Showing 26-50 of 2,869 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar Kayza3756430118CBM core coreContains an extract of bugfixes, optimization and QoL from CBM core.

Strictly no balance changes.

This is not affliated with the CBM team or UWE.
This project incorporates code licensed under the MIT License. See LICENSE for details.
Yes88.24 KiBJul 2, 202603-07-2026 07:02:37
Avatar Kayza3756388151shimizu Fair Start copyInverse of Devnull - Fair Start: both teams can't tell where each other spawn (if not forced cross map)

Implementation:
- Destroyed power nodes in all hive locations
- Spawned 1 hp hallucination in all hive and starting RT locations
No8.41 KiBJul 2, 202602-07-2026 19:43:57
Avatar Kayza3756376888votemapawarenesscampaign_copyEncourage voting by displaying awareness campaign posters.

Submissions accepted at MaNGA discord.
No1.586 MiBJul 2, 202602-07-2026 19:21:57
Avatar Kayza3756375853mnga_administration_dev_copymnga_administration_dev_copyYes520.098 KiBJul 2, 202602-07-2026 19:20:17
Avatar Kayza3756367697mnga_administration_v2_copymnga_administration_v2_copyYes520.098 KiBJul 2, 202602-07-2026 19:08:33
Avatar StriteR.3738105356[CN] ns2_prison 2.0ns2_prison

props tweaks based on
https://steamcommunity.com/sharedfiles/filedetails/?id=1267752913

contact if anything troubles
MapNo48.434 MiBJun 3, 202601-07-2026 15:25:30
Avatar shimizu3749510856shimizu Fair StartInverse of Devnull - Fair Start: both teams can't tell where each other spawn (if not forced cross map)

Implementation:
- Destroyed power nodes in all hive locations
- Spawned 1 hp hallucination in all hive and starting RT locations
No8.41 KiBJun 22, 202630-06-2026 21:41:29
Avatar UWE Modding3558697165UWE Hotfix 344Resolves 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
- And more ..
No663.492 KiBAug 30, 202530-06-2026 20:20:41
Avatar NexZone303743809365CBM: Core Edition Toggle

Toggle for disabling CBM content, but retaining all balance changes.



View the source: here
No2.884 KiBJun 13, 202630-06-2026 02:12:25
Avatar Joshua-Boo-Boos3615755055Joshua-Boo-Boos SwordThe Brazier Industries Chainsword. After Sanji it was reported by surviving Special Forces BIHC minigun operators that a melee weapon was required to ensure CQB survival against Kharaa lifeforms who got too close. Alterra responded swiftly. Deal extra bleed damage using your secondary attack button! Now... Where is that Kharaa xeno?!No65.317 MiBDec 1, 202529-06-2026 17:04:05
Avatar Joshua-Boo-Boos3607312901Joshua-Boo-Boos BIHCAt the infamous battle of Sanji Kharaa lifeforms defeated most Frontiersmen leaving only few alive.

Those few owe their lives to this weapon.

The Brazier Industries Heavy Cannon is the pinnacle of hand-held Frontiersmen weaponry.

Capable of discharging 125 shots of laser ammunition at 12.5 damage per shot the Kharaa were not able to withstand the damage output of Frontiersmen Special Forces personnel on Sanji but ultimately those personnel were forced to withdraw.

The Heavy Cannon also has a secondary attack that can only be used in Defense mode which switches the Heavy Cannon between standard, shotgun and smartgun modes depending upon Weapons Level:

Standard: 1 bullet, 12.5 damage, accurate (W0).
Shotgun: 8 bullets, 100 = 12.5 x 8 damage, inaccurate (W1).
Smartgun: 2 bullets, 12.5 damage, aim-assist (W2+).

The smartgun mode will only let you shoot if it has a locked target which requires the target to be an alien lifeform within a 25 degree cone of your player camera and within 42.5 units distance.

Make the Kharaa pay for the Frontiersmen lost on Sanji.
No290.193 MiBNov 17, 202529-06-2026 16:50:07
Avatar Joshua-Boo-Boos3751048291Joshua-Boo-Boos Mac-10The Brazier Industries Mac-10 is a suppressed fast firing machine pistol specifically used for CQB combat to ensure quiet annihilation of Kharaa threats who get too close.

