They were a nice break from the more gameplay-focused StarCraft experience, usually delivering a casual game flow where you could sit back and watch things unfold. A few even told the story of major StarCraft campaign characters to provide a fictional backstory to them.
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Many of these took influence from other games of the time, including Final Fantasy and Metal Gear. Inspired by the single-player campaign, these used linear progression to tell a variety of narratives using that usually incorporated special units. Some of the earliest custom maps were RPGs. Popular Maps: A Day at School, Legends Open RPG, Kyprion Pact It wasn’t easy to win in a way that reminds me of PlayerUnknown’s Battlegrounds.
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I spent a lot of time playing these due to the high skill cap. On the more popular maps you could only be shot once before you were downed, so positioning was incredibly important. There was a lot of variety in how gameplay mechanics were implemented with paintball maps, but generally speaking you would need to stealth around the map and carefully track and shoot enemies. Popular Maps: Sniper Elite, Team Fortress, V-TEC Paintball
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It wasn’t a great use of time, but players cared very much about their public win/loss record, and this was a cheap way to inflate their record. This style of map was particularly popular with players who enjoyed doing “comp stomps”, where groups of players would gang up on a single A.I. Housing eight spawn locations, players would have direct access to infinite minerals and gas, feeding their war machine. To shortcut this, a map optimized for resource gathering was build. StarCraft was an incredibly challenging game, but everyone enjoyed building up a fancy base and earning the most powerful units.