Showing 1-25 of 2,877 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar Frozenclaw3790716252TEH_CagedOriginal Map: NS2_Caged

Map made for The Eastern Hive Server but can be used elsewhere.

Changed Vent in Aux Gen to Central Processing to not allow gorge tunnels.

Added wall in sewer behind bars to block gorge placing structures outside playable area
No36.497 MiBAug 27, 202627-08-2026 00:58:34
Avatar Frozenclaw3790710251TEH_NS2_VeilOriginal map: NS2_Veil

Map made for The Eastern Hive Server but can be used elsewhere.

Added new outside pathway south of Y Junction.
Uses Y Junction Location Entity, No Pathing

No41.176 MiBAug 27, 202627-08-2026 00:40:07
Avatar shimizu3787045214so2so2No35.711 KiBAug 20, 202626-08-2026 23:01:51
Avatar Joshua-Boo-Boos3710449633Natural Selection 2.0 - The Eastern Hive - Event ServerAsk for permission before taking ANY content from this mod. I reserve the right to remove this mod at ANY time.

This mod is the event server version of NS2.0-TEH.
No250.042 MiBApr 19, 202626-08-2026 21:53:01
Avatar Joshua-Boo-Boos3771771100Natural Selection 2.0 - The Eastern HiveAsk for permission before taking ANY content from this mod. I reserve the right to remove this mod at ANY time.

| What is this
- Natural Selection 2.0
- Aimed 12v12 and further
- Extension for original ns2 gamemode
- Provides lots more strategic options to both teams.

| What it includes
- A bunch of gameplay tweaks.
- A lot techs added.

For Both Teams
- Res kill grants p-res.
- Overhauled power system.
- Ragdolls lasting a number of seconds.
- Extra weapons for both teams.

For Marines
- [Standard]&[Explosive] Tech branch.
- [Nanoarmor]&[LifeSustain] Research.
- MachineGun,Knife,SubmachineGun,Revolver
- Cannnon
- CombatBuilder to build utilities as marines.
- Alt attack mod for [Shotgun]&[Grenade Launcher]

For Aliens
- Remove cyst restriction for tunnel(still needs gorge).
- Instant tunnel travel research to immediately travel through tunnels.
- Most unused upgrades been boosted (includes camouflage).
- Prowler (Modifed) to reel enemy with his rappelsilk ability.
- Rework gorges bilemine to babbler hive.
- Pheromones will spawn a babbler on hit.
- Onos devour (tweaked).
- Xenocide with 7 biomass.

| Further more
- Please join The Eastern Hive's Discord community: https://discord.gg/RAnE4U7usT
- About NS2.0-TEH: The mod content is being updated by Joshua-Boo-Boos.
- Feel free to contact me if there are any problems.
- Forked from NS2.0-CN, which can be freely forked, after agreement by the coder StriteR. upon starting a server.
No250.042 MiBJul 26, 202626-08-2026 21:52:54
Avatar Joshua-Boo-Boos3784657118Natural Selection 2.0 - The Eastern Hive - BetaAsk for permission before taking ANY content from this mod. I reserve the right to remove this mod at ANY time.

This mod is the beta version of NS2.0-TEH.
No262.681 MiBAug 16, 202626-08-2026 21:52:44
Avatar Joshua-Boo-Boos3770879614CommNomCommNom - Requires ShineNo168.457 KiBJul 24, 202626-08-2026 21:22:39
Avatar Schrödinger's Katz3671493417Authenticator issue fixAttempt to fix the authenticator bug preventing spectators to join if someone is connecting.

publish_id = 3671493417
No40.607 KiBFeb 22, 202626-08-2026 16:40:36
Avatar Schrödinger's Katz629502655DefenseWorking for build 341. Publish_id = 629502655 / 258572BF

The Defense mod gameplay and rules



This mod is about marines having to survive against several waves of alien bots. Higher waves are more difficult to survive. You can't join the alien team, for balance reasons, but admins can feel free to force move people on it. You will then be able to select your lifeform and "borrow" it from one of the unspawned bot of the current wave.

