Showing 1,101-1,125 of 2,778 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar GigaKaren604008072ns2_dmd_orbitalModID: 24006E88\n\n\nWe've made some changes!\n\n\nChanges:
-Alien starting locations is Observation only.
-Fixed some minor bugs.\n\n\nCredits:
Pervert-Maximus (Author), Rusty and WiseChoices (Edits).\n\n\ndiamondgamers.net
No20.04 MiBJan 19, 201602-05-2018 07:24:32
Avatar GigaKaren702804313ns2_dmd_eclipseMod ID: 29e3f159\n\n\nDMD Version of Eclipse! As usual, we are modifying our favorite maps to give them a new dynamic.\n\n\nChanges:\n\n\n-New Starting Locations: Marine - Maintenance & Eclipse\n\n\n-Changed Generator Monitors\n\n\n-Added an RT to Power Sub\n\n\n-Moved RT in South Loop to Air Ducts\n\n\n-Changed a vent in South Loop\n\n\n-Added a vent from Computer Core to Generator Monitors\n\n\nHave a suggestion? Let us know. We are always trying out new variations to keep NS2 interesting.\n\n\nVersion Credits:\n\n\nRusty, WiseChoices\n\n\ndiamondgamers.netPasses Default Consistency, MapNo19.149 MiBJun 13, 201602-05-2018 07:04:57
Avatar GigaKaren830710145ns2_dmd_descentMod ID: 3183a181\n\n\nDMD Version of Descent! As usual, we are modifying our favorite maps to give them a new dynamic.\n\n\nChanges:\n\n\n-added ladders to the vents in Hydroanalysis to lower gorge bile from above\n\n\n-added ladder to the south vent in Shipping\n\n\n-added ladder and walkable prop to Water Treatment catwalk\n\n\n-removed pillars in Hydroanalysis, Drone Bay, Depot, Monorail, Shipping, and Fluid Transfer\n\n\n-removed glass railing from Shuttle Bay catwalk\n\n\nHave a suggestion? Let us know. We are always trying out new variations to keep NS2 interesting.\n\n\nVersion Credits:\n\n\nRusty, WiseChoices\n\n\ndiamondgamers.netPasses Default Consistency, MapNo20.362 MiBDec 31, 201602-05-2018 06:52:34
Avatar Doggö1375377989DoghairSimple thin blue crosshair with ring and advice on how to handle your gl/flamer.\n\n\nInspired by Tito's crosshair.Passes Default Consistency, CrosshairsNo15.014 KiBMay 1, 201801-05-2018 20:08:52
Avatar Bleu1372884836Adj Relifeforming CostModID: 51D48F64

This mod slightly adjusts lifeform in order to make re-evolving into a lifeform a bit less easy, more in line to previous builds of NS2.

Initial timings for lifeforms are NOT altered in the slightest. Rather, by increasing starting res and lifeform cost it takes a little longer to get back as a lifeform.

Changelist:
Starting Pres count for aliens is increased by 3.
All of the lifeform costs (except for gorge) are increased by 3, so:
Lerk Cost = 21 (was 18)
Fade Cost = 40 (was 37)
Onos Cost = 65 (was 62)

Additionaly, Gorges Cost 9 Pres and each tunnel costs 4 Pres.
As a result, its slightly more expensive to go behind enemy lines to evolve into a gorge and drop a sneaky tunnel.

Secondly, second tunnel time is also unaltered.
Must be run on Server, Gameplay TweakNo874 BApr 29, 201829-04-2018 01:35:49
Avatar Tex724308884NS2_Outer_Rim_ArkA map for NS2.

Trying to save what's left, Humanity sends away ark ships in order to replannish. But the Kharras know better. On the edge of the galaxy, Marines and Kharras fight for the Ark.

This is the story of the Outer Rim Ark ; TSF N-0-3

Licence : CC-BY-NC-SA
Ex : http://creativecommons.org/licenses/by-nc-sa/3.0/fr/
MapNo96.142 MiBJul 14, 201626-04-2018 21:39:23
Avatar Scatter1360309486NS2: Overhaul CompleteModID: 5114acee

NS2: Overhaul turns the stale, old and predictable NS2 a more interesting map control based game where many different strategies can be used in order to achieve victory rather than the same old tech paths every single game.

