Showing 1-25 of 2,793 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar ns2bdt2992773495BDT Community Balance Mod (dev)

BDT Community Balance Mod revision 3.0 (dev)


Development build of the BDT Community Balance Mod.

This build is for testing only and should not be run in live servers!

Any changes in this build are not guaranteed to make it into a mainsteam release.

View the source: here
No539.254 MiBJun 21, 202318-10-2025 18:56:38
Avatar Joshua-Boo-Boos3589304387Joshua-Boo-Boos Skulk ModSkulk Mod - 20 * (1 + (veil count / 3)) bite damage applied to any marine team entity when a leaping skulk contacts it.No3.49 KiBOct 18, 202518-10-2025 17:14:07
Avatar Joshua-Boo-Boos3589295702Joshua-Boo-Boos Exo ModHold your reload key during Defense to fire missiles.

Missiles replenish when not trying to fire them and they track nearby aliens and deal area of effect damage.

Structures do not take damage from the missiles.
No1.825 MiBOct 18, 202518-10-2025 17:13:18
Avatar alnair2908953776ns2_large_balanceBalance mod for ns2 large.No610 BDec 29, 202218-10-2025 13:03:38
Avatar twiliteblue1972021720Shotgun PlusShotgun cost reduced to 15 Pres.
Added alt secondary attack to Shotgun, melee ranged attack for 20 damage with 0.5s cooldown.
Spread pattern changed to 1 center, 5 inner ring, 5 middle ring, 5 outer ring = 16 pellets.
Maximum damage: 120
distance = 0, pelletCount = 1, pelletSize = 0.1, Damage = 15;
distance = 0.4, pelletCount = 5, pelletSize = 0.048, Damage = 9; (4.6 degrees @10m)
distance = 0.71, pelletCount = 5, pelletSize = 0.064, Damage = 7; (8 degrees @10m)
distance = 0.84, pelletCount = 5, pelletSize = 0.1, Damage = 5. (9.6 degrees @10m)
Shotgun bullet size has been significantly increased (was 0.016)
Weapons Upgrade increases Shotgun damage by up to +18 per level (15% per level).
Damage at maximum range = 66% damage (was 50%)
Max range reduced to 50 (was 100).
Shotgun on draw will auto reloads if empty.

Use Debug Mode to compare damage with vanilla.
No177.076 KiBJan 18, 202018-10-2025 10:45:32
Avatar Mephilles2819367993Mephs Mapping PlaygroundThis is my mapping playground.
There are multiple maps in this mod and all of them are variants of official maps that address either things that personally frustrate me on the map or what I perceive as balance/gameplay problem.

The maps in this mod are called like the original maps but have "_mmpg" added to the end.

Maps currently in the mod:
ns2_biodome
ns2_caged
ns2_descent
ns2_docking
ns2_eclipse
ns2_kodiak
ns2_metro
ns2_mineshaft
ns2_refinery
ns2_summit
ns2_tanith
ns2_tram
ns2_tr4m (alternative version of tram)
ns2_veil
MapNo372.704 MiBJun 10, 202218-10-2025 08:56:29
Avatar Meteru3405049746The Playground - Pack ZeroThe Playground - Pack One

Bundle of the following mods:
Wooza's Haggis
Outage
Extreme Shadows
Sentry Error Reporting
No53.041 MiBJan 11, 202514-10-2025 16:16:24
Avatar StriteR.2733077552[CN] Natural Selection 2.0

| What is this


- Natural Selection 2.0
- Aimed 12v12 and further
- Extension for original ns2 gamemode
- Takes to bring more fun to the game.

| What it includes


- A bunch of gameplay tweaks.
- A lot techs added.

For Both Teams


- Res kill grants pRes
- Overhauled power system.
- Ragdoll exists longer(?)
- Extend respawn time during late game(>20min).

For Marines


- [Standard]&[Explosive] Tech branch.
- [Nanoarmor]&[LifeSustain] Research.
- MachineGun,Knife,SubmachineGun,Revolver
- Cannnon
- CombatBuilder to build utilities as marines.
- Alt attack mod for [Shotgun]&[Grenade Launcher]

For Aliens


- Remove cyst restriction for tunnel(still needs gorge).
- [FastTunnel] research to travel distance faster.