Special 'hell' waves you can vote for



Hell waves are special waves intended to provide a special kind of round. They are meant to be much harder, and feed aliens at a much higher rate than the regular ones. All the bonus balance settings (like the extra bullet damage, and the reduced bite damages) are also instantly turned off. Those can be voted for in the menu.

  • Skulk hell wave
    • A wave with only skulks, a lot of them

  • Skulk hell wave (extra hard)
    • Same as the regular skulk hell wave, but with a much higher skulk count and mechanics for skulks to spawn closer to the front line for extra pressure.

  • Lerk hell wave
    • A wave with only lerks. Lerks will fly high before peeking down on open maps so watch out :p

  • Mixed hell wave
    • A remix of wave 10 with slighty more pressure and closer spawn

  • Survival hell wave
    • An infinite, single wave with an ever increasing amount of bots. This wave is working but not fully balanced or tuned out.



List of gameplay and QoL changes



  • Weapons
    • Increase rifle ammo count and clip size.
    • Infinite shotgun ammo, along free catpack upon reloading with an increased duration.
    • GL has a secondary fire mod: right click is throwing a pulse nade
    • Pistol has secondary fire mod: flare
    • Axe and rifle melee damages increased to 100 and 70.

  • Misc
    • RFK (Res for kill). With a small part spread around nearby players and assist.
    • Welding rate increased
    • The armory resupply rate is increased, and also weld armor
    • Increasing the amount of sentries allowed for each battery
    • RTs, meds, and ammo packs are automatically dropped around the map.
    • Jetpack fuel slightly buffed

  • Mechanics
    • Doors can be locked and welded, until destroyed
    • Sentries can be picked and redeployed by players



Balance changes between low and high player count



This boils down to increasing damages for marines and reducing alien damages. It scales from x3 damages to x1 after 13 players on the server. Aliens also do miss more often and use AoE less.

Major optimizations in place



The mod is using the server idle rate and the tick rate to balance the load sustained by the server and provide a smooth experience for players. Redplugs should not happen outside the last wave or a hell wave with a full server. Late joiners might suffer some lags but that's about it.

  • The mod is using a bare-bone version of hallucinations to move bots along the map and reduce. Those hallucinations are replaced with fully fledges bots once in combat or close to marines. They are as light as a pack of MACs moving on the map and simply following the pathing mesh. To compare with vanilla ns2, "hallucinations" are fully fledged bots and are considered player entities. That's why they are rather heavy.
  • Removing some sounds on crownd areas, like skulk footsteps, jump sound, bite sound if they miss, etc. Reason is when you got 20 skulks making a ladder, the amount of footsteps can become high really quickly and stress the client.
  • Rework of the AI thinking rountine and update tick rates for bots, along with cached pathing queries
  • Adjusting on-the-fly relevancy distance for newly created entities. Ranging between 16m if the server is heavily loaded and 45 if it is fine.


Custom maps to play this mod on



Works well with the following TOW (Tug-Of-War) maps:


Along with the following two custom maps, they play out a bit differently and are harder to win:
  • ns2_def_troopers
    • Unlike vanilla or tow maps, you start with a well established base already and a lot of sentries. Be sure to group them up and don't let the aliens in.

  • ns2_kf_farm
    • A remake from a KillingFloor 1 map, with 2 gameplay changes: You do not have the option to command (researches are done automatically): lose the prototype labs, and say goodbye to jetpacks. Aliens also spawn all around the edges of the maps instead of the hive only. You spawn split from each others, evenly, inside the different buildings.




Custom Game ModeNo1.98 MiBFeb 21, 201626-08-2026 14:36:19
Avatar shimizu3776560923shimizu scoreboardshimizu scoreboardNo696.717 KiBAug 2, 202626-08-2026 09:58:59
Avatar Bleu3426836832Blast to the Pastmod id 3426836832

Blast to the Past (B2TP)



TL;DR: a vanilla-flavored balance mod for 6v6-8v8 Natural Selection 2, the original size public servers ran at. Most changes either tweak some values or mechanics to what vanilla used to run years ago, or incorporate changes from CompMod or good ideas from CBM, with the goal of improving skill expression while still remaining valuable for a managed, coordinated public server experience.




