Shew Drop
Shew Drop is a Total Annihilation map on Lunar, 6,144 × 7,680 pixels, with 10 start positions.
12 X 15 Low gravity livens up this desolate landscape.
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 poorest start makes 65.61 metal a second from its deposits, 3.8% less than the richest, which makes 68.18. The most cramped start has 3.7% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 43 | 68.18 | 0 | 49.5% | 44.4% | 0% | 7,847 pixels |
| 2 | 38 | 65.61 | 0 | 50.5% | 46.1% | 0% | 7,847 pixels |
Uneven with 3 players. The poorest start makes 31.3 metal a second from its deposits, 45% less than the richest, which makes 56.53. The most cramped start has 48% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 29 | 45.96 | 0 | 33.1% | 30.3% | 0% | 5,212 pixels |
| 2 | 33 | 56.53 | 0 | 43.5% | 39.6% | 0% | 6,677 pixels |
| 3 | 19 | 31.3 | 0 | 23.3% | 20.6% | 0% | 5,212 pixels |
Fairly even with 4 players. The poorest start makes 31.3 metal a second from its deposits, 14% less than the richest, which makes 36.35. The most cramped start has 16% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 20 | 34.33 | 0 | 26.2% | 23.6% | 0% | 5,212 pixels |
| 2 | 22 | 36.35 | 0 | 26.9% | 24.6% | 0% | 4,611 pixels |
| 3 | 19 | 31.3 | 0 | 23.3% | 20.6% | 0% | 5,212 pixels |
| 4 | 20 | 31.82 | 0 | 23.6% | 21.6% | 0% | 4,611 pixels |
Lopsided with 5 players. The poorest start makes 9.08 metal a second from its deposits, 79% less than the richest, which makes 42.41. The most cramped start has 76% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 15 | 24.25 | 0 | 20.7% | 18.3% | 0% | 4,886 pixels |
| 2 | 17 | 28.77 | 0 | 21% | 19% | 0% | 3,982 pixels |
| 3 | 18 | 29.29 | 0 | 22.3% | 19.7% | 0% | 5,212 pixels |
| 4 | 5 | 9.08 | 0 | 6.9% | 6.4% | 0% | 1,646 pixels |
| 5 | 26 | 42.41 | 0 | 29.1% | 27% | 0% | 1,646 pixels |
Lopsided with 6 players. The poorest start makes 4.55 metal a second from its deposits, 88% less than the richest, which makes 37.86. The most cramped start has 87% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 12 | 19.2 | 0 | 17% | 14.8% | 0% | 4,116 pixels |
| 2 | 17 | 28.77 | 0 | 20% | 18.1% | 0% | 3,982 pixels |
| 3 | 3 | 4.55 | 0 | 3.9% | 3.4% | 0% | 1,209 pixels |
| 4 | 5 | 9.08 | 0 | 6.9% | 6.4% | 0% | 1,646 pixels |
| 5 | 23 | 37.86 | 0 | 27.2% | 25.2% | 0% | 1,646 pixels |
| 6 | 21 | 34.34 | 0 | 25% | 22.6% | 0% | 1,209 pixels |
Lopsided with 7 players. The poorest start makes 4.55 metal a second from its deposits, 85% less than the richest, which makes 29.29. The most cramped start has 83% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 11.12 | 0 | 8.3% | 7.5% | 0% | 1,802 pixels |
| 2 | 17 | 28.77 | 0 | 20% | 18.1% | 0% | 3,982 pixels |
| 3 | 3 | 4.55 | 0 | 3.9% | 3.4% | 0% | 1,209 pixels |
| 4 | 5 | 9.08 | 0 | 6.9% | 6.4% | 0% | 1,646 pixels |
| 5 | 17 | 27.27 | 0 | 21.1% | 19.4% | 0% | 1,646 pixels |
| 6 | 18 | 29.29 | 0 | 22.8% | 20.4% | 0% | 1,209 pixels |
| 7 | 14 | 23.72 | 0 | 16.9% | 15.3% | 0% | 1,802 pixels |
Lopsided with 8 players. The poorest start makes 4.55 metal a second from its deposits, 83% less than the richest, which makes 26.76. The most cramped start has 82% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 11.12 | 0 | 8.3% | 7.5% | 0% | 1,802 pixels |
| 2 | 9 | 14.64 | 0 | 9.8% | 9.3% | 0% | 2,104 pixels |
| 3 | 3 | 4.55 | 0 | 3.9% | 3.4% | 0% | 1,209 pixels |
| 4 | 5 | 9.08 | 0 | 6.9% | 6.4% | 0% | 1,646 pixels |
| 5 | 14 | 22.22 | 0 | 16.7% | 15.1% | 0% | 1,646 pixels |
| 6 | 14 | 23.72 | 0 | 17.6% | 15.6% | 0% | 1,209 pixels |
| 7 | 13 | 21.71 | 0 | 16.3% | 14.7% | 0% | 1,802 pixels |
| 8 | 16 | 26.76 | 0 | 20.6% | 18.5% | 0% | 2,104 pixels |
Lopsided with 9 players. The poorest start makes 4.55 metal a second from its deposits, 81% less than the richest, which makes 23.72. The most cramped start has 81% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 11.12 | 0 | 8.3% | 7.5% | 0% | 1,802 pixels |
| 2 | 7 | 10.61 | 0 | 7.5% | 7.2% | 0% | 2,104 pixels |
| 3 | 3 | 4.55 | 0 | 3.9% | 3.4% | 0% | 1,209 pixels |
| 4 | 4 | 7.07 | 0 | 5.5% | 5.1% | 0% | 1,646 pixels |
| 5 | 12 | 19.19 | 0 | 12.7% | 11.4% | 0% | 1,646 pixels |
| 6 | 14 | 23.72 | 0 | 17.6% | 15.6% | 0% | 1,209 pixels |
| 7 | 13 | 21.71 | 0 | 16.3% | 14.7% | 0% | 1,802 pixels |
| 8 | 14 | 22.73 | 0 | 19.4% | 17.3% | 0% | 2,104 pixels |
| 9 | 7 | 13.11 | 0 | 8.8% | 8.4% | 0% | 1,698 pixels |
Lopsided with 10 players. The poorest start makes 4.55 metal a second from its deposits, 78% less than the richest, which makes 20.71. The most cramped start has 80% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 8.08 | 0 | 6.2% | 5.6% | 0% | 1,802 pixels |
| 2 | 7 | 10.61 | 0 | 7.5% | 7.2% | 0% | 2,104 pixels |
| 3 | 3 | 4.55 | 0 | 3.9% | 3.4% | 0% | 1,209 pixels |
| 4 | 4 | 7.07 | 0 | 5.5% | 5.1% | 0% | 1,646 pixels |
| 5 | 12 | 19.19 | 0 | 12.7% | 11.4% | 0% | 1,646 pixels |
| 6 | 9 | 14.64 | 0 | 11.1% | 9.5% | 0% | 1,209 pixels |
| 7 | 11 | 18.68 | 0 | 13.7% | 12.4% | 0% | 1,802 pixels |
| 8 | 13 | 20.71 | 0 | 19.3% | 17.2% | 0% | 2,104 pixels |
| 9 | 7 | 13.11 | 0 | 8.8% | 8.4% | 0% | 1,698 pixels |
| 10 | 10 | 17.16 | 0 | 11.4% | 10.4% | 0% | 1,600 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.