Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
---|---|---|---|---|---|---|---|---|---|
Avoca | 1416694195 | ns2_domesiege2_2016 | version control | Must be run on Server, Map | No | 6.568 MiB | Jun 19, 2018 | 24-06-2018 19:57:03 | |
Avoca | 422705189 | ns2_lobstersiege | Rines Rool made this map for siege sometime 2015. | Must be run on Server, Map | No | 19.332 MiB | Apr 10, 2015 | 24-06-2018 19:55:32 | |
Avoca | 482292323 | ns2_chopsiege | this is not made by me, it's not my map. All of the geometry and most of the textures where done by Chop. all credit goes to him for that.\n\n\nIn this version i simply added lighting, layers, groups, entity wiring (locations/front and siege doors) etc | No | 11.282 MiB | Jul 15, 2015 | 24-06-2018 19:51:29 | ||
_A_x_a_m_d_y_ | 937644675 | [Shine] Chinese (Simplified) Localization | For Chinese servers and players. | Passes Default Consistency, Localization | No | 13.964 KiB | Jun 1, 2017 | 24-06-2018 19:14:15 | |
Magneto | 172141146 | ns2_co_fightbox | Just a quick and random close combat map i made for fun! Mod ID: a42aa5a | Passes Default Consistency, Map | No | 430.113 KiB | Aug 23, 2013 | 24-06-2018 13:13:25 | |
Handschuh | 1354828922 | Handschuh's Magenta Crosshair | - Rifle has only a magenta cross - Pistol / Spike magenta cross is smaller - Blue Circle only for Shotgun - GL with Distance indicator - Gorge with Edges for Spit\n\n\nNote about size: I use a resolution 1280x960 (4:3; blackbars left and right), with that I changed the Crosshairsize to 80% in ns2+ (around the fifth setting) In order to modify your own crosshair you can find the files crosshairs.dds and crosshairs-hit.dds (File with Hitindicator) in ns2/ui/ The dds files of the Mod should be somehwhere in the Workshopfolder in %appdata%/naturalselection2 | Passes Default Consistency | No | 4.05 KiB | Apr 7, 2018 | 24-06-2018 09:50:32 | |
Avoca | 328268489 | ns_siegeaholic | not ready | No | 3.676 MiB | Oct 18, 2014 | 23-06-2018 02:56:04 | ||
Avoca | 758715548 | ns1_lightsiege_2017 | live on twitch from scratch twitch.tv/kyleabent\n\n\nsiege 2019 | Must be run on Server, Map | No | 11.07 MiB | Sep 5, 2016 | 23-06-2018 00:49:34 | |
Avoca | 1419260522 | ns2_rockdownsiege2_2016 | ns2_rockdownsiege2_2016 | No | 1.717 MiB | Jun 22, 2018 | 23-06-2018 00:07:17 | ||
Las | 1250187817 | Phase Gate Manager | Mod ID: 4A845A29 This mod allows you to set the target phase gate of a phase gate. How to useYou click on the phase gate as commander then right-click on the target phase gate. You can alternatively also use the buttons in the interface in the bottom-right (and then click on the target phase gate). | Must be run on Server, Gameplay Tweak, Tool | No | 2.146 KiB | Dec 30, 2017 | 22-06-2018 12:11:37 | |
Steelcap | 1412911438 | Experimental Tickfix | Fix entities failing at throttled tick | Must be run on Server, Tool | No | 5.908 KiB | Jun 15, 2018 | 21-06-2018 21:35:34 | |
Tik | 1417770832 | Spread dots crosshairs | This one covers the entire shotgun spread if you set the scale accordingly Needs 200 crosshair scale (UI tab) and 140 UI scale (Misc tab) in NS2+ for proper spread alignment. | Passes Default Consistency, Crosshairs | No | 2.789 KiB | Jun 21, 2018 | 21-06-2018 19:51:48 | |
Avoca | 874984022 | ns2_cerbsiege | ns2_cerbsiege | No | 11.859 MiB | Mar 1, 2017 | 21-06-2018 00:50:48 | ||
Magneto | 174604004 | ns2_co_biodome_v2 | This is the combat version of biodome which uses teleports to get around. Mod ID: a683ee4 | Passes Default Consistency, Map | No | 6.101 MiB | Aug 31, 2013 | 20-06-2018 15:23:39 | |
Magneto | 1417171191 | Magneto_Combat_Maps | This is an updated list of maps to help server admins easily find them all in one place. It would be great to see them on servers soon and i might make more in future if theres interest. Please subscribe to these links not this page. Thanks! ns2_co_stargate - ID: 7caac9a ns2_co_descent - ID: 80ef2e5 ns2_co_biodome_v2 - ID: a683ee4 ns2_co_fightbox - ID: a42aa5a | Passes Default Consistency, Map | No | 118.771 KiB | Jun 20, 2018 | 20-06-2018 15:06:29 | |
