaigns and multiplayer modes have stood the test of time, a significant part of its enduring popularity can be attributed to the creative and dedicated community that has continued to produce custom maps over the years. In this article, we'll take a nostalgic look at some of the most beloved Brood War custom maps, exploring their design, gameplay, and the impact they had on the StarCraft scene.

    Early Days of Custom Maps

    In the late 1990s and early 2000s, custom maps were primarily created by fans using the game's built-in map editor. These early maps were often simple, with straightforward gameplay and minimal storyline. However, as the community grew and players began to experiment with more complex designs, custom maps evolved to become an integral part of the Brood War experience.

    The Golden Age of Brood War Maps

    As the game gained popularity, map creators began to push the boundaries of what was possible. One of the most iconic maps of this era is Erebus, a 2-player, asymmetrical map featuring a unique blend of open areas and tight, maze-like corridors. Erebus was praised for its balance and replayability, making it a staple of competitive play.

    Another notable map is No Retreat, a 4-player, team-based map that challenges players to work together while defending against an aggressive enemy team. This map's innovative design, featuring multiple lanes and chokepoints, encouraged strategic communication and teamwork.

    Rise of the Scenario Makers

    As the Brood War community continued to grow, a new breed of map creators emerged: scenario makers. These talented individuals crafted maps with intricate storylines, custom units, and unique gameplay mechanics. One notable example is Aeon64, a 1-player campaign map that tells a gripping sci-fi story set in the StarCraft universe. Aeon64's engaging narrative and well-designed missions raised the bar for custom map storytelling.

    Popular Map Types

    Over time, certain map types gained popularity within the Brood War community. Four-Player Free-for-All (FFA) maps, such as Outbreak, became a staple of competitive play, challenging players to survive in a hostile environment with multiple opponents. Team Play maps, like Kakaru, encouraged coordination and strategy between teammates.

    Map Design Trends

    As the years went by, certain design trends emerged in Brood War custom maps. Symmetrical maps, like Silicon, offered balanced gameplay and equal opportunities for all players. Asymmetrical maps, such as Tornado, introduced unique twists, like varied starting positions and resource distributions.

    The Legacy of Brood War Custom Maps

    The impact of custom maps on the StarCraft scene cannot be overstated. These community-created maps:

    The Modern Era of Brood War Maps

    Although Blizzard Entertainment's focus shifted to newer games in the StarCraft series, the Brood War community remains active. Modern map creators continue to produce high-quality custom maps, often incorporating features from newer games and updating classic designs.

    Conclusion

    Brood War custom maps have played a significant role in the game's enduring popularity. From simple, early creations to complex, story-driven scenarios, these community-made maps have provided countless hours of entertainment for fans worldwide. As the StarCraft series continues to evolve, the legacy of Brood War custom maps serves as a testament to the power of community creativity and the lasting impact of a classic game.

    Top 10 Brood War Custom Maps

    These classic maps remain popular among Brood War enthusiasts, and many continue to inspire new generations of map creators and players alike.

    StarCraft: Brood War UMS (Use Map Settings) Maps Use Map Settings (UMS) is a specialized game mode in StarCraft: Brood War

    that enables custom-scripted scenarios using the game's internal "trigger" system. Unlike standard "Melee" play, which focuses on competitive base-building and army management, UMS maps often transform the game into entirely different genres, ranging from RPGs to Tower Defense. 1. Historical Significance & Genre Evolution

    The Brood War UMS scene is credited with birthing or popularizing several modern gaming genres through creative use of the StarEdit editor Aeon of Strife (AoS)

    : Widely recognized as one of the earliest predecessors to the

    (Multiplayer Online Battle Arena) genre. It established the core loop of controlling a single hero to push lanes supported by AI-controlled units. Tower Defense (TD) : Early maps like Sunken Defense Bunker Defense

    were instrumental in establishing the popularity of the TD genre, where players build structures to stop waves of enemies. Bound Maps

    : A unique genre focused on precise unit movement and timing to avoid "exploding" or being reset, often set to music. 2. Popular UMS Genres and Examples

