Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
---|---|---|---|---|---|---|---|---|---|
![]() | 1419384379 | ns1_birdsiege_2017 | ns1_birdsiege_2017 | No | 3.991 MiB | Jun 23, 2018 | 29-09-2018 22:30:58 | ||
![]() | 1524374850 | Stealth Camo | Camoflauge defeats passive obs detection | Must be run on Server, Gameplay Tweak | No | 4.258 KiB | Sep 27, 2018 | 27-09-2018 22:17:01 | |
![]() | 1521558510 | Timers, Doors, Countdown | The idea is to have only bare minmum requirement to make playable all of the maps I've worked on in my NS2 .level spark editor mapping.\n\n\nFrom converting .bsp ns1 to .level ns2, and collaberating with various map creators. I want these maps to be placed on the NS2\n\n\nserver browser, and not arcade tab. Therefore I am dedicating my available resources to hosting countless maps using NS2 vanilla gameplay\n\n\nwith door entities.\n\n\nThis means nothing else. No exploit check, no specific siege room rules. Pure chaos. Can you contaminate during front door closed and setup\n\n\ntime? Yes you can. Can you build a nest in siege before it opens? yes you can. Can you build a tunnel past front door while it's closed,\n\n\nand sneak in marine base while marines are setting up? yes you can.\n\n\nNot only that. But there's less. No additional exo slots, no siege beacon , no advanced beacon, no additional researches. This is as vanilla\n\n\nas it gets. The only difference being a map with door entities, and LOTS MORE RES NODES. Meaning both teams mostly having all upgrades.\n\n\nLets see how well marines can push into alien base before aliens can completely break the concept of the original siege design from NS1\n\n\nwithout an alien commander and without gorge tunnels.\n\n\nLets see how well good map design can outstand terrible gameplay design. | Must be run on Server, Tool | No | 18.979 KiB | Sep 24, 2018 | 24-09-2018 08:47:22 | |
![]() | 1503653309 | Heavy Bolter | The Marines meet the Adeptus Astartes | Must be run on Server, Gameplay Tweak | No | 2.596 MiB | Sep 4, 2018 | 21-09-2018 21:09:58 | |
![]() | 1224509645 | WeaponResearchRedux++ | WeaponResearchRedux with values changed to be more balanced in Siege++. Tech and Research changes: Allows the commander to drop shotguns, mines, hmg's, flamethrowers, and grenade launchers without needing to research them. Structure requirements still apply. Grenade Launcher, Flamethrower, and Heavy Machine Guns are all available for research at the Advanced Armory for 15 T.Res and 15 seconds each. Commander weapon drop price changes: Shotgun: 15 Tres Grenade Launcher: 10 Tres HeavyMachineGun: 15 Tres Minepack: 5 Tres Flamethrower: 10 Tres Welder 1.Tres Other changes: Moves the WeaponMenu button to the far right so you can switch between the Assist and Weapon menus with the same keybind. Don't use with WeaponDropRedux. Special thanks for Steelcap, Nin, Ghoul, Brute, and Momone Momo for helping with the code ModID: 48fc88cd | Must be run on Server, Gameplay Tweak | No | 4.974 KiB | Dec 8, 2017 | 20-09-2018 03:44:56 | |
![]() | 1201923351 | Iron Exo | Modification to reduce exo damage and increase exo armor.\n\n\nChange Minigun damage from 10 to 6Change Minigun damage type from Normal to Heavy | Must be run on Server, Gameplay Tweak | No | 8.12 KiB | Nov 15, 2017 | 19-09-2018 18:43:43 | |
![]() | 1516557277 | ns1_csiege_2017a | ns1_csiege_2017a | No | 753.557 KiB | Sep 18, 2018 | 19-09-2018 01:03:39 | ||
![]() | 1479440378 | [Shine] Lock Teams | Prevent players from joining the marine and alien team in an ongoing match using !lock and !unlock in the chat. You need to add Shine permissions for your admins to use sh_lockteams and sh_unlockteams commands. This does not enforce a specific team size automatically, there are a lot of scenarios apart from player count that can screw a game, some examples: a high skilled player joining at the same time with a rookie, a match that started as captains and was agreed no hot joining till it ends, you don't want to put a password on but only allow to spectate, and so on. It's only a manual admin tool to prevent the ruining of matches by people who don't read the server rules or don't care about balance. Binding the commands is highly recommended for fast usage while in game, example: bind F2 sh_lockteams bind F3 sh_unlockteams mod id: 582E77FA | Must be run on Server, Tool | No | 1.185 KiB | Aug 14, 2018 | 18-09-2018 23:55:07 | |
