Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
---|---|---|---|---|---|---|---|---|---|
AaGeOn | 113182483 | Veteran Face Add-On | Face only texture (texture + normal) | No | 947.339 KiB | Dec 14, 2012 | 14-12-2012 00:27:52 | ||
eXa | 112928185 | Increased chat display time + com color to green when rookie | This small mod increase the display time of the chat messages and shows the comander name in green when he's a rookie | script | No | 4.199 KiB | Dec 12, 2012 | 12-12-2012 16:37:27 | |
WhoisMikeJones? | 108196658 | Co_Ulysses | This is a remake of the original co_ulysses. This is currently in beta and I will update this section as updates are made. Version 1.7 ---------------------- • Removed Space outside cargo to cramp marines • Added Cinematics in some areas to improve stealth • Moved Boxes in Cargo to prevent Grenade Spamming Eggs. • Added Collision to prevent getting stuck in certain areas. Version 1.6 ----------------------- • Added new vent in cargo to help prevent marines/exos from camping corner. Version 1.5 ------------------------- • Add crates around the map to help for skulk and lerk cover. (Balance) • Opened door more in waste disposal for skulk ambushes. (Balance) • Removed lighting from thruway. (Balance) • Fixed bug where marines get stuck on pipe in Pipeline. (Bug) Version 1.4 ------------------------- • Finished Cargo • Removed the ability to rebuild Cargo Power Node Version 1.3 --------------------------- • Finished Flow Control • Added Powernodes back to Marine and Alien Start • Finished Skylights • Added Windows in Cargo • Changed Lighting in Warehouse • Add Spectate and Random Choices in Ready Room • Finished Marine Start • Finished East Junction Version 1.2 -------------------------- *Combined with 1.3 Version 1.1 ----------------------------- • Marine Start Textured • Some Minimap Room Names Added • Lighting Added for Marine Start Version 1.0 ----------------------------- • Greyboxing Complete • Lighting Temporary • Alien Start Ramp Added for Onos | level, material | No | 1.686 MiB | Nov 14, 2012 | 11-12-2012 22:11:45 | |
HeadhunT101 | 112730185 | Red Eclipse ARC | The Hive killer itself has dawned the Red Eclipse, this skin also changes the arc blast waves into red death waves. | No | 1.115 MiB | Dec 11, 2012 | 11-12-2012 13:17:20 | ||
Moo moo moo moo | 110673808 | co_recharge | co_recharge Version 0.1 - 29/11 - First release Version 0.2 - 30/11 - Redone corridor from Alien spawn - 1/2 done Version 0.3 - 30/11 - Redone corridor from Alien spawn - 3/4 done Version 0.4 - 30/11 - Textured and fixed a vent Version 0.5 - 04/12 - Finished corridor from Alien spawn. Created train platform (Doesn't add to gameplay yet). Added lots of screens Version 0.6 - 08/12 - Completely redesigned Alien spawn. Doubled map size. Huge update. Haven't added any tunnels yet to new Alien spawn, so there is only one entrace at the moment. Will add soon. Version 0.7 - 11/12 - Further developing Alien spawn. Added corridor out of Alien spawn (untextured). Created another room in Alien spawn. Fixed a few texture problems new editor seemed to create. Hi all. This is my first map. Please leave your opinions but try to be nice! I've made combat because that's what I enjoy (and it's also much easier). I welcome suggestions. Let me know if you enjoy it (or if it even works! haha) | level | No | 99.632 KiB | Nov 29, 2012 | 11-12-2012 05:26:38 | |
Lee Bee | 74499435 | NS2 Kleos | Kleos is still work in progress (Beta) - please remember this before providing any feedback :) Changelog: update 11/12/2012 - version 326b - Deleted stray commander camera. - Seems like vents still does not appear on the minimap. update 08/12/2012 - version 324b - Fixed falling through floor areas of map. (sorry this took so long but only one player reported this) - Added vents to minimap. - No extra props or geometry added since people like how fast this map runs compared to the official maps. update 20/07/2012 - version 323b - cosmetic changes all over map - tidier mini-map - lighting tweaks update 22/06/2012 - version 306b - I know I said I wouldn't update in a while, but I promise this will be it for a while :P - Getting stuck in Refinery vent - fixed. - Part of Ready Room appearing on minimap - fixed. - Pressure Control and Rotunda, shadows not casting on floor fixed. update 21/06/2012 - version 303b - Added new route from engineering to Distribution. - Fixed some occlusion issues from Distribution to Pressure Control. - Minor lighting, geometry and commander camera tweaks across the map. - Updates will be less frequent from now on. update 19/06/2012 - version 301b - Better access to Engineering res node. - Complete remodelling of Processing. - Distribution res node now more protected. - Moved Control Room tech point. update 15/06/2012 - version 288b - Moved res node from Processing to Calibration. - Increased