guide

Overriding Custom Assets

guide
hud, weapon

When the game boots, it scans the momentum/custom/ folder for VPK files and subfolders. For steam users, this will be Steam/steamapps/common/Momentum Mod/momentum/custom/ under the steam install path. Each VPK and subfolder is added as a “search custom”, meaning that the files inside them will override the default game’s files. Using this is recommended over modifying the game’s files, as the custom folder will persist when installing an update or using Steam’s “verify integrity of game files” feature. ...

Porting Goldsrc maps to Source

guide
bhop, climb, conc, mapping, porting

This guide is a work in progress. If you have questions or problems ask for help in the Momentum Mod Discord. # Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids which will need to be manually remade, and some textures will need to be realigned. Prerequisites: Have a basic understanding of Goldsrc, Valve Hammer Editor, and potentially Trenchbroom Download the . ...

Porting Quake 3 maps to Source

guide
quake3, mapping, porting, defrag

Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids as vertices tend to shift around if they are off grid, and you will be forced to recreate a lot of the brushes manually. Patches and props cannot be ported across either, so choose maps without those or you will have to spend a lot of time manually replacing them in Hammer. ...

Static HUD Menus

guide
hud, hud menu

This guide covers how to make a custom HUD menu, such as the saveloc or ruler menus. Note that this does not cover how to make custom Panorama menus more generally, just Static HUD menus, which are controlled by slot0-9 keys and mimick the VGUI panels commonly used on game servers for e.g. !nominate, !votemap. HUD menus overview # HUD menus are a nice way to add many commands/cvars into a single menu. ...

World Portals

guide
portals, mapping

This page covers Momentum Mod’s implementation of world portals, how they work, how to add them into a map, as well as the limitations associated with the technology. Prerequisites # In order to easily follow along with this guide it is recommended to have the following: A basic knowledge of the Hammer editor and how to create functional, playable maps using it A version of Momentum Mod from version 0. ...

XP Systems

guide
rank, xp, cosmetic

Ranked-Points System # The points you earn from your time on a map is the sum of the points awarded from each of these 3 systems described below: WR/top10 points + formula points + group points. The systems described here are complete; we are in agreement that this is what the Ranked-Points should look like. The values chosen for percentiles, WR points, etc. are still up for debate; however, these should be simple to change later, should we decide to change them, because of the design of the system. ...

Zone Types

guide
zones

This page covers what zones you will see in Momentum. The 4 Zones # The 4 zones you will see are start zones and end zones, which usually have checkpoint zones and stage zones in between. Start zones are green and will start the timer when you leave them. End zones are red and will stop the timer when you enter it. Stage zones are blue and for staged maps, marking the start of a stage. ...