General changes
*Techpoints give pres/tres when a Hive or CC is built (2x that of what a vanilla RT gives)
*RTs now give 0.5x the pres/tres they give in vanilla
*Extractor/Harvester and Hive/CC HP approximately halved

Marines General
*Weapon/Armour upgrades no longer researchable
*Marines start with 100/70 and W2 damage levels for all weapons
*Shotgun damage halved, RoF doubled, spread decreased slightly, increased "clip" ammo to 8
*Single weapon Exos can now be researched again
*Railgun Exo faster, same HP as vanilla, halved damage/double RoF, fire both railguns simultaneously
*Minigun Exo slower, 520 base HP, reduced heat up rate of weapon, slight damage nerf

Marine Techpoints
*Three types of Command Station can be upgraded (15 tres) to which unlocks certain techs/commander abilities. Names of Command Stations is placeholder.
- Defence Command Station unlocks nanoshield commander ability and nanoarmour passive marine ability (slow auto regen of armour out of combat)
- Attack Command Station unlocks catalyst packs commander ability and increases the spawn speed of marines passively (from 9 to 6 seconds)
- Sensor Command Staiton unlocks power surge commander ability and increases the build rate of marines by 50%\n\n\nAliens
*Alien abilities no longer require biomass or a specific hive number
*Babblers and Hydras are free to use
*Lifeform hp increase: Skulk 85/15, Lerk 175/45, Gorge 180/75
*Onos HP now 500/250, model reduced in size, default passive frontal bone shield of 50%, speed increase to 8.5, bone shield ability now reduces damage by 95%, cost reduced to 40 pres, upgrades 5 pres.
*Upgrades/traits reworked as different specialities rather than a bit more HP/Speed/small buffs:
- Celerity gives much more speed but reduces armour
- Carapace gives much more armour but reduces speed
- Cara/Cele still give a small net benefit in armour and speed (not as much as vanilla)
- Vampirism lifesteal now repairs armour
- Replaced Focus with neurotoxin (credit Steelcap/Compmod)
Must be run on Server, Gameplay TweakNo27.798 KiBApr 13, 201822-04-2018 18:48:04
Avatar Axelito1367547134LiTo's CrosshairsThis is my crosshairs preference inspired by Rantology's crosshair but with difference between the different weapons, useful when you use "draw models - OFF".

I used for a long time ranto's crosshair but i was tired to not be able to know what weapons i actually have in my hand with "draw model option ns+ in OFF" because crosshair is the same for each weapons. So i made these based on the crosshairs she did because it's what it works the best for my aim during the game.

So crosshair is pretty much always the same for every weapons and lifeform but with small difference you may notice when you play, hitmarkers take the less attention possible to not be distracted by them.

Again it's what it works for me, maybe not for you taste are different for everyone, and of course all feedbacks are welcome, if you want change something just let me know it's easy to change !

If you like it, give it a thumb up and maybe write a comment i would be glad

There is my inspiratrion : https://steamcommunity.com/sharedfiles/filedetails/?id=240636763&searchtext=ranto
Passes Default Consistency, CrosshairsNo21.07 KiBApr 22, 201822-04-2018 17:31:38
Avatar GigaKaren858807779ns2_dmd_jambiMod ID: 33305de3\n\n\nDMD Version of Descent! As usual, we are modifying our favorite maps to give them a new dynamic.\n\n\nChanges:\n\n\n-takes longer to get to Gravity as a Marine\n\n\nHave a suggestion? Let us know. We are always trying out new variations to keep NS2 interesting.\n\n\nVersion Credits:\n\n\nxtcmen (Jambi), Rusty, WiseChoices\n\n\ndiamondgamers.netPasses Default Consistency, MapNo8.578 MiBFeb 7, 201721-04-2018 18:55:24
Avatar Lifell1364442703Crossshaved - Disable/remove the crosshairBasically turns off/disables all the crosshairs and hit markers of every weapon. Including the exo's.

FAQ:

Q: Why would you want to remove the crosshair?

A: Over the years I'm to feeling that the crosshair makes very little difference for me. It can be in the way and only when first starting to play a video game it can be troublesome to have no crosshair because the point where you shoot is/feels different. If during my play session my aim really sucks I get more annoyed by the crosshair. Once I drop the crosshair thought and focus on actually using my brain I start to aim a lot better again.

I suppose it's a psychological thing.

Q: The mod is quite old. Does it still work?

