Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
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![]() | 2061145779 | PlayersCollisionTest | ----\n\n\n | Must be run on Server | No | 25.581 KiB | Apr 14, 2020 | 30-04-2020 16:38:14 | |
![]() | 2006963099 | (test) Action NS2 | A faster paced NS2 mode with long overdue balance and Quality-of-Life changes.\n\n\nTest version | Must be run on Server, Gameplay Tweak | No | 204.675 KiB | Feb 25, 2020 | 25-04-2020 12:07:01 | |
![]() | 2002317130 | Action NS2 (broken) | Action NS2 (7758ef4a) -- a faster paced NS2 mode with balance and quality-of-life changes. Early game mistakes are less crushing, while late game attacks are far deadlier. For a full list of changes: https://pastebin.com/7VNaxWwi Key changes: ==== BOTH MARINES & ALIENS ==== ———— RESOURCES ———— Initial resources at start: • Each player: 10 pres. • Each team: 50 tres (reduced from 60 tres). Resource income base rate: • Each team: +5 tres/minute. • Each player (including commanders): +1.2 pres/minute. • Each player: +1.2 pres/minute (reduced from +1.25 pres/minute). • Resource tick interval increased by 25%. Team TRes income decreased by 20%. Player personal resource refund upon death: • Alien lifeforms refunded 33% of the base Pres cost of the lifeform. (E.g., 30 pres fade regains 9.9 Pres. Commander dropped lifeforms are not refunded.) ———— RESPAWN ———— • Respawn delay increases with game time. Every 4 minutes, an extra 1 second is added to the respawn delay, up to 5 seconds. • If an IP/egg is destroyed in the middle of respawning a player, that player will gain spawn priority. ———— DAMAGE ———— • Armor damage absorption rate: 80% (increased from 70%). (I.e., 20% damage dealt through armor.) Damage dealt by marine to alien: • Burning alien units receive 10% bonus damage from non-fire-based attacks. Damage dealt by alien to marine: • Alien crush now increases the damage dealt through the armor, to up to 41% (armor absorbing 59% of the damage). • Corroding marine units receive 10% bonus damage from non-corrosion-based attacks. ==== MARINES ==== • Marine armor increased to 40. • Marine backward walking speed penalty reduced to 50% (from 60%). • Marine sprint speed increased to 6. Sprint speed builds up over 1.0 second. Sprint acceleration and friction tweaked. • Sprinting gains greater speed from cat pack: 1.625 (increased from 1.125). • Cat pack reload and melee haste increased to 40% (from 25%). • Med pack, ammo pack and cat packs now persist for 2 seconds after being picked up. • Marine construction speed on the same building is soft capped with more than one builder to 170% speed with 2 marines and 25% gain per additional marine. (Note: MAC construction is not affected by build speed cap.) (and many more) ==== ALIENS ==== Cloaking: • Redesigned to camouflage better, and has a new shader. • Prevents sentry and mines targeting aliens (touching a mine will still uncloak alien). • Observatory no longer decloaks but can detect aliens. Skulk: • Movement: ├─ Bunny hop maximum speed increased to 9.0. ├─ Leap vertical height reduced by 10%. └─ Maximum leap speed soft capped to 12.5. • Skulk base armor: 15 (increased from 10). • Bite parasites target for 4 seconds. • Vampirism heal on skulk reduced from 15 to 12. • Babbler Shield increased from 21 to 28.8. • Parasite: ├─ Parasite duration reduced to 15 seconds. └─ Parasite energy cost reduced from 30 to 25. • Xenocide: ├─ Now applies a status effect, increases bite damage by 20% (to 90 damage) for 3 seconds, and has a 2 second cooldown. ├─ Skulk explodes if it is killed while the Xenocide status effect is active. └─ Xenocide explosion damage changed to 180 structural, radius reduced to 10 (from 14). Gorge: • Gorge health adjusted (reduced), with health shifted to self Babbler shield (increased from 21 to 72 HP). • Gorge per upgrade cost increased to 2 Pres. • Babbler has a 20 second limited lifespan when too far from the owner. • Spit: ├─ Damage type changed to Structural. └─ Now works with Crush • Each heal spray reduces burn duration by 1 second. • Bile Bomb