This machine pistol has saved the lives of numerous Frontiersmen personnel who were eye to eye with their Kharaa enemy.

10 damage per bullet with 30 rounds magazine capacity.

I made:

Mac-10: Modelling; Texturing (not the gun screen); Rigging and Animating.

Arms: Rigging and Animating.
No44.479 MiBJun 24, 202626-06-2026 00:29:35
Avatar John McPain3744716839RPG Combat - Shine PluginPersistent RPG progression for NS2. Earn XP, level up, and invest in 56 progression items across rounds and sessions. Requires Shine.No269.233 KiBJun 14, 202622-06-2026 04:21:11
Avatar shimizu3748364271votemapawarenesscampaignEncourage voting by displaying awareness campaign posters.

Poster submissions accepted at MaNGA discord: https://discord.gg/W6SsuX6k88
No1.586 MiBJun 20, 202620-06-2026 12:04:03
Avatar shimizu3744314220mnga_administration_devmnga_administration_devNo520.098 KiBJun 14, 202614-06-2026 01:19:19
Avatar shimizu3689752668mnga_administrationmnga_administrationNo2.042 MiBMar 22, 202612-06-2026 05:46:37
Avatar StriteR.3738328464[CN] ns2_fusion 2.0ns2_fusion

tweaks based on
https://steamcommunity.com/sharedfiles/filedetails/?id=178964086

contact me for anything troubles
MapNo103.966 MiBJun 4, 202606-06-2026 18:22:12
Avatar ArkantiSmurf033738973419COMFOVCOMFOVNo54.866 KiBJun 5, 202605-06-2026 11:27:52
Avatar Meteru1132771326Enhanced Spectator

Keep following same player and only see what that player would see on map.



  • fixed not following after cycling through
  • reverted being able to spec dead players for other dead players
  • fixed not following in overhead mode
  • fixed not following when switching mode
  • add ghostguides for buildings on mouseover
  • fixed some entities causing errors for the new ghostguides; probably it was clogs causing it
  • removed ghostguids, is now vanilla v326
  • simplifed code, some is now vanilla v326
  • experimental bugfix for 325-spectator-rubber-banding-back-to-original-view-target
  • first person spectator relevancy based on target
  • fixed bugs related to UI
  • relevancy for overhead and freelook
  • relevancy now also affects voice chat, requires the activation of AllTalkSpectator from Shine
  • Renamed button "Toggle Relevancy" to "Toggle Team Perspective"
Must be run on Server, Gameplay TweakNo72.189 KiBSep 11, 201704-06-2026 14:43:16
Avatar MESSI MESSI MESSI MESSI MESSI ME3736971653Hive Spawn Selectormod id 3736971653

https://github.com/Bleuitup/Spawn-Selection/tree/main

A small Natural Selection 2 server mod that lets the Aliens team choose where they start each round. Once the alien commander picks a hive location, the Marines are automatically assigned a different starting tech point, so both teams know their bases are set before the game begins.

Inspired by the hive picking feature from Dragon's amazing NSL mod.

It's handy for scrims, captains games, casual competitive play, or any server that wants deliberate starting positions instead of the usual random spawns.

What it does
Before the round starts, the alien commander sees a "SELECT STARTING LOCATION" panel listing every hive location available on the map.
Whatever the commander selects becomes the alien starting hive.
The marine base is then placed at a different tech point (chosen at random from the remaining valid spots), so the two teams never share a starting location.
The selection is highlighted in green and syncs to the alien team so everyone can see the chosen spot.

How to use it
Install the mod on your server (subscribe via the Steam Workshop), then launch the server with the mod active.
Join the Aliens and take the commander chair (the menu only appears for the alien commander).
During the pre-game, the SELECT STARTING LOCATION panel appears on the right side of the screen. Click a location to choose your starting hive.
Prefer the classic behavior for a round? Click Random Spawn to clear your pick and let the game decide both teams' spawns normally.
Start the round — the aliens spawn at the chosen hive and the marines spawn at a different tech point.
Note: the picker is tied to the alien commander, so make sure someone is in the alien chair before the round begins. If no selection is made, spawns fall back to the game's normal random placement.
No27.585 KiBJun 1, 202601-06-2026 17:21:40
Avatar MESSI MESSI MESSI MESSI MESSI ME3730361484Shine Lockteams V2mod id 3730361484

This mod is currently whitelisted.

