MHUR Map Tracker
- Role
- Product Designer & Developer
- Timeline
- 2026
A discussion inside a 22,784 member My Hero Ultra Rumble community revealed a shared frustration: players were opening the whole game just to check which map was live. I turned that recurring need into a lightweight tracker, then expanded it from a simple unranked view into a ranked and unranked 24 hour schedule in each player’s local time.
The game behind the tracker

The need surfaced in a
Endeavor Headquarters · 22,784 members
The chat kept coming back to the same thing: nobody wanted to boot the whole game just to find out the map was one they did not want to play.
bro i’m not loading in for this map 😭
same lol i only wanna play UA
which map is on rn
not opening the whole game just to check 💀
wake me up when UA is back
if it’s USJ i’m staying off ngl
can someone ping when UA is live
i only got time for one match pls be UA
A casual complaint exposed a useful gap outside the game
The discussion was not formal research, but the repeated behaviour was clear. Players had to launch the full game, navigate to a mode, and check the rotation before deciding whether they wanted to play. A small external utility could answer that question earlier and remove an unnecessary login.
- Show the live map before a player commits to opening the game.
- Support players who wait for specific maps instead of treating every rotation as equal.
- Keep the utility fast and focused rather than recreating the game interface.
I began with the smallest useful release
Version one covered unranked mode only. It showed the live map, what was up next, and the map after that, nothing more. There was no ranked mode and no full schedule. That narrow release was enough to test the value of an external rotation checker before expanding the experience.
Unranked only: live, up next, and after that
The first release came back with clear signals from the community
1Useful immediatelyThis is pretty useful.
2Skip the loginThank you so much. I don’t have to even log in to the game to see if it’s UA or not… I wanna play only UA map.
3Works on mobileTbh looks pretty good on phone!
4Wanted for a whileI’ve been wanting a feature like this for so long. OMG, thank you so much!
5Community WW
Players wanted to plan ahead, so I widened the view
The hardest part was making one global rotation feel local to everyone
Players were checking the tracker from Europe, Asia, North America, and other regions. I did not want anyone translating server time in their head, so I made the schedule adapt to each visitor’s local timezone and kept the live countdown separate from future start times.
- Show every rotation in the player’s own local time.
- Separate the live countdown from scheduled start times so ‘now’ and ‘later’ never compete.
- Use clear whole hour slots wherever the rotation allows, instead of awkward times such as :25 or :35.
- Keep ranked and unranked schedules separate without hiding either one.

Each layer answers one planning question
- Live card: what can a player play right now, and how long is left?
- Mode switcher: is the ranked or unranked rotation relevant?
- Next cards: what is changing soon without scanning the whole day?
- 24 hour schedule: when will a preferred map return?
- Responsive layout: does the same answer remain clear on a phone?
I shipped a live responsive web app with current map status, ranked and unranked rotations, local time conversion, countdowns, upcoming maps, and a 24 hour schedule. I returned to the same community with each release; many players began using the tracker and said it saved them from opening the game just to check a map. I do not yet have analytics that quantify total usage, so the community reactions remain qualitative evidence rather than an invented metric.
Solo mode stayed out because demand was not there
I considered adding the solo rotation, but comparatively few players appeared to use that mode and nobody had requested it. Keeping the tracker focused on the modes people were actively checking protected its clarity while leaving solo as a clear next step if real demand appears.
The conversation set the direction; continued feedback expanded it
The community discussion exposed the original need, but the first release revealed a broader one. Players were not only checking what was live; they were deciding when the game was worth opening. That shift from checking now to planning later became the most important design decision in the project.
- Next, I would instrument repeat visits, map preference, and mode switching to understand actual behaviour.
- I would keep validating timezone handling across daylight saving changes and more regional settings.
- I would only add solo mode once player behaviour or direct requests justify the extra complexity.