You Got a License for That?

Hello everyone, I have some extremely exciting news!! Momentum Mod was granted engine access by Valve! Firstly, this would not have been possible without the immense help from the team at Chaos Initiative, specifically CitadelCore and Tewan. With their guidance and direct help, we have been able to successfully get through to Valve to obtain access to the licensed Source Engine codebase! And that is not all! I am also proud to announce that Momentum Mod is partnering with the Chaos Initiative team and co-developing a shared branch of Source titled the “Chaos” engine. This flavor of Source will be a cocktail of awesomeness, the best of all (TF2, CS:GO, Portal 2) worlds, providing a ton of opportunities for both players and mappers alike (explained more below)! ...

November 29, 2020

0.8.4 Changelog

Hello all! I’m hoping you’re all staying safe and sound during these turbulent times. Washing hands, staying inside playing video games all day, working from home, washing your hands… Staying in lockdown has been bittersweet for me; on one hand, cancelling a planned-months-in-advance trip and changing my daily routine, but on the other hand, having ample time to work on Momentum... So buckle up, because we have quite a sticky update for you! Haha… *Ahem* ...

March 24, 2020

0.8.3 Changelog

Hello everyone! It’s the new year, and we have quite the new update for Momentum! New Year, New Update, New Rocket Jump Assets Since we’ve implemented rocket jump in the last version, this version aims to improve upon that initial implementation, including some fresh and new assets related to the game mode. The rocket launcher has been given a giant facelift, thanks to Lucifer, Bonjorno, and Vortex. Lucifer created the initial model, Bonjorno converted it over to a workable game model, and Vortex did the awesome work of texturing it: ...

January 30, 2020
Another year, another update!

0.8.0 Changelog

Another year, another update! Hello all, it’s that time again for another momentous occasion! It’s been over a year and (almost) two months since the last released update, 0.7.2. A lot has happened since then, so I am extremely pleased to finally be able to talk about the next step for Momentum. 0.8.0 is a major milestone for Momentum Mod as it lays all of the groundwork for the future of the game. The game now has working leaderboards, XP systems, map selection with pre-zoned maps, and many, many more features, quality-of-life improvements, and bug fixes that I’ll cover in a bit! ...

May 7, 2019

0.7.0 Changelog

It’s been how long? ... Almost a year? Really? … Ah, shit. Hello all, it’s about time for an update! As mentioned in our previous blog post, real life tends to get in the way of being able to work on Momentum Mod, but we are still working on it! In fact, we’ve just recently finished up version 0.7.0, and have pushed it to Steam for all of our playtesters to try out. ...

December 12, 2017

Momentum Mod - August 2017 Development Update and News

Hello objects with mass and velocity! … *cough* ... You're all long overdue for an update from the team, and I bet you all thought we were dead (again!) Rest assured, even though it's been 8 (EIGHT!) months since our last update, we are not dead! We’ve made some large changes to the workflow for developing the mod. Thanks to Gocnak’s personal sacrifice of blood, sweat, tears, and $100, the mod is now officially on Steam Direct (but not released yet, read below)! There’s no voting process to get the game released on Steam, but it does bring an exciting turn for the game’s development. ...

August 21, 2017

0.6.2-prealpha released!

0.6.2-prealpha is another (relatively) small update that provides some new features, a preview of 0.7.0, and a bunch of fixes for bugs reported in 0.6.1. You Got a Purdy MapSaul Rennison's Dynamic RTT Shadows Thanks to the very generous Saul Rennison, we were able to implement his Dynamic RTT Shadows code to make shadows casted by world lights be more accurate. A comparison can be shown below: Before: After: ...

January 22, 2017

0.6.1-prealpha released!

0.6.1-prealpha is a small update that fixes many bugs and small annoyances reported in 0.6.0.  Slight Annoyance Alleviated  Added "Do not show again" checkboxes to version/zone warning MessageBoxes SuggestionsChanged settings panel to disable child checkboxes (suggestion by Enjoy.) Changed sv_noclipspeed to scale to maxvel (suggestion by lody) FixesFixed checkpoints being corrupted upon map load Fixed (most) crashes with changing resolution and exiting the game Fixed ReplayUI to better scale for 1080p Prevent playback of replays with different tickrate than current (will revist) Fixed maps that crashed when using a fade-in trigger Fixed spawn searching to prioritize info_player_start over info_player_(counter)terrorist Fixed bug with cursor disappearing when net_graph was turned on Fixed maps that use detail objects (for real this time) As always, can download the new build on our GitHub page.  ...

October 27, 2016