Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
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![]() | 114870805 | Flandre Scarlet Hands | Touhou Flandre Scarlet Flandre Scarlet badges, red armor and darker clothes. Goes well with the Flandre Scarlet Skin Marine - fixed normal and spec | No | 5.772 MiB | Dec 22, 2012 | 23-12-2012 19:36:23 | ||
![]() | 115089301 | Flandre Scarlet Marine Skin | Touhou Flandre Scarlet Marine, with darker clothes, red armor, and flandre badges.\n\n\n- Deluxe Marine is now complete - fixed the normal map and spec | No | 12.541 MiB | Dec 23, 2012 | 23-12-2012 19:33:00 | ||
![]() | 114984474 | Magno Boots for NS2 | Magno boots for NS2. Use cheats 1, then "spawn magnoboots" to spawn some boots that let marines walk on walls! Discuss on the NS2 Modding forum here: http://www.unknownworlds.com/forums/index.php?showtopic=126358&st=0#entry2050640 | model, script | No | 87.354 KiB | Dec 22, 2012 | 23-12-2012 09:14:42 | |
![]() | 114766241 | Red Eclipse Mines | Let those alien parts fly as you blow the s% out of them with the Red Eclipse Mines | No | 1.138 MiB | Dec 21, 2012 | 21-12-2012 19:14:19 | ||
![]() | 110216960 | Detailed Map Type B | update 2012/12/19 -- fixed maps/overviews/ns2_refinery.tga -------------------------------------------- In addition to the original map The details of a map are added uniquely. However, it is not necessarily exact. An outline is reproduced as much as possible. An object is arranged. Stairs, slope and vertical interval is drawn. I have created based on the Detailed Map TypeA(Transparent Map) http://steamcommunity.com/sharedfiles/filedetails/?id=108732851 Usage--- 1:Subscribe -> Select [04 MODS] (Launch NS2) 2:Detailed Map Activate into Yes from No(It only clicks.) 3:Restart and Back 4:Enjoy game | No | 2.297 MiB | Nov 26, 2012 | 19-12-2012 10:54:53 | ||
![]() | 108732851 | Detailed Map Type A | update 2012/12/19 -- fixed maps/overviews/ns2_refinery.tga -------------------------------------------- I did transparency of the map. The details of a map are added uniquely. However, it is not necessarily exact. An outline is reproduced as much as possible. An object is arranged. Stairs, slope and vertical interval is drawn. Usage--- 1:Subscribe -> Select [04 MODS] (Launch NS2) 2:Detailed Map Activate into Yes from No(It only clicks.) 3:Restart and Back 4:Enjoy game | No | 2.293 MiB | Nov 17, 2012 | 19-12-2012 10:51:50 | ||
![]() | 96232694 | NS2 Tengu | This an alpha test of NS2 Tengu. Created by hookeyed. | cinematic, level, material | No | 4.838 MiB | Sep 15, 2012 | 19-12-2012 10:01:41 | |
![]() | 114057687 | GLISS VISION | 20/20 - no weird "aura" around the center that travels with you - less ugly green, more sexy grayscale - yellow instead of orange - I know nothing about LUA I just took twiliteblue's dark vision mod http://steamcommunity.com/sharedfiles/filedetails/?id=108510422 and changed a few numbers to 999 or 0.01 | shader | No | 1.733 KiB | Dec 18, 2012 | 18-12-2012 00:24:13 | |
![]() | 100330180 | Co_Down | Smaller Map New Rooms Rearrange Removed RTs Dec 9 2012 Made hallways smaller Added Vents Dec 12 2012 No more long hallways Changed Central Command layout Moved a few rooms Dec 13 2012 Removed rooms to make the map smaller Moved Vents Changed Rooms Dec 14 2012 Remade Alien spawn again Dec 15 2012 Remade Crossing Dec 16 2013 Changed enterances to spawns | level | No | 167.752 KiB | Oct 1, 2012 | 17-12-2012 06:33:48 | |
![]() | 113298563 | Red Eclipse Command station | Control your army through the Red Eclipse Command staion, now equip with cup holders and die. (WARNING: not nearly as bright in game) | No | 1.023 MiB | Dec 14, 2012 | 14-12-2012 17:14:09 | ||
![]() | 113282500 | Athmospheric Audio Mod | This mod changes most off the NS2 music and replaces it with more athmospheric oness ;I havent replaced all tracks coz some of the originals are very well done by UWE! THe FIle is 30mb big. | No | 27.171 MiB | Dec 14, 2012 | 14-12-2012 15:33:58 | ||
![]() | 113182483 | Veteran Face Add-On | Face only texture (texture + normal) | No | 947.339 KiB | Dec 14, 2012 | 14-12-2012 00:27:52 | ||
![]() | 112928185 | Increased chat display time + com color to green when rookie | This small mod increase the display time of the chat messages and shows the comander name in green when he's a rookie | script | No | 4.199 KiB | Dec 12, 2012 | 12-12-2012 16:37:27 | |
