Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
---|---|---|---|---|---|---|---|---|---|
Ghoul | 635846746 | ns2_ls_descent | ns2_ls_descent | Must be run on Server, Map | No | 4.759 MiB | Mar 1, 2016 | 01-03-2016 11:38:06 | |
remi.D | 257814071 | Prime-able Power Nodes | This mod prevents players from accidentally powering up a room. If there are no structures to power the power node won't be able to be completed UNLESS the player confirms his intent (by toggling his flashlight)\n\n\n"This solves my favorite Noob Trap. Very nice" ~Benson\n\n\nFeatures - Power node construction can not be completed unless there is a building that requires power or unless a player toggles their flashlight to override it and unlock it - There are informative banners that come up indicating how to unlock the node to help teach the new mechanic - Auto-Construct way points now prioritize build order correctly (Power to 99, build structure, finish off power) - MACs will not finish the power until after a built structure requires power or unless the commander directly orders them to complete it after it is primed\n\n\nIf you encounter issues, please grab your log from %appdata%/natural selection 2/log.txt and post it somewhere so I can look at it and fix the issues.\n\n\nForum thread for this mod is here: http://forums.unknownworlds.com/discussion/134801/prime-able-power-nodes\n\n\nID: f5dee37 | No | 525 B | May 8, 2014 | 23-02-2016 15:40:28 | ||
GigaKaren | 622900702 | DMD - Switch Server | DMD - Switch Server | No | 24.427 MiB | Feb 13, 2016 | 23-02-2016 06:36:55 | ||
Royal Rampage | 625441127 | testrifle | testrifle | No | 16.221 MiB | Feb 16, 2016 | 16-02-2016 03:31:14 | ||
Royal Rampage | 625410704 | NS2_VR | Room's so far are; Virtual Control (Complete) [Issues Cysting from Energy Flow + Drifer/MAC Issues] VR1 (Complete) [Issues Cysting from Energy Flow + Drifer/MAC Issues] Energy Flow (Complete) Reactor (Complete) [needs better Props] {Added something similar to Veil-C12} Maintenance Access (Complete) [Gotta Fix spelling] Monitoring (Complete) Transfer (Complete) Data Banks (Complete) Surveillance (Complete) [Data Banks connector can see outside of map] Administration (Complete) Reception (Complete) Lobby (Complete) [Needs more props] Arbalest (Complete) [Cysting from Launch Command isn't working] Launch Command (Complete) [needs better Props] Loading (Complete) Duct (Complete) [Forgot to remove an unneccessary prop] Spillway (Complete) [I think it needs.. something] Passage (Greybox) Bypass (Greybox) Passage Way (Greybox) [Gotta rename, forgot about Passage] Cafeteria (Complete) [Needs more props] I'm generalising (Complete) as "not greybox, and playable".\n\n\n | No | 2.347 MiB | Feb 16, 2016 | 16-02-2016 02:17:11 | ||
|-DMD-| Rusty | 188000042 | Diamond Badges V4.2 | Diamond Badges specifically for DiamondGamers.net | No | 22.334 MiB | Oct 22, 2013 | 16-02-2016 01:05:58 | ||
|-DMD-| Rusty | 481125594 | ns_origin_wip | (Work in Progress)\n\n\nFor use exclusively on DiamondGamers.net servers.\n\n\n--As mods have to run through the workshop, and not directly from the server - this is a server specific mod for DiamondGamers.net - I ask that it not be copied without permission. --\n\n\n | No | 4.956 MiB | Jul 14, 2015 | 15-02-2016 21:05:53 | ||
|-DMD-| Rusty | 477378213 | ns_hera | For use on the DiamondGamers.net server | No | 6.479 MiB | Jul 8, 2015 | 15-02-2016 20:53:42 | ||
Flaterectomy | 621816715 | ns2_sde3_lit | Mod ID: 25102b8b Lit by Flaterectomy is an entry for "Spark Detailing Exercise #3: Day & Night". This is not a playable map, but only a small detailed scene. This mod contains two level files: 'ns2_sde3_lit_day' and 'ns2_sde3_lit_night'. Forum thread: http://forums.unknownworlds.com/discussion/140155/spark-detailing-exercise-3-day-night | No | 1.833 MiB | Feb 11, 2016 | 13-02-2016 13:01:16 | ||
