Ivorine Temple

[ This map requires Re:Mobilize, which is not included ]



[ Extra Note ]

If you are new to Re:Mobilize, I would recommend playing "Ranger Dynamics" from the main pack first, as it functions as a tutorial level for the mod's mechanics.


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Months ago, I decided to take a break from techbase stuff and regular castles to work with IKwhite, a texture theme I'd wanted to work with for a bit. Originally I was going to do strictly IKwhite, then I realized really quickly that the readability of buttons and stuff was probably not going to work out, and threw some IKblue into the mix.

Visuals were moderately inspired by a variety of other IKwhite maps I've played over time, mostly in regard to the fog and the lighting.


Opted to go with Re:Mobilize for this because I figured IKwhite might mesh well with it, and I also wanted to mess around with the mod's climbing walls, lighthook, and trampolines.

Also functioned as a testing thing for Progs_Dump, another mod I've not really messed around with prior to this.


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[ Map Statistics ]

Monsters ( Easy ) - 216

Monsters ( Normal ) - 281

Monsters ( Hard ) - 371


Monsters ( Nightmare ) - 376*

*Note: some monster placements are also changed on Nightmare compared to Hard.


Secrets: 15 (and at least one unmarked secret)


Co-Op support: I put the spawns in, dunno how well it'll work.

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Custom models were pulled from the following places:

~Alkaline ( a few projectiles )

~Drake ( Fiend, Enforcer, Death Knight, regular Knight models )

~SMEJ ( the Spawn model )

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Custom music used is "Runic Two" by PoolboyQ, from Quake Music Jam 1: Runic Resonances



Custom Skybox is "Aurora 7" from Makkon Skyboxes

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Submitted by
ZetaByt
Downloads
256
Views
1,563
Release Date
Jan 20, 2026
First uploaded
Last update

Ratings

4.70 star(s) 10 ratings

Latest reviews

I know that maybe this deserves a higher rating, but I ached for that grenade launcher for too long. Also the enemies spawning when I was climbing the grades was in poor taste and annoying.

Other than that, I had a great time swinging about the map, platforming, exploring and fighting. In this map, the player will depend on the nail gun more than the usual supply in most maps has taught them to. I wish I had adapted to it sooner, the map would be more enjoyable.

I also missed out on the map's new ending, cause I found the secret original ending, and the map just ended. :p I was expecting to be able to continue whence I lift off. That isn't much of an issue though. One day I'll replay.

The IkWhite textures look great lit by lava and blue lights. It hearkens back to Lunaran's Jam 2 map, where it was also a great combination.
Skill
Hard
this was great! fun adventure through a large temple, which fits well with remobilize's climbing and trampolines. think my sole complaint is that hard felt a bit too easy, wished i had been thrown into some more unfair situations at me here and there. but still, it was a fun romp, great map
Skill
Hard
10/10. Classic Quake quality, when a single mob is dangerous.
Final horde is also really fun and nicely wavey.
Environments are enclosed in a lot of situations, so encounters are tight. Creepy atmosphere. Of course all the Remobilize mechanics are also natively utilized, so everything felt classical and engageangly modern. Highly recommended map.
Skill
Normal
A pretty map, plays smoothly with vkquake, and the music fits the architecture perfectly. Certainly not the most difficult I've played, but that's made up for by what's on offer for the eyes. Relaxing :)
Skill
Easy
Fantastic Work!
Skill
Hard
とても面白かったです。Re:Mobilizeがマップ全体に効果的に活躍します。最後まで導線が分かりやすく、迷うことなくクリア出来ました。
Skill
Normal