    The UMS landscape is vast, with tens of thousands of maps archived across various repositories. Major categories include: Key Characteristics Notable Examples Defense / Survival

    Players cooperate to defend a central point or survive waves. Sunken Defense Bunker Wars Test of Survival

    Feature character progression, equipment management, and quest logs. Final Fantasy (FF) Series Special Forces Elements RPG Cat & Mouse

    Asymmetrical gameplay where "Mice" build bases to hide from a "Cat." Cat & Mouse Jungle Cat & Mouse Crystal Wars Horror / Mystery Exploration-focused maps often based on pop culture. Resident Evil Raccoon City Tug of War

    Automatic unit spawning and income management to push lanes. Desert Strike Nexus Wars Training Maps

    Maps designed specifically for professional micro-management practice. Protoss Training Map Team Micro Arena 3. Community and Creation Tools

    The longevity of the UMS scene is supported by a dedicated community of mapmakers and specialized tools:

    Brood War UMS maps exemplify player-driven innovation within a constrained engine, spawning diverse genres and influencing later game design trends. Their legacy persists in community practices, genre evolution, and design lessons about emergent play under technical limits.

    References

    If you want, I can:


    If you're new, try these first (easy to find, popular lobbies):


    UMS is about community and creativity. The mechanics are clunky by modern standards, but the strategic depth and emergent gameplay are unmatched. Respect the host, read the rules, and don’t be afraid to lose – every UMS master started as a noob leaking lings in Sunken Defense.

    Would you like a deep-dive into trigger logic or specific map guides (e.g., Evolves or Turret Defense)?

    StarCraft: Brood War’s UMS (Use Map Settings) scene was the ultimate Wild West of game design. 🛸

    Long before dedicated engines like Roblox or modern arcade hubs, a community of brilliant, bored, and chaotic creators pushed a 1998 RTS engine to its absolute breaking point.

    If you spent your late nights on Battle.net waiting for that 100% download bar, you lived through the golden era of custom gaming. 🕹️ The Accidental Birth of Modern Genres

    What started as simple trigger editing evolved into the blueprints for entirely new multi-billion dollar industries:

    The MOBA Blueprint: Before League of Legends or Valve's Dota 2, we were moving Civilians onto glowing beacons to pick our heroes in maps like Aeon of Strife. Tower Defense Evolution:

    Maps like Sunken Defense and Turret Defense laid the groundwork for the massive TD boom of the 2000s.

    The Auto-Battler Spark: Early versions of automated tug-of-war maps like Desert Strike directly inspired the strategic lane-pushers we see today. 🎭 The Hall of Fame: Which One Was Your Poison?

    The sheer variety of maps meant there was a subculture for every type of gamer: The Stress-Inducers: Bound maps ( Cave Bound , Micro Bound

    ). Pure, unadulterated dodging of exploding Zerglings where one misstep ruined it for the whole team. The Social RPGs: RPG Apocalypse or Phantom Duty

    . One player was secretly the traitor (the Phantom), inventing the social deduction genre way before Among Us. The Pure Chaos: and

    . Massing hundreds of units until the StarCraft sprite limit broke and the game started lagging at 2 frames per second. The Masterpieces: Cinematic epics like

    , where atmosphere and custom triggers actually made a 2D sprite game feel terrifying. 🧠 Why It Worked: Creativity Born From Limitation

    The Staredit tool was notoriously clunky. There was no real coding language—just strict "Conditions" and "Actions." Creators had to get incredibly weird to make things work: Using invisible burrowed units to detect player movement.

    Killing and resurrecting units instantly to simulate "mana" systems.

    Stacking hundreds of buildings on top of each other using grid glitches.

    It was duct-tape programming at its finest, and it resulted in some of the most addicting gameplay loops ever coded.

    🚀 Let's settle the debate: What was the absolute best Brood War UMS map of all time? Are you a Bound master, a Defense grid-builder, or did you just play Cat n Mouse until 4 AM? If you want to dive deeper into custom maps, tell me: Your favorite specific UMS map (e.g., 7 Way Comp Stomp ,

    The type of map you are looking for (e.g., co-op, survival, puzzle)

    I can give you a breakdown of its history, mechanics, or how to find modern remakes!