![]() | 872394853 | ns1_xtsiege_2017a | keith richards - runnin' too deep | Must be run on Server, Map | No | 16.091 MiB | Feb 26, 2017 | 18-09-2018 22:05:32 | |
![]() | 168645088 | ns2_yana | Mod ID: a0d51e0 WIP Yana station is infested by Kharaa and was abandoned. TSF is trying to appropriate this station. - 5 Tech Points - 1 Marine start (Loading) - 2 Alien starts (Armory, Living Quarters) - 10 Resource Towers https://forums.unknownworlds.com/discussion/132097/ns2-yana ** Sauna wall textures and sauna heater made by WhiteDevil ** | Map | No | 7.931 MiB | Aug 11, 2013 | 18-09-2018 14:10:51 | |
![]() | 1514139451 | ns1_cerbsiege_2017a | not to be confused with ns1_cerbsiege_2017 -- Now that LayStructures and sh_buy is out of the way I no longer need nav_point below bunker, above bunker, above mid.and macs may trip less.\n\n\nI've ideas for _2018 : moving siege to alien res room and connecting siege with stargate room (alternate path with a catch) and adding siege door at old alien hive loc. FOr now this is good. | Must be run on Server, Map | No | 11.856 MiB | Sep 16, 2018 | 17-09-2018 03:49:57 | |
![]() | 457734776 | ns1_bestofsiege_2017a | ah! | Must be run on Server, Map | No | 10.132 MiB | Jun 8, 2015 | 16-09-2018 20:34:54 | |
![]() | 817848956 | ns1_csiege_2017 | ns2_csiege - quality / made on twitch | Must be run on Server, Map | No | 992.502 KiB | Dec 13, 2016 | 16-09-2018 04:14:04 | |
![]() | 1513845151 | BetterBots | Better alien bots | Must be run on Server | No | 97.561 KiB | Sep 15, 2018 | 16-09-2018 03:15:52 | |
![]() | 1512486903 | Additional Exo Layouts | Additional Exo layouts DualWelderExosuit, DualFlamerExosuit, WeldFlamerExosuit, RailgunWelderExoSuit, RailgunFlamerExoSuit Thank you, Scatter. (Modified Modular Exo with permission) | Must be run on Server, Gameplay Tweak | No | 20.986 KiB | Sep 14, 2018 | 14-09-2018 21:41:46 | |
![]() | 1512474488 | LowGravity Catpacks | I figure that if I don't seperate my mods as mini mods them somebody like Nin, Sog, Jon , tachi or somebody else unnamed will publish it for me without giving me credit. I suppose i've done the same! | Must be run on Server, Gameplay Tweak | No | 1.354 KiB | Sep 14, 2018 | 14-09-2018 21:34:59 | |
![]() | 405434391 | ns_realsiege | another conversion, derp | No | 1.917 MiB | Mar 9, 2015 | 14-09-2018 20:59:08 | ||
![]() | 344553924 | de_dust_siege | because it's needed | No | 4.618 MiB | Nov 21, 2014 | 14-09-2018 20:42:08 | ||
![]() | 1510072230 | sky_dark | hastily trimmed ns1_darksiege_2017 | Must be run on Server, Map | No | 1.957 MiB | Sep 12, 2018 | 13-09-2018 03:38:52 | |
![]() | 1509235213 | sky_3rooms | Bare bones minimum level required for Skynet mod (although reliant on ns2_gamerules). No commander view camera, no resource points. Only locations, powerpoints, good geometry and shapes. Techpoint for marine and alien required as well. Everything else is taken care of for gameplay and a few days ago had a version of 27 minutes gameplay. | Must be run on Server, Map | No | 148.354 KiB | Sep 11, 2018 | 11-09-2018 04:06:19 | |
![]() | 1079247507 | Fade Void Rocket | ModID: 40540293\n\n\nReplaces the fade's stab with a heavy-hitting acid rocket! | Must be run on Server, Gameplay Tweak | No | 10.368 KiB | Jul 18, 2017 | 08-09-2018 14:22:48 | |
![]() | 1437905734 | sg_isolation map only | sg_isolation map only | No | 1.043 MiB | Jul 11, 2018 | 08-09-2018 04:20:51 | ||
![]() | 1504221779 | Non-Quake Fade | Removes Quake Styled "strafe acceleration" from fade. | Must be run on Server, Tool | No | 5.938 KiB | Sep 5, 2018 | 07-09-2018 18:11:29 | |
![]() | 1504363169 | Sweets Fade Values | For use with NoQuakeFade | Must be run on Server, Tool | No | 7.947 KiB | Sep 5, 2018 | 06-09-2018 21:12:34 | |
![]() | 1464966398 | Fade movement improvements | Fade now slides on the ground after exiting Blink when moving forward, with speed dropping at the same rate as jumping. Modified air control and acceleration for all classes. Removed air strafing bonus acceleration/speed.\n\n\nHolding Blink allows forward diagonal travel (35 degrees angle).\n\n\nBlink acceleration tweaked to be more consistent both in air and on ground.\n\n\nBlink initial force now only uses 25% of previous velocity (from 100%), thus initial speed is more consistent, allowing better evasion. Celerity Blink bonus speed reduced.\n\n\nBlink free period increased from 0.08 second to 0.2 second. Reduced Blink energy cost from 32 to 27 per second. | Must be run on Server, Gameplay Tweak | No | 9.227 KiB | Aug 4, 2018 | 06-09-2018 05:19:51 |