Showing 1,601-1,625 of 2,758 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar Newstory598622344New ModNew ModNo133 BJan 11, 201611-01-2016 18:58:55
Avatar Samoose598350463Dev TestsDev TestsNo8.061 KiBJan 11, 201611-01-2016 08:59:42
Avatar Cr4zy597288023Cr4zyAV - BlueGreen Minimal\n\n\nPurple Fog
Model colour depending on range - Blue to green
When disabled; coloured outlines and no fog
Colour desaturates at range, making unpowered rooms less annoying\n\n\nTo use with NS2+, set Alien Vision to "Default" with this mod enabled\n\n\n
No2.128 KiBJan 10, 201610-01-2016 04:19:25
Avatar Cr4zy597288656Cr4zyAV - GreenBlue Minimal\n\n\nPurple Fog
Model colour depending on range - Green to Blue
When disabled; coloured outlines and no fog
Colour desaturates at range, making unpowered rooms less annoying\n\n\nTo use with NS2+, set Alien Vision to "Default" with this mod enabled\n\n\n
No2.127 KiBJan 10, 201610-01-2016 04:17:53
Avatar Cr4zy590600800Cr4zyAV - GreenBlue + Bite AidCr4zyAV - GreenBlue + Bite Aid

Bite Aid
This places an orange coloured circle on models within your bite, swipe or gore range. This marker is not perfectly accurate.

Purple Fog
Model colour depending on range - Green to Blue
When disabled; coloured outlines and no fog
Colour desaturates at range, making unpowered rooms less annoying

modid=2333da60
Alien VisionNo4.184 KiBJan 2, 201610-01-2016 03:50:33
Avatar Cr4zy597039923Accurate Range Cr4zyAVAccurate Range for Cr4zyAV

This mod works with all my Cr4zyAV + Bite Aid mods if used with them it will improve their functionality.\n\n\nIt will add the following capability to the AV mods;
  • Considerably more accurate bite range for all lifeform
  • Ability ranges for Gorge Heal spray and Lerk Umbra
  • Configureable Bite Aid opacity through the command 'biteaid [0.0-1.0]'\n\n\nUse one of the following Alien Visions with this mod
  • Cr4zyAV all variations

    ModID: 23961b33
    No1.791 KiBJan 9, 201610-01-2016 01:49:19
    Avatar Cr4zy597291868Cr4zyAV - YellowRed MinimalMinimal version no fog
    Model colour depending on range - Yellow to red
    When disabled; normal vision outlines in dark
    Colour desaturates at range, making unpowered rooms less annoying

    To use with NS2+, set Alien Vision to "Default" with this mod enabled\n\n\n
    No2.127 KiBJan 10, 201610-01-2016 01:01:35
    Avatar Cr4zy597291289Cr4zyAV - YellowRedPurple Fog
    Model colour depending on range - Yellow to red
    When disabled; coloured outlines and no fog
    Colour desaturates at range, making unpowered rooms less annoying

    To use with NS2+, set Alien Vision to "Default" with this mod enabled\n\n\n
    No2.12 KiBJan 10, 201610-01-2016 01:00:46
    Avatar Cr4zy597290723Cr4zyAV - RedYellow MinimalMinimal version no fog
    Model colour depending on range - Red to Yellow
    When disabled; normal vision, outlines in dark
    Slight desaturation

    To use with NS2+, set Alien Vision to "Default" with this mod enabled\n\n\n
    No2.131 KiBJan 10, 201610-01-2016 00:59:54
    Avatar Cr4zy597289242Cr4zyAV - RedYellow
    Purple Fog
    Model colour depending on range - Red to yellow
    When disabled; coloured outlines and no fog
    Colour desaturates at range, making unpowered rooms less annoying

    To use with NS2+, set Alien Vision to "Default" with this mod enabled\n\n\n
    No2.124 KiBJan 10, 201610-01-2016 00:57:44
    Avatar Cr4zy597287488Cr4zyAV - BlueGreen

    Purple Fog
    Model colour depending on range - Blue to Green
    When disabled; coloured outlines and no fog
    Colour desaturates at range, making unpowered rooms less annoying

    To use with NS2+, set Alien Vision to "Default" with this mod enabled\n\n\n
    No2.12 KiBJan 10, 201610-01-2016 00:55:14
    Avatar Cr4zy590596237Cr4zyAV - GreenBlue
    Purple Fog
    Model colour depending on range - Green to Blue
    When disabled; coloured outlines and no fog
    Colour desaturates at range, making unpowered rooms less annoying

