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.
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
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.
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.
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”.
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.
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.
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.
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.
In Source, a player can only stand on a angled surface if it is less than 45.573° from the horizontal. If the slope is greater than this, the player slides down it. However, if the player holds the direction key pointing into the slope, they can stall themselves from falling and remain “airborne” without actually moving downwards. This can be exploited by increasing the air acceleration value to allow the player to convert their downwards speed into horizontal speed, and their horizontal speed into upwards speed.
A spinoff mode formed from the Surf game mode, players can create and complete sequences of locations to surf to, known as tricks, for XP and bragging rights.
Unlike regular surf, tricksurf typically has loosely defined goals that are not intentionally placed by the author of the surf map. Sometimes the most fun part of tricksurf is developing new tricks that are flashy and difficult, and then challenging your friends.
Forces gamemode to the specified gamemode number given; must not be in-game to change.
If this cvar isn’t set to its default, your times will not be submitted upon map completion.
If you wish to use this cvar with official maps, you should instead use the "Start Map In Specific Gamemode" option in the Map Selector's context menu.