That's the complete code, it's very short jet. The picture is a 24bit-bitmap with 60x60 pixels (without alpha for shure).
Every of the single quarters makes one tile of the "map" and every single quarter will be either earth, stone, sand or some other types of ground. It don't shows the earth from above but from side, like someone cutted it with a huge knife...

The player will have do digg in the ground and so every single sprite can be removed. That's the reason for taking so much sprites

#include <acknex.h>
#include <default.c>
STRING* standard_bmp = "picture.bmp";
void start_new_game() {
level_load(NULL);
wait(2);
camera.x = 5300;
camera.y = 30 * 100;
camera.z = 30 * 40;
camera.pan = 180;
var tmpy = 0;
var tmpz = 0;
int i = 0;
int j = 0;
for (i=0; i<40; i++) {
for (j=0; j<100; j++) {
ent_create(standard_bmp, vector(0,j*60,i*60), NULL);
}
}
}
function main() {
max_entities = 10500;
fps_max = 60;
video_mode = 8;
video_screen = 2;
start_new_game();
}