Showing 2,276-2,300 of 2,767 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar Maxamus165735599Max's Homemade CrosshairsJust some simple crosshairs, Transparent with hit detectionNo11.269 KiBAug 1, 201301-08-2013 15:21:06
Avatar Seraph129772309ns2_co_spacejumpUse jump pads to jump to floating platforms! For best results stop on the arrow platform.

publish_id = 7bc2b15

Note: Fade & marine fly a little too much sometimes, but fat gorgies were hard to accommodate for.
No123.626 KiBFeb 27, 201301-08-2013 04:17:37
Avatar Maxamus165478592Max's CrosshairsJust some simple Crosshairs for everyone to use. Comment and let me know what you think, ThanksNo326.596 KiBJul 31, 201301-08-2013 00:09:33
Avatar TonyTheShovel165479807UrbanCamo_BlackArmorThis texture replaces the black marine armor with a black urban camo.No4.025 MiBJul 31, 201331-07-2013 16:57:49
Avatar Grimjack146713876LocationRelevancyAdds the ability to make entities relevant by location.\n\n\nBackground: for performance and bandwidth reasons, updates for entities in NS2 are only sent from the server to the client if the entity is "relevant".\n\n\nRelevancy is mainly calculated using distance (40m normally). Maps are usually carefully constructed to avoid longer sight ranges than this, though you can sometimes notice them (in Summit/Crevice, you will notice that if you go all the way west, everything around the resource node disappears and then blinks into existance when you get close enough).\n\n\nSome custom maps (Skyfall, Goliath) are built around very large locations where this problem is glaringly obvious.\n\n\nWhat this mod does is to use a feature of the spark engine to ensure that if you are in a named location, all entities in a location with that name are always relevant to you.\n\n\nIn addition, this mod also adds a new field to the map location where an extra name can be used to merge differently-named locations to each other.\n\n\nThis latter feature allows you to setup approaches to a large location without having to give them the same name.\n\n\nDo notice that setting up maps with really long FIRE LANES is a bad idea; allowing marines to snipe hives from 100+m away is probably a bad idea.\n\n\nNo12.249 KiBMay 21, 201331-07-2013 09:33:29
Avatar Commando164694208TSF MedicA skin for the Default Marine that makes him look like a Combat Medic.\n\n\nIncludes:

- Hands View Textures.
- Custom Pants Texture.
- Medic Patches, and Badge.
- Removed TSF Logos.\n\n\nCopyright 201X. This user generated media is not authorized for posting, redistribution, modification, unless by the sole owner of the steam account associated with this workshop item.
No2.794 MiBJul 28, 201328-07-2013 23:09:29
Avatar Mantrid156509654EggsRebalance2Rebalance for up to 30 slots.
20 july 2013
No4.32 KiBJun 29, 201320-07-2013 18:05:11
Avatar Inquatsi159266204Minimap Colored Players - ReumodA modification of the original "Minimap Colored Players". Added some contrast.No38.439 KiBJul 11, 201319-07-2013 16:47:56
Avatar bonage155604155ns2_reactorscaletestns2_reactorscaletest take 5No583.177 KiBJun 26, 201319-07-2013 09:30:21
Avatar Nord158393264Lost RemakeThis is my remake/reimagining of the original Lost map, click Subscribe and it should start to download the map automatically.

The map is currently in Alpha stage also known as Greyboxed (dev textures, no details)

I uploaded it at this stage for you to test it out as it has some changes to it.

If you have any feedback on the layout (or anything else) please comment and i will consider it.

I tried updating my already existing entry of Lost but it would not work after the changes made to the publisher.