    To use with NS2+, set Alien Vision to "Default" with this mod enabled

    No2.12 KiBJan 2, 201610-01-2016 00:29:52
    Avatar Cr4zy592927556Cr4zyAV - YellowRed Minimal + Bite AidMinimal version\n\n\nBite Aid - Purple

    This places a coloured circle on models within your bite, swipe or gore range. This marker is not perfectly accurate.\n\n\nNo Fog

    Model colour depending on range - Orange/Yellow to Red

    Normal vision when disabled, slight edge highlights only obvious in dark areas

    Colour desaturates slightly at range\n\n\nTo use with NS2+, set Alien Vision to "Default" with this mod enabled

    No4.199 KiBJan 4, 201609-01-2016 23:56:27
    Avatar Cr4zy592927341Cr4zyAV - YellowRed + Bite Aid\n\n\nBite Aid - Purple

    This places a coloured circle on models within your bite, swipe or gore range. This marker is not perfectly accurate.\n\n\nPurple Fog

    Model colour depending on range - Orange/Yellow to Red

    When disabled; coloured outlines and no fog

    Colour desaturates at range, making unpowered rooms less annoying\n\n\nTo use with NS2+, set Alien Vision to "Default" with this mod enabled\n\n\n
    No4.188 KiBJan 4, 201609-01-2016 23:55:59
    Avatar Cr4zy592927061Cr4zyAV - RedYellow Minimal + Bite AidMinimal version\n\n\nBite Aid - Green

    This places a coloured circle on models within your bite, swipe or gore range. This marker is not perfectly accurate.\n\n\nNo Fog

    Model colour depending on range - Red to Orange/Yellow

    Normal vision when disabled, slight edge highlights only obvious in dark areas

    Colour desaturates slightly at range\n\n\nTo use with NS2+, set Alien Vision to "Default" with this mod enabled

    No4.19 KiBJan 4, 201609-01-2016 23:55:26
    Avatar Cr4zy592926803Cr4zyAV - RedYellow + Bite Aid\n\n\nBite Aid - Green

    This places a coloured circle on models within your bite, swipe or gore range. This marker is not perfectly accurate.\n\n\nPurple Fog

    Model colour depending on range - Red to Orange/Yellow

    When disabled; coloured outlines and no fog

    Colour desaturates at range, making unpowered rooms less annoying\n\n\nTo use with NS2+, set Alien Vision to "Default" with this mod enabled\n\n\n
    No4.181 KiBJan 4, 201609-01-2016 23:55:04
    Avatar Cr4zy592926324Cr4zyAV - BlueGreen Minimal + Bite Aid

    Minimal version\n\n\nBite Aid - Orange

    This places a coloured circle on models within your bite, swipe or gore range. This marker is not perfectly accurate.\n\n\nNo Fog

    Model colour depending on range - Blue to Green

    Normal vision when disabled, slight edge highlights only obvious in dark areas

    Colour desaturates slightly at range\n\n\nTo use with NS2+, set Alien Vision to "Default" with this mod enabled\n\n\n
    No4.188 KiBJan 4, 201609-01-2016 23:54:21
    Avatar Cr4zy592926062Cr4zyAV - BlueGreen + Bite Aid

    Bite Aid

    This places an orange coloured circle on models within your bite, swipe or gore range. This marker is not perfectly accurate.\n\n\nPurple Fog

    Model colour depending on range - Blue to Green

    When disabled; coloured outlines and no fog

    Colour desaturates at range, making unpowered rooms less annoying\n\n\n
    No4.177 KiBJan 4, 201609-01-2016 23:53:50
    Avatar Cr4zy592925335Cr4zyAV - GreenBlue Minimal + Bite Aid

    Minimal version\n\n\nBite Aid - Orange

    This places a coloured circle on models within your bite, swipe or gore range. This marker is not perfectly accurate.\n\n\nNo Fog

    Model colour depending on range - Green to Blue

    Normal vision when disabled, slight edge highlights only obvious in dark areas

    Colour desaturates slightly at range\n\n\nTo use with NS2+, set Alien Vision to "Default" with this mod enabled

    No4.194 KiBJan 4, 201609-01-2016 23:53:00
    Avatar Cr4zy596511678Cr4zy AV DevCr4zy AV Dev

