Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
---|---|---|---|---|---|---|---|---|---|
Las | 1209815598 | LOS Fix - Beta | Please refrain from using this beta version of this mod, which is only intended for internal development. | Gameplay modification, Balance, Fix | No | 2.986 KiB | Nov 24, 2017 | 04-06-2018 15:03:23 | |
twiliteblue | 1362880208 | Dire Skulk | Dire Skulk (mod id 513be6d0) Skulks have evolved to be larger and faster! (Dire Skulk replaced Skulk as starting lifeform To do: add Dire Skulk as a new lifeform) =Skulk Changes= Increased Skulk size by 20%. Increased Skulk health to 100 + 20 armor (140 ehp), and biomass health to 5. Increased max Carapace armour from 30 to 40. Skulk movement speed increased to 8.2. Ground acceleration and friction have ben reduced by 10%. Air friction increased from 0.055 to 0.1. Jumping on ground now performs a lunge, giving a quick change of direction. Wall jump maximum speed reduced from 11 to 10.5. Jumping while sneaking on the ground performs a high jump. Wall jumping is more responsive, with more force directed in the facing direction. Increased Bite energy cost from 5.83 to 6.3. Increased Xenocide damage from 200 to 240. Changed Xenocide damage type from normal to structural. Reduced Xenocide radius from 14 to 8. Xenocide can be cancelled at the cost of 30 energy.\n\n\n=Marine Changes= Increased Marine starting armour from 30 to 40. Sprint reaches maximum speed in 0.3 second instead of 1.5 second. Increased Mine damage to 160 Normal. Increased Sentry damage from 5 to 7. Decreased Sentry cost from 5 to 2. Increased Flamethrower damage from 12 to 15. Increased Rifle bash damage from 20 to 40. Increased bash range from 1.1 to 1.3. Tightened Shotgun spread. Changed Railgun damage to 40 + 100, from 10 + 140. Increased Pulse Grenade damage from 110 to 150. Reduced Pulse Grenade radius damage from 6 to 4, but now has no damage falloff. Increased Cluster Grenade fragment damage fragment 20 to 30. | Must be run on Server, Gameplay Tweak | No | 37.33 KiB | Apr 16, 2018 | 01-06-2018 03:20:20 | |
GigaKaren | 699609609 | ns2_dmd_summit | Mod ID: 29b33209 DMD Version of Summit! As usual, we are modifying our favorite maps to be more balanced and to give them a new dynamic. Changes: -Alien only starts at Flight or Sub, and Marine only starts Data or Atrium. -Added a vent from Crevic to Crossroads. -Added a vent connection from Glass Hallway to Pipe Junction. -Added a vent under the Atrium resouce node. -Added many more props to hide behind. -Removed Crossroads tech point. -Split Crossroads into North Cross and South Cross. -Split RT in Crossroads to have one in North and South. The purpose of the split is to reduce the need to control the center room. Have a suggestion? Let us know. We are always trying out new variations to keep NS2 interesting. Version Credits: Rusty, WiseChoices diamondgamers.net | Passes Default Consistency, Map | No | 3.915 MiB | Jun 8, 2016 | 01-06-2018 01:25:54 | |
.arkadij=8888= | 1353286117 | тёмный тоннель | тоннель в одну сторону (не мод) | No | 127 B | Apr 5, 2018 | 26-05-2018 18:41:38 | ||
