Showing 676-700 of 2,767 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar twiliteblue1676268660Weapon Stay modModID 63e9d474
==Changes==
Dropped marines weapons take per second when on the ground, stay on the ground for up to 50 seconds, increased from 25 seconds.
Weapons now show their remaining health to marines instead of a timer.
Marines standing near a dropped weapon reduce the decay rate by half.
Most aliens attacks can deal damage to dropped weapons.
Marine weapon health increased from 400 to 1200.
Corrode damage now deals 300% damage to weapons.
Armory allows restocking of lost Rifle and Pistol every 50 seconds.
Must be run on Server, Gameplay TweakNo4.133 KiBMar 8, 201909-03-2020 07:28:06
Avatar Meteru2004408431ns2_spaceship_refinedCopy of ns2_spaceship, thx to Luna and DracoX
see https://steamcommunity.com/sharedfiles/filedetails/?id=287429241\n\n\n
Must be run on Server, MapNo27.264 MiBFeb 22, 202007-03-2020 19:25:26
Avatar twiliteblue1422116102Dark Shimmer Cloakingid 54c3c506\n\n\nRedesigned cloaking shader to be more visible at close range. (Thanks to help from Nin)\n\n\nChanged alien cloaking effectiveness to vary based on distance from the viewer. Aliens are completely invisible when stationary at long distance (11+m). Sneaking aliens become invisible at 17-20 range (more effective on slower aliens).\n\n\nCloak now has 5 levels. Each Camouflage level gives +1, Shade gives +1 and Ink Cloud gives +5.\n\n\nEach additional level of camouflage increases effective range by 10%.\n\n\nEach level of Camouflage decreases the re-cloaking delay. From 2.0 second at level 1 to to 0.8 second at level 4.\n\n\nCloaked aliens moving at slow speeds (<75% max) count as fully cloaked and no longer show up on marine minimap.\n\n\nInk Cloud protected aliens and structures count as fully cloaked.\n\n\nInk Cloud now removes the Detected status from aliens in the cloud and allows aliens inside to remain partially cloaked.\n\n\nClinging Babblers spawning from a Gorge start as cloaked.\n\n\nCloaked aliens that are stationary are no longer detected by Observatory.\n\n\nObservatory can detect and mark Shade cloaked aliens, but no longer prevents cloaking.\n\n\nAliens are considered fully cloaked are ignored by Sentries, such as when sneaking.\n\n\nSlowed the decloaking process from 0.25 second to 1.5 second to make cloaking effect more resilient against stray bullets.\n\n\nLerk max speed for cloak calculation purpose is now 9 instead of 13. This makes Lerks more visible when flying at high speed.\n\n\nDetected status duration reduced from 3.0 seconds to 0.6 second.Must be run on Server, Gameplay TweakNo110.597 KiBJun 25, 201801-03-2020 09:43:42
Avatar Cr4zy2005780115Hypie Crosshair 2020, Yellowits the same as the 2019 versions but yellow and hypie is controlling monkaS

Coloured green, black outline, white circle
Passes Default Consistency, CrosshairsNo7.813 KiBFeb 23, 202023-02-2020 21:28:33
Avatar twiliteblue1990547289Ghost Structure modPlayers and entities can pass through and shoot through Ghost structures (blue prints).\n\n\nGhost structures do not vanish when in contact with an alien, instead, the structure dies over 3 seconds. Ghost structures destroyed this way are only refunded 75% of its cost.

Cysts now start off as ghost structures, and are refunded if unbuilt when the chain is lost.
Must be run on Server, Gameplay TweakNo4.293 KiBFeb 7, 202022-02-2020 04:32:08
Avatar twiliteblue904291644Assassin FadeEXPERIMENTAL! (Most likely incompatible with other gameplay mods)

mod id 35e6653c

*Fade cost reduced to 19. Points per Fade kill reduced to 15.

*Fade health reduced to 220HP 65Armor (total 350HP) +5HP per biomass.

*Fade Carapace max armor reduced from 120 to 105.

