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Avatar Schrödinger's Katz629502655DefenseWorking for build 341. Publish_id = 629502655

The Defense mod gameplay and rules



This mod is about marines having to survive against several waves of alien bots. Higher waves are more difficult to survive. You can't join the alien team, for balance reasons, but admins can feel free to force move people on it. You will then be able to select your lifeform and "borrow" it from one of the unspawned bot of the current wave.

Special 'hell' waves you can vote for



Hell waves are special waves intended to provide a special kind of round. They are meant to be much harder, and feed aliens at a much higher rate than the regular ones. All the bonus balance settings (like the extra bullet damage, and the reduced bite damages) are also instantly turned off. Those can be voted for in the menu.

  • Skulk hell wave
    • A wave with only skulks, a lot of them

  • Skulk hell wave (extra hard)
    • Same as the regular skulk hell wave, but with a much higher skulk count and mechanics for skulks to spawn closer to the front line for extra pressure.

  • Lerk hell wave
    • A wave with only lerks. Lerks will fly high before peeking down on open maps so watch out :p

  • Mixed hell wave
    • A remix of wave 10 with slighty more pressure and closer spawn

  • Survival hell wave
    • An infinite, single wave with an ever increasing amount of bots. This wave is working but not fully balanced or tuned out.



List of gameplay and QoL changes



  • Weapons
    • Increase rifle ammo count and clip size.
    • Infinite shotgun ammo, along free catpack upon reloading with an increased duration.
    • GL has a secondary fire mod: right click is throwing a pulse nade
    • Pistol has secondary fire mod: flare
    • Axe and rifle melee damages increased to 100 and 70.

  • Misc
    • RFK (Res for kill). With a small part spread around nearby players and assist.
    • Welding rate increased
    • The armory resupply rate is increased, and also weld armor
    • Increasing the amount of sentries allowed for each battery
    • RTs, meds, and ammo packs are automatically dropped around the map.
    • Jetpack fuel slightly buffed

  • Mechanics
    • Doors can be locked and welded, until destroyed
    • Sentries can be picked and redeployed by players



Balance changes between low and high player count



This boils down to increasing damages for marines and reducing alien damages. It scales from x3 damages to x1 after 13 players on the server. Aliens also do miss more often and use AoE less.

Major optimizations in place



The mod is using the server idle rate and the tick rate to balance the load sustained by the server and provide a smooth experience for players. Redplugs should not happen outside the last wave or a hell wave with a full server. Late joiners might suffer some lags but that's about it.

  • The mod is using a bare-bone version of hallucinations to move bots along the map and reduce. Those hallucinations are replaced with fully fledges bots once in combat or close to marines. They are as light as a pack of MACs moving on the map and simply following the pathing mesh. To compare with vanilla ns2, "hallucinations" are fully fledged bots and are considered player entities. That's why they are rather heavy.
  • Removing some sounds on crownd areas, like skulk footsteps, jump sound, bite sound if they miss, etc. Reason is when you got 20 skulks making a ladder, the amount of footsteps can become high really quickly and stress the client.
  • Rework of the AI thinking rountine and update tick rates for bots, along with cached pathing queries
  • Adjusting on-the-fly relevancy distance for newly created entities. Ranging between 16m if the server is heavily loaded and 45 if it is fine.


Custom maps to play this mod on



Works well with the following TOW (Tug-Of-War) maps:


Along with the following two custom maps, they play out a bit differently and are harder to win:
  • ns2_def_troopers
    • Unlike vanilla or tow maps, you start with a well established base already and a lot of sentries. Be sure to group them up and don't let the aliens in.

  • ns2_kf_farm
    • A remake from a KillingFloor 1 map, with 2 gameplay changes: You do not have the option to command (researches are done automatically): lose the prototype labs, and say goodbye to jetpacks. Aliens also spawn all around the edges of the maps instead of the hive only. You spawn split from each others, evenly, inside the different buildings.



