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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