Re:Mobilize

EmeraldTiger

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Jul 10, 2022
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EmeraldTiger submitted a new resource:

Re:Mobilize - A movement-based single-player mod for Quake.

Bounce. Climb. Hook.

View attachment 3000
Re:Mobilize is a brand-new single-player Quake modification by EmeraldTiger and Inky that introduces three new movement-based mechanics to the game, opening up devious new challenges to players and a whole new dimension of possibilities for level designers.

  • Trampolines: Perform death-defying leaps of faith across even the most...

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Bug report [packaging]: on Linux systems (and any other system where case is significant in names), the "Pak0.pak" file needs to be renamed to "pak0.pak" to be loaded by Ironwail.
(If you don't do this, then Ironwail silently ignores the pak file and doesn't load any assets when you do "game rm1.0")
 
Possible softlock in rm_carcosa: I managed to surf along some geometry in the town section, and get into the garden with the temple of hastur in it - but it seems like I can't get back *out* again [(here's some weird stuff happening with the geometry and clipping in the green "hilly bits" on the edge of the garden which seems to push you quite hard "into" the garden when you get to the top, which is how I think I got pushed into the garden when surfing in the first place)

Bug in the shooting gallery: for some reason, the left-most grunt gets "stuck" behind his rock and won't pop out [he plays the "pain" sound when he tries so, but still tries to shoot]. I had to noclip into the play area at which point the game just immediately gave me the prize...
 
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Possible softlock in rm_carcosa: I managed to surf along some geometry in the town section, and get into the garden with the temple of hastur in it - but it seems like I can't get back *out* again [(here's some weird stuff happening with the geometry and clipping in the green "hilly bits" on the edge of the garden which seems to push you quite hard "into" the garden when you get to the top, which is how I think I got pushed into the garden when surfing in the first place)

Bug in the shooting gallery: for some reason, the left-most grunt gets "stuck" behind his rock and won't pop out [he plays the "pain" sound when he tries so, but still tries to shoot]. I had to noclip into the play area at which point the game just immediately gave me the prize...
It is possible to get out of the garden. Jump on vines on the wall from which you've probably fallen there. There's a different way to get there (spoiler: look somewhere around a bridge). Not a game-breaking bug, but it's possible to destroy mold earlier than it should be done.
 
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It is possible to get out of the garden. Jump on vines on the wall from which you've probably fallen there. There's a different way to get there (spoiler: look somewhere around a bridge). Not a game-breaking bug, but it's possible to destroy mold earlier than it should be done.
Oh, I found the *secret* later on, but I no-clipped out of the garden the first time. I honestly didn't spot the vines at all the first time - they're quite a subtle texture on the wall, and I only spotted them when you pointed them out.

(You can also partly sequence break part of the map by ramp jumping on some of the terrain at one point, although it's not really that helpful as you don't get anything you shouldn't - you just get to the gun turret earlier).

Speaking of "things that I personally found super hard with the new mechanics": *tiny* bouncepads add a lot more difficulty to the bouncing process than I suspect some mappers are expecting, and make the whole "bouncing" thing an exercise in frustration. Also: some maps have "climbing grids with moving pushers" [where you have to synchronise your movement across the grid to avoid being "pushed off" by the wave of pushers activating]. I have yet to succeed in *any* of those challenges on multiple maps - I inevitably fall off quite quickly despite my best efforts to synchronise my movement speed and timing. (I did *rm_peak* by trying each one 10 times, failing within a square or two of the pusher wave section, and then noclipping the section.)
So, some advice to mappers on difficulty tuning when using variants of these mechanics might be useful?

(Oh, and Concrete Substratum seems to have an impossibly fast reaction speed needed for some of its "jump and then catch a lightpad before you die" sequences)
 
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I just started poking at this, but FWIW the Ranger Dynamics map is grrrreat. The hook and mesh movement options seem super polished; trampolines are fine and often make for some wacky fun moves, but then sometimes lead to annoying misses because of Quake's limited air control. Awesome package of movement tools altogether.

I'm on Echoes currently... might need a hint. I went through the retracting bars and jumped around on the tiny trampolines below... it looked like the goal might be to land on a retracting platform, so I did that, but don't see any way forward there (or elsewhere). (This map feels like a nice Honey tribute BTW.)

edit: OK, well. So apparently there is a tiny hook point overhead that only appears in a very specific set of circumstances and only when you are looking directly at it? I am going to call bullshit on this. :) Kinda torpedoes the pacing of an otherwise very nice map so far.
 
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I gave this a shot earlier this week, but haven't completed enough to give a proper review yet. So far, the grappling hook is a real high point for me, and I loved how it worked out in the encounter at the end of the Ziggurat Vertigo map. The UI marker for the grappling hook is a great touch. I also love the ambition of the mod over all, and hope we continue to see experiments like this moving forward ❤️

The trampoline and ladders are a bit more mixed for me. With Quake's weird air-control (particularly the way that tapping backpedal zeros your forward velocity), I find it hard to control the trampoline bouncing. I frequently would overshoot and bonk my head against some art geo. Or I would tap backpedal and find my velocity zeroed, so I'd have to rebuild it with air-strafes until I eventually could get to the intended ledge. In a couple maps, I found that each failed trampoline jump required me to backtrack loop around before I tried again. Instead of providing an acceleration of quake's vanilla gameplay, the trampolines introduced some major pace killers for me.

The ladder combat, I'm a bit more confused by. Having high mobility during combat is part of what I love about Quake. Fighting on a ladder, where I found it's quite easy to accidentally jump off at the wrong time, meant fighting while stationary. Or, more often, I would fight from the ground, and then use the ladders, and then fight again, and not even bother trying to fight while on the ladders. This worked neatly as a soft-gate, but it doesn't feel like this was the intent.

I also found that the new movement mechanics made it much harder for me to infer where I was supposed to go and what I was supposed to do. I repeatedly got lost, only to realize there was a grapple tile high up out of view, or that the vine floor was actually a trampoline. I think I would've preferred something more linear, with clearer goals and clearer visual messaging, but then that probably wouldn't feel particularly Quake.

One rebuttal to my criticisms might be "skill issue", and, sure. I was definitely struggling with the mechanics. Due to the hub-map structure of the episode, I have no idea if I was playing levels that matched my skill level. I would have loved a gradual escalation of challenges across an episode, or at the very least a longer ramp up of tutorials. As it was, my struggles with the new mechanics meant I did them after combat instead of integrated as part of combat.

Hope that feedback is useful. Thanks for all the work putting the mod together!
 
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The maps definitely have different ideas about how to use the mobility thingies, ranging from "skill check" to generous helpers. Ranger Dynamics is a great choice to play first but yeah even after that it would have been ideal to have some progression (so that e.g. you don't stumble into Echoes next).

I 100% agree about the annoyance of having to re-run a lot of the map after falling down. Always a bummer in a Quake map, and here you have the addition of stuff that makes it much more likely to fall down. (There are at least a couple of maps that pay good attention to either preventing that or providing shortcuts back up.)
 
EmeraldTiger updated Re:Mobilize with a new update entry:

Re:Mobilize 1.1

Code Changes

  • Trampolines have been significantly reworked thanks to bmFbr's contributions. Trampolines now use a multi-layered bounds checking system for more accurate, less "floaty" bounces toward the ground, and resolves a serious issue in which trampolines could fail to bounce the player at very high maxfps values. "Angled" spawnflag has been deprecated as the code now auto-detects the angle in every case. Two new spawnflags are introduced - "bounce on...

Read the rest of this update entry...