damage reduced by 10%. Lerk: • Cost reduced to 20. • Lerk model width reduced by 15%. • Movement: ├─Glide turnig is no long instantenous, "air control" is now 180. ├─Diving is now usable to interrupt gliding, without having to release jump key. ├─Diving gravity increased from 42 to 50. ├─Diving now consumes energy, at the rate of 21 per second, increase air friction, and creates flapping sounds, to addresses the silent and free speed gain exploit. ├─Lerk can now wall walk. Fixed wall cling/walk animation stutter. └─(See Lerk Rework Mod for more information) • Umbra: ├─ Umbra cloud is not burnt by flamethrower (but can be burnt by Cluster Grenade). └─ Umbra prevents burning. • Babbler Shield increased from 25.2 to 36. • Lerk biomass health: +3 health/biomass (increased from 2). Fade: • Cost reduced from 37 to to 30. • Speed increased to 6.5. • Armour decreased to 65 from 80. • Carapace armour decreased to 110, from 120. • Blink energy upkeep cost reduced from 32 to 25 per second. • Metabolize energy cost reduced to 12. Energy gain reduced from 5 to 4 per second (8 every 2 seconds). Onos: • Onos starts with a weaker version of charge (max speed 9.5), can be upgraded by research to improve speed, damage and energy efficiency. • Onos charge damage increased to 35 (with research). • Stomp ├─Damage changed to 50 structural. Stun duration reduced to 1 second, stun timeout reduced to 2 seconds. └─Shockwave height increased from 0.8 to 1.2. ———— ALIEN STRUCTURES ———— Hydras: • Damage: 5 (reduced from 15) • Attack rate increased by 33%. • Hydra spikes are more accurate. • Hydras parasite targets hit. | Must be run on Server, Gameplay Tweak | No | 211.905 KiB | Feb 20, 2020 | 25-04-2020 06:10:41 | |
![]() | 1644462234 | Captains Mode | Captains ModeA plugin for Shine.\n\n\n Features
How it works
ConfigurationYou need to enable the plugin in either BaseConfig.json or Shine's admin panel. The plugin's config file will be generated at shine/extensions/CaptainsMode.json.\n\n\nAnnouncePlayerNames: true/false (default true) Show the picked player name to everyone. If false it will still notify that a captain has just picked a player, but without specifying exactly who.\n\n\nShowMarineAlienToCaptains: true/false (default true) As soon as the pick process starts, each captain's team is randomly assigned to marines or aliens. This option enables showing to the captains which side they will end up in, to better refine their picks in advance. You decide if this is good or bad for match quality.\n\n\nCountdownSeconds: integer (default 60) How many seconds to launch the game after the captains are ready.\n\n\nPlease report bugs, suggestions and dubious grammar in the comments.\n\n\nMod ID: 6204809A GitHub: https://github.com/Tikzz/ns2-captainsmode\n\n\nArt by Mahadon. | Must be run on Server, Tool | No | 7.372 KiB | Feb 3, 2019 | 24-04-2020 21:37:20 | |
![]() | 1923879072 | The Frag Arena | Mod bundle for TFA servers. | Must be run on Server | No | 1.329 MiB | Nov 29, 2019 | 21-04-2020 20:51:05 | |
![]() | 1973059957 | Rifle XL balances | Rifle bullet sized increased from 0.018 to 0.024. Rifle melee range increased from 1.1 to 1.2. Rifle melee swing attack duration increased to 0.25 second. The attack deals half damage if the initial attack missed. Rifle melee damage increased from 20 to 30. Increased Skulk starting health from 75 to 85. Increased Skulk starting armor from 10 to 15. Increased Marine starting armor from 30 to 45. Decreased Marine armor per level from 20 to 15. | Must be run on Server, Gameplay Tweak | No | 9.878 KiB | Jan 19, 2020 | 21-04-2020 02:09:56 | |
![]() | 2057535828 | Gorge Tunnel | Brings back the Gorge Tunnel! Commander can drop tunnels just like in vanilla, in addition he can upgrade a Gorge Tunnel to an Infested Tunnel. - Costs 5 res per entrance - In combat mod a entrance costs 1 point\n\n\nHistory In 2013 Gorge Tunnels where add to NS2, with the Gorgeous Update . Six years later in 2019 Build 327 moved Gorge Tunnels to the commander.\n\n\nThanks to - the creators of NS2 for the original Gorge Tunnels! - spawnof2000 for testing with me! - Muse for creating a lovely preview picture! - neo for pressuring me to make Gorge Tunnels happen! - all players on Wooza for live testing and chitchat!\n\n\nModID 7AA38154 | Must be run on Server, Gameplay Tweak | No | 93.101 KiB | Apr 11, 2020 | 13-04-2020 18:37:57 | |