    The Digital Playground: A Study of StarCraft: Brood War User Map Settings (UMS) StarCraft: Brood War’s User Map Settings (UMS)

    mode represents one of the most influential "soft" modding ecosystems in gaming history.

    While the base game defined the real-time strategy (RTS) genre, the UMS engine allowed players to bypass standard victory conditions and resource mechanics, effectively turning a military simulator into a versatile game engine. This paper explores the technical foundations, genre-defining innovations, and enduring cultural legacy of Brood War UMS maps. 1. The Architecture of Innovation: "StarEdit" and Triggers The core of the UMS phenomenon was

    , the official map editor released by Blizzard. Unlike modern game engines that require coding knowledge, UMS maps relied on a "Trigger" system—a simplified logic gate interface consisting of Conditions Conditions: (e.g., "Current player brings 1 Marine to Location A")

    (e.g., "Create 1 Tank for Player 2 at Location B; Display Text: 'Boss Fight!'")

    This accessible logic allowed non-programmers to "script" complex behaviors. Advanced mapmakers eventually discovered "EUDs" (Extended Unit Deaths), a memory-hacking technique that allowed them to modify the game’s core code to create custom projectiles, health bars, and even video playback within the 1998 engine. 2. The Birth of New Genres

    UMS was not just a side mode; it was the laboratory that birthed entire genres that dominate the industry today. Tower Defense (TD): Turret Defense Sunken Defense pioneered the "mobs on a path" gameplay loop. Aeon of Strife (The MOBA Ancestor):

    This specific UMS map is credited as the direct predecessor to Defense of the Ancients (DotA)

    . It introduced the concept of controlling a single "Hero" unit supported by automated lanes. Bound Maps:

    These tested micro-management and timing, requiring players to navigate a single unit through explosive traps (e.g., SpongeBob Bound Diplomacy and RPGs: Diplomacy Gold

    focused on social engineering, betrayal, and persistent character leveling. 3. Economic and Social Dynamics: The "Pub" Culture

    The UMS scene thrived on a unique social hierarchy within Battle.net. "DL or Kick":

    Because maps were transferred peer-to-peer, players with slow connections were often evicted from lobbies, creating a high-speed "download culture." Version Iteration: Mapmakers would often release dozens of versions (e.g., v1.2 Final Gold Edition

    ) to fix bugs or balance hero units based on player feedback, mirroring the "early access" models of today. 4. Enduring Legacy

    Decades after its release, Brood War UMS remains active. The 2017 StarCraft: Remastered

    update ensured compatibility with these legacy maps, preserving thousands of community-made levels. The logic-based tinkering of UMS maps served as a gateway for a generation of game designers, proving that when you give players the tools to break your game, they will build something better.

    For over two decades, StarCraft: Brood War "Use Map Settings" (UMS) maps have been a cornerstone of PC gaming, pioneering entirely new genres and fostering a dedicated community of creators. Unlike standard "Melee" matches, UMS maps utilize complex Triggers and scripting to transform the real-time strategy engine into everything from role-playing adventures to intense tactical defenses. The Evolution of UMS Map Making

    The UMS scene began with simple modifications but evolved into a sophisticated discipline.

    Introduction

    StarCraft: Brood War, released in 1998, is one of the most legendary real-time strategy games of all time. While the game came with a set of built-in maps, the community quickly moved to create custom maps, leading to the development of a thriving competitive scene. These custom maps, often referred to as "UMS" (User-Map-Specific) maps, offered a refreshing change of pace from the standard game and allowed players to showcase their creativity and competitive spirit.

    What are UMS Maps?

    UMS maps are custom-made maps created by the StarCraft community using the game's built-in map editor. These maps often feature unique terrain, resource distributions, and game objectives, deviating from the standard gameplay experience. UMS maps can range from simple, symmetrical designs to complex, asymmetrical layouts that require players to adapt and innovate.

