Block Wars
Block Wars is a Total Annihilation map on Metal, 10,240 × 10,240 pixels, with 10 start positions.
20 X 20 Battling through the Core Prime suburbs.
35 geothermal vents
Each start position's territory: the part of the map nearer to it than to any other start in use.
Start Position Fairness
Even with 2 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 0.1% less flat land than the roomiest. The geothermal vents are not shared evenly: from 15 to 20 a start.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 15 | 51% | 40.9% | 0% | 9,464 pixels |
| 2 | 20 | 49% | 41% | 0% | 9,464 pixels |
Uneven with 3 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 37% less flat land than the roomiest. The geothermal vents are not shared evenly: from 10 to 15 a start.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 10 | 38.1% | 30.3% | 0% | 6,560 pixels |
| 2 | 15 | 38.1% | 31.8% | 0% | 6,833 pixels |
| 3 | 10 | 23.8% | 19.9% | 0% | 6,560 pixels |
Even with 4 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 8.1% less flat land than the roomiest. The geothermal vents are not shared evenly: from 7 to 10 a start.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 7 | 25% | 20.2% | 0% | 6,560 pixels |
| 2 | 10 | 24% | 20.3% | 0% | 6,370 pixels |
| 3 | 10 | 23.8% | 19.9% | 0% | 6,560 pixels |
| 4 | 8 | 27.2% | 21.6% | 0% | 6,370 pixels |
Lopsided with 5 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 61% less flat land than the roomiest. The geothermal vents are not shared evenly: from 3 to 10 a start.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 6 | 19% | 15.2% | 0% | 2,776 pixels |
| 2 | 10 | 24% | 20.3% | 0% | 6,370 pixels |
| 3 | 8 | 19.9% | 16.3% | 0% | 4,266 pixels |
| 4 | 8 | 27.2% | 21.6% | 0% | 6,370 pixels |
| 5 | 3 | 10% | 8.5% | 0% | 2,776 pixels |
Lopsided with 6 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 58% less flat land than the roomiest. The geothermal vents are not shared evenly: from 3 to 8 a start.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 6 | 19% | 15.2% | 0% | 2,776 pixels |
| 2 | 7 | 20.6% | 17.4% | 0% | 4,176 pixels |
| 3 | 8 | 19.9% | 16.3% | 0% | 4,266 pixels |
| 4 | 7 | 21.9% | 17.2% | 0% | 2,925 pixels |
| 5 | 3 | 10% | 8.5% | 0% | 2,776 pixels |
| 6 | 4 | 8.7% | 7.3% | 0% | 2,925 pixels |
Lopsided with 7 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 57% less flat land than the roomiest. The geothermal vents are not shared evenly: from 3 to 7 a start.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 6 | 19% | 15.2% | 0% | 2,776 pixels |
| 2 | 5 | 14.7% | 12.2% | 0% | 3,309 pixels |
| 3 | 5 | 15.2% | 12.3% | 0% | 4,007 pixels |
| 4 | 7 | 21.8% | 17.2% | 0% | 2,925 pixels |
| 5 | 3 | 10% | 8.5% | 0% | 2,776 pixels |
| 6 | 4 | 8.7% | 7.3% | 0% | 2,925 pixels |
| 7 | 5 | 10.6% | 9.2% | 0% | 3,309 pixels |
Uneven with 8 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 48% less flat land than the roomiest. The geothermal vents are not shared evenly: from 2 to 6 a start.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 5 | 14.1% | 11.3% | 0% | 2,776 pixels |
| 2 | 5 | 14.7% | 12.2% | 0% | 3,309 pixels |
| 3 | 5 | 15.2% | 12.3% | 0% | 4,007 pixels |
| 4 | 6 | 17.6% | 13.8% | 0% | 2,925 pixels |
| 5 | 3 | 10% | 8.5% | 0% | 2,776 pixels |
| 6 | 4 | 8.7% | 7.3% | 0% | 2,925 pixels |
| 7 | 5 | 10.6% | 9.2% | 0% | 3,309 pixels |
| 8 | 2 | 9.2% | 7.3% | 0% | 3,658 pixels |
Lopsided with 9 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 61% less flat land than the roomiest. The geothermal vents are not shared evenly: from 2 to 6 a start.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 5 | 11.6% | 9.2% | 0% | 2,776 pixels |
| 2 | 5 | 12.8% | 10.6% | 0% | 3,309 pixels |
| 3 | 5 | 11.6% | 9.3% | 0% | 3,781 pixels |
| 4 | 6 | 14.6% | 11.9% | 0% | 2,925 pixels |
| 5 | 2 | 7.1% | 5.9% | 0% | 2,776 pixels |
| 6 | 3 | 8.1% | 6.8% | 0% | 2,925 pixels |
| 7 | 3 | 7.5% | 6.5% | 0% | 3,309 pixels |
| 8 | 2 | 8.5% | 6.8% | 0% | 3,658 pixels |
| 9 | 4 | 18.3% | 15% | 0% | 3,781 pixels |
Lopsided with 10 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 51% less flat land than the roomiest. The geothermal vents are not shared evenly: from 2 to 5 a start.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 5 | 11.5% | 9.2% | 0% | 2,776 pixels |
| 2 | 5 | 12.6% | 10.4% | 0% | 3,309 pixels |
| 3 | 5 | 11.6% | 9.3% | 0% | 3,781 pixels |
| 4 | 5 | 10.7% | 8.5% | 0% | 2,449 pixels |
| 5 | 2 | 7.1% | 5.9% | 0% | 2,776 pixels |
| 6 | 3 | 6.8% | 5.6% | 0% | 2,925 pixels |
| 7 | 3 | 7.5% | 6.5% | 0% | 3,309 pixels |
| 8 | 2 | 7.4% | 5.9% | 0% | 3,658 pixels |
| 9 | 3 | 13.8% | 11.4% | 0% | 3,069 pixels |
| 10 | 2 | 11.1% | 9.2% | 0% | 2,449 pixels |
Each part of the map, and each deposit and vent, counts for the start position nearest to it in a straight line; one exactly as near to two starts counts half to each. Metal is what the Metal Extractor makes on each deposit, or the Underwater Metal Extractor where the deposit lies in deep enough water: 0.001 times the total, over the cells under it, of each cell's metal plus one. The richest deposits are taken first, and no two extractors overlap. A vent counts where the Geothermal Powerplant can be built over it. Flat land is ground the Kbot Lab could be built on: inside the map, out of the water, with no more than 10 height units between its lowest and highest ground, and clear of features that can't be destroyed (trees and other features that can be destroyed count as cleared). Area, flat land and water are shares of the whole map, leaving out any void cells, and the nearest enemy is the distance in map pixels to the nearest other start. The verdict goes by the larger of two gaps between the best and the worst start, in metal and in flat land: under 10% is even, under 25% fairly even, under 50% uneven, and 50% or more lopsided.