Coremageddon
Coremageddon is a Total Annihilation map on Metal, 6,656 × 9,856 pixels, with 10 start positions.
13 X 20 Set up ambushes in this Core Prime maze.
8 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 255 metal, so an extractor makes the same wherever it stands. The most cramped start has 1.5% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 4 | 50.2% | 43% | 0% | 11,125 pixels |
| 2 | 4 | 49.8% | 42.3% | 0% | 11,125 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 32% less flat land than the roomiest. The geothermal vents are not shared evenly: from 2 to 4 a start.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 2 | 28.5% | 24.4% | 0% | 6,085 pixels |
| 2 | 4 | 41.9% | 35.6% | 0% | 8,465 pixels |
| 3 | 2 | 29.6% | 25.3% | 0% | 6,085 pixels |
Uneven 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 28% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 2 | 21.4% | 18.2% | 0% | 6,085 pixels |
| 2 | 2 | 21% | 17.9% | 0% | 6,097 pixels |
| 3 | 2 | 28.8% | 24.7% | 0% | 6,085 pixels |
| 4 | 2 | 28.9% | 24.6% | 0% | 6,097 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 70% less flat land than the roomiest. The geothermal vents are not shared evenly: from 1 to 3 a start.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 1 | 17.5% | 14.8% | 0% | 6,023 pixels |
| 2 | 1 | 15.5% | 13.2% | 0% | 6,097 pixels |
| 3 | 1 | 9.9% | 8.3% | 0% | 2,481 pixels |
| 4 | 2 | 24.7% | 21% | 0% | 6,097 pixels |
| 5 | 3 | 32.4% | 28% | 0% | 2,481 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 63% less flat land than the roomiest. The geothermal vents are not shared evenly: from 1 to 2 a start.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 1 | 14.5% | 12.2% | 0% | 6,023 pixels |
| 2 | 1 | 14.3% | 12% | 0% | 6,089 pixels |
| 3 | 1 | 9.9% | 8.3% | 0% | 2,481 pixels |
| 4 | 1 | 10.1% | 8.3% | 0% | 2,545 pixels |
| 5 | 2 | 25.6% | 22.2% | 0% | 2,481 pixels |
| 6 | 2 | 25.7% | 22.2% | 0% | 2,545 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 64% less flat land than the roomiest. The geothermal vents are not shared evenly: from 1 to 2 a start.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 1 | 8.1% | 6.9% | 0% | 3,269 pixels |
| 2 | 1 | 14.3% | 12% | 0% | 6,089 pixels |
| 3 | 1 | 9.9% | 8.3% | 0% | 2,481 pixels |
| 4 | 1 | 10.1% | 8.3% | 0% | 2,545 pixels |
| 5 | 2 | 21.9% | 18.9% | 0% | 2,481 pixels |
| 6 | 1 | 18.9% | 16.5% | 0% | 2,545 pixels |
| 7 | 1 | 16.9% | 14.4% | 0% | 2,976 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 56% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 1 | 8.1% | 6.9% | 0% | 3,269 pixels |
| 2 | 1 | 7.9% | 6.6% | 0% | 3,340 pixels |
| 3 | 1 | 9.9% | 8.3% | 0% | 2,481 pixels |
| 4 | 1 | 10% | 8.3% | 0% | 2,545 pixels |
| 5 | 1 | 15% | 13% | 0% | 2,481 pixels |
| 6 | 1 | 14.9% | 12.9% | 0% | 2,545 pixels |
| 7 | 1 | 16.9% | 14.4% | 0% | 2,976 pixels |
| 8 | 1 | 17.4% | 14.9% | 0% | 2,994 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 72% less flat land than the roomiest. The geothermal vents are not shared evenly: from 0 to 1 a start.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 1 | 5% | 4.2% | 0% | 3,174 pixels |
| 2 | 1 | 7.9% | 6.6% | 0% | 3,340 pixels |
| 3 | 1 | 6.3% | 5.3% | 0% | 2,481 pixels |
| 4 | 1 | 10% | 8.3% | 0% | 2,545 pixels |
| 5 | 1 | 12.8% | 11.1% | 0% | 2,481 pixels |
| 6 | 1 | 14.9% | 12.9% | 0% | 2,545 pixels |
| 7 | 1 | 13.8% | 11.9% | 0% | 2,976 pixels |
| 8 | 1 | 17.4% | 14.9% | 0% | 2,994 pixels |
| 9 | 0 | 11.9% | 10.1% | 0% | 2,994 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 67% less flat land than the roomiest. The geothermal vents are not shared evenly: from 0 to 1 a start.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 1 | 5% | 4.2% | 0% | 3,174 pixels |
| 2 | 1 | 5% | 4.2% | 0% | 3,191 pixels |
| 3 | 1 | 6.3% | 5.3% | 0% | 2,481 pixels |
| 4 | 1 | 6.2% | 5.2% | 0% | 2,545 pixels |
| 5 | 1 | 12.8% | 11.1% | 0% | 2,481 pixels |
| 6 | 1 | 13.2% | 11.4% | 0% | 2,545 pixels |
| 7 | 1 | 13.8% | 11.9% | 0% | 2,976 pixels |
| 8 | 1 | 14.7% | 12.7% | 0% | 2,994 pixels |
| 9 | 0 | 11.9% | 10.1% | 0% | 2,994 pixels |
| 10 | 0 | 11% | 9.2% | 0% | 2,917 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.