![]() | 2035699445 | Sacrifice (Vampirism replacement) | New Crag Hive upgrade: Sacrifice -- Alien drop a healing orb upon taking (110/93/76) damage and on death, maximum once every 0.8 second. Healing orb lasts 4 seconds, can be picked up by any alien player to heal for 15 HP. Up on drop, there is a 0.2 second delay before the orb can be picked up. Based on Health Drop mod by Soul Rider | Must be run on Server, Gameplay Tweak | No | 33.283 KiB | Mar 26, 2020 | 13-04-2020 05:30:51 | |
![]() | 2057080698 | LaunchpadTest | LaunchpadTest | No | 372 B | Apr 11, 2020 | 11-04-2020 16:48:18 | ||
![]() | 2052355469 | New Mod | New Mod | No | 133 B | Apr 7, 2020 | 07-04-2020 21:58:23 | ||
![]() | 368529954 | CRaZyCAT's crosshairs | The main idea is the conformity of crosshair size and weapon's spread. GL's and SG's spread is not conforming because of game's limitations of crosshair's size. At least it should work with 1920x1080 resolution. | No | 3.763 KiB | Jan 3, 2015 | 01-04-2020 20:15:53 | ||
![]() | 1198522065 | NTech Badges Collection | NTech Badges Collection | Look and Feel, Must be run on Server | No | 9.099 KiB | Nov 11, 2017 | 24-03-2020 03:26:04 | |
![]() | 1893117731 | [Shine] Discord Bridge | Allows linking between NS2 Game Chat and Discord, for of the version from Las, see https://github.com/ailmanki/ns2_discord_bridge_mod, | Must be run on Server, Tool | No | 2.113 KiB | Oct 19, 2019 | 23-03-2020 16:45:22 | |
![]() | 1360234955 | ns2_altair_beta | ns2_altair_beta | No | 16.989 MiB | Apr 13, 2018 | 21-03-2020 18:46:53 | ||
![]() | 1676268660 | Weapon Stay mod | ModID 63e9d474 ==Changes== Dropped marines weapons take per second when on the ground, stay on the ground for up to 50 seconds, increased from 25 seconds. Weapons now show their remaining health to marines instead of a timer. Marines standing near a dropped weapon reduce the decay rate by half. Most aliens attacks can deal damage to dropped weapons. Marine weapon health increased from 400 to 1200. Corrode damage now deals 300% damage to weapons. Armory allows restocking of lost Rifle and Pistol every 50 seconds. | Must be run on Server, Gameplay Tweak | No | 4.133 KiB | Mar 8, 2019 | 09-03-2020 07:28:06 | |
![]() | 2004408431 | ns2_spaceship_refined | Copy of ns2_spaceship, thx to Luna and DracoX see https://steamcommunity.com/sharedfiles/filedetails/?id=287429241\n\n\n | Must be run on Server, Map | No | 27.264 MiB | Feb 22, 2020 | 07-03-2020 19:25:26 | |
![]() | 1422116102 | Dark Shimmer Cloaking | id 54c3c506\n\n\nRedesigned cloaking shader to be more visible at close range. (Thanks to help from Nin)\n\n\nChanged alien cloaking effectiveness to vary based on distance from the viewer. Aliens are completely invisible when stationary at long distance (11+m). Sneaking aliens become invisible at 17-20 range (more effective on slower aliens).\n\n\nCloak now has 5 levels. Each Camouflage level gives +1, Shade gives +1 and Ink Cloud gives +5.\n\n\nEach additional level of camouflage increases effective range by 10%.\n\n\nEach level of Camouflage decreases the re-cloaking delay. From 2.0 second at level 1 to to 0.8 second at level 4.\n\n\nCloaked aliens moving at slow speeds (<75% max) count as fully cloaked and no longer show up on marine minimap.\n\n\nInk Cloud protected aliens and structures count as fully cloaked.\n\n\nInk Cloud now removes the Detected status from aliens in the cloud and allows aliens inside to remain partially cloaked.\n\n\nClinging Babblers spawning from a Gorge start as cloaked.\n\n\nCloaked aliens that are stationary are no longer detected by Observatory.\n\n\nObservatory can detect and mark Shade cloaked aliens, but no longer prevents cloaking.\n\n\nAliens are considered fully cloaked are ignored by Sentries, such as when sneaking.\n\n\nSlowed the decloaking process from 0.25 second to 1.5 second to make cloaking effect more resilient against stray bullets.\n\n\nLerk max speed for cloak calculation purpose is now 9 instead of 13. This makes Lerks more visible when flying at high speed.\n\n\nDetected status duration reduced from 3.0 seconds to 0.6 second. | Must be run on Server, Gameplay Tweak | No | 110.597 KiB | Jun 25, 2018 | 01-03-2020 09:43:42 | |
