Entity Tools match every trigger that teleports the player to chosen destination and add/change the velocitymode keyvalue.
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Introduction
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Zones allow players to measure and submit times to the leaderboards.
This guide focuses on zoning using Momentum Mod’s in-game tool.
Zoning using Hammer is briefly covered in this section
Glossary
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| Term |
Definition |
| Track |
A timed part of the map with a start and an end, and a leaderboard for players to compete on. |
| Main Track |
The main track of a map. Every map has exactly one Main Track. |
| Bonus Track |
A Track distinct from the Main Track, often shorter than the Main Track. |
| Segment / Stage / Course |
A section within the Main Track which has its own leaderboard. |
| Zone |
A trigger that controls the run timer when players enter or exit it. |
| Region |
A volume component of a Zone. Each Zone is made of one or more Regions, which may be in different areas. |
| Checkpoint |
A type of zone used within a Segment that activates a timer split when touched; it does not save progress. |
| Global Region |
A special type of region that applies to all tracks; some manipulate more than just the timer. |
| Region Teleport Destination |
The location and rotation the player is teleported to when using a command to restart or change tracks. |
Examples
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This checklist is intended for experienced map porters that already understand general porting concepts.
For more in-depth information on map porting, please see the map porting and zoning guides.
First check:
Step 1: Review zones
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Region Geometry
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Checkpoint Locations
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Other
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Step 3: Other in-game things to review
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Step 4: Lumper review
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Step 5: Submission page review
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What is Ahop?
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Ahop, short for “Accelerated Hop”, comes from the Orange Box versions of Half-Life 2, its episodes, and Portal 1. Ahop comes from Valve’s attempt to remove bunnyhopping in an older version of the game. By either hopping completely backwards or holding/pressing the back movement key while hopping, players can gain extreme amounts of velocity.
Ahop movement can be commonly found in Any% Speedruns for Half-Life 2, its episodes and Portal 1.
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What is Bhop?
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Bhop, short for “Bunny Hop”, is a very popular gamemode found in many games, such as CS:GO, TF2, and others.
The core mechanic, “bhopping”, is when the player jumps repeatedly, the moment they hit the ground, allowing them to maintain their current velocity. In order to maximize the likelihood of inputting the jump exactly when you hit the ground, players used to bind jump to the scroll wheel, and then roll their mouse wheel very fast whenever they were about to hit the ground. This is sometimes known as traditional style bhopping. This method has fallen out of favor though, as unless the player can frame-perfectly input every jump command the best the player can hope for is a 50% chance of not losing speed. It’s more common now to rely on autobhop, an addon or mod which inputs a jump on the exact frame the player hits the ground every time. This functionality is built into MomentumMod
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What is Climb?
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Climb, also known as Kreedz (KZ) in CS 1.6 and CSGO, or Xtreme Climb (XC) in CSS, is a popular community game mode found in every Counter-Strike game.
Climb is a series of platforming challenges that can be best simplified as “trick jumps” which pull from the big 3 movement disciplines in source:
Strafe, Bunnyhop (Bhop), and Surf to challenge players in scaling its maps as fast as possible.
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What is Conc?
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Conc, short for “Concussion Grenade Jumping”, is a classic game mode from the classic Team Fortress, involving priming a concussion grenade to explode at just the right time to propel the player throughout the map.
Momentum Mod’s implementation of Conc comes from a mix of Fortress Forever’s implementation combined with reverse engineering specific values from Team Fortress Classic.
History of Conc
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Conc comes from Team Fortress Classic, which was based on the Quake mod “Quake Fortress” by the same developers. Team Fortress Classic is the precursor to the beloved Team Fortress 2, but runs on Valve’s Goldsrc engine.
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What is Defrag?
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Defrag is considered the grandfather mode for all of Momentum Mod’s supported modes. Defrag is based on the movement found in Quake, specifically Quake 3 Arena, and is broken into two modes, “VQ3” and “CPM”.
History of Defrag
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TODO gotta whip out the VCR tapes
How Defrag Works
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TODO