Crater Islands
Crater Islands is a Total Annihilation map, 4,800 × 3,840 pixels, with 10 start positions.
10 X 8 Fight your way across these shallow waters.
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 28.71 metal a second from its deposits, 7.2% less than the richest, which makes 30.93. The most cramped start has 10% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 19 | 28.71 | 0 | 51.4% | 18% | 23% | 5,229 pixels |
| 2 | 22 | 30.93 | 0 | 48.6% | 16.2% | 23.8% | 5,229 pixels |
Uneven with 3 players. The poorest start makes 16.54 metal a second from its deposits, 28% less than the richest, which makes 23.07. The most cramped start has 38% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 15 | 23.07 | 0 | 38.6% | 13.3% | 18.4% | 3,313 pixels |
| 2 | 15 | 20.03 | 0 | 29.1% | 8.2% | 14.7% | 3,187 pixels |
| 3 | 11 | 16.54 | 0 | 32.3% | 12.7% | 13.8% | 3,187 pixels |
Lopsided with 4 players. The poorest start makes 9.67 metal a second from its deposits, 60% less than the richest, which makes 24.26. The most cramped start has 66% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 9.67 | 0 | 18% | 8.5% | 5.2% | 2,854 pixels |
| 2 | 8 | 11.43 | 0 | 18.1% | 4.3% | 9.9% | 3,187 pixels |
| 3 | 10 | 14.28 | 0 | 28.6% | 12.7% | 10.3% | 3,187 pixels |
| 4 | 16 | 24.26 | 0 | 35.3% | 8.7% | 21.4% | 2,854 pixels |
Lopsided with 5 players. The poorest start makes 4.65 metal a second from its deposits, 76% less than the richest, which makes 19.66. The most cramped start has 59% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 9.67 | 0 | 17.9% | 8.5% | 5.1% | 2,854 pixels |
| 2 | 5 | 4.65 | 0 | 9.9% | 4.2% | 2% | 1,775 pixels |
| 3 | 8 | 10.58 | 0 | 23.3% | 10.3% | 8% | 2,388 pixels |
| 4 | 9 | 15.09 | 0 | 25.2% | 6.1% | 15% | 1,698 pixels |
| 5 | 12 | 19.66 | 0 | 23.8% | 5.1% | 16.7% | 1,698 pixels |
Lopsided with 6 players. The poorest start makes 4.65 metal a second from its deposits, 70% less than the richest, which makes 15.71. The most cramped start has 54% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 6.62 | 0 | 9.7% | 5.3% | 1.4% | 1,653 pixels |
| 2 | 5 | 4.65 | 0 | 9.9% | 4.2% | 2% | 1,775 pixels |
| 3 | 7 | 9.79 | 0 | 20% | 9% | 6.4% | 2,333 pixels |
| 4 | 8 | 12.83 | 0 | 20% | 5.7% | 10.4% | 1,613 pixels |
| 5 | 10 | 15.71 | 0 | 20.3% | 5.1% | 13.5% | 1,698 pixels |
| 6 | 6 | 10.04 | 0 | 20.1% | 4.9% | 13.3% | 1,613 pixels |
Lopsided with 7 players. The poorest start makes 3.87 metal a second from its deposits, 71% less than the richest, which makes 13.45. The most cramped start has 57% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 6.62 | 0 | 9.7% | 5.3% | 1.4% | 1,653 pixels |
| 2 | 4 | 3.87 | 0 | 7.9% | 3% | 1.5% | 1,775 pixels |
| 3 | 5 | 6.99 | 0 | 13.4% | 6.9% | 2.3% | 1,234 pixels |
| 4 | 8 | 12.83 | 0 | 20% | 5.7% | 10.4% | 1,613 pixels |
| 5 | 9 | 13.45 | 0 | 18% | 4.5% | 12.2% | 1,698 pixels |
| 6 | 6 | 10.04 | 0 | 20.1% | 4.9% | 13.3% | 1,613 pixels |
| 7 | 4 | 5.84 | 0 | 10.8% | 3.9% | 5.8% | 1,234 pixels |
Lopsided with 8 players. The poorest start makes 3.87 metal a second from its deposits, 70% less than the richest, which makes 12.83. The most cramped start has 52% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 6.62 | 0 | 9.7% | 5.3% | 1.4% | 1,653 pixels |
| 2 | 4 | 3.87 | 0 | 7.9% | 3% | 1.5% | 1,775 pixels |
| 3 | 5 | 6.99 | 0 | 11.4% | 5.3% | 2.3% | 1,234 pixels |
| 4 | 8 | 12.83 | 0 | 20% | 5.7% | 10.4% | 1,613 pixels |
| 5 | 7 | 9.17 | 0 | 14% | 2.7% | 10.3% | 951 pixels |
| 6 | 5 | 8.34 | 0 | 17.2% | 4.3% | 11.3% | 1,284 pixels |
| 7 | 4 | 5.84 | 0 | 9.9% | 3.4% | 5.8% | 1,234 pixels |
| 8 | 3 | 5.97 | 0 | 9.9% | 4.6% | 3.9% | 951 pixels |
Lopsided with 9 players. The poorest start makes 2.26 metal a second from its deposits, 82% less than the richest, which makes 12.83. The most cramped start has 94% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 6.62 | 0 | 9.7% | 5.3% | 1.4% | 1,653 pixels |
| 2 | 4 | 3.87 | 0 | 7.9% | 3% | 1.5% | 1,775 pixels |
| 3 | 5 | 6.99 | 0 | 11.4% | 5.3% | 2.3% | 1,234 pixels |
| 4 | 8 | 12.83 | 0 | 18.6% | 5.5% | 9.3% | 1,172 pixels |
| 5 | 7 | 9.17 | 0 | 13.2% | 2.6% | 9.9% | 951 pixels |
| 6 | 4 | 6.08 | 0 | 14.6% | 4.3% | 8.8% | 673 pixels |
| 7 | 4 | 5.84 | 0 | 9.9% | 3.4% | 5.8% | 1,234 pixels |
| 8 | 3 | 5.97 | 0 | 8.9% | 4.6% | 3.1% | 951 pixels |
| 9 | 1 | 2.26 | 0 | 5.7% | 0.3% | 4.8% | 673 pixels |
Lopsided with 10 players. The poorest start makes 2.26 metal a second from its deposits, 82% less than the richest, which makes 12.83. The most cramped start has 94% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 6.62 | 0 | 9.7% | 5.3% | 1.4% | 1,653 pixels |
| 2 | 4 | 3.87 | 0 | 7.7% | 3% | 1.3% | 1,775 pixels |
| 3 | 5 | 6.99 | 0 | 11.4% | 5.3% | 2.3% | 1,234 pixels |
| 4 | 8 | 12.83 | 0 | 17.1% | 5.2% | 8.4% | 1,172 pixels |
| 5 | 4 | 4.98 | 0 | 8.7% | 1.7% | 6.4% | 951 pixels |
| 6 | 4 | 6.08 | 0 | 14.6% | 4.3% | 8.8% | 673 pixels |
| 7 | 4 | 5.84 | 0 | 9.9% | 3.4% | 5.8% | 1,234 pixels |
| 8 | 3 | 5.97 | 0 | 8.9% | 4.6% | 3.1% | 951 pixels |
| 9 | 1 | 2.26 | 0 | 5.7% | 0.3% | 4.8% | 673 pixels |
| 10 | 3 | 4.19 | 0 | 6.3% | 1.1% | 4.6% | 972 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.