Darkside
Darkside is a Total Annihilation map on Lunar, 3,072 × 2,496 pixels, with 10 start positions.
6 x 5 Lunar map with plenty of metal
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 14.71 metal a second from its deposits, 17% less than the richest, which makes 17.77. The most cramped start has 7.2% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 13 | 14.71 | 0 | 49.5% | 40.9% | 0% | 2,152 pixels |
| 2 | 17 | 17.77 | 0 | 50.5% | 44.1% | 0% | 2,152 pixels |
Uneven with 3 players. The poorest start makes 9.14 metal a second from its deposits, 28% less than the richest, which makes 12.69. The most cramped start has 19% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 9 | 10.65 | 0 | 34.3% | 27.7% | 0% | 2,152 pixels |
| 2 | 12 | 12.69 | 0 | 36.7% | 31.7% | 0% | 1,664 pixels |
| 3 | 9 | 9.14 | 0 | 29% | 25.6% | 0% | 1,664 pixels |
Lopsided with 4 players. The poorest start makes 4.05 metal a second from its deposits, 68% less than the richest, which makes 12.69. 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 | 8 | 9.63 | 0 | 26% | 19.7% | 0% | 1,344 pixels |
| 2 | 12 | 12.69 | 0 | 36.7% | 31.7% | 0% | 1,664 pixels |
| 3 | 7 | 6.1 | 0 | 20.9% | 19.1% | 0% | 1,621 pixels |
| 4 | 3 | 4.05 | 0 | 16.4% | 14.5% | 0% | 1,344 pixels |
Lopsided with 5 players. The poorest start makes 2.03 metal a second from its deposits, 83% less than the richest, which makes 11.67. 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 | 8 | 9.63 | 0 | 26% | 19.7% | 0% | 1,344 pixels |
| 2 | 11 | 11.67 | 0 | 30.6% | 26% | 0% | 1,062 pixels |
| 3 | 6 | 5.09 | 0 | 16.7% | 15.8% | 0% | 848 pixels |
| 4 | 3 | 4.05 | 0 | 16.4% | 14.5% | 0% | 1,344 pixels |
| 5 | 2 | 2.03 | 0 | 10.3% | 9% | 0% | 848 pixels |
Lopsided with 6 players. The poorest start makes 2.03 metal a second from its deposits, 78% less than the richest, which makes 9.13. The most cramped start has 46% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 7 | 8.61 | 0 | 17.8% | 14.1% | 0% | 1,104 pixels |
| 2 | 8 | 9.13 | 0 | 19.5% | 16.5% | 0% | 1,062 pixels |
| 3 | 6 | 5.09 | 0 | 16.7% | 15.7% | 0% | 848 pixels |
| 4 | 3 | 4.05 | 0 | 16.4% | 14.5% | 0% | 1,344 pixels |
| 5 | 2 | 2.03 | 0 | 10.3% | 9% | 0% | 848 pixels |
| 6 | 4 | 3.56 | 0 | 19.4% | 15.2% | 0% | 1,104 pixels |
Lopsided with 7 players. The poorest start makes 2.03 metal a second from its deposits, 75% less than the richest, which makes 8.1. The most cramped start has 51% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 6 | 8.1 | 0 | 15% | 11.3% | 0% | 1,104 pixels |
| 2 | 5 | 7.08 | 0 | 16.2% | 13.5% | 0% | 1,062 pixels |
| 3 | 3 | 3.55 | 0 | 11.5% | 10.6% | 0% | 848 pixels |
| 4 | 2 | 3.03 | 0 | 15.1% | 13.2% | 0% | 1,344 pixels |
| 5 | 2 | 2.03 | 0 | 9.1% | 8% | 0% | 848 pixels |
| 6 | 3 | 3.05 | 0 | 16.2% | 12.4% | 0% | 1,104 pixels |
| 7 | 9 | 5.63 | 0 | 16.8% | 16.1% | 0% | 1,053 pixels |
Lopsided with 8 players. The poorest start makes 1.53 metal a second from its deposits, 81% less than the richest, which makes 8.1. 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 | 6 | 8.1 | 0 | 15% | 11.3% | 0% | 1,104 pixels |
| 2 | 5 | 7.08 | 0 | 16.2% | 13.4% | 0% | 1,062 pixels |
| 3 | 2 | 2.53 | 0 | 9% | 8.1% | 0% | 528 pixels |
| 4 | 2 | 3.03 | 0 | 15.1% | 13.2% | 0% | 1,344 pixels |
| 5 | 2 | 2.03 | 0 | 7.7% | 6.8% | 0% | 695 pixels |
| 6 | 3 | 3.05 | 0 | 16.2% | 12.4% | 0% | 1,104 pixels |
| 7 | 8 | 5.11 | 0 | 13.9% | 13.4% | 0% | 576 pixels |
| 8 | 2 | 1.53 | 0 | 6.8% | 6.5% | 0% | 528 pixels |
Lopsided with 9 players. The poorest start makes 1.53 metal a second from its deposits, 78% less than the richest, which makes 7.08. The most cramped start has 53% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 2.5 | 3.04 | 0 | 11.5% | 8.2% | 0% | 752 pixels |
| 2 | 5 | 7.08 | 0 | 16.2% | 13.4% | 0% | 1,062 pixels |
| 3 | 1 | 2.02 | 0 | 8.9% | 8% | 0% | 528 pixels |
| 4 | 2 | 3.03 | 0 | 11.7% | 9.9% | 0% | 886 pixels |
| 5 | 2 | 2.03 | 0 | 7.7% | 6.8% | 0% | 695 pixels |
| 6 | 3 | 3.05 | 0 | 16.2% | 12.4% | 0% | 1,104 pixels |
| 7 | 7 | 4.1 | 0 | 10.1% | 9.6% | 0% | 576 pixels |
| 8 | 2 | 1.53 | 0 | 6.7% | 6.4% | 0% | 528 pixels |
| 9 | 5.5 | 6.59 | 0 | 10.9% | 10.4% | 0% | 752 pixels |
Lopsided with 10 players. The poorest start makes 1.53 metal a second from its deposits, 78% less than the richest, which makes 7.08. The most cramped start has 46% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 2.5 | 3.04 | 0 | 11.5% | 8.2% | 0% | 752 pixels |
| 2 | 5 | 7.08 | 0 | 14.3% | 11.7% | 0% | 887 pixels |
| 3 | 1 | 2.02 | 0 | 8.9% | 8% | 0% | 528 pixels |
| 4 | 2 | 3.03 | 0 | 11.7% | 9.9% | 0% | 886 pixels |
| 5 | 2 | 2.03 | 0 | 7.7% | 6.8% | 0% | 695 pixels |
| 6 | 2 | 2.03 | 0 | 12.4% | 8.9% | 0% | 640 pixels |
| 7 | 6 | 3.58 | 0 | 7.1% | 7.1% | 0% | 576 pixels |
| 8 | 2 | 1.53 | 0 | 6.7% | 6.4% | 0% | 528 pixels |
| 9 | 5.5 | 6.59 | 0 | 10.8% | 10.3% | 0% | 752 pixels |
| 10 | 2 | 1.53 | 0 | 8.8% | 7.9% | 0% | 613 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.