GigaKaren | 1118011426 | ns2_dmd_hydra | Mod ID: 42a38022\n\n\nMod ID: 42a38022\n\n\nDMD Version of Hydra! As usual, we are modifying our favorite maps to give them a new dynamic.\n\n\nChanges:\n\n\n- added a 5th tech point to Approach.\n\n\n- added a hallway from Pipe Stream to Subnautics.\n\n\n- added a hallway from Accay Sonar to Subnautics.\n\n\n- changed right vent on Energy Core to be marine friendly.\n\n\n- moved tech point north in Subnautics.\n\n\n- blocked arc range in Air Flow to techpoint in Approach.\n\n\n- added props in Catwalk to stop exos from falling and getting stuck.\n\n\nHave a suggestion? Let us know. We are always trying out new variations to keep NS2 interesting.\n\n\nVersion Credits:\n\n\nBrainfood (Hydra), Rusty, WiseChoices\n\n\ndiamondgamers.net\n\n\nDMD Version of Hydra! As usual, we are modifying our favorite maps to give them a new dynamic.\n\n\nChanges:\n\n\n- added a 5th tech point to Approach.\n\n\n- added a hallway from Pipe Stream to Subnautics.\n\n\n- added a hallway from Accay Sonar to Subnautics.\n\n\n- changed right vent on Energy Core to be marine friendly.\n\n\n- moved tech point north in Subnautics.\n\n\n- blocked arc range in Air Flow to techpoint in Approach.\n\n\n- added props in Catwalk to stop exos from falling and getting stuck.\n\n\nHave a suggestion? Let us know. We are always trying out new variations to keep NS2 interesting.\n\n\nVersion Credits:\n\n\nBrainfood (Hydra), Rusty, WiseChoices\n\n\ndiamondgamers.net | Passes Default Consistency, Map | No | 8.209 MiB | Aug 23, 2017 | 22-05-2018 01:32:58 | |
ScottieShades | 1391056956 | VergberglersMod | kResourceTowerResourceInterval = 3 kMarineRespawnTime = 1 kAlienSpawnTime = 8 kMineCost = 2.0 kShotgunCost = 2.0 kClusterGrenadeCost = 2.0 kGasGrenadeCost = 2.0 kPulseGrenadeCost = 2.0 kGrenadeLauncherCost = 2.0 kFlamethrowerCost = 2.0 kWelderCost = 2.0 kJetpackCost = 5 kExosuitCost = 40 kClawRailgunExosuitCost = 40 kDualExosuitCost = 40 kDualRailgunExosuitCost = 40 kHeavyRifleCost = 2.0 kHeavyMachineGunCost = 5 kEMPCost = 2.0 kAxeDamage = 50 kSentryDamage = 15 kMineDamage = 175 kMineDamageType = kDamageType.Normal kBioMassOneTime = 20 kBioMassTwoTime = 20 kBioMassThreeTime = 20 kBioMassFourTime = 20 kOnosCost = 82 kOnosEggCost = 100 kBiteDamage = 85 kBiteDamageType = kDamageType.Normal kBiteEnergyCost = 2.25 kLeapEnergyCost = 25 kHealsprayDamage = 15 kHealsprayFireDelay = 0.4 kHealsprayEnergyCost = 8 kHealsprayRadius = 4.5 kWhipSlapDamage = 65 kWhipBuildTime = 35 kOnosCost = 82 kOnosEggCost = 100 kAlienEggsPerHive = 6 | Must be run on Server, Gameplay Tweak | No | 2.541 KiB | May 21, 2018 | 21-05-2018 01:07:20 | |
ScottieShades | 1391040584 | OmiMod | kResourceTowerResourceInterval = 3 kMarineRespawnTime = 1 kAlienSpawnTime = 8 kMineCost = 2.0 kShotgunCost = 2.0 kClusterGrenadeCost = 2.0 kGasGrenadeCost = 2.0 kPulseGrenadeCost = 2.0 kGrenadeLauncherCost = 2.0 kFlamethrowerCost = 2.0 kWelderCost = 2.0 kJetpackCost = 5 kExosuitCost = 40 kClawRailgunExosuitCost = 40 kDualExosuitCost = 40 kDualRailgunExosuitCost = 40 kHeavyRifleCost = 2.0 kHeavyMachineGunCost = 5 kEMPCost = 2.0 kAxeDamage = 50 kSentryDamage = 15 kMineDamage = 175 kMineDamageType = kDamageType.Normal kBioMassOneTime = 20 kBioMassTwoTime = 20 kBioMassThreeTime = 20 kBioMassFourTime = 20 kOnosCost = 82 kOnosEggCost = 100 kBiteDamage = 85 kBiteDamageType = kDamageType.Normal kBiteEnergyCost = 2.25 kLeapEnergyCost = 25 kHealsprayDamage = 15 kHealsprayFireDelay = 0.4 kHealsprayEnergyCost = 8 kHealsprayRadius = 4.5 kWhipSlapDamage = 65 kWhipBuildTime = 35 kOnosCost = 82 kOnosEggCost = 100 kAlienEggsPerHive = 6 | Must be run on Server, Gameplay Tweak | No | 1.883 KiB | May 21, 2018 | 21-05-2018 00:49:40 | |
Keats & Yeats | 750692218 | [Shine] Mod Selector | A Shine plugin for Natural Selection 2.\n\n\nMod Selector allows you to enable and disable mods from in-game.\n\n\nIts Steam Workshop ID is 2cbea77a.\n\n\nCode and documentation are on the GitHub repo. Issues and pull requests are welcome.\n\n\nThis mod adds two commands, which can be used in the console or in the new "Mods" tab of Shine's admin menu. The admin menu is populated with mods from the server's mapcycle and from this mod's config. Please see the GitHub repo for usage and configuration information. | Must be run on Server, Tool | No | 19.234 KiB | Aug 24, 2016 | 19-05-2018 04:26:46 | |