Custom Game ModeNo1.965 MiBFeb 21, 201614-11-2025 17:44:20
Avatar twiliteblue3464177809Phasegate PlusIncreases Phase Gate size and touch range.
Phase gate has to cool down for 1.2 second after teleport more than 30% of the marines within 1.2 seconds.
Phase gate regular cooldown reduced from 0.6 to 0.5 second.
Allowed marines to use PG while jumping.
No15.663 KiBApr 15, 202513-11-2025 05:27:32
Avatar [OAG] Devnull2608952840Devnull - [Shine] ExtrasThis mod contains a collection of shine plugins.

At the moment:
- Auto Spectator Kick
- Forced Notifications
- Enhanced Scoreboard Extra Stats

ModID: 2608952840
No4.838 MiBSep 22, 202112-11-2025 19:27:40
Avatar godi ✨3567619095godi dotRed hitmarkers on the corners

Rifle = green
Shotgun = green + white circle
Pistol / Lerk / Parasite = yellow
Melee = white
GL/FT = magenta
No64.25 KiBSep 13, 202502-11-2025 00:26:12
Avatar [OAG] Devnull2569595369Devnull - Fair StartThis mod is designed to give both teams same information about the other teams start location.

It will do this in two ways:
- Changed team message that will be displayed during countdown and at start of round.
- Perform a map ping for the team with other teams start location.

Publish ID: 2569595369
No361.754 KiBAug 8, 202126-10-2025 10:51:30
Avatar twiliteblue2534292147Gorge Toys (beta)Brings toys for the Gorge!
Gorge can now not only drop a tunnel, but also Whips, Crags, Shifts and Shade.
Includes Gorge Tunnel !

ModID: 970e3ab3

Original mod made by Meteru.
Fixed a bug with new tunnel Entrances not connecting to the existing tunnel.

beta changes:
*Shrunk Gorge Crag/Shift/Shade size by 30%.
*Reduced Gorge Crag/Shift/Shade/Whip healths. Reduced Gorge Whip build time.
*Increased Hydra accuracy against moving targets. Hydras track of moving targets that stay in its sight improve over 3 seconds.
*Hydra damage reduced from 15 to 8, interval reduced from 1.0 to 0.8 second.
*Gorge Whip slap deals 40 damage, 38 damage in Combat mode.
*Gorge Shade cloak radius reduced to 12.
*Shift energy regen boost reduced from 15 to 10 per second.
*Gorge Shift energize radius reduced to 12.
*Crag healing wave bonus increased from +30% to +150%.
*Gorge Crag healing radius reduced to 6.9 (except during healing wave).
*Increased Gorge Tunnel cost to 5.
*Reduced Gorge Tunnel health and armor.
*Cyst flammable multiplier reduced to 2.5.

*Clog digest time reduced time to 0.3 second, range increased to 3.
*Charging Onos destroys Clogs in its way.