    Test build

    238e0bbe
    No4.157 KiBJan 9, 201609-01-2016 22:50:25
    Avatar vhelium474728397[WIP] NS2 Duels== Work In Progress ==\n\n\nA Natural Selection 2 mod for easier training in small groups and/or warmups.\n\n\nPlayers are able to join a group, select a room and then select upgrades/preferences for their group (won't affect players outside of the group).\n\n\nAlso works against bots.\n\n\nGit repository: https://git.vhelium.com/vhelium/ns2_duels\n\n\n== Work In Progress ==No2.331 MiBJul 4, 201506-01-2016 20:03:40
    Avatar Loki592018556DerelictBDerelictB

    Alternate version of derelict with some additional vents
    These vents were proposed and awaiting testing / verifification / feedback

    The level is
    ns2_derelictb277

    *derelict with additional vents was supposed to ship in b277 but you know stuff happens ^^
    No3.836 MiBJan 3, 201603-01-2016 19:37:46
    Avatar Scatter240869485Modular ExosuitsModID: e5b606d

    Exosuits now have a welder and flame thrower available to them (using the railgun model) and can be combined in various configurations such as railgun + flamethrower or welder + fist. Cost of exsuit depends on the configuration chosen.

    Exos now have jump by default and a choice can be made to have a thruster, armour module or the ability to phase.

    If you have any suggestions/feedback/bugreports please post below.

    Compatible with NS2+.

    Project Lead and programming: Scatter
    Lead Programmer: Deco
    Art: Beq
    No1.004 MiBMar 22, 201429-12-2015 18:06:24
    Avatar BeigeAlert257825519ns2_templeA group of colonists discover an ancient alien temple on an unassuming planet. It is celebrated as the greatest discovery in human history, that is, until they realize what killed the beings who built the temple: The Kharaa.
    Natural Selection 2 community mapping project\n\n\nRelease Notes:
    v0.7.2
    -Changed the APV in garage to use the derelict model, rather than a custom version of the same prop (mod size reduced).
    -Added temporary view blockers to some areas to make them more alien friendly.
    -Added collision geometry to some of the debris on the ground in aerodome, so it shouldn't be quite as annoying.

    v0.7.1
    -Fixed an occlusion bug in Tomb
    -Removed the death-pit from Elevator. Replaced with some debris.
    -Path in waterfall extends to the death trigger -- aliens can no longer get underneath the path.
    -Renamed "base" to "control"... sorry 'bout that!
    -Added a ladder to ventilation
    -Added a control panel to the middle of ventilation, to add cover, and provide a vent entrance to the room for aliens.

    v0.7.0
    -Redid the map almost entirely from scratch, reusing about a third of the rooms.

    v0.6.0
    -Added a route between Great Hall North and Crew Quarters.
    -Added RT to Crew Quarters.
    -Added a vent route to Aerodome from the south.
    -Tweaked the lighting a little bit to light up routes, and darken some rooms.

    v0.5.1
    -Fixed a stuck spot in Cavern.
    -Lowered the dome in Aerodome so you cannot fly over the top of the ship anymore.
    -Added some collision geo to the stairs in tomb to smooth things out a bit.
    -Fixed a stuck spot in Colony.

    v0.5.0
    -Added vents in the Mausoleum-Colony and Aerodome-River Mouth hallways. Should be less of an alien death trap now.
    -Added a bit of cover on the ceiling between Aerodome and Crew Quarters.
    -Added a vent going from the Tomb-side of Mausoleum to the entrance of Waterfall. Mausoleum should be tougher for Marines to hold now.
    -Removed the vent between Crew Quarters and Great Hall North. This should be interesting...
    -Replaced cliff geometry with prop for better performance. (Draw calls are slightly increased in most areas (<5%), in exchange for falling nearly 35% in certain areas. Worth.

    v0.4.6
    -Fixed a stuck spot between Mausoleum and Colony.
    -Fixed a stuck spot between Colony and Crew Quarters.
    -RT in River Mouth moved slightly so it can't be sniped from Aerodome's approach.
    -Adjusted the nav mesh in Aerodome for easier observatory placement.

    v0.4.5
    -Laser Drill remade from scratch. Room is now called Crew Quarters.
    -Moved Royal Quarters RT to Great Hall South.
    -Moved Worship slightly to the west by squeezing Royal Quarters.
    -Moved the River Mouth RT to the northeast corner of the room.
    -Reworked the path from River Mouth to Worship. Shouldn't be such a big line of sight issue now.
    -Shifted Mausoleum slightly to the East.
    -Shifted Colony slightly to the East.
    -Added lots of cover to Throne Room, so it shoudln't be so much of a jetpacker haven now.
    -Added a (temporary) throne to Throne Room, and moved the RT back to the room's center.

