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Re:Mobilize Jam
Get Re:ady for the very first Re:Mobilize Jam!

Re:Leased back on June 16, Re:Mobilize introduced Quake players and mappers to three movement mechanics that turn regular level design on its head. Now is your chance to become a part of the new mapping Re:Volution!

Besides showcasing trampolines, wiremeshes, and lightpanels, the Re:Mobilize Jam will be an opportunity to give some attention to the other cool new features introduced in the mod by @Inky, such as trigger_enterleave and trigger_random. And of course, mappers will have access to the full set of entities and features provided by dumptruck_ds's progs_dump 3.0 mod.

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## Start:
August 1, 2023, 12:00 AM CST

## Deadline:
October 1, 2023, 12:00 AM CST

## Re:Lease:
October 8, 2023
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## Progs:
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Re:Mobilize 1.1, available at https://www.slipseer.com/index.php?resources/re-mobilize.239/updates#resource-update-385
Comes provided with an .fgd file containing all the necessary entity definitions, as well as rm_mechanics.wad, containing all of the standard textures used for signifying mechanics.

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## Re:Quirements:
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- Exit to start map

- Adjusted for difficulty settings

- Each mechanic (trampolines, wiremeshes, lightpanels) should be used prominently somewhere along the main path (you can use them in secret areas, but they can't be the only place they show up) in your map at least once. However, you're free to put more emphasis on some mechanics over others.

- Maps should be named rmj1_<author>, where <author> is the mapper's name.

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## Allowed Assets:
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For trampolines, wiremeshes, and lightpanels, you may only use the textures provided in the rm_mechanics wad. This ensures consistency between the appearance of the mechanics between maps, reducing confusion for players. The rm_mechanics wad is provided with the default installation of Re:Mobilize, and includes several textures for trampolines, wiremeshes, and lighthooks for both tech and medieval/runic themes.

For general map texturing outside of the mechanics, there are no restrictions on custom textures, sounds, models, skyboxes, music, etc. other than respecting the licensing agreements of the original source. It's recommended you put any custom sounds, models, skyboxes, music, etc. in a folder named after you or your map to avoid potential conflicts with other mappers' custom assets or assets already provided with Re:Mobilize.

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## Re:Commendations:
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- Maps should be challenging, and you are encouraged to make creative use of the mechanics to present interesting platforming puzzles. However, try to avoid setups that require extremely precise/pixel-perfect execution of movement techniques. There should be enough of a margin of error allowed that any player can successfully complete the map without needing an extremely intimate (i.e. speedrunner-level) knowledge of Quake's movement physics.

- Besides the new mechanics, Re:Mobilize introduces several other new features for mappers, courtesy of @Inky. Among these include trigger_enterleave, which lets you trigger events when a player enters or exits a trigger volume; trigger_random, which lets you fire targets randomly, and more. You can view all of these and more on the wiki: https://github.com/EmeraldTiger/Re-Mobilize/wiki

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## Re:Sources
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- The Re:Mobilize Wiki, by far the most comprehensive source on how to use all of the entities in Re:Mobilize, including the movement mechanics and the additional features mentioned earlier: https://github.com/EmeraldTiger/Re-Mobilize/wiki

- The examples and settings maps in the standard Re:Mobilize installation. The former map shows you basic use cases for the mechanics as would be seen in actual gameplay, while settings is intended to show how the mechanics can be customized to change both their functionality and appearance. And of course, all the 11 playable maps packaged in Re:Mobilize are great places to get inspiration!

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## Submissions:
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