Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
---|---|---|---|---|---|---|---|---|---|
Gung-Ho | 2363213904 | nsl_arena | Arena map for 1v1 fights, tournaments and training @ ensl.org Future updates: -Slight tweaks -Minimap update showing teleport routes for easier navigation -Teleports within room between different entrances, so lifeform can change engagement route easily -Custom room -Custom room with insane teleports you can use during fighting | Must be run on Server, Map | No | 6.917 MiB | Jan 16, 2021 | 16-01-2021 03:35:47 | |
Gung-Ho | 2361622695 | nsl_arena | Arena map for 1v1 fights, tournaments and training @ ensl.org Future updates: -Solve minimap problem at Overlook -Custom room -Custom room with insane teleports you can use during fighting | Must be run on Server, Map | No | 6.917 MiB | Jan 14, 2021 | 16-01-2021 03:10:06 | |
CЯaZyCAT | 2362704081 | CRaZyCAT Alien Vision | White objects highlight, no fog, "black" environment highlight | Alien Vision, Passes Default Consistency | No | 5.755 KiB | Jan 15, 2021 | 15-01-2021 18:20:19 | |
rantology | 2359871235 | Ranger Crosshair | Ranger Crosshair | No | 1.66 KiB | Jan 12, 2021 | 15-01-2021 02:39:53 | ||
paddy | 2361959636 | paddy AV | paddy AV | Alien Vision | No | 1.142 KiB | Jan 14, 2021 | 15-01-2021 00:11:12 | |
<BAD>Wraith | 2361911932 | Wraith's AlienVision [GrapeSoda] | An AlienVision mod that not only improves your background to a cool Purple color, but also differentiates the colors between each entity type, for example: Marine Structures & Weapons become Red and Marines become a Yellowish Orange color, this helps you Avoid Mines whilst also helping you differentiate between Marines holding Different Weapons(!), giving you a tactical advantage over other Alien Visions that do not have this feature.\n\n\nIf you prefer a more Green/Blue color, check out the Default version of this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2332561822\n\n\nTo enable the mod: - Click the green Subscribe (+) button - Exit Natural Selection 2 - Launch Natural Selection 2 - Navigate to Options > Mods > Manage Mods > Wraith's AlienVision (This will likely be at the very bottom of the list) - Click the Checkbox on the right - Uncheck any other Alien Vision mod as it will conflict with this one (Only 1 may be active at a time) - Click "Restart" at the bottom of the screen - Enjoy Note: If the above method doesn't work, try closing the game and relaunching it.\n\n\nAny Reviews, Comments and Ratings appreciated | Alien Vision | No | 2.328 KiB | Jan 14, 2021 | 14-01-2021 23:02:25 | |
twiliteblue | 2353114859 | Marine Team Marker | Marine friendly visual markers to show positions of marines and Exos in darkness and through walls. | Must be run on Server, Gameplay Tweak | No | 4.415 KiB | Jan 7, 2021 | 11-01-2021 04:29:17 | |
bus | 2105365066 | Combat Mod Update | Description\n\n\nSUPER WIP, don't use.\n\n\nCleaning up and extending functionality. Following up on common complaints with gl/xeno/lifeform restrictions/ect. Updating combat mod now that Nintendows, JimWest and MCMLXXXIV have moved on.\n\n\nToDo\n\n\n- spawn players instantly when refunded upgrades\n\n\nChangelog\n\n\n0.01\n\n\n- MateXP and assists don't work as expected.\n\n\n Assists don't exist in the lua code, the xp is pushed out by the dying player to:\n\n\n the killer and surrounding players within "assistLOS" and "assistRange" of the dying player.\n\n\n- Surrounding players getting xp disabled.\n\n\n- MateXP mostly irrelevant\n\n\nZero\n\n\n- Shared exp multi reduced from .40 to .20\n\n\n- Loosened lifeform quantity restrictions\n\n\n- Non-shared exp for assists\n\n\n- Assists give 70% exp of a kill\n\n\nMade by Peregrine from The Bus Depot\n\n\nOriginal Combat Mod by Nin | Passes Default Consistency, Custom Game Mode | No | 107.442 KiB | May 22, 2020 | 08-01-2021 08:20:26 | |
_A_x_a_m_d_y_ | 597966671 | Chinese Minimap Plus DEV | ns2_jambi ns2_mineral_dev ns2_mineshaft_shafted ns2_nexus ns2_kodiak_fixes ns2_summit_andabove ns2_veil_cured ns2_cagedfree_farmfresh ns2_derelict_fixed | Must be run on Server, Localization | No | 5.033 MiB | Jan 10, 2016 | 07-01-2021 03:51:26 | |