- Most unused [Traits] been boosted (includes cloak).
- Prowler (Modifed) to reel enermy with his rappelsilk.
- Rework gorges bilemine to babbler hive.
- Pheromones will spawn a babbler on hit.
- Onos devour (tweaked).
- Xenocide with 8 biomass.

| Further more


- Still being active developing and heavily tested(daily)
- About NS2CN: Active Developing Community from Asia.
- Feel free to contact me if anything troubles
- Original codes https://github.com/striter/NS2-Playground-Balance
No210.782 MiBJan 27, 202212-10-2025 18:38:06
Avatar Bleu3572663596NS2 SUD Combat AdjustmentsNS2 SUD Combat AdjustmentsNo9.962 KiBSep 22, 202511-10-2025 21:40:39
Avatar twiliteblue3481291918Bonewall BalanceBonewall health now scales with player count, based on 6 players per team.
Bonewall base HP increased to 600, gains 60 HP per biomass, reaching 720 at biomass 3, and 1260 HP at biomass 12.
Bonewall decays at 12% max HP per second, up to 66% over 5.5 seconds.
No6.516 KiBMay 14, 202511-10-2025 03:18:52
Avatar StriteR.2707698282[CN] Community BootingExtensions for NS2CN servers.
Feel free to strip some codes it you find it useful.
No256.032 MiBJan 4, 202209-10-2025 06:30:30
Avatar delnaxsis3530134737ns2_metalns2_metal - A remake of classic natural selection map (ns_metal by quazilin).

"For those of us out there still out there playing this game"

***Summary***
This is my first 'released' map which started as a bsp to level import of the original ns_metal where i decided to play around with the level editor for NS2. Over the course of many hours using and learning the NS2 Editor the map has been modified and updated to suit the functional gameplay within NS2 using gameplay with the bots as a key initial driver.

The map has had a bunch of internal play testing (mostly from the Player vs bots perspective) using the Bishop Bot mod for which vent support has also been added.

***Background***
I did play with the NS2 leveling tools over 10 years ago, but back then rather than getting involved with the map creation scene i assumed that most classic maps would have been remade for this game and it was great to see that many did and some were made into 'offical' released maps.

Looking at the map scene currently there were a few classic maps (metal, agora, bast, lost, nancy, hera, altair, eon, machina, shiva, mineshaft) that were left either unfinished, never started, in the greybox stage/lacking complete detail or some that were so critically close to being finished that it hurts :P (altair).

So with the above in mind my aim was to try and bring this classic map (ns_metal) into NS2 to allow me to play rounds with my mates and the existing bot mods (bishop/bot maintenance) for nostagia purposes.

This was originally just going to be for private hosting however as noted above, during level development i've opted to release this out for others to experience and provide feedback rather than the map site on my harddrive for years.

***Original Author and Credits***
All credits go to the original map author Quazilin

Quote from the Original Author on the Steam Forums - "Hi, too long has metal been on my hdd unfinished and cos of lack of time it is still unfinished. Here is the file if you want to take a look of it or do a own version of it be free to do so" - Quazilin (June 2016)

I did find the work in progress upload of quazilin's ns2_metal on the NS2 forums, which did inspired some of the layout changes to the map i've upload.

As above all Credit goes to the original map author of ns_metal, quazilin and anyone else on the NS1 dev team. Quazilin, who was recreating his map for NS2 but later ceased development after 2016.

So quazilin if your still out there looking back as this old but great game, thanks for the original ns_metal map which i spent many countless hours in while playing natural selection 1 in my youth.

Feel free to reach out if you have any issues/suggestions with me posting this remake of ns2_metal up.

***Details***
As noted above, there have been some changes to the original ns_metal map layout (mainly new areas) which were made to support gameplay with bots and the fact that the original ns_metal map contained multiple elevators which are not present in natural selection 2.

I'm open to feedback if people would like to see a more classic version of ns2_metal released with those 2/3 areas removed.

