Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
---|---|---|---|---|---|---|---|---|---|
D3sti | 1315558539 | UberShotgun | UberShotgun | No | 1.271 KiB | Feb 27, 2018 | 27-02-2018 21:25:38 | ||
Steelcap | 1310269499 | IronBalance | Iron Horse's Balance Mod | Must be run on Server, Custom Game Mode | No | 893 B | Feb 23, 2018 | 23-02-2018 01:00:02 | |
Steelcap | 1308939017 | NoSprint | Marines Can't Sprint | Must be run on Server, Gameplay Tweak | No | 3.573 KiB | Feb 21, 2018 | 21-02-2018 17:37:37 | |
tachi | 1306233922 | sg_supersiege9001 | WIP remake of a classic Siege map. | No | 2.722 MiB | Feb 18, 2018 | 19-02-2018 23:12:52 | ||
pSyk | 1271366021 | ns2_caged_five | ns2_caged_five publish_id = "4bc78185" -Marines start in Sanitation or Monitoring -Main Hold techpoint has been removed (only res node) -Aliens start in Ventilation -Central res-node has been removed -New corridor/connection between Sanitation/Central and Bypass | Passes Default Consistency, Map | No | 19.483 MiB | Jan 16, 2018 | 11-02-2018 14:47:53 | |
>|KoR|<Frisqy.ViruS (ZdrytchX) | 1214454333 | sg_atcs (Siege++ Version) | Siege version for Siege++ Siege room only lasts temporarily (~3 minutes) before giving access to the alien team so you gotta arc quick or perish! CC is also somewhat a relatively short distance to the alien team but the alien team doesn't start with many res nodes compared to the marine team. Considering S++'s balance, it should be about neutral and if marines are going for max res from the start, they won't have enough res to research everything before the doors open as well, but they can also choose to unlock everything and generate res slower for their foot soldiers. Aliens also won't be getting all of their upgrades as well before the door opens so this should provide slightly more varying gameplay compared to the typical S++ game. | Must be run on Server, Map | No | 2.706 MiB | Nov 28, 2017 | 11-02-2018 04:50:37 | |
Steelcap | 1189426358 | Stampede Onos | Send marines flying when you charge! | Must be run on Server, Gameplay Tweak | No | 23.187 KiB | Nov 3, 2017 | 07-02-2018 21:10:41 | |
Bog | 1293067531 | New Mod | New Mod | No | 14.665 MiB | Feb 6, 2018 | 06-02-2018 05:57:14 | ||
I'm Tiny Rick! | 1240189097 | sg_veil | It's veil.\n\n\n49ebc8a9 | Must be run on Server, Map | No | 14.506 MiB | Dec 23, 2017 | 06-02-2018 00:23:32 | |
CervezaDinero | 1283883828 | ns2_veil_omega | ns2_veil_omega\n\n\nMOD ID: 4c868334\n\n\nMarines have an Omega Protocol.\n\n\n | Must be run on Server, Map | No | 16.641 MiB | Jan 28, 2018 | 04-02-2018 19:17:28 | |
CervezaDinero | 1286090562 | ns2_eclipse_omega | ns2_eclipse_omega MOD ID: 4ca82f42\n\n\nMarines have an Omega Protocol. | Must be run on Server, Map | No | 19.658 MiB | Jan 30, 2018 | 04-02-2018 16:08:48 | |
Steelcap | 1287462398 | Intermittant Skulk Steps | Plays far fewer steps when a skulk walks. | Must be run on Server, Gameplay Tweak | No | 896 B | Jan 31, 2018 | 31-01-2018 18:10:57 | |
CervezaDinero | 1052364027 | ns2_kodiak_cycle | ns2_kodiak_cycle MOD ID: 3eb9ccfb Standard kodiak with one big circle to walk. | Map | No | 12.411 MiB | Jul 15, 2017 | 27-01-2018 02:49:37 | |
Nin | 1202272302 | Nin's Nebula Skins | This adds a new option to the customize menu for all Forge items called "Nebula". It uses a shader to swap the red and blue channels. This must be run on the server. To clarify: This doesn't replace the Forge skins, it adds new entries to the Customize Player menu called "Nebula". They can be selected just like any other skin. Players that haven't purchased the Forge skins are able to select the Nebula skins, but you still require purchasing the Forge pack if you wish to use the original Forge skins. UWE has confirmed that this is permitted on whitelisted (ranked) servers. ModID: 47a9382e | Look and Feel, Must be run on Server | No | 20.243 KiB | Nov 16, 2017 | 25-01-2018 03:09:52 | |
Steelcap | 1275414263 | Respawn Revised | Respawn Revised Lerk costs 12 Fade costs 32 Onos costs 52 when an alien dies, it will now instantly spawn an egg for it to gestate in, the natural respawn rate of aliens is not rate limited, as many skulks can die as fast as they spawn and you will never wait around for an egg to be ready to requeue. When an alien dies, it will take x seconds to hatch from that instantly available egg equal to 8 seconds + the base lifeform cost of what they just died as. So that means skulks are back in 8 seconds (really 10 because the fade to black + spectator requeue takes about 2 seconds) lerks are back in 20, fades are back in 40, Onos are out of the game for a full minute. Base respawn time for marines is now 10 seconds.However, every level of upgrade you get, w/a levels, each add 1 second per upgrade level. | Must be run on Server, Gameplay Tweak | No | 9.145 KiB | Jan 20, 2018 | 22-01-2018 06:58:09 | |
