Rage through 32 single player levels and 6 deathmatch levels of sheer terror and fully immersive sound and lighting. Arm yourself against the cannibalistic Ogre, fiendish Vore and indestructible Schambler using lethal nails, fierce Thunderbolts and abominable Rocket and Grenade Launchers.

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One year after the original release of Re:Mobilize, the renowned platforming-based single player mod for Quake makes a triumphant Re:turn!

This update to Re:Mobilize brings with it 9 new maps (4 from the Re:Collections Jam and 5 brand-new ones), as well as new features for mappers, including magnets, traps like sawblades and fire/steam, and convenience utilities like trigger_startup and trigger_loop.

Magnets apply an attractive or repulsive force to various entities, including players, monsters, weapon projectiles, and dropped items, which mappers can use in a variety of different contexts, such as swirling fans, antigravity areas, traps (like black holes, space vacuums, etc.) and, of course, literal magnets. Sawblades from Dissolution of Eternity also make an appearance, as well as gas shooters for fire and steam from the popular Arcane Dimensions mod. With these three new utilities, used in conjunction with the existing three gameplay mechanics (trampolines, wiremeshes, and lighthooks), mappers have new ways to create innovative and challenging maps that test the player's movement just as much as their fighting skills.

Download: Moddb.com

rm polarity 2024 06 23 23 09 17

Pictured: Reverse Polarity by RecycledOJ


New Maps and Map Changes



All 4 maps from Re:Mobilize Jam 1: Re:Collections:

  • Artificial Respiration (rm_respiration) by alexUnder
  • Civic Ascent (rm_civic) by Shadesmaster
  • RE:2M6 (rm_re2m6) by Chuma
  • Trial of Maahes (rm_maahes) by EmeraldTiger


5 never-before-seen maps:

  • Amniotic Resurgence (rm_resurgence) by zbidou72
  • Nascent Myopia (rm_myopia) by rabbit
  • Reverse Polarity (rm_polarity) by RecycledOJ
  • Station of Minak (rm_minak) by Ninjasaurus/Radhsar
  • The Cabin (rm_cabin) by gw_x9

rm maahes 2024 06 23 23 07 04

Pictured: Trial of Maahes by EmeraldTiger


Changes to 1.1 and Re:Collections Maps

  • Echoes of Repurcussion by iYago: Various fixes.


  • Peak Memory Usage & Beneath the Frozen Moon by tonhao: Added teleporters that can be used to quickly return back to previous areas in case of failed trampoline jumps.


  • RE:2M6 by Chuma: Renamed to simply "RE:2M6" for consistency with Spootnik's "RE:1M8". Fixed hook panels that were using the wrong beam color/sounds, and a wiremesh that was using metal sounds despite having a wood texture.


  • Trial of Maahes by EmeraldTiger: New music track that plays when the arena battle begins: Egyptian Warriors by Derek & Brandon Fiechter. Added 2 additional secrets. Added blinking lights to switches to make it more clear that they're activated or deactivated. Moved a Hell Knight from the nailgun room to the switch that activates the lightpanel in the adjacent room, made it appear in all difficulties, and indicated where the player should go after climbing back up from pressing the switch on the wiremeshes. Added an additional set of arrow traps on the floor between the rocket trap deactivation room and the ledge overseeing the rocket trap/lava hallways.

rm myopia 2024 06 23 23 08 48

Pictured: Nascent Myopia by rabbit


New Mapper Features and Code Changes

  • Magnets, implemented as a brush entity called "trigger_magnet", allow you to impart realistic attractive/repulsive forces onto various applicable entities while inside its boundaries. As the name implies, these can be used for magnet-like objects or surfaces, and are also useful for rotating fans, localized antigravity areas, and traps like black holes or space/air vacuums. These are not considered a major mechanic like trampolines, wiremeshes, and lighthooks, but can be used in tandem with them to create interesting experiences. The map "magnets.bsp" and "magnets.map" are provided in this update to allow mappers to study magnets and their functionality in a controlled environment.


  • trap_buzzsaw, directly based on the buzzsaws from Dissolution of Eternity with some minor visual improvements (smoother rotations and movement compared to the jittery DoE versions) from Arcane Dimensions, with adjustable speed and damage, along with toggle support. (Due to engine limitations with bounding boxes, buzzsaws should always be orthogonal, i.e. no diagonal sawblades)


  • trap_gas, inspired by Arcane Dimension's similar entities, which can either spew fire (style=1) or hot steam (style=2) with adjustable spread, speed, and damage, along with toggle support.