![]() | 2005780115 | Hypie Crosshair 2020, Yellow | its the same as the 2019 versions but yellow and hypie is controlling monkaS Coloured green, black outline, white circle | Passes Default Consistency, Crosshairs | No | 7.813 KiB | Feb 23, 2020 | 23-02-2020 21:28:33 | |
![]() | 1990547289 | Ghost Structure mod | Players and entities can pass through and shoot through Ghost structures (blue prints).\n\n\nGhost structures do not vanish when in contact with an alien, instead, the structure dies over 3 seconds. Ghost structures destroyed this way are only refunded 75% of its cost. Cysts now start off as ghost structures, and are refunded if unbuilt when the chain is lost. | Must be run on Server, Gameplay Tweak | No | 4.293 KiB | Feb 7, 2020 | 22-02-2020 04:32:08 | |
![]() | 1976468429 | Refund Pres mod | 75ce83cd On death, aliens receive 35% of lifeform (PRes) cost. Cost of upgrades are not refunded. Evolutions made from commander created lifeform eggs do not receive any refund. | Must be run on Server, Gameplay Tweak | No | 3.941 KiB | Jan 23, 2020 | 16-02-2020 10:27:24 | |
![]() | 1999100710 | Assassin Fade | EXPERIMENTAL! (Most likely incompatible with other gameplay mods) mod id 35e6653c *Fade cost reduced to 19. Points per Fade kill reduced to 15. *Fade health reduced to 220HP 70Armor (total 360HP) +5HP per biomass. *Fade Carapace max armor reduced from 120 to 110. *Fade babbler shield reduced from 40 to 35. *Fade Adrenaline energy regen per second reduced from 15 to 13. *Swipe damage decreased from 75 to 65. *Blink initial speed reduced from 16.25 to 15. Bonus speed per Blink reduced from 2.5 to 2. Blink maximum speed reduced to 19. *Blink cost increased from 14 to 20 initially. *Blink cooldown increased from 0.4 to 0.5 second. *Blink reduces damage received from weapons except Mine, Grenades and flame based weapons by 15%. *Advanced Blink (replaces Advanced Metabolize) reduces all damage by 23%. *** Replaced Metabolize with Shadow Step: *Propels Fade forward at 17 speed for 0.15 to 0.5 second in a linear direction, can travels through structures and players. *Deals 15 player (puncture) damage in a 2.5m radius at the end of Shadow Step travel. *Fade gains minor momentum bonus from Shadow Step. *Costs 16.5 energy with 0.8 second cooldown. | Must be run on Server, Gameplay Tweak | Yes | 7.965 KiB | Feb 16, 2020 | 16-02-2020 10:19:32 | |
![]() | 1992245484 | FreeForm | FreeForm - Goals/How it works: - More time to practice Lerk and Fade during typical rounds. - Lifeforms are balanced by biomass restrictions. - There is no cost to go Gorge, Lerk, and Fade - so there is more freedom to the player once you hit the required biomass. - Since there is more freedom to the player with other lifeforms, Onos (the tank) is now seen more as a game ender or a lifeform aliens receive when they earned a potential winning position. Changes from Vanilla NS2: Marine changes: -Shotgun cost changed to: 15 -Grenade Launcher cost changed to: 15 -Jetpack cost changed to: 10 -Weapon Pickup Time changed to 15 seconds Alien Changes: Evolve Change: -You can now only evolve on infestation Biomass Restrictions (lifeform will appear in evolve menu): -Lerk requires biomass 3 - then will show in ("b") menu. -Fade requires biomass 5 - then will show in ("b") menu. -Onos: requires biomass 7 - then will show in (b") menu. P-Res Cost: -Gorge: P-Res cost changed to 0 -Lerk: P-Res cost changed to 0 -Fade: P-Res cost changed to 0 -Onos: P-res cost changed to 80 Upgrade Cost: - 5 P-Res cost per upgrade for: Gorge, Lerk, Fade, and Onos - Skulk upgrades are still free Skulk Health Changes: Health = 60 Armor = 10 HealthPerBioMass = 5 Gorge Health