Ice Scream
Ice Scream is a Total Annihilation map on Ice, 7,200 × 19,584 pixels, with 10 start positions.
15 X 39 Screaming won't be all you do on this forbidding world.
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 134.14 metal a second from its deposits, 24% less than the richest, which makes 176.33. The most cramped start has 22% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 124 | 176.33 | 0 | 56.2% | 35.8% | 7.5% | 5,953 pixels |
| 2 | 92 | 134.14 | 0 | 43.8% | 27.9% | 7.9% | 5,953 pixels |
Uneven with 3 players. The poorest start makes 82.76 metal a second from its deposits, 38% less than the richest, which makes 134.14. The most cramped start has 39% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 67 | 93.57 | 0 | 28.1% | 18.7% | 3% | 5,680 pixels |
| 2 | 92 | 134.14 | 0 | 43.8% | 27.9% | 7.9% | 5,953 pixels |
| 3 | 57 | 82.76 | 0 | 28.1% | 17.1% | 4.6% | 5,680 pixels |
Lopsided with 4 players. The poorest start makes 42.84 metal a second from its deposits, 68% less than the richest, which makes 134.14. The most cramped start has 68% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 43 | 60.81 | 0 | 21.5% | 13.5% | 2.8% | 3,930 pixels |
| 2 | 92 | 134.14 | 0 | 43.8% | 27.9% | 7.9% | 5,953 pixels |
| 3 | 52 | 72.68 | 0 | 20.1% | 13.3% | 1.9% | 5,680 pixels |
| 4 | 29 | 42.84 | 0 | 14.6% | 9% | 2.9% | 3,930 pixels |
Lopsided with 5 players. The poorest start makes 38.81 metal a second from its deposits, 68% less than the richest, which makes 120.46. The most cramped start has 78% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 29 | 42.84 | 0 | 16.3% | 10.4% | 1.6% | 3,930 pixels |
| 2 | 83 | 120.46 | 0 | 40.2% | 26.1% | 6.6% | 5,120 pixels |
| 3 | 48 | 65.52 | 0 | 18.5% | 12.5% | 1.4% | 5,477 pixels |
| 4 | 29 | 42.84 | 0 | 14.6% | 9% | 2.9% | 3,930 pixels |
| 5 | 27 | 38.81 | 0 | 10.4% | 5.7% | 3.1% | 4,402 pixels |
Lopsided with 6 players. The poorest start makes 38.81 metal a second from its deposits, 43% less than the richest, which makes 67.97. The most cramped start has 68% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 29 | 42.84 | 0 | 16.3% | 10.4% | 1.6% | 3,930 pixels |
| 2 | 47 | 67.97 | 0 | 27.3% | 18% | 4.6% | 4,450 pixels |
| 3 | 48 | 65.52 | 0 | 18.5% | 12.5% | 1.4% | 5,477 pixels |
| 4 | 29 | 42.84 | 0 | 14.6% | 9% | 2.9% | 3,930 pixels |
| 5 | 27 | 38.81 | 0 | 10.4% | 5.7% | 3.1% | 4,402 pixels |
| 6 | 36 | 52.49 | 0 | 12.9% | 8.1% | 2.1% | 4,450 pixels |
Lopsided with 7 players. The poorest start makes 34.78 metal a second from its deposits, 49% less than the richest, which makes 67.97. The most cramped start has 68% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 29 | 42.84 | 0 | 16.3% | 10.4% | 1.6% | 3,930 pixels |
| 2 | 47 | 67.97 | 0 | 27.3% | 18% | 4.6% | 4,450 pixels |
| 3 | 25 | 34.78 | 0 | 11% | 7.7% | 1.4% | 3,938 pixels |
| 4 | 26 | 36.79 | 0 | 10.5% | 7.2% | 1.5% | 3,930 pixels |
| 5 | 27 | 38.81 | 0 | 10.4% | 5.7% | 3.1% | 4,402 pixels |
| 6 | 36 | 52.49 | 0 | 12.9% | 8.1% | 2.1% | 4,450 pixels |
| 7 | 26 | 36.79 | 0 | 11.6% | 6.5% | 1.4% | 3,938 pixels |
Lopsided with 8 players. The poorest start makes 30.74 metal a second from its deposits, 34% less than the richest, which makes 46.87. 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 | 29 | 42.84 | 0 | 16.3% | 10.4% | 1.6% | 3,930 pixels |
| 2 | 31 | 46.87 | 0 | 21% | 13.3% | 4% | 4,450 pixels |
| 3 | 25 | 34.78 | 0 | 11% | 7.7% | 1.4% | 3,938 pixels |
| 4 | 26 | 36.79 | 0 | 10.5% | 7.2% | 1.5% | 3,930 pixels |
| 5 | 27 | 38.81 | 0 | 10.4% | 5.7% | 3.1% | 4,402 pixels |
| 6 | 29 | 42.84 | 0 | 9.8% | 6.3% | 1.4% | 4,450 pixels |
| 7 | 26 | 36.79 | 0 | 11.6% | 6.5% | 1.4% | 3,938 pixels |
| 8 | 23 | 30.74 | 0 | 9.3% | 6.5% | 1.2% | 5,640 pixels |
Lopsided with 9 players. The poorest start makes 20.16 metal a second from its deposits, 57% less than the richest, which makes 46.87. The most cramped start has 68% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 27 | 38.81 | 0 | 13.9% | 9% | 1.2% | 3,066 pixels |
| 2 | 31 | 46.87 | 0 | 21% | 13.3% | 4% | 4,450 pixels |
| 3 | 21 | 26.71 | 0 | 7.6% | 6.1% | 0.1% | 2,992 pixels |
| 4 | 23 | 30.74 | 0 | 8.1% | 6.2% | 0.5% | 3,188 pixels |
| 5 | 26 | 36.79 | 0 | 10.2% | 5.7% | 2.9% | 4,402 pixels |
| 6 | 29 | 42.84 | 0 | 9.8% | 6.3% | 1.4% | 4,450 pixels |
| 7 | 26 | 36.79 | 0 | 11.2% | 6.3% | 1.4% | 3,938 pixels |
| 8 | 23 | 30.74 | 0 | 9.3% | 6.5% | 1.2% | 5,640 pixels |
| 9 | 10 | 20.16 | 0 | 8.7% | 4.3% | 2.8% | 2,992 pixels |
Lopsided with 10 players. The poorest start makes 12.1 metal a second from its deposits, 72% less than the richest, which makes 42.84. The most cramped start has 56% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 24 | 32.76 | 0 | 12.6% | 8.7% | 0.5% | 3,066 pixels |
| 2 | 28 | 40.82 | 0 | 13.6% | 9.7% | 1.5% | 2,638 pixels |
| 3 | 21 | 26.71 | 0 | 7.6% | 6.1% | 0.1% | 2,992 pixels |
| 4 | 23 | 30.74 | 0 | 8.1% | 6.2% | 0.5% | 3,188 pixels |
| 5 | 26 | 36.79 | 0 | 10.2% | 5.7% | 2.9% | 4,402 pixels |
| 6 | 29 | 42.84 | 0 | 9.8% | 6.3% | 1.4% | 4,450 pixels |
| 7 | 26 | 36.79 | 0 | 11.2% | 6.3% | 1.4% | 3,938 pixels |
| 8 | 23 | 30.74 | 0 | 8.3% | 5.8% | 1.1% | 5,014 pixels |
| 9 | 10 | 20.16 | 0 | 8.7% | 4.3% | 2.8% | 2,992 pixels |
| 10 | 6 | 12.1 | 0 | 9.7% | 4.6% | 3.2% | 2,638 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.