Checker Ponds
Checker Ponds is a Total Annihilation map on Acid, 6,176 × 6,240 pixels, with 10 start positions.
13 X 13 Be wary of the many corrosive puddles.
Each start position's territory: the part of the map nearer to it than to any other start in use.
Start Position Fairness
Fairly even with 2 players. The poorest start makes 62.56 metal a second from its deposits, 13% less than the richest, which makes 72.02. The most cramped start has 2.5% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 67 | 62.56 | 0 | 49% | 28.4% | 2.6% | 7,354 pixels |
| 2 | 78 | 72.02 | 0 | 51% | 29.1% | 2.2% | 7,354 pixels |
Uneven with 3 players. The poorest start makes 32.22 metal a second from its deposits, 41% less than the richest, which makes 54.64. The most cramped start has 31% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 51 | 47.71 | 0 | 36.3% | 20.4% | 2.1% | 5,136 pixels |
| 2 | 60 | 54.64 | 0 | 38.6% | 22% | 1.8% | 5,248 pixels |
| 3 | 34 | 32.22 | 0 | 25.1% | 15.1% | 0.9% | 5,136 pixels |
Uneven with 4 players. The poorest start makes 28.82 metal a second from its deposits, 27% less than the richest, which makes 39.27. The most cramped start has 12% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 36 | 34.27 | 0 | 24.3% | 13.3% | 1.2% | 5,136 pixels |
| 2 | 43 | 39.27 | 0 | 25.6% | 14.8% | 1.2% | 5,184 pixels |
| 3 | 34 | 32.22 | 0 | 25.1% | 15.1% | 0.9% | 5,136 pixels |
| 4 | 32 | 28.82 | 0 | 25% | 14.4% | 1.5% | 5,184 pixels |
Lopsided with 5 players. The poorest start makes 15.27 metal a second from its deposits, 55% less than the richest, which makes 34.27. The most cramped start has 39% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 36 | 34.27 | 0 | 22.1% | 12.3% | 1.1% | 5,136 pixels |
| 2 | 27 | 25.77 | 0 | 13.3% | 8.6% | 0.4% | 2,581 pixels |
| 3 | 34 | 32.22 | 0 | 22.6% | 14% | 0.8% | 5,136 pixels |
| 4 | 15 | 15.27 | 0 | 13.4% | 8.6% | 0.7% | 2,730 pixels |
| 5 | 33 | 27.05 | 0 | 28.7% | 14% | 1.7% | 2,581 pixels |
Lopsided with 6 players. The poorest start makes 13.83 metal a second from its deposits, 52% less than the richest, which makes 28.63. The most cramped start has 58% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 28 | 26.55 | 0 | 17.4% | 9.9% | 0.9% | 4,061 pixels |
| 2 | 25 | 23.72 | 0 | 12.2% | 8.1% | 0.3% | 2,581 pixels |
| 3 | 26 | 24.98 | 0 | 18.1% | 11.4% | 0.5% | 4,071 pixels |
| 4 | 13 | 13.83 | 0 | 11.9% | 7.9% | 0.6% | 2,730 pixels |
| 5 | 20 | 16.87 | 0 | 12.8% | 6% | 0.9% | 1,506 pixels |
| 6 | 33 | 28.63 | 0 | 27.5% | 14.2% | 1.7% | 1,506 pixels |
Uneven with 7 players. The poorest start makes 13.05 metal a second from its deposits, 46% less than the richest, which makes 23.93. The most cramped start has 43% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 20 | 19.8 | 0 | 12.4% | 7.8% | 0.5% | 3,044 pixels |