twiliteblue | 307212068 | Deadly Babblers | Mod ID 124faf24 (Now with mod info panel) Changes post-build 322: -Babblers have changed physics (air friction and "bounciness") for more responsive movement, and no longer constantly slide down ramps. They also jump with 30% more speed toward their targets. -Babblers no longer jump around randomly when idle or after hatching. -Babbler Ability (Gorge slot 4) primary now spits out a babbler (up to 3 additional Babblers); Tap secondary fire shoots a hitscan Babbler Pheromone marker with 10m range. -Babbler throw costs 30 energy. Pheromone is now free. -Babbler lifetime reduced to 150 seconds. -Using a primary attack when you have Babblers attached to you will cause them to detach. (It's raining Babblers!) -Babblers can now jump attack when bouncing off walls, rather than only after rolling to a stop on the ground. This allows them to attack more frequently. -Babbler hitbox size reduced by 16%. -Increased Babbler health to 15, but they no longer take reduced damage from high damage sources. -Babblers no longer decloak when moving. | Must be run on Server, Gameplay Tweak | No | 68.725 KiB | Aug 29, 2014 | 20-06-2018 11:01:02 | |
Avoca | 483287702 | ns_herosiege_remade | because it's needed | Must be run on Server, Map | No | 1.884 MiB | Jul 17, 2015 | 20-06-2018 06:22:17 | |
Avoca | 362399589 | co_spacefall | Derp | No | 8.283 MiB | Dec 25, 2014 | 18-06-2018 21:15:33 | ||
Magneto | 130722970 | ns2_co_stargate | ------------ 2018 Version - (Permission to modify...) ------------ This is an updated version of the original stargate combat map i made in the early days of ns2. I now give everyone permission to make modifications and reupload this map as long as it's different enough to be worthwhile and credit with a link to original is in the description. Examples are different planet locations, mirrored sgc sides, an expanded version for standard ns2 and stuff like that. I took some time tweaking everything so the gate and teleports work better. Theres also a little back corridor so bots work properly. It would be great to see it on servers and thanks to Nin for bringing combat back to ns2!\n\n\n------------ 2014 Version ------------ This is the new version of ns2_co_stargate, due to a workshop issue i couldn't update the existing mod id which had around 3000 subscribers and was rated quite well, the balance has improved a lot since it was first relased, the new version includes more vents, cover and other improvements, it can even be used as a small standard ns2 map now that there are some extra tech points. The map is based on the show not on any of the previous ns maps you may remember, there's always room for improvement and it will be updated every so often, the sgc and planet are connected by stargate and transport rings, the phasegate now needs welding to activate which should improve combat in the beginning, thanks to JimWest for making the teleport trigger and the extra entities mod. (Update: ExtraEntitiesMod is old and no longer needed! ) Balance: aliens:48.34% / marines:51.66% games:211 Mod ID: 7caac9a\n\n\n | Passes Default Consistency, Map | No | 8.716 MiB | Mar 4, 2013 | 17-06-2018 19:32:08 | |
Ghoul | 768899664 | Ghouls Balance Mod | Ghouls Balance Mod SteamWorks Mod ID: 2dd47a50 This mod contains various prototype balance changes based on various ideas of the NS2 balance team. Current changes: - Aliens - Fade - Decreased the size of the Fade's hitbox. It's now in-between were it was before the last change and the current hitbox size see https://raw.githubusercontent.com/GhoulofGSG9/Ghouls-Balance-Mod/gh-pages/fade%20hitbox%20change.JPG - All fade skins are disabled for now because only the normal fade model has been changed. Sorry for that. - Upgrades - Autoselect upgrades at spawn - At spawn, previously selected upgrades will be reapplied if they are still available. - If the player hasn't previously selected an upgrade for an available trait, a random one will be applied at spawn. - Crush - Requires a Shift Hive (instead of a Crag Hive) - Silence - Doesn't affect attack sounds anymore - Requires a Shade Hive (instead of a Shift Hive) - Vampirism - Now requires a Crag