![]() | 108196658 | Co_Ulysses | This is a remake of the original co_ulysses. This is currently in beta and I will update this section as updates are made. Version 1.7 ---------------------- • Removed Space outside cargo to cramp marines • Added Cinematics in some areas to improve stealth • Moved Boxes in Cargo to prevent Grenade Spamming Eggs. • Added Collision to prevent getting stuck in certain areas. Version 1.6 ----------------------- • Added new vent in cargo to help prevent marines/exos from camping corner. Version 1.5 ------------------------- • Add crates around the map to help for skulk and lerk cover. (Balance) • Opened door more in waste disposal for skulk ambushes. (Balance) • Removed lighting from thruway. (Balance) • Fixed bug where marines get stuck on pipe in Pipeline. (Bug) Version 1.4 ------------------------- • Finished Cargo • Removed the ability to rebuild Cargo Power Node Version 1.3 --------------------------- • Finished Flow Control • Added Powernodes back to Marine and Alien Start • Finished Skylights • Added Windows in Cargo • Changed Lighting in Warehouse • Add Spectate and Random Choices in Ready Room • Finished Marine Start • Finished East Junction Version 1.2 -------------------------- *Combined with 1.3 Version 1.1 ----------------------------- • Marine Start Textured • Some Minimap Room Names Added • Lighting Added for Marine Start Version 1.0 ----------------------------- • Greyboxing Complete • Lighting Temporary • Alien Start Ramp Added for Onos | level, material | No | 1.686 MiB | Nov 14, 2012 | 11-12-2012 22:11:45 | |
![]() | 112730185 | Red Eclipse ARC | The Hive killer itself has dawned the Red Eclipse, this skin also changes the arc blast waves into red death waves. | No | 1.115 MiB | Dec 11, 2012 | 11-12-2012 13:17:20 | ||
![]() | 110673808 | co_recharge | co_recharge Version 0.1 - 29/11 - First release Version 0.2 - 30/11 - Redone corridor from Alien spawn - 1/2 done Version 0.3 - 30/11 - Redone corridor from Alien spawn - 3/4 done Version 0.4 - 30/11 - Textured and fixed a vent Version 0.5 - 04/12 - Finished corridor from Alien spawn. Created train platform (Doesn't add to gameplay yet). Added lots of screens Version 0.6 - 08/12 - Completely redesigned Alien spawn. Doubled map size. Huge update. Haven't added any tunnels yet to new Alien spawn, so there is only one entrace at the moment. Will add soon. Version 0.7 - 11/12 - Further developing Alien spawn. Added corridor out of Alien spawn (untextured). Created another room in Alien spawn. Fixed a few texture problems new editor seemed to create. Hi all. This is my first map. Please leave your opinions but try to be nice! I've made combat because that's what I enjoy (and it's also much easier). I welcome suggestions. Let me know if you enjoy it (or if it even works! haha) | level | No | 99.632 KiB | Nov 29, 2012 | 11-12-2012 05:26:38 | |
![]() | 74499435 | NS2 Kleos | Kleos is still work in progress (Beta) - please remember this before providing any feedback :) Changelog: update 11/12/2012 - version 326b - Deleted stray commander camera. - Seems like vents still does not appear on the minimap. update 08/12/2012 - version 324b - Fixed falling through floor areas of map. (sorry this took so long but only one player reported this) - Added vents to minimap. - No extra props or geometry added since people like how fast this map runs compared to the official maps. update 20/07/2012 - version 323b - cosmetic changes all over map - tidier mini-map - lighting tweaks update 22/06/2012 - version 306b - I know I said I wouldn't update in a while, but I promise this will be it for a while :P - Getting stuck in Refinery vent - fixed. - Part of Ready Room appearing on minimap - fixed. - Pressure Control and Rotunda, shadows not casting on floor fixed. update 21/06/2012 - version 303b - Added new route from engineering to Distribution. - Fixed some occlusion issues from Distribution to Pressure Control. - Minor lighting, geometry and commander camera tweaks across the map. - Updates will be less frequent from now on. update 19/06/2012 - version 301b - Better access to Engineering res node. - Complete remodelling of Processing. - Distribution res node now more protected. - Moved Control Room tech point. update 15/06/2012 - version 288b - Moved res node from Processing to Calibration. - Increased Location size of Engineering, and added more level build space. - Slightly adjusted route from Rotunda to Calibration. update 14/06/2012 - version 282b - Remodelled Refinery Entrance so less cramped. - Moved entrance to Cooling from Rotunda to the south. update 12/06/2012 - version 274b - Rebuilt Core area for more open gameplay update 11/06/2012 - version 272b - Increased size of Distribution room - Minor fixes update 10/06/2012 - version 268b - Issue with Refinery tech point now fixed (Thanks to ScardyBob and Industry!) - Distribution resource node moved to same room as tech point. - Added more build space level with tech point in Refinery. - Tidied up commander view. update 06/06/2012 - version 258b - major change to east corridor (Thanks Soul_Rider!) - newly improved commander camera movement (should be easier to comm) - Distribution is no longer a random spawn - cosmetic and lighting changes (brighter) update 22/02/2012 - version 5.0a - added resource node to Rotunda - removed cargo bay as random spawn update 14/02/2012 - version 4.0a - Brighter lights, greater visibility - Default fog removed - map is clearer to play - Tidier geometry so infestation does not leak through walls - Moved power point in Core - Added ladder to Refinery Entrance/ ladder in RR now works! - Staggered long Distribution corridor with new room - Fixed power grid issues in Cargo Bay (overlapping locations) - Another new room 'Tunnel' towards pressure control to reduce corridor length | level | No | 1.968 MiB | Jun 1, 2012 | 11-12-2012 04:41:25 | |
