mapping, collectibles

This guide covers how to use collectibles in Momentum Mod. Collectibles are a tool that lets mappers create non-linear, staged maps. Prerequisites # 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? # 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. ...

Creating Surf Ramps

mapping, surf, ramps

Note: This guide assumes that you have a basic working knowledge of the hammer editor and the tools used. Basic Surf Ramps # Planning # 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? ...

Hammer++ Setup

mapping, tools

Momentum Mod is not officially supported by Hammer++, but can be made compatible by following this guide. Prerequisites: GCFScape Hammer++ CS:GO Build About 42 GB of disk space (depending on how many games are mounted) Hammer++ Configuration # Install GCFScape and extract the Hammer++ .zip file into your Counter-Strike Global Offensive\bin folder. Run hammerplusplus.exe Copy the following configuration: Mounting Games # In order for Hammer++ to load content from the various games that Momentum Mod mounts, follow these steps: ...

Parallax Corrected Cubemaps


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 # In Hammer, Parallax-Corrected Cubemaps need two entities to function correctly: ...

Porting Goldsrc maps to Source

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

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. ...

World Portals

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. ...