Skirmish and Multiplayer Map · Total Annihilation

Over Crude Water

Over Crude Water is a Total Annihilation map on Metal, 12,832 × 12,928 pixels, with 10 start positions.

25 X 25 A maze of metal bridges.

Map of Over Crude Water with its start positions 1234
Start position, numbered by player · Map 12,832 × 12,928 pixels · Scroll or pinch on the map to zoom; drag to move. Hover over a feature or a resource for its details.

Start Position Fairness

Even 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 5% less flat land than the roomiest. The geothermal vents are not shared evenly: from 4 to 6 a start.

StartVentsAreaFlat LandWaterNearest Enemy
1526.1%6.8%14.9%8,825 pixels
2424.6%6.6%13.4%8,656 pixels
3525.1%6.6%14.1%8,656 pixels
4624.2%6.4%13.2%8,679 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.