Author Topic: Desert Strike (Genesis)  (Read 17890 times)

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Offline DarkWolf

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Desert Strike (Genesis)
« on: August 05, 2006, 10:21:31 am »
Although this game is on several platforms, I'm doing the Genesis version since it's the one I'm most familiar with.  The end maps will be fairly large, more than 6000^2 pixels with little or no white space.



http://garoux.net/vgmaps/incomplete/desert1.png

Offline Grizzly

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RE: Desert Strike (Genesis)
« Reply #1 on: August 05, 2006, 02:12:24 pm »
When looking at this map, I am reminded of an old DOS game called Helicopter Mission which I played many years ago. I never got past the training mission (hold your helicopter over a little rectangle for a given amount of time) without using passwords.. I cannot believe I was that bad at playing games back then :P



The map itself looks already nice. A good thing is that the playfield is, unlike in most isometric games, rectangular (at least is seems like that) so that the map doesn't deal with so much white space.

Offline TerraEsperZ

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RE: Desert Strike (Genesis)
« Reply #2 on: August 06, 2006, 01:54:33 pm »
Seeing how big the maps are, I now understand why the "review" in Nintendo Power didn't have any maps but highlights of the mission objectives instead. These look like they'll require a lot of time to map, so good luck!



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Offline DarkWolf

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RE: Desert Strike (Genesis)
« Reply #3 on: August 06, 2006, 03:03:04 pm »
It's not too bad.  Gens + KMod actually works okay for this game so I'm building the maps as I go through them, rather than assembling them later from a series of screenshots.  This is really the only way I can do the sections that are pretty much open desert.