*Fade babbler shield reduced from 40 to 35.

*Fade Adrenaline energy regen per second reduced from 15 to 13.

*Swipe damage decreased from 75 to 65.

*Blink initial speed reduced from 16.25 to 15. Bonus speed per Blink reduced from 2.5 to 2. Blink maximum speed reduced to 19.

*Blink cost increased from 14 to 20 initially. *Blink upkeep cost reduced from 32 to 30.

*Blink cooldown increased from 0.4 to 0.5 second.

*Blink reduces damage received from weapons except Mine, Grenades and flame based weapons by 15%.

*Advanced Blink (replaces Advanced Metabolize) reduces all damage by 23%.

*** Replaced Metabolize with Shadow Step:

*Propels Fade forward at 17 speed for 0.15 to 0.5 second in a linear direction, can travels through structures and players.

*Deals 15 player (puncture) damage in a 2.5m radius at the end of Shadow Step travel.

*Fade gains minor momentum bonus from Shadow Step.

*Costs 16.5 energy with 0.8 second cooldown.
Must be run on Server, Gameplay TweakNo7.964 KiBApr 13, 201717-02-2020 10:35:41
Avatar twiliteblue1976468429Refund Pres mod75ce83cd
On death, aliens receive 35% of lifeform (PRes) cost. Cost of upgrades are not refunded. Evolutions made from commander created lifeform eggs do not receive any refund.
Must be run on Server, Gameplay TweakNo3.941 KiBJan 23, 202016-02-2020 10:27:24
Avatar twiliteblue1999100710Assassin FadeEXPERIMENTAL! (Most likely incompatible with other gameplay mods)

mod id 35e6653c

*Fade cost reduced to 19. Points per Fade kill reduced to 15.

*Fade health reduced to 220HP 70Armor (total 360HP) +5HP per biomass.

*Fade Carapace max armor reduced from 120 to 110.

*Fade babbler shield reduced from 40 to 35.

*Fade Adrenaline energy regen per second reduced from 15 to 13.

*Swipe damage decreased from 75 to 65.

*Blink initial speed reduced from 16.25 to 15. Bonus speed per Blink reduced from 2.5 to 2. Blink maximum speed reduced to 19.

*Blink cost increased from 14 to 20 initially.

*Blink cooldown increased from 0.4 to 0.5 second.

*Blink reduces damage received from weapons except Mine, Grenades and flame based weapons by 15%.

*Advanced Blink (replaces Advanced Metabolize) reduces all damage by 23%.

*** Replaced Metabolize with Shadow Step:

*Propels Fade forward at 17 speed for 0.15 to 0.5 second in a linear direction, can travels through structures and players.

*Deals 15 player (puncture) damage in a 2.5m radius at the end of Shadow Step travel.

*Fade gains minor momentum bonus from Shadow Step.

*Costs 16.5 energy with 0.8 second cooldown.
Must be run on Server, Gameplay TweakNo7.965 KiBFeb 16, 202016-02-2020 10:19:32
Avatar Deck1992245484FreeFormFreeForm - Goals/How it works:
- More time to practice Lerk and Fade during typical rounds.
- Lifeforms are balanced by biomass restrictions.
- There is no cost to go Gorge, Lerk, and Fade - so there is more freedom to the player once you hit the required biomass.
- Since there is more freedom to the player with other lifeforms, Onos (the tank) is now seen more as a game ender or a lifeform aliens receive when they earned a potential winning position.

Changes from Vanilla NS2:

Marine changes:

-Shotgun cost changed to: 15
-Grenade Launcher cost changed to: 15
-Jetpack cost changed to: 10
-Weapon Pickup Time changed to 15 seconds

Alien Changes:

Evolve Change:
-You can now only evolve on infestation

Biomass Restrictions (lifeform will appear in evolve menu):
-Lerk requires biomass 3 - then will show in ("b") menu.
-Fade requires biomass 5 - then will show in ("b") menu.
-Onos: requires biomass 7 - then will show in (b") menu.