    v0.4.1
    -Fixed several stuck spots in Cavern.
    -Fixed a stuck spot in Aerodome.
    -Removed the doors from the Colony RT area.
    -Scooped out part of the vent in Royal Quarters so that it isn't as easy for a marine to shoot down its length from the outside.

    v0.4.0
    -Detailed Colony! Please note that this is just for the INTERIOR. The exterior is still temporary. So let's all say that together: "The exterior is still temporary" so we don't need to badger Beige about it just yet.

    v0.3.3
    -Fixed a marine stranded spot in Throne Room.

    v0.3.2
    -Tidied up some of the debris around Aerodome and Colony. It was awkward walking through that.
    -Shifted some of the scaffolding in GHS to the east slightly, to block LoS to Throne Room entrance.
    -Trimmed part of the debris in Throne Room so skulks can fit through a spot that appeared to be big enough, but until now wasn't.

    v0.3.1
    -Added a vent from Worship to Mushroom Farm.
    -Added some line of sight blockage to Royal Quarter, River Mouth, Waterfall, and Colony.
    -Fixed a stuck spot in Cavern.
    -The ship can now feasibly enter/exit from Aerodome now that the support struts have been removed. That was kind of silly. :)
    -Added some tables to Colony.

    v0.3.0
    -Removed route from Royal Quarters to Throne Room.
    -Added route from Throne Room to Great Hall South.
    -Moved the Throne Room RT into a nice little cubby-hole... arcable from Royal Quarters.
    -Added vent from Throne Room to Royal Quarters.
    -Slightly expanded Throne Room to the south.
    -Fixed the collision for the skylight in Mausoleum... you can't get out of the map anymore. :(
    -Improved the occlusion geometry in the Great Hall and Throne Room areas of the map. Not just one big box now.

    v0.2.8
    -Removed Laser Drill RT.
    -Moved Tomb and Mausoleum north slightly.
    -Removed the route from Great Hall South to Royal Quarters. This route is now a vent.
    -Removed route from Cavern to Waterfall, replaced with vent. New route from Cavern to Waterfall added on the east side of Cavern.
    -Added LOTS of cover to the map. Lots of scaffolding and other colonist crap.
    -Added much mushrooms to the mushroom room. (And I will kill the first grammar-nazi sob to try to take that sentence away from me!)
    -Shifted debris in GHS/Throne Room to allow aliens (and as it turns out, marines!!!) over the wall. This should be interesting.
    -Added vent from Throne Room to Cavern. This is a modified version of the old Cavern -> Cavern vent that wasn't very useful.
    -Added spawn_selection_override entities to limit the spawn configurations. Same as before, except close spawns are removed (Colony & Tomb, or Aerodome & Worship. Throne Room still works for either one).

    v0.2.5 (June 14, 2014)
    -Map is now fully textured, except for a few exterior areas that have no impact on the gameplay.
    -Some of the line of sight issues have been corrected. The connection from GHS to Royal Quarters has been reworked slightly.
    -Replaced Sacrifice with Cavern, a MUCH more interesting room.
    -Added some scaffolding around the map to help address some LOS issues, and to help add a little bit of verticality to the rooms. Should provide some more interesting gameplay.
    -Cliff face-count has been reduced by almost half. Draw calls are a little bit lower, especially in Aerodome.

    v0.2.0 (May 22, 2014)
    -Drastically reduced size of the map. Not such a walking simulator anymore. :)
    -Added ladders and junk to the side of the ship in Aerodome. Sorry gorge-jerks!
    -Cleaned up mod directory, removed unused files.

    v0.1.0
    -First release!
    No13.351 MiBMay 9, 201427-12-2015 23:18:01
    Avatar Scatter550240947NS2:Assault[Alpha]Fast paced gameplay with minimal RTS elements and no commanders. Resource towers and command structures drop automatically when near a point and unlock tech when built. This is very much a terrorial control based game.\n\n\nMod ID: 20cc02b3\n\n\nFor information on changes:\n\n\nhttp://forums.unknownworlds.com/discussion/139456/ns2-assault-alpha/p1No722.379 KiBNov 8, 201521-12-2015 06:44:31