Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
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twiliteblue | 1676268660 | Weapon Stay mod | ModID 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 Tweak | No | 4.133 KiB | Mar 8, 2019 | 09-03-2020 07:28:06 | |
Meteru | 2004408431 | ns2_spaceship_refined | Copy of ns2_spaceship, thx to Luna and DracoX see https://steamcommunity.com/sharedfiles/filedetails/?id=287429241\n\n\n | Must be run on Server, Map | No | 27.264 MiB | Feb 22, 2020 | 07-03-2020 19:25:26 | |
twiliteblue | 1422116102 | Dark Shimmer Cloaking | id 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 Tweak | No | 110.597 KiB | Jun 25, 2018 | 01-03-2020 09:43:42 | |
Cr4zy | 2005780115 | Hypie Crosshair 2020, Yellow | its the same as the 2019 versions but yellow and hypie is controlling monkaS Coloured green, black outline, white circle | Passes Default Consistency, Crosshairs | No | 7.813 KiB | Feb 23, 2020 | 23-02-2020 21:28:33 | |
twiliteblue | 1990547289 | Ghost Structure mod | Players 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 Tweak | No | 4.293 KiB | Feb 7, 2020 | 22-02-2020 04:32:08 | |
twiliteblue | 904291644 | Assassin Fade | EXPERIMENTAL! (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 Tweak | No | 7.964 KiB | Apr 13, 2017 | 17-02-2020 10:35:41 | |
twiliteblue | 1976468429 | Refund Pres mod | 75ce83cd 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 Tweak | No | 3.941 KiB | Jan 23, 2020 | 16-02-2020 10:27:24 | |
twiliteblue | 1999100710 | Assassin Fade | EXPERIMENTAL! (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 Tweak | No | 7.965 KiB | Feb 16, 2020 | 16-02-2020 10:19:32 | |
Deck | 1992245484 | FreeForm | FreeForm - 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 Mode | No | 12.366 KiB | Feb 8, 2020 | 15-02-2020 18:21:56 | |
twiliteblue | 1337336430 | Shock Cloaking | id 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 Tweak | No | 109.94 KiB | Mar 21, 2018 | 12-02-2020 11:58:37 | |
twiliteblue | 1922541408 | Sprint Mod | modid 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 Tweak | No | 3.174 KiB | Nov 28, 2019 | 12-02-2020 00:51:45 | |
Professor Toothy | 1994201713 | Quake 3: Arena Crosshairs | Quake 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! | Crosshairs | No | 14.311 KiB | Feb 10, 2020 | 11-02-2020 02:21:43 | |
twiliteblue | 1993703809 | Fade Free | EXPERIMENTAL! (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 Tweak | No | 4.716 KiB | Feb 10, 2020 | 10-02-2020 04:09:23 | |
twiliteblue | 1988108707 | Lerk animation balance | Server 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 Tweak | No | 3.371 KiB | Feb 4, 2020 | 09-02-2020 03:39:59 | |
Meteru | 1985811000 | ns2_veil_war_fine | Original 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, Map | No | 15.17 MiB | Feb 1, 2020 | 01-02-2020 22:41:05 | |
空 | 1985485650 | New Mod | New Mod | No | 133 B | Feb 1, 2020 | 01-02-2020 13:44:36 | ||
twiliteblue | 1499870343 | Super Whip | Whips 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 Tweak | No | 21.42 KiB | Sep 1, 2018 | 31-01-2020 23:20:24 | |
twiliteblue | 1682218362 | Angry Hydra | 64449d7a 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 Tweak | No | 2.543 KiB | Mar 14, 2019 | 31-01-2020 06:27:02 | |
Meteru | 1983846721 | ns2_dmd__refinery | Thanks 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, Map | No | 4.244 MiB | Jan 30, 2020 | 30-01-2020 19:16:32 | |
DCDarkling | 1980418292 | PerfmonServer Verbose | PerfmonServer Verbose. Forcefully sets perfmon on its maximum logging value.\n\n\nV1 alpha | Must be run on Server, Tool | No | 3.902 KiB | Jan 26, 2020 | 28-01-2020 21:31:46 | |
Steelcap | 1979356728 | Fix Hit Indicator | Fix Hit Indicator | Must be run on Server, Gameplay Tweak | No | 1.944 KiB | Jan 26, 2020 | 28-01-2020 20:14:34 | |
Golden | 1970793913 | gcmod | test branch of NSL CompMod | Must be run on Server, Gameplay Tweak | No | 5.302 MiB | Jan 17, 2020 | 28-01-2020 02:03:58 | |
twiliteblue | 1958118694 | Lerk Spore & Poison | 74b68526 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 Tweak | No | 3.828 KiB | Jan 3, 2020 | 26-01-2020 03:19:23 | |
Steelcap | 1979381267 | Pirate Shine | Because I need shine to stop capping rates based on MoveRate | Must be run on Server, Gameplay Tweak | No | 731.659 KiB | Jan 26, 2020 | 26-01-2020 01:00:48 | |
gthtd | 1977767021 | Faster Healing Fields | This 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 Tweak | No | 168.634 KiB | Jan 24, 2020 | 25-01-2020 10:30:30 |