The ammo system allows mappers to control how many shots the player can fire from weapons that use ammo. All defrag weapons, the RJ rocket launcher, the sticky bomb launcher, and concs can be controlled with separate ammo types. The default state for the player is infinite ammo, but the player’s ammo can be changed with player IO inputs and entities. Additionally, an ammo limit can be set that doesn’t allow the player to have more than a certain amount.
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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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Background
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This guide gives an overview of all the steps required to officially port a map into Momentum Mod. There are multiple tools available that accomplish the same things, so it is up to the map porter to decide what works best for them. The general process for porting maps is the following:
- Zone the map in-game or in Hammer
- Make the required entity modifications using in-game entity tools and/or Hammer
- Use Lumper to apply entity modifications to the BSP and remove Valve assets
- Ensure the map is following our Submission Guidelines
- Upload the BSP and zone .json file to the Momentum Mod website
In-Game Zoning
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In order to use the in-game zoning tools, sv_cheats
must be enabled. When cheats are enabled, a button on the tab menu will be displayed that lets you edit the zones. The mom_zone_edit 1
command can also be used to display the zone editor menu:
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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
#
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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This guide is a work in progress. If you have questions or problems ask for help in the Momentum Mod Discord.
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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 .BSP and (in some cases) the .WAD
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Most Team Fortress Classic skill maps can be found on the TFC Refugees forum here: https://www.tfcrefugees.com/resources/categories/conc.4/
Maps downloaded from this forum always include any relevant custom content not packed into the map itself. Additionally many maps have descriptions and author info text documents included.
Of the files downloaded, the BSP is the actual map file, and the WAD contains the textures used in the map. In most cases custom textures will be embedded into the BSP itself.
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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.
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Zoning Requirements
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-
If a zone region’s location has a map teleport destination entity, we highly prefer that it is used (rather than a custom arbitrary region destination coordinate) so the spot corresponds to a map teleport destination.
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Make sure each region teleport destination is inside the region.
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Avoid overlapping or touching regions for the same zone which could just be one region.
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Make sure points are placed precisely and aligned well with geometry.
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