Tournament Pool

Old World · Tournament Map Atlas

The 18-map tournament pool, grouped by map script. The reference for in-game setup — pills show the live distribution of each config (city sites, distances, urban tiles), the resource, yield and terrain charts show what this map deals per player — bar = median, whisker = the usual span, so the luck is visible — (comparing maps is the rankings page's job), the SETUP GUIDE button gives the exact in-game Advanced Options, and the gallery shows generated samples. Hover or click any preview to inspect.

Archipelago

2 maps
⚙ SETUP GUIDE
Advanced Options
Map Script Archipelago
Map Size Duel
Map Aspect Ratio Square
Islands Size Large
Water Size Small
Point Symmetry ON
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults.
Square Duel Archipelago PS Sq Duel Arch PS
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (23 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
21 generated maps
⚙ SETUP GUIDE
Advanced Options
Map Script Archipelago
Map Size Duel
Map Aspect Ratio Wide
Islands Size Large
Water Size Small
Point Symmetry OFF
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults.
Wide Duel Archipelago Wide Duel Arch
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (24 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
21 generated maps

Arid Plateau

2 maps
⚙ SETUP GUIDE
Advanced Options
Map Script Arid Plateau
Map Size Duel
Map Aspect Ratio Square
Arid Water Size Large
Point Symmetry ON
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults.
Square Duel Large Seas Arid Plateau PS Sq Duel Lg Seas AridP PS
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (23 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
21 generated maps
⚙ SETUP GUIDE
Advanced Options
Map Script Arid Plateau
Map Size Duel
Map Aspect Ratio Square
Arid Water Size Small
Point Symmetry ON
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults.
Square Duel Small Seas Arid Plateau PS Sq Duel Sm Seas AridP PS
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (21 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
21 generated maps

Coastal Rain Basin

2 maps
⚙ SETUP GUIDE
Advanced Options
Map Script Coastal Rain Basin
Map Size Duel
Map Aspect Ratio Wide
Point Symmetry OFF
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults.
Wide Duel Coastal Rain Basin Wide Duel CRB
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (24 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
21 generated maps
⚙ SETUP GUIDE
Advanced Options
Map Script Coastal Rain Basin
Map Size Duel
Map Aspect Ratio Square
Point Symmetry ON
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults.
Square Duel Coastal Rain Basin PS Sq Duel CRB PS
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (24 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
21 generated maps

Continent

1 map
⚙ SETUP GUIDE
Advanced Options
Map Script Continent
Map Size Duel
Map Aspect Ratio Wide
Extreme Terrain None
Point Symmetry ON
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults.
Wide Duel Continent PS Wide Duel Cont PS
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (23 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
21 generated maps

Desert: Lush Coast

1 map
⚙ SETUP GUIDE
Advanced Options
Map Script Desert
Map Size Tiny
Map Aspect Ratio Square
Desert Coast Lush
Desert Size Standard
Point Symmetry OFF
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults.
Square Tiny Lush Desert Sq Tiny Lush Desert
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (22 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
21 generated maps

Desert: No Coast

1 map
⚙ SETUP GUIDE
Advanced Options
Map Script Desert
Map Size Tiny
Map Aspect Ratio Square
Desert Coast None
Desert Size Standard
Point Symmetry ON
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults.
Square Tiny No Coast Desert PS Sq Tiny NoCst Desert PS
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (24 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
21 generated maps

Donut

1 map
⚙ SETUP GUIDE
Advanced Options
Map Script Donut
Map Size Duel
Map Aspect Ratio Square
Donut Irregularity Low
Point Symmetry ON
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults.
Square Duel Donut PS Sq Duel Donut PS
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (21 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
21 generated maps

DOTA · Jungle

1 map
⚙ SETUP GUIDE
Advanced Options
Map Script Duel of the Ancients
Map Size Duel
Map Aspect Ratio Square
Separating Terrain Jungle
Outer Terrain Jungle
Path Width Narrow
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults. DOTA is always point-symmetric — that's a default, not a toggle to set.
Square Duel Jungle DOTA Sq Duel Jungle DOTA
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (24 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
21 generated maps