    Most Popular UMS Maps

    Here are some of the most iconic and popular UMS maps in Brood War:

    Features of Competitive UMS Maps

    Competitive UMS maps often share certain characteristics, including:

    The Impact of UMS Maps on Competitive Play

    UMS maps have had a profound impact on competitive StarCraft: Brood War play. These custom maps:

    Legacy of UMS Maps

    The legacy of UMS maps can still be seen in modern competitive StarCraft II, which features a thriving custom map scene. The creativity and innovation that defined Brood War's UMS maps have inspired a new generation of map creators and competitive players.

    Conclusion

    Brood War's UMS maps hold a special place in the hearts of competitive players and StarCraft enthusiasts. These custom maps not only provided a fresh take on the game but also fostered creativity, adaptability, and competitive play. As the StarCraft series continues to evolve, the impact of UMS maps on the game's competitive scene will remain an essential part of its history.

    StarCraft: Brood War Use Map Settings (UMS) maps are the lifeblood of the game's enduring community, offering a depth of variety that effectively created entire new genres like Tower Defense and MOBAs.

    UMS maps differ from standard melee maps by using the game’s internal trigger system to create custom objectives, RPG mechanics, and unique unit behaviors. Essential UMS Map Categories

    Tower Defense (TD): The gold standard of UMS. Maps like Sunken Defense, Lurker Defense, and Matrix TD require you to build static defenses to stop waves of enemies. These are perfect for cooperative play.

    RPG & Hero Defense: Maps such as Diablo or Desert Strike focus on controlling a single powerful unit. You level up, buy equipment, and fend off increasingly difficult enemies.

    Evolve/Bound: These are high-skill "platformer" style maps. Bound maps (like the Micro Bound series) force players to navigate through explosive traps or moving obstacles with pixel-perfect precision.

    Diplomacy/World War: Massive-scale maps like Diplomacy Gold or Europe 1939 focus on alliances, resource management, and conquering territory across a custom world map.

    Minigames: Maps like Sniper or Golem Wars offer quick, competitive rounds with specialized rules that strip away the traditional RTS economy entirely. Where to Play & Find Maps StarCraft: Remastered

    : You can play the original game and its expansion for free or buy the upgraded version on the official StarCraft website.

    SCMaps.net: A massive community repository for downloading classic and modern UMS maps.

    Battle.net: The UMS lobby remains active. You can find "Join Game" lobbies often titled after these popular map names.

    StarCraft: Brood War 's Use Map Settings (UMS) maps are one of the most significant phenomena in PC gaming history, having birthed entire modern genres like MOBAs and Tower Defense. By moving away from standard Melee rules, mapmakers used "triggers"—a logic-based scripting system—to transform a real-time strategy game into everything from sports simulators to complex horror experiences. The Birth of Modern Genres

    The versatility of the Brood War map editor allowed creators to experiment with core mechanics, leading to the creation of standalone genres:

    Aeon of Strife (Pre-MOBA): Widely recognized as the direct ancestor of Defense of the Ancients (DotA) and the MOBA genre, featuring hero-based lane combat and creep-driven progression.

    Tower Defense (TD): Maps like Sunken Defense and Lurker Defense popularized the concept of building stationary structures to halt waves of enemies, a mechanic that became a global gaming staple.

    Bound Maps: A unique "precision-dodging" genre where players navigate a unit through corridors of explosive "bounds," requiring extreme timing and reflexes. Core Map Categories

    The UMS scene is traditionally divided into several legendary sub-genres: [Guide - UMS] Diplo Infinity - TL.net

    The StarCraft: Brood War "Use Map Settings" (UMS) ecosystem represents one of the most influential eras in gaming history. While the base game defined competitive Real-Time Strategy (RTS), the UMS engine allowed players to repurpose the game’s assets to create entirely new genres, many of which dominate the industry today. The Technical Foundation

    The UMS mode bypassed the standard victory conditions of StarCraft, instead utilizing a "Trigger" system. This allowed map makers to program "if/then" logic—such as "if a player brings a unit to this location, then create a hero unit for them." Despite being a primitive script, it was robust enough to transform an RTS into a role-playing game, a puzzle, or a survival horror experience. Key Genres Born from UMS

    The diversity of UMS maps effectively turned StarCraft into a proto-platform for indie development. Notable genres include:

    Tower Defense (TD): Maps like Turret Defense and Sunken Defense pioneered the concept of building stationary structures to stop waves of enemies moving along a path.