ALIENS



Skulk


  • Leap energy 45 -> 55 (CompMod value)
  • Vampirism 4.66% -> 3.77% per shell (CompMod value). Vampirism also works on Exos now


Gorge


  • Gorges can drop tunnels themselves 5 Pres per entrance (adapted from CompMod, whose own drop cost is 4), but only into a room with no working power node (unbuilt, destroyed or damaged), or onto infestation. They come up fully mature and spread infestation immediately


Lerk


  • Lerk health 180 -> 170 (CompMod value)
  • Lerk spike damage 5 -> 5.5 (interpolated from CompMod, whose own value is 6)


Fade


  • Advanced Swipe new at Biomass 8 -- +8% swipe damage (CompMod's own damage scalar, exactly), 30 Tres, 90 second research (CompMod's own cost/research time are 25 Tres / 60s -- tuned for B2TP). This will kill a marine on armor 2 in three swipes. Countered by armor 3
  • Stab energy 30 -> 25
  • Stab research 25 -> 20 Tres


Onos


  • Boneshield HP 1000 -> 600 (1000 was balanced for 10v10)
  • Stomp energy 30 -> 45 (curbs stomp spam when the alien team has no adrenaline or a shift to sustain it)
  • Stomp (CBM change) now slows marines caught in it instead of knocking them down -- same slow as being webbed, tapering off over 5 seconds


Upgrades


  • Aura no longer reveals health


Chamber hive passives


Inspired by the CBM changes, but conditioned to be available only while the matching Hive is still alive.
  • Shells regenerate themselves out of combat as long as the aliens have a Crag hive
  • Veils cloak themselves out of combat as long as the aliens have a Shade hive
  • Spurs can be picked up and moved by the commander as long as the aliens have a Shift hive


Cysts


  • Build time 3.33 -> 6 seconds (CompMod value)
  • Shift hive build multiplier x1.25 -> x1.5 (CompMod value), since vanilla cysting is broken in normal player counts
  • Flame damage split by source (CompMod value): welders x5 -> x4, flamethrowers x5 -> x7
  • Mature cyst health 400 -> 300
  • Detection range 8m -> 10m (CompMod value)
  • Drifters ordered onto an unbuilt cyst now queue up the whole chain behind it, instead of one cyst at a time


Tunnels


  • Relocating 6 -> 5 Tres (CompMod value)
  • Minimap tunnel entrances are now labelled Entry 1-4 and Exit 1-4 on the map


Hallucinations


  • Biomass health removed -- hallucinations no longer get tougher as biomass rises (CompMod change)
  • Abilities hallucinated Lerks can no longer use Umbra or Spores (CompMod change); hallucinated Onos can no longer Stomp (B2TP's own extension of the same idea)





MARINES



Round start


Marines start with 1 IP (vanilla!) but
  • 7v7 +5 Tres
  • 8v8 +10 Tres

This serves as an interpolation between 1 IP and no bonuses for 6v6 (vanilla behavior) and +1 IP for the arcade clusterfugg that is 10v10, which is essentially +20 Tres. The only way to give "half an IP" is to give Tres. Giving a straight IP for 8v8 amounts to nonstop early marine pressure and can snowball easily into marines choking out the aliens.

Structures and units


  • ARC health 2600 -> 2100 (interpolated -- CompMod's own value is 1800)
  • ARC armor 400 -> 500 (CompMod value), limited to 4 (CompMod value)
  • MAC speed +15% out of combat (CompMod value)
  • MAC rollout speed 2 -> 5 (CBM fix)
  • Sentry 5 -> 6 Tres (CompMod value)
  • Sentry Battery 10 -> 12 Tres (CompMod value)


Drops


  • Welder drop 3 -> 2 Tres
  • Mine drop 7 -> 5 Tres
  • Dropped weapon stay time 16 -> 20 seconds


Medpack Tech


Marines get Medpack Tech #1 and #2, ported from ENSL CompMod seasons 13 and 14:
  • Default heal 25/25, identical to vanilla
  • Medtech #1 unlocks in the command station, requires armory. Heal 30/20
  • Medtech #2 unlocks in the command station, requires AA and Medtech #1. Heal 40/10

This makes medding scale as the round progresses, since vanilla meds are truly lacking in the end game.