P-Res Cost:
-Gorge: P-Res cost changed to 0
-Lerk: P-Res cost changed to 0
-Fade: P-Res cost changed to 0
-Onos: P-res cost changed to 80

Upgrade Cost:
- 5 P-Res cost per upgrade for: Gorge, Lerk, Fade, and Onos
- Skulk upgrades are still free

Skulk Health Changes:
Health = 60 Armor = 10 HealthPerBioMass = 5

Gorge Health Changes:
Health = 115 Armor = 30 HealthPerBioMass = 10
CarapaceArmorFullyUpgradedAmount = 75

Lerk Health Changes:
Health = 60 Armor = 40 HealthPerBioMass = 15, CarapaceArmorFullyUpgradedAmount = 55

Fade Health Changes:
Health = 260 Armor = 30 HealthPerBioMass = 10
CarapaceArmorFullyUpgradedAmount = 60

Regeneration changes:
kCombatTimeOut = 5
kAlienRegenerationPercentage = 0.15
kAlienMinRegeneration = 20
kAlienMaxRegeneration = 90

Metabolize Changes:
-First Level of Metabolize: biomass 4. Still requires research.
-Fade Metabolize Health Upgrade (Advanced Metab): changed to biomass 7. Still requires research.

Umbra:
-Biomass 3

Onos Charge
- At biomass 7

Gestate Times:
-Gorge: changed to 10 seconds
-Lerk: changed to 10seconds
-Fade: changed to 20 seconds
-Onos: changed to 30 seconds

Known Issues/Things to look at:
*May add a small cost to go Fade.
*Vanilla Umbra may be too strong at biomass 3, will review.
* Upgrades on skulk are free. Not an issue but a consideration. One time purchase upgrades for skulk are an option.
* Lifeform Health and other variables including hp per biomass may need to be adjusted to balance free lifeforms.
* Lifeform icons should show on the tech tree when pressing J.
Must be run on Server, Custom Game ModeNo12.366 KiBFeb 8, 202015-02-2020 18:21:56
Avatar twiliteblue1337336430Shock Cloakingid 4fb6226e

Redesigned cloaking shader to be more visible at close range. (Thanks Nin!)

Upon declocking from taking damage, cloaked alien units briefly gain improved invisible for 0.5 second.

Changed alien cloaking effect to be completely invisible when stationary at long distance (12m). Sneaking aliens are totaly invisible at 18-24m range.

Cloak now has 5 levels. Each Camouflage level gives +1, Shade gives +1 and Ink Cloud gives +5.

Each additional level of camouflage increases effective range by 16%.

Camouflage evolution decreases the cloaking delay after decloaking.

Increased cloaking delay after decloaking from 2.5 to 4.0/3.0/2.4/2.0 seconds (lvl 1/2/3/3+shade).

Cloaked aliens moving at slow speeds (<75% max) count as fully cloaked and no longer show up on marine minimap.

Ink Cloud protected aliens and structures count as fully cloaked.

Ink Cloud now removes the Detected status from aliens in the cloud and allows aliens inside to remain partially cloaked.

Clinging Babblers spawning from a Gorge start as cloaked.
Cloaked aliens that are stationary are no longer detected by Observatory.

Observatory can detect and mark Shade cloaked aliens, but no longer prevents cloaking.

Aliens are considered fully cloaked are ignored by Sentries, such as when sneaking.

Slowed the decloaking process from 0.25 second to 1 second to make cloaking effect more resilient against stray bullets.

Lerk max speed for cloak calculation purpose is now 9 instead of 13. This allows Lerks to remain fully cloaked when moving on the ground.

Detected status duration reduced from 3.0 seconds to 0.7 second.
Must be run on Server, Gameplay TweakNo109.94 KiBMar 21, 201812-02-2020 11:58:37
Avatar twiliteblue1922541408Sprint Modmodid 7297a760
Sprinting reworked:
-Time to reach maximum sprinting speed reduced from 1.5 to 0.6 second. Sprint can be used as a short term evasive move.
-Weapon weights have been adjusted (increased) to allow marine to sprint faster with Axe. Stowed weapon weight reduced from 70% to 50%.-Jetpack lift adjusted.
-Mine and Hand Grenade weight reduced. Pistol weight increased from 0 to 0.02.