*Experimental: increased InfestationTrackerMixin on infestation check interval to 0.125 second (was every tick).
No1004.761 KiBJul 2, 202123-10-2025 01:26:32
Avatar Joshua-Boo-Boos3591111467Joshua-Boo-Boos Defense Sentry ModDefense Mod: Turns the Defense sentry into a flamethrower sentry.No35.566 KiBOct 21, 202521-10-2025 18:19:37
Avatar twiliteblue3499722665Auto ShotgunAuto Shotgun costs 15 Pres.
Fire delay is 0.55 second (109 Rounds Per Minute)
Reloads single shot every 1.05 second (was 1.7 second)
Reload time for 6 shells is 2.9 seconds. (was 4.9 second).
Spread pattern: total 13 pellets.
Maximum damage: 96
distance = 0, pelletCount = 1, pelletSize = 0.1, Damage = 18;
distance = 0.35, pelletCount = 4, pelletSize = 0.1, Damage = 7; (4 degrees including bullet radius @10m)
distance = 0.48, pelletCount = 4, pelletSize = 0.08, Damage = 6; (5.5 degrees @10m)
distance = 0.788, pelletCount = 4, pelletSize = 0.08, Damage = 6; (9 degrees @10m)
Shotgun bullet size has been significantly increased (was 0.016)
Weapons Upgrade increases Shotgun damage by 7% per level.
DamageFalloffStart = 5m
DamageFalloffEnd = 13m (was 15)
Damage at maximum is 50%
Max range reduced to 50.
No106.543 KiBJun 15, 202521-10-2025 01:22:35
Avatar Joshua-Boo-Boos3589304387Joshua-Boo-Boos Skulk ModSkulk Mod - 20 * (1 + (veil count / 3)) bite damage applied to any marine team entity when a leaping skulk contacts it.No3.49 KiBOct 18, 202518-10-2025 17:14:07
Avatar twiliteblue1972021720Shotgun PlusShotgun cost reduced to 15 Pres.
Added alt secondary attack to Shotgun, melee ranged attack for 20 damage with 0.5s cooldown.
Spread pattern changed to 1 center, 5 inner ring, 5 middle ring, 5 outer ring = 16 pellets.
Maximum damage: 120
distance = 0, pelletCount = 1, pelletSize = 0.1, Damage = 15;
distance = 0.4, pelletCount = 5, pelletSize = 0.048, Damage = 9; (4.6 degrees @10m)
distance = 0.71, pelletCount = 5, pelletSize = 0.064, Damage = 7; (8 degrees @10m)
distance = 0.84, pelletCount = 5, pelletSize = 0.1, Damage = 5. (9.6 degrees @10m)
Shotgun bullet size has been significantly increased (was 0.016)
Weapons Upgrade increases Shotgun damage by up to +18 per level (15% per level).
Damage at maximum range = 66% damage (was 50%)
Max range reduced to 50 (was 100).
Shotgun on draw will auto reloads if empty.

Use Debug Mode to compare damage with vanilla.
No177.076 KiBJan 18, 202018-10-2025 10:45:32
Avatar Mephilles2819367993Mephs Mapping PlaygroundThis is my mapping playground.
There are multiple maps in this mod and all of them are variants of official maps that address either things that personally frustrate me on the map or what I perceive as balance/gameplay problem.

The maps in this mod are called like the original maps but have "_mmpg" added to the end.

Maps currently in the mod:
ns2_biodome
ns2_caged
ns2_descent
ns2_docking
ns2_eclipse
ns2_kodiak
ns2_metro
ns2_mineshaft
ns2_refinery
ns2_summit
ns2_tanith
ns2_tram
ns2_tr4m (alternative version of tram)
ns2_veil
MapNo372.704 MiBJun 10, 202218-10-2025 08:56:29
Avatar Bleu3572663596NS2 SUD Combat AdjustmentsNS2 SUD Combat AdjustmentsNo9.962 KiBSep 22, 202511-10-2025 21:40:39
Avatar twiliteblue3481291918Bonewall BalanceBonewall health now scales with player count, based on 6 players per team.
Bonewall base HP increased to 600, gains 60 HP per biomass, reaching 720 at biomass 3, and 1260 HP at biomass 12.
Bonewall decays at 12% max HP per second, up to 66% over 5.5 seconds.
No6.516 KiBMay 14, 202511-10-2025 03:18:52
Avatar delnaxsis3530134737ns2_metalns2_metal - A remake of classic natural selection map (ns_metal by quazilin).

"For those of us out there still out there playing this game"

***Summary***
This is my first 'released' map which started as a bsp to level import of the original ns_metal where i decided to play around with the level editor for NS2. Over the course of many hours using and learning the NS2 Editor the map has been modified and updated to suit the functional gameplay within NS2 using gameplay with the bots as a key initial driver.

The map has had a bunch of internal play testing (mostly from the Player vs bots perspective) using the Bishop Bot mod for which vent support has also been added.

***Background***
I did play with the NS2 leveling tools over 10 years ago, but back then rather than getting involved with the map creation scene i assumed that most classic maps would have been remade for this game and it was great to see that many did and some were made into 'offical' released maps.