Shine Lockteams V2 - 2026 Reupload

This is a reupload with minor upgrades of Tik's old Shine Lock teams, 99% of the credit of this mod goes to him.
This mod exists only because Tik has disappeared from the face of the earth, we bid him farewell and hope he returns soon. In the meantime this mod will do.

Features
Lockteams prevents people from joining active rounds when there are player slots available, keeping games 6v6, 7v7, etc, and thus preventing late stacking. Admins may lock and unlock teams at their leisure, and teams are automatically locked post round start if there's an admin present.

People who want to join during that time recieve a message explaining the situation to them.

New functionalities in V2 include a private (non public non alltalk) join message and getting auto sent to spec if you spam join attempts.
No4.957 KiBMay 21, 202630-05-2026 04:21:25
Avatar MESSI MESSI MESSI MESSI MESSI ME3426836832Blast to the Pastmod id 3426836832

This is Blast to the Past (B2TP)
A vanilla-leaning Natural Selection 2 mod tailored for proper 6v6 to 8v8 pub play.

Current changes from vanilla:

B2TP keeps the core base game premises while selectively bringing in mechanics and ideas from CompMod, particularly successful past seasons, plus QoL from Community Balance Mod (CBM).

ARCs - Balanced for 6v6 to 8v8, interpolating health between 6v6 compmod and 10v10 values
  • Maximum ARCs changed to 4 (was 5).
  • ARC health changed to 2100 (was 2600).
  • ARC armor changed to 500 (was 400).


Aura - Toned down from the vanilla value, while not showing health on parasited enemies like Compmod does.
  • Aura display now uses a fixed white/thunderdome-style icon presentation instead of vanilla health-based coloring.


Costs - Aliens - Slight discount per tunnel/hive to emulate the tunnel savings from compmod, where the first tunnel exit is dropped by the Gorge
  • Tunnels cost changed to 5 (was 8).
  • Tunnel Relocate cost changed to 3 (was 6).

  • Costs - Marines - Normalized drop costs, and adjusted sentry batteries.
  • Welder drop cost changed to 2 (was 3).
  • Mine drop cost changed to 5 (was 7).

  • Sentry cost changed to 6 (was 5).
  • Sentry Battery cost changed to 12 (was 10).


Cysts - Using Compmod Revision 30 logic, particularly to nerf cystspam on reasonable playercounts.
  • Cyst build time changed to 6 seconds (was 3.33).
  • Cyst detect range changed to 10 (was 8).
  • Mature Cyst health changed to 300 (was 400).
  • Cysts now use differentiated flame damage:
    • Welder vs cysts: flame multiplier 4 (was flat 5).
    • Other flame sources vs cysts: flame multiplier 7 (was flat 5).

  • Shift Hive cyst autobuild multiplier changed to 1.5x (was 1.25x).


Hitpoints - Adjusted for survaivability plus compounding with vampirism.
  • Lerk health changed to 170 (was 180).


MedpackTech - Fixes medpack scaling into the lategame when jetpacks are up, at a cost. A key component of Season 13 compmod (Thanks Starcetereus!)
  • Vanila Meds unchanged at 25/25 healing.
  • Adds MedTech 1 and MedTech 2 as new marine research options.
  • MedTech 1 - Requires Armory
    • Research cost: 10
    • Research time: 45 seconds
    • Medpacks changed to 30 instant heal / 20 regen

  • MedTech 2 - Requires AA
    • Research cost: 20
    • Research time: 60 seconds
    • Medpacks changed to 40 instant heal / 10 regen

  • MedTech 1 and 2 have full tech-tree, map, and commander/spectator relevant-tech support.