New Areas Added
-Add 'Depot' Area between Heating Room and Fluid Processing
-Added 'Recieving' Area between with res node between Cooling Sys and Cooling Storage
-Added Alternate Path from the left of lower Storage D to the upper area.

Areas Changed/Updated
-Map now has 12 resources nodes (original map was 10)
-Added a res nodes to Fluid Processing and Recieving (new area)
-There is a a connecting hallway between Storage D and Heating Room. (no longer just a vent like it was in the original)
-Moved the Hive location in Cooling Processing
-Modified Vent between Cooling Sys and Supply Way with exit now near Sector F
-Added Vent between Cooling Sys and Recieving
-Layout of Storage D was modified and alternative path added

***Current Status of Map***
Please note this map is in a 'beta' stage, and with this being my first map there might be some bugs or things that i might have missed.

If reported i'll fix major issues or bugs and at some point i'll run through and do another 'full detail' pass of the whole map and also update detail in the vents which has been left very basic.

Gameplay wise the balance between aliens/marines on this map is probally wild (not sure which side it favours but i've had alot fun with bots (the Bishop mod) running around on it. Overall it's been great fun to revisit this old classic map within the gameplay of the NS2 engine.

***Future Project(s)***
I've had a few thoughts about creating another map based on a classic ns1 map that either hasn't been finished or updated in while such as lost/hera,eon or nancy but those maps have had at least some love.

I've ended up deciding that the next map that i would look at bringing to NS2 is a lesser known map (ns_agora) which was in one of the natural selection 3.0x beta releasess but later removed due to 'balance' issues.

I did realy enjoy playing that map back when it was around, as i liked it's theme and layout so i intend to bring that map to NS2 now that i've had a few hundred hours of experience using the Editor.

Additionally i might also have a look at doing a updated version of ns2_hera, but as i've found map creation is very time consuming so this will all be time dependant.

***This is delnaxsis signing off... for now***
MapNo24.741 MiBJul 20, 202507-10-2025 13:30:33
Avatar twiliteblue3016412542twiliteblue fixes 1Fixed Stab sometimes not receiving Focus upgrade.
Fixed Onos becoming unresponsive when switching weapon during Stomp.
Fixed Onos Focus Gore attacks becoming much slower than intended.
Bone shield can no longer activate while Onos is stomping.
Fixed Bone Shield restarting cooldown timer during cooldown.
Fixed Gore attack delay when both primary and secondary attack buttons are engaged.
Fixed Onos smash animation timing mismatch with viewmodel.
Fixed Spit console error when destroying without an owner.
Fixed Predicted Projectiles lingering after shooter is destroyed.
Fixed Babbler running animation playing while clinged.
Fixed Umbra effect being too visible while semi-cloaked.
Improved (Pulse Grenade) electrify visual effect visibility.
Fixed Bile Mine not cloaking.
Fixed Robo factory errors when failing to spawn products.
Fix when commander leaves game during research (robo factory production)
Fixed Pistol shot queuing not working.
Improved Nanoshield tagetting inaccuracy.
Fixed spawned marine OrderSelfMixin error spam.
No39.798 KiBAug 7, 202307-10-2025 04:20:56
Avatar Parad0x3328693789Community TD Betahttps://discord.gg/WRJdyWFBMm | Community TD testing mod.No30.316 KiBSep 10, 202406-10-2025 00:46:03
Avatar ns2bdt2934445221BDT Community Balance Mod

BDT Community Balance Mod revision 2.7.4



BDT Balance mod.

View the most recent changelog here

View the source: here
No522.808 MiBFeb 16, 202304-10-2025 17:46:11
Avatar Joshua-Boo-Boos3577177389Joshua-Boo-Boos AK48This is a new weapon intended to be used in both NS2 and Combat rounds.

The AK-48's features are: 12 damage per bullet at Weapons 0; a 60 round drum magazine and is quiet when shooting.

At the time of upload of this mod there to be my knowledge is not another suppressed weapon for NS2.