Steelcap | 1387511156 | Sweets Jetpacks | Sweets Jetpacks | No | 1.663 KiB | May 16, 2018 | 18-05-2018 00:13:59 | ||
Handschuh | 1382367868 | HL2 Center Hudbar Fix | The Hudbar is less Transparent now so you can see it a bit better. (Even better than in the picture above) Not optimal - would be better if you could make the colours more brighter with ns2+ and the edges are not as perfect as the orignial. | Passes Default Consistency, Gameplay Tweak | No | 8.131 KiB | May 10, 2018 | 10-05-2018 12:15:18 | |
>|KoR|<Frisqy.ViruS (ZdrytchX) | 898631831 | ns2_strafes | http://steamcommunity.com/sharedfiles/filedetails/?id=808128703 https://www.youtube.com/watch?v=rwjW_iNcdbo ns2_strafes | ModID: 35900897 Strafe jump test map for Quake 3 style strafe jumping, available in the TremNS2 mod. Once in-game, join the marine team if you want by doing J1 (into the console) and then press F4 to exit back to spectator. This is the class the level is designed for. The "spectator class" is okay too but that's up to you. I guess you can also try to use it with the bunyhop mod: http://steamcommunity.com/sharedfiles/filedetails/?id=855275174 but it will be extremely hard without a script: https://www.youtube.com/watch?v=5jBe2mp-y5M | Map | No | 184.477 KiB | Apr 4, 2017 | 08-05-2018 21:31:00 | |
Brainfood | 1380445403 | ns2_co_rockdown | ns2_co_rockdown | No | 1.682 MiB | May 7, 2018 | 07-05-2018 16:04:35 | ||
Brainfood | 943947895 | ns2_dark_old | ns2_dark_old | No | 7.821 MiB | Jun 10, 2017 | 06-05-2018 15:37:43 | ||
>|KoR|<Frisqy.ViruS (ZdrytchX) | 1378446101 | BunnyHop Air Physics - Surfing Edition | Bunnyhop for Surfing (accel states = 99999) Minimum speed set to 0 along dot product acceleration axis (TODO, not done yet) | Must be run on Server, Gameplay Tweak | No | 12.479 KiB | May 5, 2018 | 05-05-2018 13:26:22 | |
GigaKaren | 604008072 | ns2_dmd_orbital | ModID: 24006E88\n\n\nWe've made some changes!\n\n\nChanges: -Alien starting locations is Observation only. -Fixed some minor bugs.\n\n\nCredits: Pervert-Maximus (Author), Rusty and WiseChoices (Edits).\n\n\ndiamondgamers.net | No | 20.04 MiB | Jan 19, 2016 | 02-05-2018 07:24:32 | ||
GigaKaren | 702804313 | ns2_dmd_eclipse | Mod ID: 29e3f159\n\n\nDMD Version of Eclipse! As usual, we are modifying our favorite maps to give them a new dynamic.\n\n\nChanges:\n\n\n-New Starting Locations: Marine - Maintenance & Eclipse\n\n\n-Changed Generator Monitors\n\n\n-Added an RT to Power Sub\n\n\n-Moved RT in South Loop to Air Ducts\n\n\n-Changed a vent in South Loop\n\n\n-Added a vent from Computer Core to Generator Monitors\n\n\nHave a suggestion? Let us know. We are always trying out new variations to keep NS2 interesting.\n\n\nVersion Credits:\n\n\nRusty, WiseChoices\n\n\ndiamondgamers.net | Passes Default Consistency, Map | No | 19.149 MiB | Jun 13, 2016 | 02-05-2018 07:04:57 | |
GigaKaren | 830710145 | ns2_dmd_descent | Mod ID: 3183a181\n\n\nDMD Version of Descent! As usual, we are modifying our favorite maps to give them a new dynamic.\n\n\nChanges:\n\n\n-added ladders to the vents in Hydroanalysis to lower gorge bile from above\n\n\n-added ladder to the south vent in Shipping\n\n\n-added ladder and walkable prop to Water Treatment catwalk\n\n\n-removed pillars in Hydroanalysis, Drone Bay, Depot, Monorail, Shipping, and Fluid Transfer\n\n\n-removed glass railing from Shuttle Bay catwalk\n\n\nHave a suggestion? Let us know. We are always trying out new variations to keep NS2 interesting.\n\n\nVersion Credits:\n\n\nRusty, WiseChoices\n\n\ndiamondgamers.net | Passes Default Consistency, Map | No | 20.362 MiB | Dec 31, 2016 | 02-05-2018 06:52:34 | |
