The Pass
The Pass is a Total Annihilation map on Green planet, 3,584 × 1,632 pixels, with 10 start positions.
7 X 4 Fight to control a winding mountian pass.
Each start position's territory: the part of the map nearer to it than to any other start in use.
Start Position Fairness
Even with 2 players. Every start makes 4.03 metal a second from its deposits. The most cramped start has 9.4% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 2 | 4.03 | 0 | 55% | 27.4% | 0% | 3,049 pixels |
| 2 | 2 | 4.03 | 0 | 45% | 24.8% | 0% | 3,049 pixels |
Lopsided with 3 players. The poorest start makes 2.02 metal a second from its deposits, 50% less than the richest, which makes 4.03. The most cramped start has 55% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 2.02 | 0 | 36.6% | 16.1% | 0% | 1,116 pixels |
| 2 | 2 | 4.03 | 0 | 44.9% | 24.8% | 0% | 3,049 pixels |
| 3 | 1 | 2.02 | 0 | 18.5% | 11.3% | 0% | 1,116 pixels |
Uneven with 4 players. Every start makes 2.02 metal a second from its deposits. The most cramped start has 25% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 2.02 | 0 | 30.9% | 15% | 0% | 1,116 pixels |
| 2 | 1 | 2.02 | 0 | 23.2% | 12.5% | 0% | 1,412 pixels |
| 3 | 1 | 2.02 | 0 | 18.5% | 11.3% | 0% | 1,116 pixels |
| 4 | 1 | 2.02 | 0 | 27.4% | 13.4% | 0% | 1,412 pixels |
Lopsided with 5 players. The poorest start has no deposits nearer to it than to another start, while the richest makes 2.02 metal a second from its own. The most cramped start has 87% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 2.02 | 0 | 27.6% | 13.7% | 0% | 1,047 pixels |
| 2 | 1 | 2.02 | 0 | 22.8% | 12.5% | 0% | 1,412 pixels |
| 3 | 0 | 0 | 0 | 2.4% | 1.8% | 0% | 145 pixels |
| 4 | 1 | 2.02 | 0 | 27.4% | 13.4% | 0% | 1,412 pixels |
| 5 | 1 | 2.02 | 0 | 19.8% | 10.9% | 0% | 145 pixels |
Lopsided with 6 players. The poorest start has no deposits nearer to it than to another start, while the richest makes 2.02 metal a second from its own. The most cramped start has 87% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 2.02 | 0 | 27.6% | 13.7% | 0% | 1,047 pixels |
| 2 | 1 | 2.02 | 0 | 22.5% | 12.3% | 0% | 1,384 pixels |
| 3 | 0 | 0 | 0 | 2.4% | 1.8% | 0% | 145 pixels |
| 4 | 1 | 2.02 | 0 | 21.2% | 7.8% | 0% | 177 pixels |
| 5 | 1 | 2.02 | 0 | 19.8% | 10.9% | 0% | 145 pixels |
| 6 | 0 | 0 | 0 | 6.4% | 5.9% | 0% | 177 pixels |
Lopsided with 7 players. The poorest start has no deposits nearer to it than to another start, while the richest makes 2.02 metal a second from its own. The most cramped start has 86% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 2.02 | 0 | 24.9% | 12.9% | 0% | 1,026 pixels |
| 2 | 1 | 2.02 | 0 | 21.9% | 12.2% | 0% | 1,384 pixels |
| 3 | 0 | 0 | 0 | 2.4% | 1.8% | 0% | 145 pixels |
| 4 | 1 | 2.02 | 0 | 21.2% | 7.7% | 0% | 177 pixels |
| 5 | 1 | 2.02 | 0 | 2.7% | 2.5% | 0% | 145 pixels |
| 6 | 0 | 0 | 0 | 6.4% | 5.9% | 0% | 177 pixels |
| 7 | 0 | 0 | 0 | 20.5% | 9.3% | 0% | 145 pixels |
Lopsided with 8 players. The poorest start has no deposits nearer to it than to another start, while the richest makes 2.02 metal a second from its own. The most cramped start has 94% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 2.02 | 0 | 24.9% | 12.9% | 0% | 1,026 pixels |
| 2 | 1 | 2.02 | 0 | 21.6% | 11.9% | 0% | 1,316 pixels |
| 3 | 0 | 0 | 0 | 2.4% | 1.8% | 0% | 145 pixels |
| 4 | 1 | 2.02 | 0 | 21.1% | 7.6% | 0% | 177 pixels |
| 5 | 1 | 2.02 | 0 | 2.7% | 2.5% | 0% | 145 pixels |
| 6 | 0 | 0 | 0 | 0.8% | 0.8% | 0% | 167 pixels |
| 7 | 0 | 0 | 0 | 20.5% | 9.3% | 0% | 145 pixels |
| 8 | 0 | 0 | 0 | 6% | 5.5% | 0% | 167 pixels |
Lopsided with 9 players. The poorest start has no deposits nearer to it than to another start, while the richest makes 2.02 metal a second from its own. The most cramped start has 94% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 2.02 | 0 | 22.6% | 12.3% | 0% | 1,024 pixels |
| 2 | 1 | 2.02 | 0 | 20.9% | 11.9% | 0% | 1,316 pixels |
| 3 | 0 | 0 | 0 | 2.4% | 1.8% | 0% | 145 pixels |
| 4 | 1 | 2.02 | 0 | 20.7% | 7.4% | 0% | 177 pixels |
| 5 | 1 | 2.02 | 0 | 2.7% | 2.5% | 0% | 145 pixels |
| 6 | 0 | 0 | 0 | 0.8% | 0.8% | 0% | 167 pixels |
| 7 | 0 | 0 | 0 | 2.3% | 2% | 0% | 145 pixels |
| 8 | 0 | 0 | 0 | 6% | 5.5% | 0% | 167 pixels |
| 9 | 0 | 0 | 0 | 21.6% | 8.1% | 0% | 161 pixels |
Lopsided with 10 players. The poorest start has no deposits nearer to it than to another start, while the richest makes 2.02 metal a second from its own. The most cramped start has 94% less flat land than the roomiest.
| Start | Deposits | Metal a Second | Vents | Area | Flat Land | Water | Nearest Enemy |
|---|---|---|---|---|---|---|---|
| 1 | 1 | 2.02 | 0 | 22.6% | 12.3% | 0% | 1,024 pixels |
| 2 | 1 | 2.02 | 0 | 20.5% | 11.5% | 0% | 1,204 pixels |
| 3 | 0 | 0 | 0 | 2.4% | 1.8% | 0% | 145 pixels |
| 4 | 1 | 2.02 | 0 | 20.7% | 7.4% | 0% | 177 pixels |
| 5 | 1 | 2.02 | 0 | 2.7% | 2.5% | 0% | 145 pixels |
| 6 | 0 | 0 | 0 | 0.8% | 0.8% | 0% | 167 pixels |
| 7 | 0 | 0 | 0 | 2.3% | 2% | 0% | 145 pixels |
| 8 | 0 | 0 | 0 | 1.7% | 1.6% | 0% | 167 pixels |
| 9 | 0 | 0 | 0 | 21.6% | 8.1% | 0% | 161 pixels |
| 10 | 0 | 0 | 0 | 4.8% | 4.3% | 0% | 222 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.