Modid: 158393264

Alpha 9
* Changed the layout of Personell Docking Bay
* Changed position of the Tech Point in Personell Docking Bay to (hopefully) fix IP spawning inside stairs
* Changed position of the Power Point in Personell Docking Bay

* Fixed Alpha Continuum visible from Marine start
* Fixed a missplaced prop
* Fixed some smoothing edges
No1.403 MiBJul 7, 201318-07-2013 16:07:00
Avatar Anthyr160889720NS2 Docking ClassicThe old Docking 248 Version with 5 Techpoints.
Add ns2_docking_classic to your mapcycle.json on your server config folder after you installed this mod, otherwise it wont be on the automatic mapcycle.
No3.636 MiBJul 17, 201318-07-2013 05:40:08
Avatar Samoose159172589Cave - Main Menu ReplacementMain menu replacement mod. Replaces default main menu animation/cinematic with a new one of Mineshaft's Cave room. Works with my random menu picker mod. Watch video on YouTube for highest quality.No277.9 KiBJul 11, 201316-07-2013 01:36:47
Avatar Samoose159902026Descent Club - Main Menu ReplacementMain menu replacement mod. Replaces default main menu animation/cinematic with a new one of Descent's Club. works with my random menu picker modNo691.321 KiBJul 13, 201316-07-2013 01:35:51
Avatar Scatter158688339Docking RebalancedHad to republish on a different pc.

Modified normal docking to have Landing Pad as the marine start instead of Terminal. Heavily borrowed from Launch Control on Descent.

Aliens are fixed spawn at Generator.

Currently in the process of balancing res locations as the map is quite large now.
No3.675 MiBJul 9, 201314-07-2013 04:40:51
Avatar SirRanjid144109723Welcome Message by Uke 1onosNo2.463 KiBMay 9, 201310-07-2013 20:04:34
Avatar Revy106158286923Ns2 StationOnos Bar MapNo36.693 MiBJul 7, 201307-07-2013 07:41:42
Avatar duck142276371SparkMod (alpha)An abstracted plugin framework for the Spark engine and NS2. Alpha release for development and testing purposes. Project is on GitHub along with a basic tutorial and API docs: https://github.com/SparkMod/SparkModNo197.592 KiBApr 30, 201304-07-2013 22:08:43
Avatar MGS-3156651406NS2-Fr.com ReadyRoomFR: Concerne uniquement les clients, ce mod contient notre logo (dds) qui se déclenche dans la readyroom

EN: For only clients, this mod include owner logo (dds) that trigers in readyroom
No212.529 KiBJun 30, 201330-06-2013 09:42:43
Avatar Jekt156387616Jekts Crosshair (No Hit Indicator)Jekts Crosshair (No Hit Indicator)No1.418 KiBJun 29, 201329-06-2013 17:09:38
Avatar Revy106154607586OnosBarBalanceModHUGE updates to this mod now....(Will update the changelog when I get a chance.....)No20.38 MiBJun 22, 201324-06-2013 17:40:31
Avatar =Mr.P=146598748ns2_co_blackmesaRemake of Black Mesa!

You need ExtraEntitiesMod on the server

fixed the portals
forum topic http://forums.unknownworlds.com/discussion/130388/co-blackmesa#latest

mod id: 8bceb5c

alpha.v1.4
No31.903 MiBMay 20, 201320-06-2013 10:10:47
Avatar TwoStroker136309608minegate level oneSkulk test\n\n\ntesting to see if errors are fixed\n\n\nmed teleport\n\n\nPotet skrellNo79.65 KiBApr 2, 201319-06-2013 15:14:20
Avatar SanCo153605162Green Dot - One for All- Green Dot with black outlines
- Incl. Melee
- No Hit-markers
No5.838 KiBJun 17, 201317-06-2013 23:56:20
Avatar EchoStar153468019Docking_ClassicThe Standalone version of Docking Classic. Docking_Classic allows you to host this version of docking, separate from the games default version. Just add ns2_docking_classic to your map cycle.

Use 925bc73 for the mod code on the server.
No7.677 MiBJun 17, 201317-06-2013 07:47:20
Avatar EchoStar152754783Docking ClassicDocking Classic is the docking map without the latest additions of the update. Back Alley has been fixed in this edition of the map, North Point and Stability exist in their proper form again. And the map is 5 tech points. Enjoy and hope to hear some feedback in the comments.

If you want to add this mod to your server, the hex value is 91ada5f

If you want to host regular docking alongside Docking Classic, use 925bc73 for your server code and add ns2_docking_classic to your map cycle.

If there's any issues, let me know in the comments. Docking Classic and the separate standalone version should not be hosted together.
No7.677 MiBJun 14, 201316-06-2013 00:59:07