  • trigger_startup, a point entity that fires its targets on map load, acting as the Quake 1 equivalent of Quake 2's trigger_always.


  • trigger_loop, a point entity that continuously fires its targets on a regular interval (defined by the "wait" key), with the ability to be triggered on/off.


  • func_trains now support "synctarget" and "mangles" fields, as well as the "invisible" spawnflag. Invisible (16) does exactly what it says and makes it so the func_train cannot be seen (recommend to combine with spawnflags 8: nonsolid). Invisible trains are intended to be used with the new "synctarget" feature, in which func_trains will cast out a trace in the direction of their mangles key, and any entity hit whose targetname matches the func_train's synctarget field will be triggered.


  • func_door and func_train now supports the "dmg_take" field, changing what situations the door inflicts damage to the player. When dmg_take = 0, the door damages only when blocked, as per normal behavior. If dmg_take = 1, the door damages just by being touched, even if not blocked. dmg_take = 2 is somewhere in between, damaging when blocked and also if touched while in motion, while being harmless when the door is still. Useful for moving obstacles like spikes.


  • trigger_once, trigger_multiple, and trigger_secret now support playing custom sounds via the "noise" key upon being touched.


  • trigger_explosion now supports the "keep_ammo" field. If set to 1, the explosion entity will remain even after the animation finishes. By default, the explosion entity disappears once the animation concludes. This allows the same explosion to be triggered multiple times.


  • "No bouncing" spawnflag for monsters, which will cause them to land on a trampoline and be cushioned instead of bouncing as per normal behavior.


  • "No monsters" spawnflag for magnets, preventing them from affecting monsters that are within their trigger zone.


  • progs_dump 3.0 manual is now bundled in Re:Mobilize (Thanks to dumptruck_ds for permission to do so)


  • Fixes a bug where demons could jump out of the map while autohooked (originally fixed in Re:Mobilize Jam 1: Re:Collections)
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Post comment Comments  (0 - 10 of 127)
millennium1996
millennium1996 - - 1 comments

Quake is one of my all-time most favorite games. It’s amazing to see new mods and tech being released after all these years! Games like Wrath and new mods / expansions like QDoom fill me with newfound excitement for all-things Quake. I hope I can dig up and release some more ancient Quake gems from the vault.

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PsyWarVeteran
PsyWarVeteran - - 1,968 comments

After many years I returned to Quake and have been playing both the main game and the expansions on Nightmare, I'm almost finished. Great experience, pretty fair too, whatever you shoot stays down unlike DooM.

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vm773542
vm773542 - - 49 comments

Извените что тревожу но подскажите как устанавливать ети моды на игру Quake?? Бо на игру half life както проще????

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Guest
Guest - - 698,464 comments

Закинь в корневую папку игры мод (не ID1, а корневую), например "Copper". Запусти игру и в консоли "~" (или Ё) набери "game copper". Игра переключится на мод. А можно сделать bat-файл и в нем прописать, например "quakespasm-spiked-win64.exe -game copper" и игра запустится сразу с модом.

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SweetRamona
SweetRamona - - 5,147 comments

OMG! The Creators of Arcane Dimensions are making a commercial FPS Game rrunning on the Quake Engine/idTech 1 Engine! 😺

And it's being published by 3D Realms! 😻

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dumptruck_ds
dumptruck_ds - - 3 comments

This has nothing to do with Arcane Dimensions.

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SweetRamona
SweetRamona - - 5,147 comments

Uhh yes it does, BloodShot is one of the level designers for this.

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mukor
mukor - - 1 comments

Hello, i am a level designer on Wrath and I wanna second what dumptruck said above. BloodShot was not on the AD team and we only ever had one(1) AD dev on the team. That individual has since taken a leave on the project so as it stands, no AD devs are working on Wrath. Hope this clears up some confusion.

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SweetRamona
SweetRamona - - 5,147 comments

DAMN! You're right my mistake, I dunno why I said BloodShot was involved with Wrath since he had no involvement on AD as you said.

Sorry for the misinformation, I must've been tired as hell when I wrote that. >.>

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SweetRamona
SweetRamona - - 5,147 comments

Aaaand it's out! 😺

Store.steampowered.com
Gog.com

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wampa-stompa
wampa-stompa - - 154 comments

no it isn't.

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grovetender
grovetender - - 21 comments

Yes it is it just has ****** reviews because its bad

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GoreTech5
GoreTech5 - - 242 comments

Awesome!

Reply Good karma Bad karma+4 votes
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