CervezaDinero | 1272140461 | ns2_tengu_four | ns2_tengu_four MOD ID: 4bd352ad Rework original ns2_tengu by Vulpes Inculta with four command points. Work in progress. | Must be run on Server, Map | No | 6.009 MiB | Jan 17, 2018 | 20-01-2018 09:29:27 | |
Steelcap | 1273807342 | Hit Slow | Damage will cause an up to 90% reduction in velocity based on flinch amount | Must be run on Server, Gameplay Tweak | No | 1021 B | Jan 18, 2018 | 18-01-2018 23:06:31 | |
Duck on Venus | 1273484508 | SBClock | Add a clock to the buttom of ScoreBoard. | Look and Feel, Must be run on Server | No | 11.54 KiB | Jan 18, 2018 | 18-01-2018 16:26:42 | |
Steelcap | 1259445997 | Flappy Lerk | Replaces Lerk Energy cost for flapping with "fuel" | Must be run on Server, Gameplay Tweak | No | 6.459 KiB | Jan 6, 2018 | 17-01-2018 17:39:57 | |
hlupaco | 1270059083 | 8bit Green | [8bit] greenhorns | No | 41.759 KiB | Jan 15, 2018 | 15-01-2018 23:44:49 | ||
CervezaDinero | 849034468 | Plasma Tech | Plasma Tech\n\n\nMOD ID: 329b3ce4\n\n\nRecharging Weapon (No Ammo)\n\n\nPlasma Pistol (prototype)\n\n\nPlasma Rifle (prototype)\n\n\nWhen available, Marines automatically spawn with plasma pistol instead of standard pistol and plasma rifle instead of standard rifle.\n\n\nResearched at Proto Lab.\n\n\nMust research Exo first.\n\n\nDepends on existence of Proto Lab and Exo researched.\n\n\nGibs aliens on death like Exo rail gun.\n\n\nMaximum reserved resource points to research (200).\n\n\nLongest research time, equivelent to Hive. (180)\n\n\nRecharges instead of using ammo. No reloading.\n\n\nPlasma Pistol\n\n\n5 round clip recharging at 2 rounds per second.\n\n\nSpread (0.1) versus standard pistol's (0.4).\n\n\nWeighs nothing. (0.0)\n\n\nPistol weighs nothing. (0.0)\n\n\nIt looks like the standard pistol always does 25 damage no matter the weapon level.\n\n\nWeapons 0 plasma pistol hit has same damage of the standard pistol at Weapons 0. (25)\n\n\nWeapons 1 plasma pistol hit has twice the damage of the standard pistol at Weapons 0. (50)\n\n\nWeapons 2 plasma pistol hit has three times the damage of the standard pistol at Weapons 0. (75)\n\n\nWeapons 3 plasma pistol hit has four times the damage of the standard pistol at Weapons 0. (100)\n\n\nPlasma Rifle\n\n\n100 round clip recharging at 2 round per second.\n\n\nFire rate slightly slower (1) than standard rifle (0.8).\n\n\nDirect hit. No splash damage.\n\n\nSpread (1) versus standard rifle (2.8).\n\n\nWeighs next to nothing. (0.01)\n\n\nStandard rifle weighs (0.13)\n\n\nPistol weighs nothing. (0.0)\n\n\nWeapons 0 plasma rifle hit has same damage of the standard rifle at Weapons 3. (13)\n\n\nWeapons 1 plasma rifle hit has twice the damage of the standard rifle at Weapons 3. (26)\n\n\nWeapons 2 plasma rifle hit has three times the damage of the standard rifle at Weapons 3. (39)\n\n\nWeapons 3 plasma rifle hit has four times the damage of the standard rifle at Weapons 3. (52)\n\n\n[In Progress]\n\n\nNeeds new weapon model. Using standard rifle.\n\n\nNeeds new projectile effect. Using standard exo rail tracer.\n\n\nNeeds new sound effect. Using standard exo rail sound.\n\n\nNeeds new tech tree button. Using standard heavy rifle button.\n\n\n | Must be run on Server, Gameplay Tweak | No | 1.421 MiB | Jan 24, 2017 | 15-01-2018 16:52:49 | |
Steelcap | 1186245153 | FrozenBuild317 | Build 317 balance | Must be run on Server, Custom Game Mode | No | 1.991 MiB | Oct 30, 2017 | 14-01-2018 18:19:57 | |
Bums | 1256699296 | sg_BumRush | sg_BumRush | No | 387.48 KiB | Jan 4, 2018 | 11-01-2018 01:47:19 | ||
Strike | 1263450372 | Battery Plus | This mod allows the sentry battery to deploy more (5) sentries for a slightly reduced resource cost for both marine sentries and kharaa whips. Also increases the sentry battery deployment range slightly. | No | 1.256 KiB | Jan 9, 2018 | 10-01-2018 10:30:13 | ||
tachi | 1122774642 | [Shine] Tachi's Extras | Slowly building up extra commands/features for Shine servers. Some might be specific to the Siege game mod but most will be general purpose and potentially useful for you. Mod Id: 42ec2e72 Current Extensions: shine_kill_clogs * Adds the sh_killclogs (!killclogs) command. Kills all clogs within a given radius. Useful for griefing. shine_alltalk_reset * Hooks into End of Round, Map Change and Map Load events and runs "sh_alltalk false" when they trigger. Ensures that alltalk is not accidentally left on when Admins leave. shine_give_res * Adds the sh_giveres (!giveres) command. Allows players to give res to specific team mates (or the entire team). Distributes Res Amount evenly among targets. Supports Shine target shortcuts. * Usage: sh_giveres | Must be run on Server, Tool | No | 3.335 KiB | Aug 29, 2017 | 07-01-2018 22:52:33 |