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Old 29 May 2014, 10:26   #41
CodyJarrett
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Thanks, they're online! http://hol.abime.net/3667/gamemap
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Old 29 May 2014, 19:01   #42
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Your're welcome.

The maps have some cosmetic flaws that will have to be put up with. This game uses some kind of 2-ply map where every other byte belong to a ply. The game has the ability to replace a tile from one ply with one from another at the same coordinates. It can also combine tiles to actually create a new tile which isn't in the tile set.

The stone texture on level one sort of hid the trouble. It looks worse on level two. Check the ladder - pipe intersection and the key - pipe elbow tile. The group of three thumbnails are showing two ways the map can be made with Maptapper. The last one is ripped from actual screen bitmap.

Since everything else is OK about the maps and the game is so short, I will go ahead and finish it.
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Old 31 May 2014, 11:42   #43
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Rest of Wacuś The Detective maps are Zoned.
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Old 31 May 2014, 12:43   #44
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Old 02 June 2014, 22:24   #45
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Maps for Alien Legion are in the Zone.
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Old 02 June 2014, 22:30   #46
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Old 03 June 2014, 00:12   #47
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Can I butt into this thread and offer my map for Merv the Merciless?

It's my favourite Amiga game of all time.

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Old 04 June 2014, 22:11   #48
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I sure hope no one thinks they are butting in by posting here. This thread only comes out of mothballs when a new map is done.

Axel's Magic Hammer maps in the Zone. FYI: AtariST map exists that is almost a dead ringer for this map. All I can say is this ain't it.
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Old 24 June 2014, 01:21   #49
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Blastar maps in the Zone. These maps are almost totally bereft of useful landmarks to help getting a position fix.
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Old 24 June 2014, 04:42   #50
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Quote:
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Blastar maps in the Zone. These maps are almost totally bereft of useful landmarks to help getting a position fix.
I think that's the main reason I found Blastar so boring. If everywhere you fly looks identical to everywhere else, it makes playing it tedious. It's quite incredible that nobody at Core (programming the game, level designing or playtesting it) came up with the idea of unique stuff on each map.

Is there some natural order to those level names? I'm not sure how to put them in HOL without knowing what sequence they go in. (Having never been interested enough to finish even one level of the game).

Last edited by Codetapper; 24 June 2014 at 09:09. Reason: Added level order question
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Old 24 June 2014, 09:43   #51
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Thanks Dunny and clenched. I've uploaded the Merv, Axel and Blastar maps. I followed the order of levels from a longplay but perhaps clenched can confirm.
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Old 24 June 2014, 10:47   #52
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Is there some natural order to those level names? I'm not sure how to put them in HOL without knowing what sequence they go in. (Having never been interested enough to finish even one level of the game).
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I followed the order of levels from a longplay but perhaps clenched can confirm.
I just used the level skip cheat on HOL and read off the stage names one by one. The parts that were only one screen in size weren't mapped. Also a cash bonus level with repetitive tiles was skipped. What is on HOL right now looks good to me.
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Old 09 June 2019, 15:46   #53
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RiverRaid Reloaded map.

Last edited by clenched; 20 November 2019 at 13:18. Reason: Map has found a home on HOL
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Old 09 January 2021, 18:56   #54
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Stryx

Here is a bird's eye view of Galahad's Stryx crack at 1/64 scale. Colored arrows except cyan connect locking doors of that color. Cyan always leads to/from the hive. Those doors are marked with a red triangle and never need a key. Maps are numbered the same as HOL gamemap page. Lifeforce and pass key icons placed adjacent to map where they are found.
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Old 10 January 2021, 03:47   #55
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Nice. Was the map numbering based on any game specifics?
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Old 10 January 2021, 13:18   #56
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Nice. Was the map numbering based on any game specifics?
No. The rooms are all in one block with 8 bytes between each. Words width, height and 2 unknown. The center dome is 150x50. Now scoot the map left 4 tiles, float the mouse over the bottom right and dimensions of next map ($1E $A) can be read in status bar. Keep on this way and that is the order they turn up.
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