Seven Islands
Seven Islands is a Total Annihilation map on Metal, 20,480 × 20,480 pixels, with 10 start positions.
40 X 40 Huge sea battle on Core Prime
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 255 metal, so an extractor makes the same wherever it stands. The most cramped start has 17% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 49% | 3.3% | 45.3% | 17,977 pixels |
| 2 | 0 | 51% | 2.7% | 47.8% | 17,977 pixels |
Uneven with 3 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 28% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 35.2% | 2.1% | 32.8% | 12,653 pixels |
| 2 | 0 | 35.2% | 2.3% | 32.6% | 14,183 pixels |
| 3 | 0 | 29.6% | 1.7% | 27.7% | 12,653 pixels |
Lopsided 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 52% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 21.3% | 0.9% | 20.2% | 10,120 pixels |
| 2 | 0 | 29.5% | 1.9% | 27.3% | 14,183 pixels |
| 3 | 0 | 29.6% | 1.7% | 27.7% | 12,653 pixels |
| 4 | 0 | 19.7% | 1.6% | 17.9% | 10,120 pixels |
Uneven with 5 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 44% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 21.3% | 0.9% | 20.2% | 10,120 pixels |
| 2 | 0 | 24.4% | 1.2% | 23% | 8,626 pixels |
| 3 | 0 | 21.1% | 1.3% | 19.6% | 8,622 pixels |
| 4 | 0 | 19.7% | 1.6% | 17.9% | 10,120 pixels |
| 5 | 0 | 13.5% | 1% | 12.4% | 8,622 pixels |
Lopsided with 6 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 56% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 15.8% | 0.8% | 14.9% | 8,788 pixels |
| 2 | 0 | 24.4% | 1.2% | 23% | 8,626 pixels |
| 3 | 0 | 15.7% | 0.7% | 14.9% | 6,381 pixels |
| 4 | 0 | 19.7% | 1.6% | 17.9% | 10,120 pixels |
| 5 | 0 | 13.5% | 1% | 12.4% | 8,622 pixels |
| 6 | 0 | 10.9% | 0.7% | 10% | 6,381 pixels |
Uneven with 7 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 39% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 15% | 0.8% | 14.1% | 8,788 pixels |
| 2 | 0 | 14.8% | 0.8% | 13.9% | 7,058 pixels |
| 3 | 0 | 15.3% | 0.7% | 14.5% | 6,381 pixels |
| 4 | 0 | 12.8% | 1.1% | 11.5% | 7,802 pixels |
| 5 | 0 | 13.5% | 1% | 12.4% | 8,622 pixels |
| 6 | 0 | 10.9% | 0.7% | 10% | 6,381 pixels |
| 7 | 0 | 17.7% | 0.9% | 16.7% | 7,058 pixels |
Lopsided with 8 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 65% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 12.1% | 0.8% | 11.2% | 7,216 pixels |
| 2 | 0 | 14.8% | 0.8% | 13.9% | 7,058 pixels |
| 3 | 0 | 15.3% | 0.7% | 14.5% | 6,381 pixels |
| 4 | 0 | 6.2% | 0.8% | 5.3% | 2,911 pixels |
| 5 | 0 | 13.5% | 1% | 12.4% | 8,622 pixels |
| 6 | 0 | 10.9% | 0.7% | 10% | 6,381 pixels |
| 7 | 0 | 16.8% | 0.9% | 15.7% | 7,058 pixels |
| 8 | 0 | 10.5% | 0.3% | 10.1% | 2,911 pixels |
Lopsided with 9 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 63% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 12.1% | 0.8% | 11.2% | 7,216 pixels |
| 2 | 0 | 12.9% | 0.8% | 12% | 7,058 pixels |
| 3 | 0 | 12.6% | 0.7% | 11.8% | 6,381 pixels |
| 4 | 0 | 6.2% | 0.8% | 5.3% | 2,911 pixels |
| 5 | 0 | 7% | 0.6% | 6.4% | 2,634 pixels |
| 6 | 0 | 10.9% | 0.7% | 10% | 6,381 pixels |
| 7 | 0 | 16.1% | 0.9% | 15% | 7,058 pixels |
| 8 | 0 | 10.5% | 0.3% | 10.1% | 2,911 pixels |
| 9 | 0 | 11.8% | 0.4% | 11.3% | 2,634 pixels |
Lopsided with 10 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 68% less flat land than the roomiest.
| Start | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|
| 1 | 0 | 4.8% | 0.5% | 4.3% | 2,395 pixels |
| 2 | 0 | 12.9% | 0.8% | 12% | 7,058 pixels |
| 3 | 0 | 11.9% | 0.7% | 11% | 6,381 pixels |
| 4 | 0 | 6.2% | 0.8% | 5.3% | 2,911 pixels |
| 5 | 0 | 7% | 0.6% | 6.4% | 2,634 pixels |
| 6 | 0 | 10.3% | 0.7% | 9.5% | 6,381 pixels |
| 7 | 0 | 15.4% | 0.9% | 14.4% | 7,058 pixels |
| 8 | 0 | 8.1% | 0.3% | 7.7% | 2,911 pixels |
| 9 | 0 | 11.6% | 0.4% | 11.1% | 2,634 pixels |
| 10 | 0 | 11.8% | 0.3% | 11.4% | 2,395 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.