Showing 1,626-1,650 of 2,768 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
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
Avatar Cr4zy580195508Cr4zy Diamond xhairCr4zy Diamond xhair

no hitmarker, same xhair for everything
No1.134 KiBDec 21, 201521-12-2015 00:24:34
Avatar K574912434Noob Training Center HelperExperimental WiP\n\n\nModID: 224477B2No3.747 KiBDec 13, 201520-12-2015 17:42:49
Avatar Brainfood419064108ns2_gorgens2_gorge is ns2_icarus made to work with todays version of ns2.No1.756 MiBApr 3, 201520-12-2015 00:32:40
Avatar Scatter578485430KatanaA functioning Katana with twice the range of the axe and does 40 damage instead of 25.

Credit to Sewlek for making the model and animation.
No2.443 MiBDec 18, 201518-12-2015 23:43:30
Avatar Archie578004313gorge_specialeditionhttp://steamcommunity.com/sharedfiles/filedetails/?id=578004313

edit2(207) actually the hitboxes might be quite fucked up, oh well i don't care.
edit:2017 i release this on 18th of december 2015, i couldn't be fucked fixing it, and i still cannot, anyone that would like to can just decompile the model, it's imbalanced as it is because the ammopack sticks out sometimes when gorge is running/sliding.

edit:Apparently the ammopack doesn't sit correctly on the leg, i'll fix that asap if it is the issue, currently i'm having problem with the workshop to test it out with someone else, so please bare with me!

Hi guys this is sort of a treat for some of you :D special edition gorge i've made, it's a copy or exact copy abeit a bit hacky version of brian cummings aka 'chops' unreleased gorge that he teased us with back in 2009/2010

Should work with regular gorge skin, this is probably great for server owners who want to share this as default,hitbox won't be changed as they're only "cosmetic" so don't worry about balance issues please get back to me if you want something fixed or find any bugs, otherwise everything should be working fine :)

internally this is my 13th build of this model, it was just more learning for me.

Ps:I'll work on making the mod size smaller, i could probably leave some textures in there folder already :P

~Archie
No19.428 MiBDec 18, 201518-12-2015 12:16:54
Avatar CandyBaconWeave#DRG season 5577915189EnforcedMod on LuckyFkers.com Newbound server.

Change log - http://www.luckyfkers.com/enforced-ingame/
No2.847 MiBDec 18, 201518-12-2015 07:53:02
Avatar twiliteblue576539941Flamethrower Napalm (alpha)Flamethrower can create napalm on surfaces (mine model) and later burnt to create explosions and flames.No6.627 KiBDec 16, 201516-12-2015 07:58:48
Avatar Samoose375340416Minimal Grey When Dark AVThis Alien Vision is a combination of Huze's minimal AV, that makes it very easy to see in the dark while not being intrusive when it's bright.\n\n\nAlien Vision, Passes Default ConsistencyNo1.377 KiBJan 15, 201515-12-2015 03:52:33
Avatar Scatter575813555Victory ConditionsNS1 like victory conditions where the game doesn't end until all enemy players are dead and their Eggs/Infantry Portals are dead.

Once the last Hive or Chair has been destroyed players take damage periodically. Players can be healed while this happens.
No20.312 KiBDec 15, 201515-12-2015 00:24:12
Avatar Flaterectomy574852448ns2_sde2_stationMod ID: 22438d60

Station by Flaterectomy is an entry for "Spark Detailing Exercise #2: Spaceship". This is not a playable map, but only a small detailed scene.

Forum thread:
http://forums.unknownworlds.com/discussion/139442/spark-detailing-exercise-2-spaceship
No1.567 MiBDec 13, 201513-12-2015 14:34:09
Avatar Samoose574612988Infestation ExperimentationInfestation Experimentation. This mod removes the infestation requirements for Shift's Crags, and Harvesters and makes them grow their own infestation

ModID: 223fe5fc
No27.527 KiBDec 13, 201513-12-2015 07:00:57
Avatar Samoose570487866Gorge Christmas MenuGorge Christmas Menu. Art by rantologyNo2.904 MiBDec 6, 201507-12-2015 00:40:59
Avatar Sentinel80821898ns2_yakushimaI added the pathing mesh for the fastload option and fixed the RT in Pump Station. Somehow it was not connected to the pathing mesh anymore.

I also fixed a stuck spot and repaired some invalid faces.

Pumpstation vent is now accessible over the cable.

If you find some bugs that need to be fixed, please report them at:

http://forums.unknownworlds.com/discussion/118837/ns2-yakushima/p1

Map version 1.01
No5.811 MiBJul 8, 201201-12-2015 19:01:40
Avatar Samoose389532932NS2 Eclipse V1Testing balance changes I have made to the map with the help of feedback and ideas from competitive players/map testers.

Map name: ns2_eclipse_v1

ModID: 1737cd04
No18.432 MiBFeb 8, 201530-11-2015 22:13:59
Avatar Samoose222681399Gorge Race ImprovedImrovements to Gorge movement.No8.957 MiBJan 31, 201426-11-2015 07:30:02