Doggö | 1375377989 | Doghair | Simple thin blue crosshair with ring and advice on how to handle your gl/flamer.\n\n\nInspired by Tito's crosshair. | Passes Default Consistency, Crosshairs | No | 15.014 KiB | May 1, 2018 | 01-05-2018 20:08:52 | |
Bleu | 1372884836 | Adj Relifeforming Cost | ModID: 51D48F64 This mod slightly adjusts lifeform in order to make re-evolving into a lifeform a bit less easy, more in line to previous builds of NS2. Initial timings for lifeforms are NOT altered in the slightest. Rather, by increasing starting res and lifeform cost it takes a little longer to get back as a lifeform. Changelist: Starting Pres count for aliens is increased by 3. All of the lifeform costs (except for gorge) are increased by 3, so: Lerk Cost = 21 (was 18) Fade Cost = 40 (was 37) Onos Cost = 65 (was 62) Additionaly, Gorges Cost 9 Pres and each tunnel costs 4 Pres. As a result, its slightly more expensive to go behind enemy lines to evolve into a gorge and drop a sneaky tunnel. Secondly, second tunnel time is also unaltered. | Must be run on Server, Gameplay Tweak | No | 874 B | Apr 29, 2018 | 29-04-2018 01:35:49 | |
Tex | 724308884 | NS2_Outer_Rim_Ark | A map for NS2. Trying to save what's left, Humanity sends away ark ships in order to replannish. But the Kharras know better. On the edge of the galaxy, Marines and Kharras fight for the Ark. This is the story of the Outer Rim Ark ; TSF N-0-3 Licence : CC-BY-NC-SA Ex : http://creativecommons.org/licenses/by-nc-sa/3.0/fr/ | Map | No | 96.142 MiB | Jul 14, 2016 | 26-04-2018 21:39:23 | |
Scatter | 1360309486 | NS2: Overhaul Complete | ModID: 5114acee NS2: Overhaul turns the stale, old and predictable NS2 a more interesting map control based game where many different strategies can be used in order to achieve victory rather than the same old tech paths every single game. General changes *Techpoints give pres/tres when a Hive or CC is built (2x that of what a vanilla RT gives) *RTs now give 0.5x the pres/tres they give in vanilla *Extractor/Harvester and Hive/CC HP approximately halved Marines General *Weapon/Armour upgrades no longer researchable *Marines start with 100/70 and W2 damage levels for all weapons *Shotgun damage halved, RoF doubled, spread decreased slightly, increased "clip" ammo to 8 *Single weapon Exos can now be researched again *Railgun Exo faster, same HP as vanilla, halved damage/double RoF, fire both railguns simultaneously *Minigun Exo slower, 520 base HP, reduced heat up rate of weapon, slight damage nerf Marine Techpoints *Three types of Command Station can be upgraded (15 tres) to which unlocks certain techs/commander abilities. Names of Command Stations is placeholder. - Defence Command Station unlocks nanoshield commander ability and nanoarmour passive marine ability (slow auto regen of armour out of combat) - Attack Command Station unlocks catalyst packs commander ability and increases the spawn speed of marines passively (from 9 to 6 seconds) - Sensor Command Staiton unlocks power surge commander ability and increases the build rate of marines by 50%\n\n\nAliens *Alien abilities no longer require biomass or a specific hive number *Babblers and Hydras are free to use *Lifeform hp increase: Skulk 