A: I last tested it on June 26th 2020. Still works fine. I don't think this mod will ever cease to work.
Passes Default Consistency, CrosshairsNo2.062 KiBApr 18, 201820-04-2018 19:24:19
Avatar Schrödinger's Katz1359543012LerkBitePoisonFixFix the missing poison upon a lerk bite
publish_id = "5108fae4"
Must be run on Server, Gameplay TweakNo8.945 KiBApr 12, 201812-04-2018 20:49:07
Avatar Scatter1345914447Exosuit [Overhaul Mod]ModID: 5039064f

The following changes are made:

*Reintroduced single weapon Exosuits (cost 30 res)
*Upgrade to dual weapon from single weapon at the Proto lab (cost 20 res)

Exosuits now divided into 2 subclasses:

Railgun Exosuit
*Base speed of 6.5 (up from 5.75)
*Base armour of 320
*Halved Railgun Damage, Doubled RoF
*Dual Railguns can fire and charge simultaneously

Minigun Exosuit
*Base speed 5 (down from 5.75)
*Base armour of 520 (up from 320)
*Reduced heat up rate of Miniguns
Must be run on Server, Gameplay TweakNo5.622 KiBMar 29, 201812-04-2018 19:26:45
Avatar Scatter1349146791Alien Upgrades [Overhaul Mod]ModID: 506a58a7

This mod overhauls the current alien upgades to turn them into different playstyles rather than +stats (as in this game more hp and speed will always be the preference).

*Carapace armour gain increased significantly, speed penalty
*Celerity speed gain increased significantly, armour penalty
*Carapace and Celerity combined still give gain in speed/armour but it is reduced compared to vanilla NS2.

*Vampirism lifesteal now heals armour as well as HP.
*Replaced Focus with Neurotoxin (credit to Steelcap/Compmod)\n\n\n
Must be run on Server, Gameplay TweakNo6.399 KiBApr 1, 201812-04-2018 19:25:53
Avatar Scatter1339907554Shotgun [Overhaul Mod]ModID: 4fdd5de2

This mod alters the shotgun to be more user friendly and consistent which should stop it from either being godlike in good hands or garbage in low to mid tier hands. The following changes are made:

*Doubled the RoF
*Halved the damage (half pellet damage)
*Increased the "clip size" to 8 from 6
*Slightly decreased spread
Must be run on Server, Gameplay TweakNo2.096 KiBMar 24, 201812-04-2018 19:24:47
Avatar Scatter1339987473Onos [Overhaul Mod]ModID: 4fde9611

This mod turns the onos into more of a regular unit like the gorge, lerk and fade as currently in NS2 it is more of a super unit with boring gameplay (not skill based) while also suffering from "Onos explosions" which seem like a soft timer for marines to deal with.

Changes this mod introduced:
*Increased Onos speed from a base of 6.6 to 8.5
*Reduced Onos HP/Armour from a base of to 500/250
*Onos has a default frontal bone shield which reduces frontal damage by 50%
*Bone shield ability now reduces frontal damage by 95%
*Decreased Onos model size to 75% of its original
*Decreased Onos cost to 40 Pres
*Decreased Onos upgrade costs to 5 Pres per upgrade

The idea is to turn this unit into a faster and smaller unit that isn't just an HP tank, but instead can engage and disengage more easily while using it's active abilities. A lot of this can change based on feedback as I understand this may end up struggling late game (although this mod is made in the context of the overarching Overhaul mod)
Must be run on Server, Gameplay TweakNo1.635 KiBMar 24, 201812-04-2018 19:24:19
Avatar Scatter1353190333Overhaul Core [Overhaul Mod]ModID: 50a80bbd

Techpoints now also give team and player resources when they have a Hive or Command Station built on them. Marines no longer have passive upgrades (hp has been rebalanced) and should instead use other or tech paths to win.

The following changes have been made

General
*Hive and Command Station cost 25 tres to place
*Extractor and Harvester cost 8 tres to place
*Tech Points give 0.25 pres and 2 tres per tick
*Resource points give 0.0625 pres and 0.5 tres per tick

Marines
*Weapon and Armour upgrades can no longer be researched
*Command Station and Extractor have half health of regular ns2

Aliens
*Hive and Harvester HP halved
*Alien Ability research untied from Hive/Biomass requirements.
*Hydras and babblers now free to use
*Lifeforms gain a slight boost given marines now start with W2/A2:
- Skulk hp/armour now has 85/15 up from 70/10
- Lerk hp/armour now has 175/45 up from 150/45
- Gorge hp/armour now has 180/75 up from 160/75

Must be run on Server, Gameplay TweakNo6.709 KiBApr 5, 201812-04-2018 19:23:35
Avatar Las1336087660Pregame PeaceMod ID: 4FA3146C

git repository
current git commit: 4cda27a82ef05df296cc83e59e39fc1f11dc3616\n\n\nImage source: http://illustrain.com/?p=27434

About



This mod attempts to uphold peace in pregame.
Not by preventing players from attacking each other,
but by allowing diplomacy to take place.

Currently, if you enter the room within which the enemy tech point lies in pregame,
you will take damage, and eventually, perish.

How is one supposed to create peace and prosperity, when
any attempt at diplomacy and communication is outright forbidden?

This modification attempts to fix this problem.

What it does



Instead of killing all enemies in the room within which the tech point is,
only enemies within 2 meters of the command structure are killed.