Swift | 619125094 | ns2_Centrifuge | Mod ID: 24e71966 Map name: ns2_Centrifuge (note the capital C). The deep sea laboratory of Centrifuge was originally created to study marine life, hydrodynamic energy systems, and to gather core samples from deeper beneath the earth than ever before. Now, the battle that once raged in the depths of space has found its way to the depths of the ocean. Believed to be safe from the Kharrah threat, Centrifuge laboratories was converted into a genetics research facility in an attempt to better understand the alien menace. Built to be self-sustaining and utterly remote, the peace and tranquility of this deep sea facility has finally been breached. Time to find out if the aliens can swim...\n\n\nThe map is currently in the alpha stage of development. I went a little further than might be normally advised, as I know that a lot of people in the NS2 community have an aversion to testing community made maps that are in early stages of development, so I wanted it to be as complete as possible to make it more enticing to play and to provide a more complete experience. This map is completely playable, though you may experience a few minor bugs. Additionally, some rooms are not as well textured as others and require further geometry and lighting development. With this build, I'm hoping to get feed back on the basic map layout. Do rooms seem balanced? Does the map feel particularly pro-alien or pro-marine? Do any rooms need to be moved or adjusted to make it more difficult/easy to use arcs/bile bomb? Over the next few weeks I'll be polishing up the textures and prop placements of the environment to give each room a sense of identity and to tweak the overall lighting of the level. | No | 1.08 MiB | Feb 8, 2016 | 12-02-2016 19:45:08 | ||
mortmann | 621608745 | Mortmann`s 1 Typ Crosshair with Melee | Only 1 Type for all.(but diffrent color for spite/para) | No | 14.775 KiB | Feb 11, 2016 | 11-02-2016 17:30:16 | ||
JudgE RWS GFY | 202367683 | JudgE's HUD For Pirates | Changes only in /ui folder | No | 925.877 KiB | Dec 9, 2013 | 09-02-2016 16:44:31 | ||
Soul Rider | 618811973 | GorgeForts - V0.0.1a | GorgeForts Two teams of Gorges face off in a CTH (Capture The Hydra) game. First team to 5 captures wins. There are no harvesters etc, players start with 20 res. You can spend your res on any gorge build menu item, with standard NS2 costs/restrictions. You get 10 points for taking the enemy flag You get 20 points for returning your flag You get 50 points for capturing the enemy flag | No | 1.453 MiB | Feb 7, 2016 | 07-02-2016 21:05:10 | ||
Schrödinger's Katz | 616905859 | Deathmatch | Review of the faded mod for a deathmatch (not compatible anymore with the new NS2 build, do not use) | No | 293.702 KiB | Feb 5, 2016 | 07-02-2016 08:40:20 | ||
Hellrunner | 616952068 | Activate Local Talk (Server Mod) | Activate Local Talk (Server Mod) | No | 8.225 KiB | Feb 6, 2016 | 06-02-2016 20:58:06 | ||
ZycaR | 589221981 | ns2_trimsiege | Siege map: ns2_trimsiege\n\n\nMap inspired by well-designed rooms of all siege maps with goal to have accurate design and high graphics standard.\n\n\nZycaR (2015) | No | 83.136 MiB | Dec 31, 2015 | 06-02-2016 16:43:34 | ||
Yer Mom | 537846655 | ns2_tgns_eclipse02 | This is a rebuilt version of ns2_eclipse. I have attempted to balance this map better. It still needs some work, and it will be addressed when I have the time. As of right now, it certainly plays better than the stock version. | No | 17.681 MiB | Oct 19, 2015 | 06-02-2016 07:51:30 | ||
Avoca | 408194252 | ns_xtsiege | derp | No | 19.722 MiB | Mar 15, 2015 | 05-02-2016 12:51:49 | ||
Sam | 611145654 | Test Squadron's Immersive Lighting | Test Squadron Lighting mod based off of Atmospheric mod | No | 14.535 MiB | Jan 29, 2016 | 03-02-2016 19:51:48 | ||
Sam | 585539939 | TestSquadron Config | Stuff mixed together | No | 35.777 MiB | Dec 27, 2015 | 03-02-2016 02:50:05 | ||
Sam | 608120194 | Skulk Movement Changes -Read MOTD- | Skulk Movement changes | No | 13.963 KiB | Jan 25, 2016 | 02-02-2016 16:30:19 | ||
Yer Mom | 559916637 | ns2_tgns_td | New Mod | No | 16.699 KiB | Nov 21, 2015 | 01-02-2016 05:30:40 | ||
Kalopsia | 608817889 | ns2_hera | Direct port from the classic Natural Selection map. Level only contains basic entities for the moment. Mod ID = 2449d2e1 - Kalopsia | No | 1.591 MiB | Jan 26, 2016 | 30-01-2016 11:28:45 | ||
Wolf | 608803068 | CS:GO Large Crosshair | One of my large CS:GO Crosshairs for use in close engagements. | No | 2.618 KiB | Jan 26, 2016 | 26-01-2016 05:28:53 | ||
Wolf | 608828187 | CS:GO Small Crosshair | One of my small CS:GO Crosshairs for use in mid-range engagements. | No | 2.58 KiB | Jan 26, 2016 | 26-01-2016 05:24:57 |