Core Prime Industrial Area
Core Prime Industrial Area is a Total Annihilation map on Metal, 10,272 × 10,368 pixels, with 10 start positions.
21 X 21 Abandoned Core industrial area.
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 255 metal, so an extractor makes the same wherever it stands. The most cramped start has 6.4% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 51% | 35.9% | 9% | 8,940 pixels |
| 2 | 0 | 49% | 33.6% | 8.6% | 8,940 pixels |
Uneven with 3 players. The map has no metal deposits: every cell holds 255 metal, so an extractor makes the same wherever it stands. The most cramped start has 33% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 36.4% | 25.1% | 7.2% | 5,632 pixels |
| 2 | 0 | 38.2% | 26.5% | 5.9% | 6,696 pixels |
| 3 | 0 | 25.4% | 17.9% | 4.5% | 5,632 pixels |
Even with 4 players. The map has no metal deposits: every cell holds 255 metal, so an extractor makes the same wherever it stands. The most cramped start has 6.1% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 24.7% | 17.4% | 4.3% | 5,632 pixels |
| 2 | 0 | 24.4% | 16.8% | 4.3% | 5,984 pixels |
| 3 | 0 | 25.4% | 17.9% | 4.5% | 5,632 pixels |
| 4 | 0 | 25.5% | 17.3% | 4.6% | 5,984 pixels |
Lopsided with 5 players. The map has no metal deposits: every cell holds 255 metal, so an extractor makes the same wherever it stands. The most cramped start has 53% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 22.5% | 16.5% | 3.2% | 5,491 pixels |
| 2 | 0 | 17.3% | 13.9% | 0.5% | 3,730 pixels |
| 3 | 0 | 17.7% | 14.8% | 0.4% | 3,513 pixels |
| 4 | 0 | 23% | 16.3% | 3.3% | 5,552 pixels |
| 5 | 0 | 19.5% | 7.9% | 10.2% | 3,513 pixels |
Lopsided with 6 players. The map has no metal deposits: every cell holds 255 metal, so an extractor makes the same wherever it stands. The most cramped start has 62% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 17.6% | 14.6% | 0.5% | 3,595 pixels |
| 2 | 0 | 17.3% | 13.9% | 0.5% | 3,730 pixels |
| 3 | 0 | 17.7% | 14.8% | 0.4% | 3,513 pixels |
| 4 | 0 | 18.2% | 14.5% | 0.7% | 3,646 pixels |
| 5 | 0 | 14.6% | 5.9% | 7.7% | 2,944 pixels |
| 6 | 0 | 14.6% | 5.7% | 7.9% | 2,944 pixels |
Lopsided with 7 players. The map has no metal deposits: every cell holds 255 metal, so an extractor makes the same wherever it stands. The most cramped start has 77% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 17.6% | 14.6% | 0.5% | 3,595 pixels |
| 2 | 0 | 15.1% | 12% | 0.4% | 3,345 pixels |
| 3 | 0 | 16.1% | 13.4% | 0.4% | 3,513 pixels |
| 4 | 0 | 18.2% | 14.5% | 0.7% | 3,646 pixels |
| 5 | 0 | 10.8% | 3.3% | 6.6% | 2,815 pixels |
| 6 | 0 | 14.6% | 5.7% | 7.9% | 2,944 pixels |
| 7 | 0 | 7.7% | 6% | 1.2% | 2,815 pixels |
Lopsided with 8 players. The map has no metal deposits: every cell holds 255 metal, so an extractor makes the same wherever it stands. The most cramped start has 75% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 15.5% | 12.8% | 0.5% | 3,595 pixels |
| 2 | 0 | 15.1% | 12% | 0.4% | 3,345 pixels |
| 3 | 0 | 16.1% | 13.4% | 0.4% | 3,513 pixels |
| 4 | 0 | 16% | 12.6% | 0.6% | 3,581 pixels |
| 5 | 0 | 10.8% | 3.3% | 6.6% | 2,815 pixels |
| 6 | 0 | 11.1% | 3.5% | 6.8% | 2,944 pixels |
| 7 | 0 | 7.7% | 6% | 1.2% | 2,815 pixels |
| 8 | 0 | 7.8% | 6% | 1.2% | 2,961 pixels |
Lopsided with 9 players. The map has no metal deposits: every cell holds 255 metal, so an extractor makes the same wherever it stands. The most cramped start has 77% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 11.8% | 9.6% | 0.5% | 2,928 pixels |
| 2 | 0 | 15.1% | 12% | 0.4% | 3,345 pixels |
| 3 | 0 | 11.9% | 9.8% | 0.4% | 2,704 pixels |
| 4 | 0 | 16% | 12.6% | 0.6% | 3,581 pixels |
| 5 | 0 | 10% | 2.9% | 6.4% | 2,815 pixels |
| 6 | 0 | 10.2% | 2.9% | 6.5% | 2,944 pixels |
| 7 | 0 | 7.7% | 6% | 1.2% | 2,815 pixels |
| 8 | 0 | 7.8% | 6% | 1.2% | 2,961 pixels |
| 9 | 0 | 9.5% | 7.8% | 0.6% | 2,704 pixels |
Lopsided with 10 players. The map has no metal deposits: every cell holds 255 metal, so an extractor makes the same wherever it stands. The most cramped start has 76% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 11.8% | 9.6% | 0.5% | 2,928 pixels |
| 2 | 0 | 11% | 8.6% | 0.4% | 3,008 pixels |
| 3 | 0 | 11.9% | 9.8% | 0.4% | 2,704 pixels |
| 4 | 0 | 11.8% | 9.1% | 0.6% | 2,976 pixels |
| 5 | 0 | 9.1% | 2.4% | 6% | 2,815 pixels |
| 6 | 0 | 9.3% | 2.4% | 6.1% | 2,944 pixels |
| 7 | 0 | 7.7% | 6% | 1.2% | 2,815 pixels |
| 8 | 0 | 7.8% | 6% | 1.2% | 2,961 pixels |
| 9 | 0 | 9.5% | 7.8% | 0.6% | 2,704 pixels |
| 10 | 0 | 10.1% | 7.9% | 0.7% | 2,976 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.