| 2 | 25 | 23.72 | 0 | 12.2% | 8.1% | 0.3% | 2,581 pixels |
| 3 | 25 | 23.72 | 0 | 15.8% | 10.3% | 0.5% | 3,623 pixels |
| 4 | 12 | 13.05 | 0 | 11.6% | 7.7% | 0.6% | 2,730 pixels |
| 5 | 20 | 16.87 | 0 | 12.8% | 6% | 0.9% | 1,506 pixels |
| 6 | 16 | 13.5 | 0 | 13.9% | 7.1% | 0.8% | 1,103 pixels |
| 7 | 27 | 23.93 | 0 | 21.2% | 10.6% | 1.2% | 1,103 pixels |
Uneven with 8 players. The poorest start makes 13.05 metal a second from its deposits, 45% less than the richest, which makes 23.72. The most cramped start has 33% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 14 | 14.62 | 0 | 10.5% | 6.8% | 0.3% | 2,710 pixels |
| 2 | 25 | 23.72 | 0 | 12.2% | 8.1% | 0.3% | 2,581 pixels |
| 3 | 18 | 18.23 | 0 | 12.9% | 9% | 0.2% | 2,843 pixels |
| 4 | 12 | 13.05 | 0 | 11.6% | 7.7% | 0.6% | 2,730 pixels |
| 5 | 20 | 16.87 | 0 | 12.8% | 6% | 0.9% | 1,506 pixels |
| 6 | 16 | 13.5 | 0 | 13.9% | 7.1% | 0.8% | 1,103 pixels |
| 7 | 15 | 13.56 | 0 | 11.6% | 6% | 0.6% | 1,099 pixels |
| 8 | 25 | 21.03 | 0 | 14.4% | 7% | 1% | 1,099 pixels |
Lopsided with 9 players. The poorest start makes 6.26 metal a second from its deposits, 75% less than the richest, which makes 25.14. The most cramped start has 42% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 14 | 14.62 | 0 | 10.5% | 6.8% | 0.3% | 2,710 pixels |
| 2 | 16 | 16.18 | 0 | 8.6% | 6.1% | 0.1% | 2,581 pixels |
| 3 | 10 | 11.48 | 0 | 9.1% | 7.2% | 0% | 2,774 pixels |
| 4 | 12 | 13.05 | 0 | 11.6% | 7.7% | 0.6% | 2,730 pixels |
| 5 | 20 | 16.87 | 0 | 12.6% | 5.9% | 0.8% | 1,506 pixels |
| 6 | 8 | 6.26 | 0 | 8.5% | 4.4% | 0.5% | 1,103 pixels |
| 7 | 14 | 12.29 | 0 | 11.3% | 5.7% | 0.6% | 1,099 pixels |
| 8 | 22 | 18.68 | 0 | 13.2% | 6.4% | 0.9% | 1,099 pixels |
| 9 | 29 | 25.14 | 0 | 14.6% | 7.4% | 0.8% | 1,844 pixels |
Lopsided with 10 players. The poorest start makes 3.62 metal a second from its deposits, 86% less than the richest, which makes 25.14. The most cramped start has 65% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 10 | 11.48 | 0 | 7.9% | 5.8% | 0.2% | 2,504 pixels |
| 2 | 16 | 16.18 | 0 | 8.6% | 6.1% | 0.1% | 2,581 pixels |
| 3 | 10 | 11.48 | 0 | 9.1% | 7.2% | 0% | 2,774 pixels |
| 4 | 9 | 10.7 | 0 | 8.8% | 6.2% | 0.4% | 2,730 pixels |
| 5 | 20 | 16.87 | 0 | 12.6% | 5.9% | 0.8% | 1,506 pixels |
| 6 | 6 | 4.7 | 0 | 7.3% | 3.8% | 0.4% | 1,103 pixels |
| 7 | 4 | 3.62 | 0 | 5.6% | 2.6% | 0.3% | 1,099 pixels |
| 8 | 22 | 18.68 | 0 | 13.1% | 6.3% | 0.9% | 1,099 pixels |
| 9 | 29 | 25.14 | 0 | 14.6% | 7.4% | 0.8% | 1,844 pixels |
| 10 | 19 | 15.72 | 0 | 12.3% | 6.3% | 0.8% | 1,698 pixels |
Not counted, because no extractor can be built over them: 1 of the map's deposits.
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.