Hive (instead of a Shade Hive) - Doesn't cloak anymore - Does also restors carapace (alien armor) - Does restores a fraction of your max health instead of healing instead of static amount: - Fraction for each shell / attack: - Skulk Bite: 8% (6-8.9 hp) - Gorge Spit: 3% (4.8-5.5 hp) - Lerk Bite: 4.76% (7.1-8.3 hp) - Fade Swipe: 3% (7.5-9.3 hp) - Fade Stab: 6% (15-18.6 hp) - Onos Gore: 1.5% (18-25.2 hp) - If Focus is selected, Vampirism will heal additional 33% to compensate for the longer attack cooldowns. - Alien Regeneration - Alien Regeneration (both the upgrade and the natural one) doesn't restore health if you have been hurt less than 3 seconds ago. - Regeneration - Increased amount of hp regen restores every 2 secs to 4% (from 2%) of the base hp for each shell. - Focus - Attacks consume 33% more energy. - Adrenaline - Adrenaline no longer increases the energy regeneration rate. It did increase the regeneration rate 1/sec per shell. The default energy regeneration rate is 10/sec. - Adrenaline increases now the max energy by 20 energy per shell (instead by only 10). Default max energy is 100. - Gorge - Gorge Tunnel - Increased the growth time to 25 seconds (from 10). So it takes now 12.5 seconds to build with heal spry instead of 5 seconds. - Heal Spray - Decreased the enrgy cost for using healspray to 10 (from 12) - Structure drop ability - Decreased the energy cost for dropping a structure (clog, hydra, babbler egg) to 15 (from 20) - Lerk - Increased Pres Cost to 21 (from 18) - PvE - Drifter - Added passive abilities for each hive type: - Camouflage (Shade Hive): Drifters turn invisible when they idle. - Regeneration (Crag Hive): Drifters regenerate 3% of their max hp every 2 secs while not at full health. - Celerity (Shift Hive): Drifters move 18% faster. - Cysts - Decreased max health of full matured Cysts to 200 (from 450). - Decreased the time it takes cyst to mature to 15 seconds (from 45). - The max health of a Cyst does no longer vary based on it's distance to the next hive. - Marines - Advanced Amory - The Advanced Amory now repairs armor and removes parasite Code @ Github: https://github.com/GhoulofGSG9/Ghouls-Balance-Mod Feel free to leave feedback ;) | Must be run on Server, Gameplay Tweak | No | 5.68 MiB | Sep 24, 2016 | 15-06-2018 14:27:24 | |
DracoX | 287429241 | ns2_spaceship | This is a work in progress map. Any recommendations are welcome!\n\n\nServers which run the map: -> 42 Player server - Wooza's Playground\n\n\nHave fun! | Map | No | 26.034 MiB | Jul 17, 2014 | 13-06-2018 11:04:28 | |
Ghoul | 1386838427 | MapCyclePlus | This is still a Beta release. Please come back later for further details! | Must be run on Server, Tool | No | 2.678 KiB | May 15, 2018 | 10-06-2018 18:51:59 | |
Archie | 1406808629 | Jukebox music cycler | https://steamcommunity.com/sharedfiles/filedetails/?id=1343579470 ORIGINAL MOD BY SAMUSDROID I FOUND ON ONE OF MY SPARE COMPUTERS\n\n\nThis mod fixes and enables you to choose up to 5 sounds to cycle through when you press the button, and fixes the jukeboxes functionality(finally) | Must be run on Server | No | 11.751 MiB | Jun 9, 2018 | 09-06-2018 09:26:00 | |
Milk | 1377738873 | Combat++ | Combat++ 0.4 Alpha The intent of this mod is to bring back a gameplay type using the orignial Natural Selection 1 Combat Mod for primary insiration, use the Natural Selection 2 Combat Mod as a reference and possibly incorporate some ideas from the Combat Standalone (placing structures, etc). Seeing as how the title is still 'Combat', I'd like to keep that original gametype feel as much as possible (individual xp, no commanders), an not alter the lifeform, gun, or game physics as many players use combat for practicing for the vanilla game. This is currently an alpha build. There is still a lot of functionality missing, especially on the Alien team. Published for playtesting. | Custom Game Mode | No | 858.796 KiB | May 4, 2018 | 09-06-2018 02:33:55 | |
Steelcap | 1403133594 | 4 Footed Skulk | The skulk now has only 4 feet when he steps, not 16. | Look and Feel, Must be run on Server | No | 2.54 MiB | Jun 5, 2018 | 05-06-2018 02:23:42 |