Location size of Engineering, and added more level build space. - Slightly adjusted route from Rotunda to Calibration. update 14/06/2012 - version 282b - Remodelled Refinery Entrance so less cramped. - Moved entrance to Cooling from Rotunda to the south. update 12/06/2012 - version 274b - Rebuilt Core area for more open gameplay update 11/06/2012 - version 272b - Increased size of Distribution room - Minor fixes update 10/06/2012 - version 268b - Issue with Refinery tech point now fixed (Thanks to ScardyBob and Industry!) - Distribution resource node moved to same room as tech point. - Added more build space level with tech point in Refinery. - Tidied up commander view. update 06/06/2012 - version 258b - major change to east corridor (Thanks Soul_Rider!) - newly improved commander camera movement (should be easier to comm) - Distribution is no longer a random spawn - cosmetic and lighting changes (brighter) update 22/02/2012 - version 5.0a - added resource node to Rotunda - removed cargo bay as random spawn update 14/02/2012 - version 4.0a - Brighter lights, greater visibility - Default fog removed - map is clearer to play - Tidier geometry so infestation does not leak through walls - Moved power point in Core - Added ladder to Refinery Entrance/ ladder in RR now works! - Staggered long Distribution corridor with new room - Fixed power grid issues in Cargo Bay (overlapping locations) - Another new room 'Tunnel' towards pressure control to reduce corridor length | level | No | 1.968 MiB | Jun 1, 2012 | 11-12-2012 04:41:25 | |
nepumax | 112433185 | nepumax' simple X crosshair | This mod changes every crosshair to a white X crosshair. The crosshair turns red when hitting an enemy. | No | 1.001 KiB | Dec 9, 2012 | 09-12-2012 19:15:59 | ||
thewreck | 111439586 | Hardcore Mod | MODID: "6a46ee2" This mod is intended to make NS2 more tense and stealthy. Changed include: * Damage generally doubled This is to increase the reward for stealth and checking your environments as well as making combat more about initiative than arcade shooting. * Rifle, pistol and shotgun has less ammo per clip This is done to both to reflect the new damage, but also to make alien strategies involving trying to waste marine ammo more viable. * TRES model changed to be 1.5 + 0.5*RTs This is to reduce the snowball effect of the strategy layer as well as to put more emphasis on combat and stealth. * Respawning costs 2 PRES This is to reduce the viability of "zerging" and to increase the general worth of a life. The cost gives a larger reason to be stealthy and wait for the right moment to attack, as well as being more careful when you advance into new areas. * Regeneration for aliens doubled This makes it easier for aliens to harass the ammo of marines by attracting short bursts of fire, as well as improving the chance retreating from a discovered stealthy position. This also somewhat combats marine "zerging" * Marine structures regenerate Armor (but not Health) Combined with the aliens increased damage, attacking structures has a higher risk and a higher reward. You will destroy them faster, but if you fail to do so, much of your attack (the armor damage part) will be nullified over time. This is yet again to combat zerging and encourage coordinated attacks. | script | No | 78.104 KiB | Dec 3, 2012 | 09-12-2012 13:07:06 | |
Brian | 110954627 | Co_Lavacliff | A simple, dark combat mode level. NOT suitable for "serious" gameplay. Marines start in a building at the bottom of a cliff. Aliens start inside a cave partway up the cliff. Due to the relatively small size and the speed of reaching the opposing team's base, this is a very chaotic map when there are a lot of players. | level, script, material | No | 694.721 KiB | Dec 1, 2012 | 09-12-2012 01:11:01 | |
Gamer 2023 | 112275544 | ns2_agora | **********ABANDONED PROJECT******************** do with it as you wish. I wanted to making an outdoors map with a marine bunker in the middle - this is out it ended it up :) This is the first beta version so its still go some ugly parts and overall the lighting needs a redo but its all enough to play and have some fun :) If anyone has a nice blue skybox too please let me know, i'd like to go for the full desert look, instead these clouds i took from ns2_summit :P | level | No | 1.74 MiB | Dec 8, 2012 | 08-12-2012 23:00:52 | |
HeadhunT101 | 110330521 | Red Eclipse Rifle | The long awaited Red Eclipse Rifle is out, first I'd like to apologize to all of you who have been waiting for this, this was one of the hardest things I've had to do cause the file was really screwed up, but I'm glad I got it done, hope you guys like it. Now with Red ammo display | No | 890.656 KiB | Nov 27, 2012 | 08-12-2012 21:42:20 | ||
