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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This guide covers how to use collectibles in Momentum Mod. Collectibles are a tool that lets mappers create non-linear, staged maps.
Prerequisites
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To follow this guide you should:
- Be on Momentum 0.8.7+
- Have a working Hammer install with the Momentum FGD
- Some experience with entity I/O and filters
What are Collectibles?
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Collectibles are any entity that the player must interact with to continue in the map. They can be thought of like pickups, but any entity can be a collectible, so long as the player can interact with it to “collect” it. The entity filter_momentum_collectibles is used to control entities based on how many collectibles the player has gathered.
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Note: This guide assumes that you have a basic working knowledge of the hammer editor and the tools used.
Basic Surf Ramps
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Planning
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Before you start to create your ramps in hammer, there are a few factors you should consider:
- How steep do I want the ramps to be?
- A ramp that is too steep / wide may be considered awkward to board.
- People tend to use a 5:4 ratio for the dimensions of their ramps
- What size do I want for my ramps?
- People may find themselves sliding off the bottoms of small ramps.
- They may feel like they are going slow on oversized ramps, it is important to find a balance.
- How do I want to detail my ramps?
- Will models be needed to achieve the visual style, or can it be brushes?
These characteristics of your ramps will inevitably be refined through testing, but it is a good idea to start off with a plan for how you want the surf to feel.
Look at different surf maps that you enjoy and try to get an idea of how exactly you want yours to pan out.
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Two powerups are implemented: Haste and Damage Boost. They can be given or removed with these inputs:
SetHaste (time in seconds)
SetDamageBoost (time in seconds)
If time = 0, the effect will be removed. If time < 0, then the effect will last indefinitely until removed.
There are also powerup entities: momentum_powerup_haste and momentum_powerup_damage_boost. They both take a ResetTime key like the weapon spawner entity. The haste powerup takes a HasteTime key, and the damage boost powerup takes a DamageBoostTime key. They are both specified in seconds the same way as the inputs.
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Background
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Momentum Mod ships with a customized build of Hammer (named “Strata Hammer”) which includes some, but not all of Hammer++’s features. Our development has been geared more towards stability than new features, with a focus on porting to Qt for cross platform UI and bug fixing. While Strata Hammer should be perfectly usable (and we appreciate testers), it will be a while until Hammer++ features like accurate lighting preview are fully implemented. If you prefer using Hammer++, that is completely reasonable and this guide should get you set up.
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This page covers Momentum’s implementation of Parallax-Corrected Cubemaps, created with a combination of custom entities and materials.
Thanks to Brian Charles for his work on this feature.
More technical information can be found on the Valve Developer Wiki Page.
Prerequisites
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To make use of this page, you should:
- Be proficient in using the Hammer Editor
- Have the
momentum.fgd in your Hammer configuration
- Know how to use the developer console
Components of a Parallax-Corrected Cubemap
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In Hammer, Parallax-Corrected Cubemaps need two entities to function correctly:
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