Jam Re:Mobilize Jam 2: Re:Visions

An open community project that typically includes maps created within a period of time.

Reviews 4.86 star(s) 6 reviews

Pretty fun maps overall and some good additions to usual Remobilize mechanics, but I wish there would have been more playing around with lighthooks and trampolines in combat setups more. One third of my playtime with this was spent being lost in Hexen maze provided by Inky instead of playing around with fun movement mechanics.

However, I can't overlook how amazing Emerald Tiger, gw_x9 and others maps were using the mod in a good way for level design. Totally worth checking these maps out for a bit more spicier Quake 1 gameplay.
Skill
Hard
extremely goated and throated
Skill
Hard
All around gorgeous maps served with a side of Re:Mobilize mechanics for extra fun.

Special shoutouts to the ingenious The Dark Sector and Persistance of Memory (what a lovely Quake-appropriate hommage to
MyHouse.wad
).
Skill
Normal
This just bring a good refresh of the high quality remobilize addon

the shadow sector is defenetly my favorite at the same time all level were really enjoyable and from great quality/creativity

thnaks to all the mapper for creating this :)
Skill
Normal
I can't stress enough how amazing I think Re:Mobilize is. The ideas you guys come up with for this mod are amazing. 10 stars, all thumbs up. An absolute must play.
Skill
Hard
A great set of maps for a great (and updated!) mod as always. The core is still there, crazy progs_dump enemies with inventive puzzles, either tied to movement or adventure game/-vania etc. logic, usually paired together but no map ever feels the same so it's a very much welcome addition. Favourite new feature has to be the player being able to be hooked by a scripted event, it's led to so many cool surprises and puzzles.

  • rvj_start: Quake 3 / Live vibe nailed here, I'd love a full map with this aesthetic with the silly big screens/billboards, nice small taster for what's to come.
  • rvj_chuma: Favourite Chuma map, the condensed nature inspired by a multiplayer map helps aid with some fun flow and "romp-y" gameplay. I like the float-y vibe aesthetically the map has.
  • rvj_emeraldtiger: Like the start map nailed the Quake 3 / Live style with some nice Unreal-y purple. A medieval map with good traps is very fresh to see as they can get stale after a while. Hunting for the buttons was great and it had some really nice cinematic scripted sequences.
  • rvj_gw_x9: Crazy as always but way more player friendly this time around. Really well done rundown urban architecture and flow. Progression locks were cool and generally easy to understand, though some things were hidden really well (sometimes too well - imo the "eyes peeled" section I might have to nitpick the most, the rest are either tied to exploration or otherwise, this is more "I see place I'm supposed to go to but I need to trigger a fight first" which is not always intuitive). I really liked the secrets in this, thought they were playful, and many places were accessible through a few movement choices. Combat was both great and ludicrous, many great setups and scripted events.
  • rvj_inky: I have not played or watched
    myhouse.wad
    so references related to it completely went past my head, I was still able to appreciate the crazy and uniqueness of the puzzles in the level. Need more of this in Quake. I am glad there
    was a lack of combat but instead provided a good and bad ending (at least I'm assuming there are only 2 endings? maybe some extra dialogue options for some items/places) cool liminal/expore vibe.
  • rvj_sleepyadam: Like it is described in the map, you ideally play this twice, not sure how the monster trigger placements or setups are like for the other difficulties but at least on nightmare it feels like you're playing a tactical game instead, sometimes bordering on cruel, and we had a gw_x9 map in this. The layout itself is fun but the enemies can feel a tad annoying. That said it's unique and the idea can definitely be revisited. The aesthetic was nice too.
  • rvj_tonhao: Really well done overgrown techbase vibe, don't see it a lot. Layout was great and surprisingly one of the only maps that brought back obstacles for the climbable texture (without hurting the player, yay!) Nice and bitesized with fun setups and scripted events.
Skill
Nightmare