The weapon model (aside from the suppressor and partially the drum magazine), gloves, textures and sounds were not made by me.

This weapon is to be assumed not compatible with the CBM mod.

Updates will be made to this mod over time which may include new weapon models based on Weapons level, an Aim Down Sights mode among other things but no promises are provided.
No19.204 MiBSep 29, 202530-09-2025 12:54:08
Avatar Mephilles3547513596biodome_mmpgFilename:
ns2_biodome_mmpg
No53.496 MiBAug 12, 202529-09-2025 13:18:27
Avatar Bleu3426836832Blast to the Pastmod id 3426836832

This is Blast to the Past (B2TP)

A vanilla-flavored Natural Selection 2 mod aimed balancing the game 6v6 to 8v8 conditions, the original intended size of public play of ns2, back to the time where 8v8 servers were commonplace.

While stats on ns2panel.com show an almost 50-50 winrate (which is a good thing), in our experience most players have a higher marine than alien hiveskill, a rare 5 sight years ago.

As a consequence, the hive skill system, using the per-team-hiveskills feature that didn't exist back them can simply solve these imbalances by slightly stacking the alien team with better players. This, in turn, creates a 50-50 winrate.
However, if teams were to be sweapped then it would be expected the stronger,team would crush the opposition.

In conclusion, while the game can be 'balanced' for single rounds, it's not truly balanced until a 50-50-ish winrate is achieved after teamswaps.

This mod aims to attack the causes of this, by doing the least amount of changes whenever possible in the most impactful places. Most of these changes revert some values to what were vanilla values years ago, or were present in older or present compmod versions.

Changes are as follows:

**Aliens**

Tunnels cost 5 Tres --was 8
The total cost for a tunnel and 2 PVE is the same as in previous B2TP versions and 6Pres cheaper than vanilla. However, into the lategame this keeps a consistent scaling with more hives, while curbing excesive PvE proliferation in stalemate games.

Lerk Spikes do 11 damage -- was 10
Leap costs 55 energy -- was 45
Boneshield has 600 hp -- was 1000, balanced for 10v10
Vanilla Stomp moved to Bio9 --was 8, completely and utterly broken
Vampirism Affects Exos and was toned down to 3.77% per shell

Aura doesn't reveal health

Cysts take x4 flamable instead of x7 flamable. Build at 6 seconds and get a x1.5 shift hive multiplier (compmod change, since vanilla cysting is broken in normal player counts)
Mature Cyst Health changed to 300 (was 400)
Lerks have 170 hp --was 180

**Marines**

Marines start with 1 IP (vanilla!) but
+5Tres on 7v7
+10Tres on 8v8

This serves as an interpolation between 1IP and no bonuses for 6v6 (vanilla behavior) and +1 IP for the arcade clusterfugg that is 10v10, which is essentially +20 Tres. The only way to give "half an IP" is to give Tres. Giving a straight IP for 8v8 ammounts to nonstop early marine pressure and can snowball easily into marines choking out the aliens.

ARCs are limited to 4 and have 2000 hp -- was 2600

Weapon drop costs normalized: welder drops cost 2 (from 3) and mine drops cost 5 (from 7)

Sentry Battery costs 12 Tres --was 10
Sentry costs 6 Tres --was 5

Marines get Medpack Tech #1 and #2 from S13 compmod:
Default meds: heal 25/25, identical to vanilla
Medtech #1: unlocks in the command station, requires armory. Heal 30/20.
Medtech #2: unlocks in the command station, requires AA and Medtech #1. Heal 40/10
This makes medding scale as the round progresses, since vanilla meds are truly lacking in the end game.