    AOS (Aeon of Strife): This specific map is the direct ancestor of the MOBA (Multiplayer Online Battle Arena) genre. It shifted the focus from managing armies to controlling a single powerful hero, a formula later perfected by Defense of the Ancients (DotA) in Warcraft III and eventually League of Legends.

    Bounds: These were precision-based obstacle courses where players had to move a single unit (usually a Zergling or Scourge) through explosive triggers that fired in complex patterns. They demanded extreme "micro" and mechanical skill.

    Diplomacy and RPGs: Maps like Diplomacy Gold focused on grand strategy and negotiation, while RPGs used the trigger system to simulate leveling up, inventory management, and questing. Cultural Impact and Longevity

    UMS maps created a unique social layer within the StarCraft community. Unlike the high-pressure "ladder" games, UMS lobbies were often casual and experimental. They relied on a "leeching" economy: if you downloaded a map from a host, you could then host it yourself, leading to the rapid viral spread of popular maps.

    The legacy of Brood War UMS is most visible in the "Modding-to-Mainstream" pipeline. It proved that players were often the best designers of their own fun, leading to a shift in the industry where developer-provided toolsets became a standard expectation for PC gaming. AI responses may include mistakes. Learn more

    For fans of StarCraft: Brood War, Use Map Settings (UMS) maps represent the ultimate sandbox of creativity, offering everything from intense tactical defenses to sprawling role-playing epics. 🗺️ Where to Find and Download Maps

    The community has meticulously preserved decades of custom maps. You can find massive repositories and active updates at these key sites:

    SCMSCX: Known as the largest map database, featuring thousands of searchable maps.

    Staredit Network (SEN): A hub for advanced mapmakers and the best place to find high-quality RPG and EUD (Extended Unit Death) maps.

    Nibbits: An excellent resource for finding individual maps and following current map-making activity.

    Renaka Starcraft Maps (Nova's Ark): A curated collection organized into logical categories like defense, madness, and bound. 🎮 Essential UMS Genres & Classics

    If you're hosting a game or looking for a nostalgia trip, these are the staple genres that defined the UMS scene:

    Defense & Turret Wars: Maps like Sunken Defense, Poker Defense, and Lurker Defense challenge players to hold off waves of enemies RPG & Adventure: Detailed story-driven maps like Gladiator RPG , Resident Evil: Daylight , and the series.

    Micro & Challenge: Technical maps designed to improve unit control, such as Micro Maps or "Can You Stop 1 Unit". Massives & Survival : Large-scale battle or survival scenarios like LotR: Siege of Madrigal , Starship Troopers , and Zombie Survival. Party & Sports: Quirky favorites including SCV Football , Cat and Mouse , and Pictionary 🛠️ Technical Tips for Map Players

    File Formats: Most Brood War maps use .scm (StarCraft Original) or .scx (Brood War) formats. Newer "Remastered Hybrid" files often use .scm but include features like increased string limits.

    Single Player Testing: You can use specific UMS maps to test game mechanics, check unit energy, or practice build orders without an opponent.

    Modern Compatibility: Most classic maps work seamlessly in StarCraft: Remastered, though some EUD maps may require specific versions of the game. AI responses may include mistakes. Learn more

    In the StarCraft map editor, there were several gameplay modes:

    This mode turned StarCraft from a Real-Time Strategy game into a game engine. It allowed creators to modify unit stats, change terrain, create narrative campaigns, and program complex logic using a trigger system. In the Battle.net lobby, these maps were identified by the "UMS" tag next to their name.