-Ground acceleration reduced by 40% and friction reduced by 27% while sprinting, so direction changes are a little more predictable.
-Sprinting gains greater speed from Catpack (increased from 1.125 to 1.725)
Must be run on Server, Gameplay TweakNo3.174 KiBNov 28, 201912-02-2020 00:51:45
Avatar Professor Toothy1994201713Quake 3: Arena CrosshairsQuake 3: Arena Crosshairs by Professor Toothy\n\n\nCrosshairs adjusted for maximum visibility over the clunky default crosshairs. Use with quake 3 sound effects mod and 120 FoV for maximum awesome!

CrosshairsNo14.311 KiBFeb 10, 202011-02-2020 02:21:43
Avatar twiliteblue1993703809Fade FreeEXPERIMENTAL! (Most likely incompatible with other gameplay mods)

mod id 35e6653c

*Fade cost reduced to 0. Points per Fade kill reduced to 10.

*Fade health reduced to 180HP 30Armor (total 240HP) +10HP per biomass.

*Fade Carapace max armor reduced from 120 to 75.

*Fade babbler shield reduced from 40 to 35.

Replaced Metabolize with Shadow Step:

*Propels Fade forward at 35 speed for 0.2 to 0.5 second, can travels through structures and players.

*Fade cannot attack during Shadow Step, and loses most momentum upon leaving Shadow Step.

*Deals 15 Normal damage in a 2.5m radius at the end of Shadow Step travel.

*Costs 35 energy with 3.0 second cooldown.

*Blink cost increased from 14 to 30 initially, cost to sustain Blink reduced from 32 to 15.

*Blink cooldown increased from 0.4 to 0.5 second.
Must be run on Server, Gameplay TweakNo4.716 KiBFeb 10, 202010-02-2020 04:09:23
Avatar twiliteblue1988108707Lerk animation balanceServer Mod ID: 768021a3

-Lerk model width (wingspan) reduced by 15%.
-Lerk flap animation duration increased from 0.5 to 0.82 second to match animation.
-Smoothed Lerk roll animation when flying laterally (especially after a flap).
-Increased Lerk max roll angle from 10 to 12 degrees.
-Increased Lerk model pitch change rate from 3 to 4.
-Fixed Lerk animation glitch rapidly switching between wall cling and flapping.
-Lerk can now wall walk with special movement key.
-Increased Lerk air control when not gliding from 18 to 30 (+12% with celerity). (strafing is much more responsive)
Must be run on Server, Gameplay TweakNo3.371 KiBFeb 4, 202009-02-2020 03:39:59
Avatar Meteru1985811000ns2_veil_war_fineOriginal map ns2_veil_war by BerserkCore.

Fixed:
- removed vents to nano
- fixed holes in dome\n\n\nThe map is a chaotic version of ns2_veil and is very unbalanced.

Modid: 765D1238
Must be run on Server, MapNo15.17 MiBFeb 1, 202001-02-2020 22:41:05
Avatar1985485650New ModNew ModNo133 BFeb 1, 202001-02-2020 13:44:36
Avatar twiliteblue1499870343Super WhipWhips now have Harden as a passive. When Whip is rooted and not attacking, and not on fire, it take reduced damage from most weapons except Axe, Flamethrower and Exo weapons.
Commander can instruct Mature Whip to only use its melee slap attack with Hold Position command.
Whips is no longer forced to uproot off infestation.
Mature Whip armor increased to 360.
Whips movement speed now depends on infestation (from 3m/second). It now move faster (5m/second) on infestation and slower (2m/second) off it.
Whip rooting and uprooting animation are faster.
Must be run on Server, Gameplay TweakNo21.42 KiBSep 1, 201831-01-2020 23:20:24
Avatar twiliteblue1682218362Angry Hydra64449d7a

Reduced Hydra damage from 15 to 10.