Weapons


  • Weapon upgrade scaling 7.84% (?!) -> 10% per level, for all weapons including shotgun, FT and GL (a W3 shotgun meatshot goes from 210 to 221 damage)
  • Shotgun falloff start 5m -> 7.5m
  • Shotgun falloff end 15m -> 17.5m

The shotgun change is half of the CompMod change (CompMod moves falloff to 10m/20m; B2TP splits the difference with vanilla's 5m/15m). The 50% damage floor past the falloff-end range is unchanged vanilla/CompMod behavior -- only where the falloff starts and ends has moved. Vanilla shotguns aren't terrible now. There's a reason the 10v10 meta skips them over entirely for AA.




Credits



Author: Bleu

Developed for: the NS2 Sudamerica community. Join us at discord.gg/NS2-Sudamerica.

Several changes here are ported or adapted from ENSL CompMod / CBM, with permission from their respective authors.
No7.086 MiBFeb 13, 202526-08-2026 08:54:26
Avatar Bleu3790290682Bleu's Improved TooltipsPuts the numbers a commander actually needs into the commander tooltips. Research times, ability cooldowns, and structure health and armour, on the tooltip you are already looking at - no alt-tabbing to a wiki mid-round.

What it adds



  • Research time - an hourglass and a number on every research and upgrade. Armour 3 reads "40 res, 120 seconds" instead of just "40 res".
  • Cooldown - a stopwatch on commander abilities: Bone Wall, Power Surge, Nutrient Mist, Rupture, Heal Wave, Cyst, and the rest.
  • Health and armour - for anything you drop or build, on both teams.


All of it sits in one row under the tooltip title, above the description. The card grows to fit, and tooltips with nothing extra to show look exactly as they always did.

Live values



Numbers that change during a round are read live rather than printed from a table. Bone Wall's health scales with your biomass level, so at Biomass 9 the tooltip says 900, not 100.

Works with other mods



Nothing is hardcoded per tech. The mod reads the same tech data the game itself uses to make a tech function, so tech added by other mods gets improved tooltips automatically, with no patch needed here. Modders can register their own value resolvers for anything they compute at runtime - see the README on GitHub.

Servers



The mod is purely visual. It only reads values your own client already has, it sends nothing, and it does not change gameplay in any way.

Even so, NS2's default consistency check restricts which mod entry files a client is allowed to load, so on a server running stock settings the server needs to have this mod too. If you want it on a server you play on, ask the admin to add it.

Source: https://github.com/Bleuitup/Bleus-Improved-Tooltips
No105.908 KiBAug 26, 202626-08-2026 08:45:10
Avatar Bleu3787803421[Shine] Lifeform Pickermod id 3787803421

A Shine extension that lets aliens call their lifeform before the round starts.

Open the scoreboard during the pre-round, click the lifeform icon on your own row, and pick what you intend to play. Your pick shows on the scoreboard for your team and for spectators.

It has no gameplay effect at all. Nothing is reserved, gated, or forced — you still evolve exactly as normal. It only replaces "who's going fade" in voice chat with something the whole team can read at a glance.

How to use it



  • Join the alien team during the pre-round.
  • Hold the scoreboard key. Every alien has a lifeform icon on their row, defaulting to Skulk.
  • Click your own icon. A menu opens at your cursor: Skulk, Gorge, Lerk, Fade, Onos.
  • Pick one. Every alien and spectator sees it immediately.


The icons appear only before the round starts, and disappear the moment it begins. All picks are cleared for the next round.

Who sees what



  • Aliens — see all picks, can declare.
  • Spectators — see all picks, cannot declare.
  • Marines — see nothing. Picks are filtered on the server, so the data never reaches a marine's machine at all rather than being sent and merely hidden.


Requirements



  • Requires Shine. It installs as a normal Shine extension and is enabled by default; toggle it with sh_loadplugin lifeformpicker.
  • Must be run on the server.


Credits



The idea, and the click-your-icon-for-a-menu interaction, come from Hatta's discontinued Shine - Lifeform Selector, used with his permission.

The lifeform artwork .dds file with the vanilla icons comes from Shimizu Scoreboard, used with his permission.

This is an independent implementation rather than a fork of any of them.