Looking at the map scene currently there were a few classic maps (metal, agora, bast, lost, nancy, hera, altair, eon, machina, shiva, mineshaft) that were left either unfinished, never started, in the greybox stage/lacking complete detail or some that were so critically close to being finished that it hurts :P (altair).

So with the above in mind my aim was to try and bring this classic map (ns_metal) into NS2 to allow me to play rounds with my mates and the existing bot mods (bishop/bot maintenance) for nostagia purposes.

This was originally just going to be for private hosting however as noted above, during level development i've opted to release this out for others to experience and provide feedback rather than the map site on my harddrive for years.

***Original Author and Credits***
All credits go to the original map author Quazilin

Quote from the Original Author on the Steam Forums - "Hi, too long has metal been on my hdd unfinished and cos of lack of time it is still unfinished. Here is the file if you want to take a look of it or do a own version of it be free to do so" - Quazilin (June 2016)

I did find the work in progress upload of quazilin's ns2_metal on the NS2 forums, which did inspired some of the layout changes to the map i've upload.

As above all Credit goes to the original map author of ns_metal, quazilin and anyone else on the NS1 dev team. Quazilin, who was recreating his map for NS2 but later ceased development after 2016.

So quazilin if your still out there looking back as this old but great game, thanks for the original ns_metal map which i spent many countless hours in while playing natural selection 1 in my youth.

Feel free to reach out if you have any issues/suggestions with me posting this remake of ns2_metal up.

***Details***
As noted above, there have been some changes to the original ns_metal map layout (mainly new areas) which were made to support gameplay with bots and the fact that the original ns_metal map contained multiple elevators which are not present in natural selection 2.

I'm open to feedback if people would like to see a more classic version of ns2_metal released with those 2/3 areas removed.

New Areas Added
-Add 'Depot' Area between Heating Room and Fluid Processing
-Added 'Recieving' Area between with res node between Cooling Sys and Cooling Storage
-Added Alternate Path from the left of lower Storage D to the upper area.

Areas Changed/Updated
-Map now has 12 resources nodes (original map was 10)
-Added a res nodes to Fluid Processing and Recieving (new area)
-There is a a connecting hallway between Storage D and Heating Room. (no longer just a vent like it was in the original)
-Moved the Hive location in Cooling Processing
-Modified Vent between Cooling Sys and Supply Way with exit now near Sector F
-Added Vent between Cooling Sys and Recieving
-Layout of Storage D was modified and alternative path added

***Current Status of Map***
Please note this map is in a 'beta' stage, and with this being my first map there might be some bugs or things that i might have missed.

If reported i'll fix major issues or bugs and at some point i'll run through and do another 'full detail' pass of the whole map and also update detail in the vents which has been left very basic.

Gameplay wise the balance between aliens/marines on this map is probally wild (not sure which side it favours but i've had alot fun with bots (the Bishop mod) running around on it. Overall it's been great fun to revisit this old classic map within the gameplay of the NS2 engine.

***Future Project(s)***
I've had a few thoughts about creating another map based on a classic ns1 map that either hasn't been finished or updated in while such as lost/hera,eon or nancy but those maps have had at least some love.

I've ended up deciding that the next map that i would look at bringing to NS2 is a lesser known map (ns_agora) which was in one of the natural selection 3.0x beta releasess but later removed due to 'balance' issues.

I did realy enjoy playing that map back when it was around, as i liked it's theme and layout so i intend to bring that map to NS2 now that i've had a few hundred hours of experience using the Editor.

Additionally i might also have a look at doing a updated version of ns2_hera, but as i've found map creation is very time consuming so this will all be time dependant.