pSyk | 2218308975 | ns2_docking_nsl | ns2_docking_nsl publish_id = "8438b56f" -Spawns: Marines Cafe, Aliens Gen/Departures -Removed Landing Pad -Adjusted right exit of Cafe to get a more straight corridor and reduced travel time -Added a table so Marines can hop into Bar vent -Removed vent from Bar/Locker to Central Access -Broke some railings in Central Access for smoother movement and removed some crates -Moved power node in Cafe -Moved one pillar in Cafe to create more space around CC and at the same time block some LOS on the entrance from Bar -Moved res node in Bar to give Aliens a chance to escape -Added more cover in Ball Court -Moved the res node in Generator next to the TP -Added a one more cover spot in Locker near the res node -Removed Terminal -Added Terminal location and res node in the extended hallway north of Terminal -Added a vent connection to East Wing\n\n\nPlanned: -Make all railings non-collide so you can shoot/para through them -Another vent from Departures to Junction/Stability? -Another vent from Departures/Strand to East Wing? -Make East Wing more tunnel friendly in case of Gen Start? -Move cover in Locker room ? -Might need shorter travel time from Cafe to Terminal RT, but travel time to Bar is very low (naturals similar to Nexus) | Passes Default Consistency, Map | No | 9.414 MiB | Sep 3, 2020 | 05-01-2021 14:31:15 | |
Meteru | 2029564025 | Meteru Fixes | modid: 78F8B079 Attempt to fix some bugs Github repository: https://github.com/ailmanki/ns2_meterufixes Preview image is from https://www.nasa.gov/image-feature/astronauts-complete-2nd-phase-to-repair-alpha-magnetic-spectrometer | Must be run on Server, Gameplay Tweak | No | 1.438 KiB | Mar 21, 2020 | 02-01-2021 22:08:43 | |
datsu | 2344024733 | DatsuAV - Alien Vision | Datsu's Alien Vision :) | Alien Vision, Passes Default Consistency | No | 1.472 KiB | Dec 31, 2020 | 01-01-2021 15:34:46 | |
ritual | 2343244722 | ritualvision | No | 1.49 KiB | Dec 31, 2020 | 31-12-2020 11:02:50 | |||
Argi | 2341551190 | idkmod | idkmod | No | 11.741 KiB | Dec 30, 2020 | 30-12-2020 20:56:27 | ||
oiler | 2341211751 | Oilers Basic Alien Vision | Oilers Basic Alien Vision | No | 1.091 KiB | Dec 30, 2020 | 30-12-2020 01:57:53 | ||
Salads | 2339677203 | MAV TEST | MAV TEST | No | 2.586 KiB | Dec 28, 2020 | 30-12-2020 00:38:13 | ||
_A_x_a_m_d_y_ | 1176529716 | NS2CN - Dicryria | Experimenting...it may destory your computer if you run it without the corresponding key. | Must be run on Server | No | 6.964 MiB | Oct 21, 2017 | 30-12-2020 00:01:50 | |
_A_x_a_m_d_y_ | 603702599 | Chinese Minimap | Including: ns2_biodome ns2_caged ns2_descent ns2_derelict ns2_docking ns2_eclipse ns2_kodiak ns2_metro ns2_mineshaft ns2_origin ns2_refinery ns2_summit ns2_tram ns2_unearthed ns2_veil | Passes Default Consistency, Look and Feel | No | 8.518 MiB | Jan 18, 2016 | 29-12-2020 22:38:23 | |
_A_x_a_m_d_y_ | 1168071621 | inf_veil_prelude + inf_unearthed | We only modified the prefix of the map name for better recognition. All rights reserved by the original author(s). It is not yet officially authorized by the author(s). We would delete it if there are any infringements. | Map | No | 22.462 MiB | Oct 14, 2017 | 28-12-2020 06:57:10 | |
_A_x_a_m_d_y_ | 1593142340 | NS2CN - Crothuphus | Experimenting...it may destory your computer if you run it without the corresponding key. | Must be run on Server | No | 8.413 KiB | Dec 16, 2018 | 28-12-2020 04:12:04 | |
Microsoft Word 2019 | 2336147424 | GreenRexAV by Kopunga | Alienvision for GreenRex made by Kopunga, based on Mephilles' Alienvision | Alien Vision, Passes Default Consistency | No | 1.559 KiB | Dec 26, 2020 | 26-12-2020 19:10:33 | |
Microsoft Word 2019 | 2335015360 | AthathinAV by Kopunga | Alienvision custom made for Athathin by Kopunga. Based on Mephilles' AV | Alien Vision, Passes Default Consistency | No | 1.567 KiB | Dec 26, 2020 | 26-12-2020 02:50:27 | |
