[ 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.
- - -
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.
- - -
[ 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.
- - -
Custom models were pulled from the following places:
~Alkaline ( a few projectiles )
~Drake ( Fiend, Enforcer, Death Knight, regular Knight models )
~SMEJ ( the Spawn model )
- - -
Custom music used is "Runic Two" by PoolboyQ, from Quake Music Jam 1: Runic Resonances
Custom Skybox is "Aurora 7" from Makkon Skyboxes
[ 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.
- - -
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.
- - -
[ 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.
- - -
Custom models were pulled from the following places:
~Alkaline ( a few projectiles )
~Drake ( Fiend, Enforcer, Death Knight, regular Knight models )
~SMEJ ( the Spawn model )
- - -
Custom music used is "Runic Two" by PoolboyQ, from Quake Music Jam 1: Runic Resonances
Custom Skybox is "Aurora 7" from Makkon Skyboxes