***This is delnaxsis signing off... for now***
MapNo24.741 MiBJul 20, 202507-10-2025 13:30:33
Avatar twiliteblue3016412542twiliteblue fixes 1Fixed Stab sometimes not receiving Focus upgrade.
Fixed Onos becoming unresponsive when switching weapon during Stomp.
Fixed Onos Focus Gore attacks becoming much slower than intended.
Bone shield can no longer activate while Onos is stomping.
Fixed Bone Shield restarting cooldown timer during cooldown.
Fixed Gore attack delay when both primary and secondary attack buttons are engaged.
Fixed Onos smash animation timing mismatch with viewmodel.
Fixed Spit console error when destroying without an owner.
Fixed Predicted Projectiles lingering after shooter is destroyed.
Fixed Babbler running animation playing while clinged.
Fixed Umbra effect being too visible while semi-cloaked.
Improved (Pulse Grenade) electrify visual effect visibility.
Fixed Bile Mine not cloaking.
Fixed Robo factory errors when failing to spawn products.
Fix when commander leaves game during research (robo factory production)
Fixed Pistol shot queuing not working.
Improved Nanoshield tagetting inaccuracy.
Fixed spawned marine OrderSelfMixin error spam.
No39.798 KiBAug 7, 202307-10-2025 04:20:56
Avatar Parad0x3328693789Community TD Betahttps://discord.gg/WRJdyWFBMm | Community TD testing mod.No30.316 KiBSep 10, 202406-10-2025 00:46:03
Avatar Joshua-Boo-Boos3577177389Joshua-Boo-Boos AK48This is a new weapon intended to be used in both NS2 and Combat rounds.

The AK-48's features are: 12 damage per bullet at Weapons 0; a 60 round drum magazine and is quiet when shooting.

At the time of upload of this mod there to be my knowledge is not another suppressed weapon for NS2.

The weapon model (aside from the suppressor and partially the drum magazine), gloves, textures and sounds were not made by me.

This weapon is to be assumed not compatible with the CBM mod.

Updates will be made to this mod over time which may include new weapon models based on Weapons level, an Aim Down Sights mode among other things but no promises are provided.
No19.204 MiBSep 29, 202530-09-2025 12:54:08
Avatar Mephilles3547513596biodome_mmpgFilename:
ns2_biodome_mmpg
No53.496 MiBAug 12, 202529-09-2025 13:18:27
Avatar Mephilles3547511099summit_mmpgFilename:
ns2_summit_mmpg
MapNo36.314 MiBAug 12, 202514-09-2025 12:19:59
Avatar godi ✨3567614169godi plus outlineRed hitmarkers on the corners

Rifle = green
Shotgun = green + white circle
Pistol / Lerk / Parasite = yellow
Melee = white
GL/FT = magenta
No64.25 KiBSep 13, 202513-09-2025 20:13:46
Avatar Microsoft Word 20193566835803Zepar Red Crosshair by KopungaA simple red crosshair with no hitmarkers made for Zepar, based on Green Crosshair (High Visibility) by CLARKKENTgg CrosshairsNo512.25 KiBSep 12, 202512-09-2025 16:29:26
Avatar Microsoft Word 20193566833228Zepar Green Crosshair by KopungaA simple green crosshair with no hitmarkers made for Zepar, based on Green Crosshair (High Visibility) by CLARKKENTgg CrosshairsNo512.25 KiBSep 12, 202512-09-2025 16:24:41
Avatar CЯaZyCAT3479965435Community Balance Mod-Small (CC)

Community Balance Mod-Small revision 1.1



Balance mod.

View the most recent changelog here

View the source: here
No341.581 MiBMay 11, 202523-08-2025 22:34:08
Avatar ns2cbmsmall3479793269Community Balance Mod-Small (dev)

Community Balance Mod-Small revision 1.0 (dev)


Development build of the BDT Community Balance Mod.

This build is for testing only and should not be run in live servers!

Any changes in this build are not guaranteed to make it into a mainsteam release.

View the source: here
No341.581 MiBMay 11, 202523-08-2025 20:51:27
Avatar Mephilles3547512182descent_mmpgFilename:
ns2_descent_mmpg
No49.921 MiBAug 12, 202512-08-2025 14:36:11