All Weapons (including shotgun, FT, GL) scale by 10% per weapon upgrade instead of 7.84% (?!) (this changes a W3 meatshot from 210 to 221 damage)

Shotgun falloff start changed from 5m to 7.5m, and falloff end distance (where it does 50% damage) changed from 15m to 17.5m (this is half of the compmod change. Vanilla shotguns aren't terrible now. There's a reason the 10v10 meta skips them over entirely for AA)
No13.765 MiBFeb 13, 202521-09-2025 01:11:02
Avatar Mephilles3547511099summit_mmpgFilename:
ns2_summit_mmpg
MapNo36.314 MiBAug 12, 202514-09-2025 12:19:59
Avatar godi [¤]3567619095godi dotRed hitmarkers on the corners

Rifle = green
Shotgun = green + white circle
Pistol / Lerk / Parasite = yellow
Melee = white
GL/FT = magenta
No85.766 KiBSep 13, 202513-09-2025 20:21:26
Avatar godi [¤]3567614169godi plus outlineRed hitmarkers on the corners

Rifle = green
Shotgun = green + white circle
Pistol / Lerk / Parasite = yellow
Melee = white
GL/FT = magenta
No64.25 KiBSep 13, 202513-09-2025 20:13:46
Avatar Microsoft Word 20193566835803Zepar Red Crosshair by KopungaA simple red crosshair with no hitmarkers made for Zepar, based on Green Crosshair (High Visibility) by CLARKKENTgg CrosshairsNo512.25 KiBSep 12, 202512-09-2025 16:29:26
Avatar Microsoft Word 20193566833228Zepar Green Crosshair by KopungaA simple green crosshair with no hitmarkers made for Zepar, based on Green Crosshair (High Visibility) by CLARKKENTgg CrosshairsNo512.25 KiBSep 12, 202512-09-2025 16:24:41
Avatar UWE Modding3558697165Main Menu HotfixResolves the following main menu issues:
- Removes crashed servers from the community server list
- Display steam news in main menu instead of no longer available uwe website news
No1.831 KiBAug 30, 202531-08-2025 08:54:09
Avatar Bhaz3397710344Bishop - Bot Modv1.5.4 - They're comin' out of the goddamn walls!


Bishop - Bot Mod


Bishop is a series of large and small tweaks to bots that attempt to increase the challenge they provide to players.

Not all maps support vents yet, I will remove this message when that changes.

Bishop now has a UI. You an access it by:
a) Typing !bishop in chat.
b) Running bishop_menu in the console.
c) Binding a key to open the menu, i.e.:
bind P bishop_menu

Highlights


  • UI and automated bot management.
  • Skulk vent support.
  • Strategically placed temporary phase gates and tunnels.
  • Alien pack mentalities.
  • Marine fireteams.
  • Dynamic alien retreating.
  • Late-game med spam.
  • Complete Gorge rework.
  • Movement improvements.
  • Dozens of minor tweaks and bugfixes.


Coming Soon


Check out my feature wishlist.

Installation and Usage


1) Subscribe

Please also subscribe to Bot_Maintenance, this mod wouldn't have been created without it.
Dedicated server users can skip this step.

2) Enable

Launch the game, go to the mods menu and enable the mod. Remember to click Restart instead of Back.
Dedicated server users can skip this step.

If you're running a dedicated server, the required mod IDs are:
117887554, 3397710344, 3023063995
If you prefer enabling mods the old school way by hex ID:
706d242, ca84f208, b4304bbb

3) Jump In

Launch a local game (or join your dedicated server.)
Try to open the Bishop UI to confirm it's working. (Steps at top.)

4) Play

Choose your desired settings - changes are saved immediately.
The config for Bishop is saved in %appdata%\Natural Selection 2\shine\plugins\Bishop.json.
The path is very similar for dedicated servers, but starts from the config folder.

With management enabled, Bishop will do its best to maintain your chosen settings.
If you choose to disable management, addbot and all the vanilla bot commands work as normal.
Be careful fiddling with these settings mid-round or you may abruptly end your game.

On dedicated servers, your SteamID needs either global access to all commands (an empty blacklist), or permission to use the "bishop_set" command.
Here is the relevant Shine documentation page for changing user permissions.

Compatible Mods

ns2_metal by delnaxsis



Known issues


  • Ammo requests can sometimes be deleted without being serviced.
  • Marine commander can be overzealous with the Beacon sometimes.


Feedback


I read all bug reports, balance suggestions and feature requests. Post whatever you like.

No862.161 KiBJan 1, 202528-08-2025 13:57:04