HeadhunT101 | 110346296 | Red Eclipse Phase gate (model) | OK, This is the real deal, I re published the old phase gate cause it didnt seem to work, then I realized that thats because the portal was in the effects folder, so I screwed up, you will have to re sub for the red phase in addition to this, srry. | No | 512.908 KiB | Nov 27, 2012 | 08-12-2012 00:09:05 | ||
HeadhunT101 | 111518876 | Red Eclipse Power Node | A new look on this power hungry life saver. I will be adding more to this later, but for now I'm trying to find out how to change some of the lighting. The impulse has been added to this, so for those of you who had it before its now a part of this file so you dont need bpth mods, thats why its missing from the workshop. | No | 495.127 KiB | Dec 4, 2012 | 08-12-2012 00:07:18 | ||
HeadhunT101 | 108144958 | Red Eclipse shotgun | I finally got these mods to work so all the eclipse series are up and running. | No | 1.374 MiB | Nov 13, 2012 | 07-12-2012 23:45:18 | ||
pRiNcEkAhUnA™#TrumpTrain | 112098722 | KahunaGames Welcome Message | Mod made for KKG servers. | script | No | 2.418 KiB | Dec 7, 2012 | 07-12-2012 23:16:38 | |
HeadhunT101 | 112052698 | Red Eclipse Grenadelauncher | Bring out the boomstick, red eclipse style. | No | 460.288 KiB | Dec 7, 2012 | 07-12-2012 17:11:41 | ||
BITCHita (MVG)"by the ass no!!" | 111445675 | First Person Spectator | PoC - MOD ID: 6A486AB || A lot of code from Dghelneshi Early stage - use at your own risk QC: b-version - Bad code preventing some gameplay sounds play after specting (noticeable with GL) - Viewmodel are now sync with target entity (Aliens First Person Animations) - Prevent all non-spec players run modded code (now spawns teams work unmodded) TODO: * Soundndndndnd system (oh man, this is BIG) * First Person Effects: waypoints, draw-damage system and particle effects (bullet traces and blahablahblabh) * USE Hook system (I'm working in lame mode right now) * Exos (breaking the FPS animation) BUGs: * Muchos :D, needs a lot of testing. I'm trying to avoid changes on gameplay code (Player, Marine and Alien classes). - Exos - Jetpacks - Sound system (some sound doesnt play to spec -they're not relevant for him-) | script | No | 10.684 KiB | Dec 3, 2012 | 07-12-2012 05:03:35 | |
Susat | 111890013 | ns2_FTL | Hello Community, ns2_FTL (Version 1.0) I've been playing around with Spark Editor and created a "FTL" map, which features; i)The Kestrel ii) The Torus iii) Drone Ship. This is my first map so any constructive criticism is welcomed. Hopefully the map itself will work 'strategically' but I am more than willing to modify the map (new vents, bigger rooms etc) pending comments/feedback. I occasionally run a Server named "DaneNET Map Test" (or very similar), so do feel free to try it out. (Quad Core 4ghz - 8GB DDR3 RAM - 30MB Connection). I look forward to any feedback you guys have. Regards, SuSaT | level, material | No | 9.551 MiB | Dec 6, 2012 | 06-12-2012 16:39:59 | |
micro | 111670146 | microHUD | 0.2.0 - Remove frame - Remove minimap scanlines and border - Remove personal res label 0.1.6 - Removed dependency on modified textures, its now all lua! 0.1.5 - Removed build number from top left corner of GUI 0.1.1 - Move health and armor numbers to bottom left 0.1.0 - Remove health and armor status bars Minimal HUD, all modifications are in lua so the server needs to whitelist 6a7f382. | script | No | 19.952 KiB | Dec 5, 2012 | 06-12-2012 06:59:44 | |
JimWest | 81010449 | Ns2 co_faceoff remake | Remake of the famous Ns1 combat map co_faceoff. Only playable with the Ns2 combat mod (cause the map has no resource tower spots) | level, script | No | 513.863 KiB | Jul 9, 2012 | 05-12-2012 21:07:25 | |
micro | 111671208 | noRes | Removes team and personal resource display. | script | No | 579 B | Dec 5, 2012 | 05-12-2012 06:58:42 | |
KakarotThe8thHokage | 111613316 | The Hundreds Power Node | Let say it's a glow in dark sticker, it doesn't glow when it's destroyed, once you repair the power node, it'll start to glow again, legit eh? ;D Feel free to post a comment for feedback. | No | 2.763 MiB | Dec 4, 2012 | 04-12-2012 22:47:18 | ||
GUNSLINGER | 111599681 | Gunslinger XMAS Alien #2 | second part, watch out 1st part is required! | No | 46.052 MiB | Dec 4, 2012 | 04-12-2012 21:27:30 | ||
GUNSLINGER | 111599253 | Gunslinger XMAS Aliens #1 | I was bored and made a fun mod... you need the second part i need to split the mod, steam somehow did not allow me to upload a 300mb mod. | No | 59.744 MiB | Dec 4, 2012 | 04-12-2012 21:05:33 | ||
CoooookiE | 111540031 | NOD Rifle | The rival rifle to my previous GDI one. This will proabbly be the last skin I make for a while, due to me constantly losing interest in things, I've recently lost interest in NS2, eventually I will come back, but for a short while I won't be doing anymore.\n\n\nEDIT: I will no longer be making any skins at all for NS. I don't even play the game anymore. Sorry guys. | material | No | 1.147 MiB | Dec 4, 2012 | 04-12-2012 12:28:13 |