zavaro | 1180148025 | Refinery Refined | A revamp of Refinery... modid: 4657A139 Spawns include: Aliens / Marines - Smelting / Containment, Containment / Smelting, Flow Control / Turbine, Flow Control / Containment, Containment / Flow Control Turbine / Flow Control Containment * Added additional line of sight blocks * Moved tech point slightly * Removed bullet collision for ceiling geo * Included some bits to protect aliens on ceiling geo * Moved Chasm-Containment door up slightly for players to more easily fit through * Moved Heatsink-Containment big crate more into Containment to removed significant line of sight problems * Minor cosmetic changes Chasm * Moved resource nozzle * Removed some ceiling cover * Moved Chasm-Lava Falls connector to Turbine entrance * Added path for Marines to jump into Containment-Chasm vent * Removed ceiling Chasm vent * Added some cover to Turbine-Chasm hallway * Added path for Marines to jump into Chasm-Conduit-Routing vent * Some minor cosmetic changes Turbine * Increase the size of Turbine platform * Added Turbine-Chasm vent * Added additional bisecting pipe for cover Conduit * Added additional pipes for cover and flanking * Updated CollisionGeo near ceiling * Fixed floor collision * Minor cosmetic changes Routing * Added new resource nozzle * Added small nooks in the hallway to remove narrowness * Added significantly more cover * Moved Smelting-Routing vent exit * Added Chasm-Conduit-Routing vent * Minor cosmetic changes Smelting * Added big pillars to the middle of the room * Replaced bucket cinematics with static props for cover and visuals * Added more cover to Routing-Smelting platform * Minor cosmetic changes Transit * Replaced bucket cinematics with static props for cover and visuals * Added pillar to Transit resource nozzle room-dark hallway * Added more cover to resource nozzle room * Moved Smelting-Routing-Extraction vent from Extraction to Transit Extraction * Moved Smelting-Routing-Extraction vent from Extraction to Transit * Added quick jump ramp from Extraction to Flow Control * Moved big ceiling platform upward to prevent Exos and Onos from getting stuck * Added yellow lines to the Flow Control window to help players to more easily visualize the area Flow Control * Heavily modified Extraction-side entrance to prevent incredible long lines of sight for Grenade Launchers to siege the tech point (Still possible, may fix) * Added yellow lines to the Flow Control window to help players to more easily visualize the area Exchange * Added yellow lines to Exchange window to help players more easily visualize the area * Removed invulnerability spot on the ceiling Empty Space * Fixed some collision geometry by Pipeworks entrance to prevent players from getting stuck Pipeworks * Moved large pillar westward to shrink space for players attacking the tech point * Minor visual changes Heatsink * Heavily modified Pipeworks-Heatsink exit to provide a better player experience with different cover, a different style of turn and more open floorspace for better fights * Moved Heatsink-Containment big crate more into Containment to removed significant line of sight problems Lava Falls * Removed southern Lava Fall resource nozzle * Replaced large multi-tiered tower with single level pillar * Moved resource nozzle * Added significant amount of cover around resource nozzle platform * Added jump from southern Lava Falls to room bisecting pipe * Repurposed ceiling platform cover as hanging cover for southern Lava Falls bisecting pipe * Added big electric thing from southern Lava Falls to northern Lava Falls * Added pillars near Containment-Lava Falls entrance for more cover * Added much more cover to southern Lava Falls * Added more pipes for cover to account for multi-tiered tower being removed for flying/blinking lifeforms * Added pillars to eastern Lava Falls-Chasm connector * Major cosmetic changes including new Lava Falls cinematics | Must be run on Server, Map | No | 23.112 MiB | Oct 25, 2017 | 26-12-2020 00:03:24 | |
Combat Engineer | 2333712590 | Simple Green Crosshairs | Clean and simple cross-hair pack. All cross-hairs are solid green with a 1-pixel black outline for maximal visibility under all lighting conditions. Ranged weapons use a cross with empty middle pixel. Every other weapon or utility uses a dot. Hit markers are similar to the basic cross-hair, but rotated by 45 degrees, resulting in an X symbol. “Green iz best!” - Ork Slugga Boy | Passes Default Consistency, Crosshairs | No | 1.567 KiB | Dec 25, 2020 | 25-12-2020 12:06:50 | |
Ekaterina | 2331810163 | ~~~~~ | ~~~~~ | No | 567 B | Dec 24, 2020 | 24-12-2020 19:06:53 |