To prevent the kharaa from sabotaging the humans by creating a massive wall around the CC,
marines can while in pregame enter the CC from any possible position. This means you can
initiate the log-in, run away, and still successfully enter it (unless you die of course).
Must be run on Server, FixNo1.631 KiBMar 19, 201810-04-2018 15:52:56
Avatar twiliteblue1335951155Radar Pulse Grenade + Tracker MinePulse Grenade gives sound warning about nearby hidden alien players when held in hand.

Detection Range: 15

Balance changes:

-No longer damages owner or other marines.

-Proximity detonation radius reduced from 3 to 2.5.

-Life time reduced from 1.2 second to 1 second.

-No longer drains energy on damage, but instead reveals and tracks enemies caught in a 10 radius for 6 seconds.

Mine changes

-Mine explosion tracks enemies damaged for 10 seconds.
Must be run on Server, Gameplay TweakNo5.387 KiBMar 19, 201810-04-2018 09:25:13
Avatar TinCan1356508708ns2_simplex5ns2_simplex5Passes Default Consistency, MapNo1.769 MiBApr 8, 201808-04-2018 23:04:25
Avatar Boss1355418721NS2_Combi_AvAorMvMNS2_Combi_AvAorMvM

Spawn points fixed to be fair when playing Marine v Marine or Alien v Alien

Publish ID:
50ca0c61

Wihtout the other mod that allows MvM or AvA, don't include this to your server
Must be run on Server, MapNo26.219 MiBApr 7, 201808-04-2018 21:00:45
Avatar Brute784637460[Shine] RaveShine rewrite of the currently broken ReadyRoomRave Mod (http://steamcommunity.com/sharedfiles/filedetails/?id=217414817) by Samus Orphan Black.

There are 3 commands:

sh_sound

plays a sound for others to hear
: [mess|better|dead|dance|dosomething] or [nancy|ayumi](pregame or readyroom only

sh_rave

starts a rave (only during pregame or in readyroom)

sh_spray

sprays a decal (only during pregame or in readyroom).

The commands sh_rave and sh_spray are restricted by default. Users need to a line in the shine userconfig in order to use them:
"IsBlacklist": false,
"Commands": [ "sh_spray", "sh_rave" ]
"Decal": [ "ui/gorge_.material" ],
(see https://github.com/Person8880/Shine/wiki/Configuring-Users#group-setup)

The "Decal" key can be either in the group or the player (player wins over group) and is only needed for sh_spray. The file must exist, only the first decal in the array will be used

All 3 commands have the chat counterpart enabled, so i.e. you can type !spray,!rave or !sound in chat and it will show you the possible options. Others will see what you have typed.

Mod id: 2ec49e14
Must be run on Server, ToolNo8.255 MiBOct 21, 201608-04-2018 09:25:32
Avatar BeigeAlert1182867235Nothing to see here folks...Move along... nothing to see here.
Seriously, this mod does nothing unless you're on a special experimental branch, this is just for convenience.\n\n\nMod id is 46811f23
No26.761 MiBOct 28, 201705-04-2018 23:35:08
Avatar Steelcap1352790074GL ImpactCauses Grenades fired from the Grenade Launcher to explode on Impact like a rocket launcher.Must be run on Server, Gameplay TweakNo815 BApr 5, 201805-04-2018 07:59:56
Avatar twiliteblue602301148Improved Hand Grenadesmod ID 23e662dc
-Hand Grenade deploy animation speed is 300% faster. Throwing animation speed is also 45% faster.
-Allow grenades to be thrown without "cooking" with secondary fire (right click).

-Grenade weight reduced from 0.1 to 0.04.-Grenade cost increased from 2 to 3.
-Pulse Grenades now detonate with a slight delay upon proximity to enemy to achieve maximum damage. Pulse proximity trigger radius reduced from 3 to 2.-Pulse Grenades damage reduced from 110 to 100. (Skulks can survive direct hits after biomass 3)
-Reduced Cluster initial explosion radius from 10 to 6, and damage from 55 to 40. (Max damage 200 vs player)
-Fragment damage radius decreased from 6 to 4, but has no damage falloff.
-Cluster Grenade fragments now deal Flame damage (increased damage vs structures and flamables).
-Tightened Cluster Grenade fragment spread, so they are more effective at destroying structures.
-Cluster fragments ricochet with less force after collision, resulting in more damage at center and reduced chance of random self damage.
Must be run on Server, Gameplay TweakNo23.91 KiBJan 17, 201602-04-2018 12:10:37
Avatar Archie1343579470HL1BLACKMESAHL1BLACKMESANo28.228 MiBMar 27, 201827-03-2018 12:11:28