Jam Re:Mobilize Jam 1: Re:Collections

An open community project that typically includes maps created within a period of time.
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A jam held from August 1, 2023 to October 1, 2023, featuring 4 maps all making use of the Re:Mobilize mod and its signature movement-based mechanics!

Maps included:

- Re:Collections (start) by EmeraldTiger

Music: "Old Cosmic Entity" by Samuel Francis Johnson (https://pixabay.com/music/ambient-old-cosmic-entity-117617/)
Textures: Knave by Kell

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- Artificial Respiration (rmj1_alexunder) by alexUnder
Kills: 69 (Nice), 113 (Normal), 127 (Hard/Nightmare)
Secrets: 15
Music: By Magnetbox
Textures: Makkon

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- Civic Ascent (rmj1_shadesmaster) by Shadesmaster
Kills: 37 (Easy), 71 (Normal), 105 (Hard/Nightmare)
Secrets: 3
Music: By Jeehun Huang
Textures: Makkon

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- RE:2M6: The Dismal Oubliette (rmj1_chuma) by Chuma; based on The Dismal Oubliette by John Romero
Kills: 175 (Easy), 220 (Normal), 265 (Hard/Nightmare)
Secrets: 14
Music: "Lost in the Matrix", "Embers", "Infernal Sky", and "Alien Crypt" by Karl Casey, "Ghostlight" by David Szymanski

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- Trial of Maahes (rmj1_emeraldtiger) by EmeraldTiger
Kills: 78 (Easy), 100 (Normal), 124 (Hard/Nightmare)
Secrets: 5
Music: "Night of Egypt" by waelart (https://pixabay.com/music/world-night-of-egypt-4805/)
Textures: Sock

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Submitted by
EmeraldTiger
Downloads
839
Views
2,386
Release date
Oct 8, 2023
First uploaded
Last update
Rating
4.46 star(s) 13 ratings

Latest reviews

Very cool addon to already amazing mod. There are few problems on some maps here but they are all worth checking out. Surprising how unique every map feels here but uses the same mechanics.
Shadesmaster: looks lovely, I really dig the tonality for once, but I couldn't find my way out of the starting area.

Kudos to AlexUnder for the stairs + lightpanel progression, it's an interesting use of the mechanism. For all that the map makes consummate use of Makkons urban textures, the lightpanels feel extremely bolted on — I would have thought they could be incorporated a bit more immersively into the world, given the general level of brushwork detail and tonal harmony.

Chumas map is curious fun up until it becomes the Dismal Oubliette proper, at which point I'm afraid to say it's just tedious. Crowbarring Remobilize progs into a classic map is a worthy idea on paper but the additions are never particularly interesting or gratifying. When the map started playing hide and seek with the silver key, knowing I had at least 2 more keys after that, I couldn't bring myself to persevere. Would have fared better as two separate submissions IMO. Delighted to discover Karl Caseys music and thanks for the reminder to play Iron Lung!

EmeraldTiger, these are the best ancient temple traps I've seen in Quake. The ending was a bit anticlimactic — the big set piece fight is great and it's a bit strange to have to wonder through a short section fighting a handful of enemies and walking into a lacklustre exit after that — but in terms of mechanics this feels almost continuously great. The timer doors, the spikes, the back-and-forth horizontal crusher, the rotating platforms, rocket traps… all very gratifying. The section above lava, fighting Scrags & a Shambler, was particularly exhilerating. The low point is the long corridor with trampoline: easily the worst experience in Remobilize is slightly missing a trampoline jump, just an extremely frustrating experience. As with Remobilize core, blocking detail brushes near trampolines are utterly infuriating for this reason — I strongly urge mappers to use clipping or illusory brushes if they need to decorate these areas because repeatedly failing a singular long jump is one of the most aggravating experiences possible in this game.
Amazing mini follow up to the previous mod's maps. I personally can't stop gushing over EmeraldTiger's but very much liked the other 3 entries too.
Every one of the 4 maps in this jam interprets the use of Re:Mobilize differently, which is a great sign for the mod in general.

I found Em3raldTig3r's map incredibly hard, even on Easy (there's some tight timing needed and precision bouncing
the "avoiding the rockets in a corridor with lava moats by precisely grappling into the ceiling" thing defeated me completely, for example
), but it's obviously very well constructed, even if it's not something I'll ever complete without cheats.

Shades, meanwhile, gives us a very open city-like construction with a relatively minimal use of movement features at the start, but opening out as things go on. In general, I found this map good to read, except for one bit where the "obvious" progression to me was much harder than what was intended. A fun map!

alexunder's map had nice progression - and a nested set of secrets, and a lot of keys. I liked the wind tunnels, and some of the "surprise" encounters - there was only one bouncy bit that I needed to noclip because I suck at precision, but that's on me not alex! I really liked all the "key collecting" sections in particular.


Finally, my favourite map of the bunch, Chuma's "reimagining" of E2M6 is *amazing*, and probably one of the most fun Quake map experiences I've had in some time. (I even found almost all the secrets on a single run through). There's some beautiful design, pushing you forward through the map, and multiple music track changes that really do work with the progression. 5/5 just for Chuma's map!
Top shelf. Easily one of my favorite jams of the year and has something for everybody.

Even the map I liked the least had great fun stuff in it I enjoyed and that start map is fantastic (I love the books).

I wasn't overly into some of the map in base remobilize but these are all great.