DOTA · Sand

1 map
⚙ SETUP GUIDE
Advanced Options
Map Script Duel of the Ancients
Map Size Duel
Map Aspect Ratio Square
Separating Terrain Sand
Outer Terrain Sand
Path Width Narrow
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults. DOTA is always point-symmetric — that's a default, not a toggle to set.
Square Duel Sand DOTA Sq Duel Sand DOTA
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (24 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
21 generated maps

DOTA · Water

1 map
⚙ SETUP GUIDE
Advanced Options
Map Script Duel of the Ancients
Map Size Duel
Map Aspect Ratio Square
Separating Terrain Water
Outer Terrain Water
Path Width Narrow
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults. DOTA is always point-symmetric — that's a default, not a toggle to set.
Square Duel Water DOTA Sq Duel Water DOTA
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (24 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
21 generated maps

Hardwood Forest

1 map
⚙ SETUP GUIDE
Advanced Options
Map Script Hardwood Forest
Map Size Duel
Map Aspect Ratio Wide
Point Symmetry OFF
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults.
Wide Duel Hardwood Forest Wide Duel Hardwood
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (24 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
21 generated maps

Inland Sea

2 maps
⚙ SETUP GUIDE
Advanced Options
Map Script Inland Sea
Map Size Duel
Map Aspect Ratio Square
Point Symmetry ON
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults.
Square Duel Inland Sea PS Sq Duel InlSea PS
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (19 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
19 generated maps
⚙ SETUP GUIDE
Advanced Options
Map Script Inland Sea
Map Size Duel
Map Aspect Ratio Wide
Point Symmetry OFF
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults.
Wide Duel Inland Sea Wide Duel InlSea
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (20 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
20 generated maps

Mountain Pass

1 map
⚙ SETUP GUIDE
Advanced Options
Map Script Mountain Pass
Map Size Duel
Map Aspect Ratio Wide
Point Symmetry ON
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults.
Wide Duel Mountain Pass PS Wide Duel MtnPass PS
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (23 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
21 generated maps

Wetlands

1 map
⚙ SETUP GUIDE
Advanced Options
Map Script Wetlands
Map Size Duel
Map Aspect Ratio Square
Point Symmetry ON
Mirror Map ON
Everything is always mirrored. Everything else: tournament defaults.
Square Duel Wetlands PS Sq Duel Wetlands PS
Resource abundance bar = rank among the 18 maps (green = most, red = least) · hover for exact amounts and per-player counts
Resource abundance per player ≥N = floor: 9 in 10 generated maps give each side at least N · small = usual span (10th–90th pct) · colour & #rank = floor vs the other 17 maps · hover for the full spread
Resource abundance per player block = where 8 in 10 maps land (10th–90th pct) on one scale per resource, so position = plenty, width = luck · tick = median · hairline = extremes · bold = floor · colour & #rank = floor vs the other 17 maps
Resource abundance per player one dot per generated map (18 seeds) at its per-player count, one scale per resource · gold line = floor: 9 in 10 maps sit on or right of it · bold = that floor, small = 90th pct · colour & #rank = floor vs the other 17 maps
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · hover for numbers
Resources on this map what this map deals, per player · bar = median count · whisker = usual span (10th–90th pct) · hairline = extremes · one scale for every resource on this map, so bar heights compare resources with each other, not with other maps (that is the rankings page) · sorted, most abundant first · hover for numbers
Yield potential max food / iron / stone / wood if every tile ran its best improvement for that yield · bar = rank among the 18 maps · hover for exact amounts
Yield potential on this map what this map could yield per player, per turn if every tile ran its best improvement for that yield · money = every money resource worked, +LC adds the Land Consolidation groves · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale, sorted · hover for numbers
Terrain & topology tile counts, never percentages — so they halve per player like everything else · bar = rank among the 18 maps · hover for exact amounts and per-player counts
Terrain on this map tiles per player · each row splits the map one way (climate · relief · water · cover) · bar = median · whisker = usual span (10th–90th pct) · hairline = extremes · one scale across all four rows, so any two bars compare · bar colours = the map preview's colours · hover for numbers
18 generated maps

18 configs · 23-ish seeds each. Pool is land-connected by construction; split-dropped % is how often a seed had no connected symmetric pair.