85/15, Lerk 175/45, Gorge 180/75 *Onos HP now 500/250, model reduced in size, default passive frontal bone shield of 50%, speed increase to 8.5, bone shield ability now reduces damage by 95%, cost reduced to 40 pres, upgrades 5 pres. *Upgrades/traits reworked as different specialities rather than a bit more HP/Speed/small buffs: - Celerity gives much more speed but reduces armour - Carapace gives much more armour but reduces speed - Cara/Cele still give a small net benefit in armour and speed (not as much as vanilla) - Vampirism lifesteal now repairs armour - Replaced Focus with neurotoxin (credit Steelcap/Compmod) | Must be run on Server, Gameplay Tweak | No | 27.798 KiB | Apr 13, 2018 | 22-04-2018 18:48:04 | |
Axelito | 1367547134 | LiTo's Crosshairs | This is my crosshairs preference inspired by Rantology's crosshair but with difference between the different weapons, useful when you use "draw models - OFF". I used for a long time ranto's crosshair but i was tired to not be able to know what weapons i actually have in my hand with "draw model option ns+ in OFF" because crosshair is the same for each weapons. So i made these based on the crosshairs she did because it's what it works the best for my aim during the game. So crosshair is pretty much always the same for every weapons and lifeform but with small difference you may notice when you play, hitmarkers take the less attention possible to not be distracted by them. Again it's what it works for me, maybe not for you taste are different for everyone, and of course all feedbacks are welcome, if you want change something just let me know it's easy to change ! If you like it, give it a thumb up and maybe write a comment i would be glad There is my inspiratrion : https://steamcommunity.com/sharedfiles/filedetails/?id=240636763&searchtext=ranto | Passes Default Consistency, Crosshairs | No | 21.07 KiB | Apr 22, 2018 | 22-04-2018 17:31:38 | |
GigaKaren | 858807779 | ns2_dmd_jambi | Mod ID: 33305de3\n\n\nDMD Version of Descent! As usual, we are modifying our favorite maps to give them a new dynamic.\n\n\nChanges:\n\n\n-takes longer to get to Gravity as a Marine\n\n\nHave a suggestion? Let us know. We are always trying out new variations to keep NS2 interesting.\n\n\nVersion Credits:\n\n\nxtcmen (Jambi), Rusty, WiseChoices\n\n\ndiamondgamers.net | Passes Default Consistency, Map | No | 8.578 MiB | Feb 7, 2017 | 21-04-2018 18:55:24 | |
Lifell | 1364442703 | Crossshaved - Disable/remove the crosshair | Basically turns off/disables all the crosshairs and hit markers of every weapon. Including the exo's. FAQ: Q: Why would you want to remove the crosshair? A: Over the years I'm to feeling that the crosshair makes very little difference for me. It can be in the way and only when first starting to play a video game it can be troublesome to have no crosshair because the point where you shoot is/feels different. If during my play session my aim really sucks I get more annoyed by the crosshair. Once I drop the crosshair thought and focus on actually using my brain I start to aim a lot better again. I suppose it's a psychological thing. Q: The mod is quite old. Does it still work? A: I last tested it on June 26th 2020. Still works fine. I don't think this mod will ever cease to work. | Passes Default Consistency, Crosshairs | No | 2.062 KiB | Apr 18, 2018 | 20-04-2018 19:24:19 | |
Schrödinger's Katz | 1359543012 | LerkBitePoisonFix | Fix the missing poison upon a lerk bite publish_id = "5108fae4" | Must be run on Server, Gameplay Tweak | No | 8.945 KiB | Apr 12, 2018 | 12-04-2018 20:49:07 |