Metal Isles
Metal Isles is a Total Annihilation map on Metal, 11,520 × 10,880 pixels, with 10 start positions.
23 X 21 4 Symmetrical Metal Islands, good for sea battles
4 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
Fairly even with 2 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 11% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 2 | 52.4% | 6.7% | 43.7% | 8,895 pixels |
| 2 | 2 | 47.6% | 5.9% | 39.6% | 8,895 pixels |
Uneven with 3 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 35% 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 | 38.7% | 4.6% | 32.6% | 6,002 pixels |
| 2 | 2 | 34.7% | 4.8% | 28.3% | 6,290 pixels |
| 3 | 1 | 26.5% | 3.2% | 22.4% | 6,002 pixels |
Even with 4 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 0.1% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 1 | 25.9% | 3.1% | 21.7% | 6,002 pixels |
| 2 | 1 | 23.5% | 3.1% | 19.3% | 6,192 pixels |
| 3 | 1 | 26.5% | 3.2% | 22.4% | 6,002 pixels |
| 4 | 1 | 24.1% | 3.1% | 19.9% | 6,192 pixels |
Lopsided with 5 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 54% 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 | 25.4% | 3.1% | 21.2% | 6,002 pixels |
| 2 | 1 | 23.4% | 3.1% | 19.2% | 6,192 pixels |
| 3 | 1 | 26.5% | 3.2% | 22.4% | 6,002 pixels |
| 4 | 1 | 9.8% | 1.7% | 7.6% | 225 pixels |
| 5 | 0 | 14.9% | 1.4% | 12.9% | 225 pixels |
Lopsided with 6 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 56% 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 | 25.4% | 3.1% | 21.2% | 6,002 pixels |
| 2 | 1 | 23.4% | 3.1% | 19.2% | 6,192 pixels |
| 3 | 1 | 15.6% | 1.8% | 13.3% | 258 pixels |
| 4 | 1 | 9.8% | 1.7% | 7.6% | 225 pixels |
| 5 | 0 | 14.9% | 1.4% | 12.9% | 225 pixels |
| 6 | 0 | 11% | 1.4% | 9.1% | 258 pixels |
Lopsided with 7 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 59% 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 | 25.4% | 3.1% | 21.2% | 6,002 pixels |
| 2 | 1 | 10.4% | 1.8% | 8% | 231 pixels |
| 3 | 1 | 15.2% | 1.8% | 12.9% | 258 pixels |
| 4 | 1 | 9.8% | 1.7% | 7.6% | 225 pixels |
| 5 | 0 | 14.9% | 1.4% | 12.9% | 225 pixels |
| 6 | 0 | 11% | 1.4% | 9.1% | 258 pixels |
| 7 | 0 | 13.4% | 1.3% | 11.6% | 231 pixels |
Uneven with 8 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 30% 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 | 11.9% | 1.5% | 9.8% | 226 pixels |
| 2 | 1 | 10.4% | 1.8% | 8% | 231 pixels |
| 3 | 1 | 15.1% | 1.8% | 12.8% | 258 pixels |
| 4 | 1 | 9.8% | 1.7% | 7.6% | 225 pixels |
| 5 | 0 | 14.4% | 1.4% | 12.4% | 225 pixels |
| 6 | 0 | 11% | 1.4% | 9.1% | 258 pixels |
| 7 | 0 | 13.4% | 1.3% | 11.6% | 231 pixels |
| 8 | 0 | 14.1% | 1.6% | 12% | 226 pixels |
Lopsided with 9 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 100% 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 | 11.9% | 1.5% | 9.8% | 226 pixels |
| 2 | 1 | 9.9% | 1.8% | 7.6% | 231 pixels |
| 3 | 1 | 13.3% | 1.8% | 11% | 258 pixels |
| 4 | 1 | 9.8% | 1.7% | 7.6% | 225 pixels |
| 5 | 0 | 8.2% | 1.4% | 6.2% | 225 pixels |
| 6 | 0 | 11% | 1.4% | 9.1% | 258 pixels |
| 7 | 0 | 12.2% | 1.3% | 10.4% | 231 pixels |
| 8 | 0 | 8.4% | 1.6% | 6.3% | 226 pixels |
| 9 | 0 | 15.3% | 0% | 15.3% | 3,235 pixels |
Lopsided with 10 players. The map has no metal deposits: every cell holds 250 metal, so an extractor makes the same wherever it stands. The most cramped start has 100% 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 | 11.9% | 1.5% | 9.8% | 226 pixels |
| 2 | 1 | 9.2% | 1.8% | 6.9% | 231 pixels |
| 3 | 1 | 9.6% | 1.8% | 7.3% | 258 pixels |
| 4 | 1 | 9.8% | 1.7% | 7.6% | 225 pixels |
| 5 | 0 | 8.2% | 1.4% | 6.2% | 225 pixels |
| 6 | 0 | 11% | 1.4% | 9.1% | 258 pixels |
| 7 | 0 | 8.3% | 1.3% | 6.5% | 231 pixels |
| 8 | 0 | 8.4% | 1.6% | 6.3% | 226 pixels |
| 9 | 0 | 11.7% | 0% | 11.7% | 3,235 pixels |
| 10 | 0 | 12% | 0% | 12% | 3,211 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.