Hydras that took damage in the previous 1.0 seconds now shoot at a faste rate - every 0.4 second. Hydra normal attack rate is every 1.0 second.

Hydras are updated every 0.09 second, changed from 0.5 second.

Reduced Hydra target trailing to improve accuracy.

Fixed Hydras updates and shots occurring less frequently than intended.

Changed Hydra cost to 1 personal res.
Must be run on Server, Gameplay TweakNo2.543 KiBMar 14, 201931-01-2020 06:27:02
Avatar Meteru1983846721ns2_dmd__refineryThanks to Rusty and WiseChoices!\n\n\nMod ID: 763F1941

Copy of ns2_dmd_refinery https://steamcommunity.com/sharedfiles/filedetails/?id=550983666

Original Info from above link (copy paste):
+++++++++++++++++++++++++++++++++++++++++
We've made some changes to Refinery to give it some new gameplay!

Changes:
-NEW! added a side hallway from Transit to Smelting.
-NEW! starting locations for both teams are now only Containment and Flow Control.
-NEW! blocked path from Routing to North Falls.
-NEW! replaced tram in Lava Falls with broken bridge.
-NEW! Smelting power node moved.
-NEW! added a vent from Transit to Extraction.
-Smelting has been rotated 180 degrees.
-Smelting buckets are solid and immobile.
-added a a path on the right side of Lava Falls.
-added a new hallway between Chasm and Conduit.
-added a new hallway between Falls Approach to Chasm.
-Lava Falls is now two seperate locations (North Falls, South Falls).
-blocked walking path from Pipeworks directly to South Falls, small vent-like opening still accessable.
-removed pipe in the rafters in South Falls to make it easier to walk around.
-added crates in North Falls to make it easier to hide.

Version Credits:
Rusty, WiseChoices

diamondgamers.net
Must be run on Server, MapNo4.244 MiBJan 30, 202030-01-2020 19:16:32
Avatar DCDarkling1980418292PerfmonServer VerbosePerfmonServer Verbose. Forcefully sets perfmon on its maximum logging value.\n\n\nV1 alphaMust be run on Server, ToolNo3.902 KiBJan 26, 202028-01-2020 21:31:46
Avatar Steelcap1979356728Fix Hit IndicatorFix Hit IndicatorMust be run on Server, Gameplay TweakNo1.944 KiBJan 26, 202028-01-2020 20:14:34
Avatar Golden1970793913gcmodtest branch of NSL CompModMust be run on Server, Gameplay TweakNo5.302 MiBJan 17, 202028-01-2020 02:03:58
Avatar twiliteblue1958118694Lerk Spore & Poison74b68526

Spores now applies a lethal poison (8 DPS) for 1 second on Marines.

Increased Spores (Poison) damage from 15 to 16 per second.

Decreased Poison duration from 6 to 1.1 second.

Lerk Bite no longer applies poison, but deals 10 extra damage to health on marines that are poisoned.

Increased Spores energy cost from 27 to 32.5.

Umbra lingering effect is no longer removed by Flamethrower.
Must be run on Server, Gameplay TweakNo3.828 KiBJan 3, 202026-01-2020 03:19:23
Avatar Steelcap1979381267Pirate ShineBecause I need shine to stop capping rates based on MoveRateMust be run on Server, Gameplay TweakNo731.659 KiBJan 26, 202026-01-2020 01:00:48
Avatar gthtd1977767021Faster Healing FieldsThis is modified version of Nin's Healing fields.
Link of the origianl mod - https://steamcommunity.com/sharedfiles/filedetails/?id=882752783&searchtext=heaing+fields
Info:
Amount of heals = 300 (instead of 300)
Duration = 10 (instead of 15)
Cooldown = 0.5 (instead of 0.5)
Radius = 5 (instead of 5)
Must be run on Server, Gameplay TweakNo168.634 KiBJan 24, 202025-01-2020 10:30:30