Changes: Health = 115 Armor = 30 HealthPerBioMass = 10 CarapaceArmorFullyUpgradedAmount = 75 Lerk Health Changes: Health = 60 Armor = 40 HealthPerBioMass = 15, CarapaceArmorFullyUpgradedAmount = 55 Fade Health Changes: Health = 260 Armor = 30 HealthPerBioMass = 10 CarapaceArmorFullyUpgradedAmount = 60 Regeneration changes: kCombatTimeOut = 5 kAlienRegenerationPercentage = 0.15 kAlienMinRegeneration = 20 kAlienMaxRegeneration = 90 Metabolize Changes: -First Level of Metabolize: biomass 4. Still requires research. -Fade Metabolize Health Upgrade (Advanced Metab): changed to biomass 7. Still requires research. Umbra: -Biomass 3 Onos Charge - At biomass 7 Gestate Times: -Gorge: changed to 10 seconds -Lerk: changed to 10seconds -Fade: changed to 20 seconds -Onos: changed to 30 seconds Known Issues/Things to look at: *May add a small cost to go Fade. *Vanilla Umbra may be too strong at biomass 3, will review. * Upgrades on skulk are free. Not an issue but a consideration. One time purchase upgrades for skulk are an option. * Lifeform Health and other variables including hp per biomass may need to be adjusted to balance free lifeforms. * Lifeform icons should show on the tech tree when pressing J. | Must be run on Server, Custom Game Mode | No | 12.366 KiB | Feb 8, 2020 | 15-02-2020 18:21:56 | |
![]() | 1337336430 | Shock Cloaking | id 4fb6226e Redesigned cloaking shader to be more visible at close range. (Thanks Nin!) Upon declocking from taking damage, cloaked alien units briefly gain improved invisible for 0.5 second. Changed alien cloaking effect to be completely invisible when stationary at long distance (12m). Sneaking aliens are totaly invisible at 18-24m range. Cloak now has 5 levels. Each Camouflage level gives +1, Shade gives +1 and Ink Cloud gives +5. Each additional level of camouflage increases effective range by 16%. Camouflage evolution decreases the cloaking delay after decloaking. Increased cloaking delay after decloaking from 2.5 to 4.0/3.0/2.4/2.0 seconds (lvl 1/2/3/3+shade). Cloaked aliens moving at slow speeds (<75% max) count as fully cloaked and no longer show up on marine minimap. Ink Cloud protected aliens and structures count as fully cloaked. Ink Cloud now removes the Detected status from aliens in the cloud and allows aliens inside to remain partially cloaked. Clinging Babblers spawning from a Gorge start as cloaked. Cloaked aliens that are stationary are no longer detected by Observatory. Observatory can detect and mark Shade cloaked aliens, but no longer prevents cloaking. Aliens are considered fully cloaked are ignored by Sentries, such as when sneaking. Slowed the decloaking process from 0.25 second to 1 second to make cloaking effect more resilient against stray bullets. Lerk max speed for cloak calculation purpose is now 9 instead of 13. This allows Lerks to remain fully cloaked when moving on the ground. Detected status duration reduced from 3.0 seconds to 0.7 second. | Must be run on Server, Gameplay Tweak | No | 109.94 KiB | Mar 21, 2018 | 12-02-2020 11:58:37 | |
![]() | 1922541408 | Sprint Mod | modid 7297a760 Sprinting reworked: -Time to reach maximum sprinting speed reduced from 1.5 to 0.6 second. Sprint can be used as a short term evasive move. -Weapon weights have been adjusted (increased) to allow marine to sprint faster with Axe. Stowed weapon weight reduced from 70% to 50%.-Jetpack lift adjusted. -Mine and Hand Grenade weight reduced. Pistol weight increased from 0 to 0.02. -Ground acceleration reduced by 40% and friction reduced by 27% while sprinting, so direction changes are a little more predictable. -Sprinting gains greater speed from Catpack (increased from 1.125 to 1.725) | Must be run on Server, Gameplay Tweak | No | 3.174 KiB | Nov 28, 2019 | 12-02-2020 00:51:45 | |
![]() | 1994201713 | Quake 3: Arena Crosshairs | Quake 3: Arena Crosshairs by Professor Toothy\n\n\nCrosshairs adjusted for maximum visibility over the clunky default crosshairs. Use with quake 3 sound effects mod and 120 FoV for maximum awesome! | Crosshairs | No | 14.311 KiB | Feb 10, 2020 | 11-02-2020 02:21:43 |