Source: https://github.com/Bleuitup/Shine-Lifeform-Picker
No1.008 MiBAug 22, 202626-08-2026 05:48:42
Avatar shimizu3784066801manga_sourceremoved copyright issuesNo1.269 MiBAug 15, 202626-08-2026 04:52:28
Avatar shimizu3776763748betterinfestbetterinfestNo68.441 KiBAug 3, 202626-08-2026 02:40:34
Avatar UWE Modding3558697165UWE Hotfix 344Resolves the following main menu issues:
- Removes crashed servers from the community server list
- Display steam news in main menu instead of no longer available uwe website news
- And more ..
No704.641 KiBAug 30, 202525-08-2026 20:29:48
Avatar [OAG] Devnull2608952840Devnull - [Shine] ExtrasThis mod contains a collection of shine plugins.

At the moment:
- Auto Spectator Kick
- Forced Notifications
- Enhanced Scoreboard Extra Stats
- Commander Hud
- Gorge Restrictions (stops more than 2 gorges at start of match)

ModID: 2608952840
No2.689 MiBSep 22, 202125-08-2026 09:21:46
Avatar shimizu3759463939nselo2nselo2No162.121 KiBJul 7, 202625-08-2026 07:34:11
Avatar Frozenclaw3789091018TEH_NS2_RefineryOriginal map: NS2_Refinery

Map made for The Eastern Hive Server but can be used elsewhere.

Changes made to remove ability for arcs / building in bottom left of exchange.
Added barriers and removed pathing, still walkable. Just pathing removed.

Moved Flow Control "Cubby" further south to make it more difficult to arc.
MapNo22.888 MiBAug 24, 202624-08-2026 02:10:00
Avatar shimizu3737223330SBMSmall balance changes to improve vanilla gameplay and fun

1. Onos stomp -> 1 damage, half casting time
2. Railgun, falloff (10m-25m, 0.25 factor), charge time (1.4->1.3), charge damage (140->150)
Yes161.631 KiBJun 2, 202624-08-2026 00:15:26
Avatar shimizu3784067136shimizu Shineshine modsNo20.274 MiBAug 15, 202623-08-2026 05:30:16
Avatar Bleu3736971653Hive Spawn SelectorA small Natural Selection 2 server mod that lets the Aliens team choose where they start each round. Once the alien commander picks a hive location, the Marines are automatically assigned a different starting tech point, so both teams know their bases are set before the game begins.

It's handy for scrims, captains games, casual competitive play, or any server that wants deliberate starting positions instead of the usual random spawns.

What it does
Before the round starts, the alien commander sees a "SELECT STARTING LOCATION" panel listing every hive location available on the map.
Whatever the commander selects becomes the alien starting hive.
The marine base is then placed at a different tech point (chosen at random from the remaining valid spots), so the two teams never share a starting location.
The selection is highlighted in green and syncs to the alien team so everyone can see the chosen spot.

How to use it
Install the mod on your server (subscribe via the Steam Workshop, or place it in the server's localmods folder), then launch the server with the mod active.
Join the Aliens and take the commander chair (the menu only appears for the alien commander).
During the pre-game, the SELECT STARTING LOCATION panel appears on the right side of the screen. Click a location to choose your starting hive.
Prefer the classic behavior for a round? Click Random Spawn to clear your pick and let the game decide both teams' spawns normally.
Start the round — the aliens spawn at the chosen hive and the marines spawn at a different tech point.
Note: the picker is tied to the alien commander, so make sure someone is in the alien chair before the round begins. If no selection is made, spawns fall back to the game's normal random placement.
No51.068 KiBJun 1, 202622-08-2026 21:37:51
Avatar Schrödinger's Katz2315353128Authenticator issue fixAttempt to fix the authenticator bug preventing spectators to join if someone is connecting.

publish_id = 2315353128
Must be run on ServerNo12.711 MiBDec 10, 202022-08-2026 13:49:49
Avatar shimizu3785990330shimizu quick bindshimizu quick bindNo18.95 KiBAug 18, 202622-08-2026 09:03:37
Avatar shimizu3787129054shimizu magenta crosshairshimizu magenta crosshairNo512.25 KiBAug 20, 202620-08-2026 23:38:28