What is this?
Momentum Mod Defrag is a mod for the last public release of Momentum Mod, 0.8.7. It aims to implement Quake-based movement in the game. Right now it is just a mod, but it may become an official part of the game later.
The current goal is twofold:
Create the most accurate possible recreation of VQ3 and CPM physics in the Source engine.
Establish a mode that represents the best of mechanics from various Quake and Quake-like games, as well as adding some new minor mechanics to streamline the game. This includes rampslides, crouch slides, differential strafing, additive double jumps, and more.
These two goals mean multiple sets of physics, which you can explore using the included physics configs.
How can I play it?
Anyone can play the mod without a key by downloading 0.8.7 from here:
0.8.7 Public Evaluation Build
Then, go here to get the latest version of the defrag mod:
Momentum Mod Defrag Releases
Unzip the zip file, and follow the instructions in the included README file to install.
How can I help this project?
You can help the most by playing and providing direct feedback about the game's current mechanics. You can also help by creating maps to test and demonstrate mechanics. Broad philosophical feedback is accepted.
Feedback in this forum thread, in separate forum threads, or in Discord is fine.
Frequently Asked Questions
"How complete is this mod?"
Currently, the mod includes most or all the major player movement mechanics from Quake 3, and a variety of mechanics from other games. It also has haste and triple damage powerups, the rocket launcher, plasma gun, and grenade launcher, and some other gameplay-related functionality.
"Will this include VQ3?"
Yes, in fact, the game is based on a direct port of VQ3 movement to the Source engine.
"How do I change the physics?"
The README file has a list of physics variables that you can change to tweak the physics when you are in mapping mode (launch the game with the -mapping launch option). You can also put these variables into a config file (in the momentum/cfg folder) to keep them all together. Some example physics configs are included for reference.
"How close is this to Quake 3 Defrag?"
The base physics are as close as they can be to Quake 3 and CPMA in the Source engine, and the physics options allow you to play nearly identically to how you would in those modes. Try the phys_vq3 and phys_cpm configs to try for yourself.
"How different is this from Quake 3 Defrag?"
As stated above, one of the goals is to take a "best-of" approach, taking mechanics from a variety of sources to add depth and complexity. I'm not afraid to innovate, but obviously this introduces problems of balance and even identity. I need your feedback to help create something fun and balanced that will appeal to as many players as possible.