
This Guide will cover the most basic usage of the Zoning Tools to create a Start and End Zone.
Looking for Stages and Bonuses?
Try the Advanced Zoning Guide.
Prerequisites
#
To follow this Guide you should:
- Be on Momentum 0.8.0+
- Be running Momentum with
-mapping
- Have the Developer Console enabled and be able to use it
Opening the GUI
#
In order to get the GUI to appear, type mom_zone_showmenu
in the Console, it should look like this:
...

This Guide will cover most other things regarding the Zoning Tools, as well as more advanced uses.
Looking for the Basics?
Read the Basic Zoning Guide.
Prerequisites
#
To follow this Guide you should:
- Know the basics of using the Zoning Tools
- Be on Momentum 0.8.0+
- Be running Momentum with
-mapping
- Have the Developer Console enabled and be able to use it
More on Auto Mode
#
Whilst the Auto Mode can work for the basic Start and End Zone setup, it has a somewhat hidden option to create Stages instead of the End Zone through a toggled cvar: mom_zone_auto_make_stage
...
What is Ahop?
#
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.
...
What is Bhop?
#
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
...
What is Climb?
#
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.
...
What is Conc?
#
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
#
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.
...
What is Defrag?
#
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
#
TODO gotta whip out the VCR tapes
How Defrag Works
#
TODO
What is Parkour?
#
Parkour is the movement from Titanfall 2, which sees players slide jumping, wallrunning and preserving speed.
Momentum Mod’s implementation of Parkour comes from the implementation found in Half-Life 2 Mobility Mod, with adjustments from feedback from the Titanfall 2 speedrunning community.
History of Parkour
#
Parkour is an athletic pursuit originating in France in the 20th century. Originally it began as a form of athletic training for soldiers called the “méthode naturelle” (natural method). These exercises were very effective at training balance, strength, and agility. The courses they would run were known as “parcours du combant”, from which the word “parkour” originates. This information has nothing to do with video games, however, and is therefore worthless.
...
What is Rocket Jump?
#
Based on the Soldier class from Team Fortress 2, players shoot unidirectional, fixed-speed rockets and take advantage of the explosion they create to propel themselves throughout maps.
History of Rocket Jump
#
The origins of rocket jumping can be traced all the way back to the release of Doom in 1993. Players could sacrifice health to cross gaps not originally intended to be crossed by firing a rocket at a wall nearby and use the outward horizontal velocity emitted by the explosion of the rocket (sometimes called the “splash” or “splash damage”) to strafe across a gap. Other games, like Rise of the Triad (1994) and Marathon (1995), also had similar mechanics, leading to the rise of Rocket Jumping as a “Pro Strategy” for beating certain levels fast or showing off in deathmatch. This was refined in Quake, where the verticality offered by the Quake Engine allowed for players to be able to launch themselves upwards using the rocket launcher, skipping parts of levels, finding secrets, or gaining height advantages in classic Deathmatch gamemodes. Quake is arguably the true beginning of Rocket Jumping as we know it, as it was the most popular early example of rocket jumping, and the first to truly demonstrate how large the skill ceiling for rocket jumping could be due to it utilizing a full true 3D environment. This is also the beginning of players making maps specifically dedicated to practicing rocket jumping.
...
What is Sticky Jump?
#
Based on the Demoman class from Team Fortress 2, players shoot explosives that stick to surfaces and must be detonated manually, which players can then use to propel themselves around the map. Up to 3 of these arcing bombs can be used at once to go at extremely high speeds, or used in alternation to “pogo” on the floor, walls, or even in the air.
...