![]() | 112433185 | nepumax' simple X crosshair | This mod changes every crosshair to a white X crosshair. The crosshair turns red when hitting an enemy. | No | 1.001 KiB | Dec 9, 2012 | 09-12-2012 19:15:59 | ||
![]() | 111439586 | Hardcore Mod | MODID: "6a46ee2" This mod is intended to make NS2 more tense and stealthy. Changed include: * Damage generally doubled This is to increase the reward for stealth and checking your environments as well as making combat more about initiative than arcade shooting. * Rifle, pistol and shotgun has less ammo per clip This is done to both to reflect the new damage, but also to make alien strategies involving trying to waste marine ammo more viable. * TRES model changed to be 1.5 + 0.5*RTs This is to reduce the snowball effect of the strategy layer as well as to put more emphasis on combat and stealth. * Respawning costs 2 PRES This is to reduce the viability of "zerging" and to increase the general worth of a life. The cost gives a larger reason to be stealthy and wait for the right moment to attack, as well as being more careful when you advance into new areas. * Regeneration for aliens doubled This makes it easier for aliens to harass the ammo of marines by attracting short bursts of fire, as well as improving the chance retreating from a discovered stealthy position. This also somewhat combats marine "zerging" * Marine structures regenerate Armor (but not Health) Combined with the aliens increased damage, attacking structures has a higher risk and a higher reward. You will destroy them faster, but if you fail to do so, much of your attack (the armor damage part) will be nullified over time. This is yet again to combat zerging and encourage coordinated attacks. | script | No | 78.104 KiB | Dec 3, 2012 | 09-12-2012 13:07:06 | |
![]() | 110954627 | Co_Lavacliff | A simple, dark combat mode level. NOT suitable for "serious" gameplay. Marines start in a building at the bottom of a cliff. Aliens start inside a cave partway up the cliff. Due to the relatively small size and the speed of reaching the opposing team's base, this is a very chaotic map when there are a lot of players. | level, script, material | No | 694.721 KiB | Dec 1, 2012 | 09-12-2012 01:11:01 | |
![]() | 112275544 | ns2_agora | **********ABANDONED PROJECT******************** do with it as you wish. I wanted to making an outdoors map with a marine bunker in the middle - this is out it ended it up :) This is the first beta version so its still go some ugly parts and overall the lighting needs a redo but its all enough to play and have some fun :) If anyone has a nice blue skybox too please let me know, i'd like to go for the full desert look, instead these clouds i took from ns2_summit :P | level | No | 1.74 MiB | Dec 8, 2012 | 08-12-2012 23:00:52 | |
![]() | 110330521 | Red Eclipse Rifle | The long awaited Red Eclipse Rifle is out, first I'd like to apologize to all of you who have been waiting for this, this was one of the hardest things I've had to do cause the file was really screwed up, but I'm glad I got it done, hope you guys like it. Now with Red ammo display | No | 890.656 KiB | Nov 27, 2012 | 08-12-2012 21:42:20 | ||
![]() | 110346296 | Red Eclipse Phase gate (model) | OK, This is the real deal, I re published the old phase gate cause it didnt seem to work, then I realized that thats because the portal was in the effects folder, so I screwed up, you will have to re sub for the red phase in addition to this, srry. | No | 512.908 KiB | Nov 27, 2012 | 08-12-2012 00:09:05 | ||
![]() | 111518876 | Red Eclipse Power Node | A new look on this power hungry life saver. I will be adding more to this later, but for now I'm trying to find out how to change some of the lighting. The impulse has been added to this, so for those of you who had it before its now a part of this file so you dont need bpth mods, thats why its missing from the workshop. | No | 495.127 KiB | Dec 4, 2012 | 08-12-2012 00:07:18 | ||
![]() | 108144958 | Red Eclipse shotgun | I finally got these mods to work so all the eclipse series are up and running. | No | 1.374 MiB | Nov 13, 2012 | 07-12-2012 23:45:18 |