PlayerCount
  • Marines always start with 1 Infantry Portal, per vanila game rules, unlike the abomination that is 10v10. The following changes interpolate the free extra IP with intermediate options akin to giving 'fractions of an IP'.
  • Instead of the old extra-IP scaling, Marines receive extra team resources:
    • +5 team res at 7 players
    • +10 team res at 8 players



Weapon Scaling - They all scale like god (and the game tooltips) intended.
  • Shotgun damage upgrade scalar changed to 0.1 (was 0.0784).
  • Grenade Launcher damage upgrade scalar changed to 0.1 (was 0.07).
  • Flamethrower damage upgrade scalar changed to 0.1 (was 0.07).
  • Weapon stay time changed to 20 seconds (was 16). - An increase from the measly vanilla 16, thought for large playercounts where there are multiple marines per lane.

  • Shotgun Faloff - A 60% interpolation between the compmod changes. Shotguns actually kill lifeforms now, and aren't pseudo melee weapons.
  • Shotgun damage falloff start changed to 8 (was 5, compmod value is 10).
  • Shotgun damage falloff end changed to 18 (was 15, compmod value is 20).


Chamber Passives (CBM-inspired)
  • Shells
    • Gain passive regeneration once Crag Hive is researched.
    • Heal for 1% of max health per tick while built and out of combat.

  • Veils
    • Gain passive cloaking once Shade Hive is researched.
    • Only cloak while built and out of combat.

  • Spurs
    • Gain movement once Shift Hive is researched.
    • Spur move speed set to 1.45.
    • Adds Move / Stop buttons and pathing/order support for mobile Spurs.



Cyst Chains Thanks CBM for this amazing QoL!
  • Drifters can now queue chained Grow orders across cyst chains instead of only growing one cyst at a time.


Alien Abilities
  • Skulk Leap energy cost changed to 55 (was 45).
  • Lerk Spike damage changed to 5.5 (was 5). (An midpoint from the compmod change, akin to the shotgun change)
  • Bone Shield hitpoints changed to 600 (was 1000). (Balanced for logical player counts)
  • Skulk Bite Vampirism scalar changed to 0.0377 (was 0.0466).
  • Exos can now be used as valid Vampirism targets.


Fade Abilities
  • Advanced Swipe added as a separate Fade research option. This three-hit-kills marines on armor 3, and is countered by armor 3.
  • Advanced Swipe is researched at Biomass 8.
  • Advanced Swipe research cost set to 30.
  • Advanced Swipe research time set to 90 seconds.
  • Advanced Swipe damage scalar set to 1.08 (+8% Swipe damage).
  • Advanced Swipe has full tech-tree, Fade menu, killfeed, and commander/spectator relevant-tech support, with new icons.
  • Stab remains a separate Fade tech.
  • Stab energy cost changed to 25 (was 30).
  • Stab research cost changed to 20 (was 25).
  • Stab and Advanced Swipe now use separate tech-tree/button icons for better readability, including revised buttons that better reflect the ability. (Thanks 4sdfg!)


CBM Stomp
  • Replaces vanilla Shockwave/Stomp behavior with a CBM-style variant.
  • Stomp uses the revised slow/web-style effect instead of the old vanilla knockdown-heavy behavior.
  • Shockwave radius changed to 0.01 (was 0.025).
  • Shockwave tracing changed from 4 traces to 11 traces.
  • Shockwave uses web application instead of the vanilla stun application.
  • Increased energy cost by 50%. Can only be spammed in proximity to a Shift, and makes adrenaline actually useful as an Onos upgrade.
No6.735 MiBFeb 13, 202529-05-2026 17:39:17
Avatar shimizu3731805850mnga_queuemnga_queueYes29.823 KiBMay 24, 202628-05-2026 01:48:02
Avatar Herakles3623094254H3H3CrosshairsNo96.25 KiBDec 13, 202522-05-2026 22:37:16
Avatar [OAG] Devnull2606061626Devnull - Interesting Score ScreenAdding Top Players to score screen based on:
- Score
- Player Damage
- Structure Damage
- Build Time

Also showing steam Avatar for top players making it a bit more personal and highlighting those that have performed well.

Publish ID = 2606061626
No28.212 MiBSep 19, 202120-05-2026 11:55:57