Posted: Wed Feb 20, 2013 15:03
Surely, then, you'd just have the mines on the "hot side"? Or at least send people there when the mines are sunward.
Oh, maaaan.... I'm surely getting rusty....Keening_Product wrote:Your lack of interplanetary geological knowledge disappoints me. Mercury's rotation is incredibly, incredibly slow, which means one side of the planet is cold for extended periods of time.DoomJedi wrote:though it's very hot and hostile
Either that or I'm wrong and I owe you an apology.
That would also make sense for mining if it were in a cold environment.Nospike wrote:Well that's the problem. The "cold side" is indeed very very cold. On the other hand, the "hot side" usually stays at around 150-200 °C. So I think said mines would definitely be located on the "cold side". Protection against the cold is definitely much simpler than protection against extremely hot environments.
That's assuming the planet is stationary, but in reality it is not. So the best solution would probably be to have mines on both sides of the planet and only using whichever is currently facing away from the Sun.
Indeed, Duke reference makes Vorticon engine to fit the "energy" of this better.Boreas249 wrote:Should this be a Vorticons mod, or a Galaxy mod?
Maybe he went to Mercury mines, LOL?I also had another idea; how about a mod that details what happens after Keen is rescued by Snake Logan?
Long story short we can do almost anything in Keen 4, but such mods are VERY complex to put together. A vorticon mod using the V2 patch (especially with it's Duke Nukem II ability to have different palettes in different levels, plus music and sloped tiles.) would likely be the best fit for this project. Not only does it give us the possibility of vastly more tiles (910 per level) but it's also simpler at the same time.Indeed, Duke reference makes Vorticon engine to fit the "energy" of this better.
But still, I think Keen 4 engine is a way to go, much more immersive and with more advanced gameplay, options......
I do good at patching, and some tile construction. Levels may be a big problem, they're a big chunk of work, and a music designer.I think I can handle the enemies, we can also re-use some dusty creature art I've made for the community mod at the time....don't see it being used in any near future.
I tend to agree.A vorticon mod using the V2 patch (especially with it's Duke Nukem II ability to have different palettes in different levels, plus music and sloped tiles.) would likely be the best fit for this project.
Keen going to Dr. Proton's mines of Mercury, with Mortimer involved as well. L.A. Mercury mines are not too keenish, so we take Keen to actual Mercury, playing on with the "keenishly/planetary-named mines" pun (which seems intentional) of original Duke Nukem.Not sure I completely understand the project,
This is not a direction we seem to go...but thank you.but if it's Keen Galaxy engine
Indeed I am....not only BomberKeen, but many Wolf3D mods in development...I'm busy over the head. Despite that for Wolf3D mods most of the art is already made....but managing some big-scale projects takes lots of time by itself.From what I hear Doomjedi, you sound like a pretty busy guy already;
...and the Power of the Dark Side...hehdon't underestimate Galaxy modding.
I think it's a cool idea, and always a challenge to share universes...the bigger the challenge- the bigger are the possibilities - if made right.Not sure about the whole Dr. Proton angle though. I'm not a big fan of these shared universe stories.