Showing 101-125 of 2,869 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar Herakles3664288403H4 testH4 testNo0 BFeb 11, 202611-02-2026 14:39:09
Avatar Domestus3653628507Dome_XhairDome_XhairNo320.25 KiBJan 25, 202607-02-2026 17:19:54
Avatar тѕсм.Person8880117887554Shine AdministrationShine is a modular administration mod for Natural Selection 2 and NS2: Combat. It aims to be easy for admins to use and provide an easy to use framework for plugins.

For server owners, the Mod ID is: 706d242

Documentation (and the source code) can be found here:
https://github.com/Person8880/Shine/wiki

If you find bugs or have problems, put an issue in the issue tracker on GitHub. That's where I'll be watching for problems.

If you're wondering about the name, well, so am I.

Changes (last updated 07/02/2026):
https://github.com/Person8880/Shine/wiki/Changelog
No5.114 MiBJan 3, 201307-02-2026 11:39:27
Avatar Mephilles3660341590MephLabMephLabNo268.047 KiBFeb 5, 202605-02-2026 10:27:04
Avatar boop3641569852Ai GuidanceAI Guide (Client-Side Objective Coach + Strategic Alerts)

AI Guide is a lightweight client-side “training assistant” that writes into NS2’s existing objective banner (no GUI file edits). It shows one best “what should I do now” objective with a progress bar, based on your team, lifeform/class, and the current map situation.

✅ No ESP / no wallhacks
AI Guide only uses sighted enemy info, minimap alerts/blips, and your own combat timestamps.

✅ Performance-friendly
Heavy logic runs on a rate-limited think tick. UI updates are cheap.

Marines
Strategic alerts (always on)

Defend! Phase Gate
If any built Phase Gate is under attack, AI Guide overrides everything and tells you to respond.

Structure attacked!
Low-priority warning when a marine structure is taking damage (useful when hints are off).

Core coaching objectives (shown when “Show Hints” is enabled)

Build
Suggests what to build next (power-first rules included), with risk checks if you’re alone or recently in enemy contact.

Weld teammates
If you have a Welder, it will prompt you to repair nearby marines and show weld progress.

Buy Welder
Reminds you to pick up a Welder once per life when it becomes a good purchase.

Attack low enemy RT
When an enemy Harvester (RT) is damaged and sighted, AI Guide prompts you to finish it.

Lane / Zone / Defend RT
Helps you hold territory intelligently:

Lane / Zone [Location] appears only when your team is under-covered for the RTs you hold (not constant spam).

Defend RT / Weld RT appears when pressure/heat is active and the RT is actually worth protecting.

Aliens
Strategic alerts (always on)

Defend! Tunnel
If a built tunnel entrance is under attack, AI Guide overrides other objectives.

Defend! Cyst chain
Uses minimap infestation-dying blips to warn about broken/threatened cyst chains globally.

Protect – Cyst Chain [Lane Location]
Low-priority reminder to keep lanes connected (even if coaching hints are disabled).

Core coaching objectives (shown when “Show Hints” is enabled)

Gorge: build/protect tunnels
Gorges are guided to heal spray placed tunnels; other lifeforms get “protect tunnel” prompts.

Growing Hive support
Gorge gets “build hive”; others get “defend growing hive” when it matters.

Heal teammates / heal tunnels (Gorge)
Picks a healable target and shows progress while you heal-spray.

Skulk: Parasite (once per life)
Prompts a parasite tag on a valid visible marine to feed your team intel.

Ambush (Skulk)
Suggests ambush play when you’re behaving like an ambusher and the area isn’t too open.

Structure pressure
Prompts attacks on sighted damaged marine structures (Extractor/Phase Gate priority when appropriate).
No195.648 KiBJan 7, 202631-01-2026 14:17:08
Avatar alnair3649405624Electric Resource TowerAdds an electric shock effect when aliens bite a marine resource tower.

When aliens attack marine resource towers, they receive an electrical discharge that damages them and pushes them away.
No47.694 KiBJan 18, 202625-01-2026 14:17:39
Avatar Domestus3653608381Dome_AVDome_AVNo4.091 KiBJan 25, 202625-01-2026 12:11:06
Avatar ZycaR3648337894Duplex PG
Duplex Phase Gate

This mod enhances Marine Phase Gates by adding directional teleportation.

Entering a Phase Gate from the front side will teleport you forward through the Phase Gate network, following the order defined by the Commander.
Entering a Phase Gate from the back side will teleport you in reverse order.

This system allows faster and more flexible responses when more than two Phase Gates are active on the map, without the need to rebuild or reorder gates.

Features:
- Direction-based Phase Gate teleportation
- Forward and reverse traversal through Phase Gates
- Improved map control with multiple active gates
- No UI changes — behavior is controlled by player movement
No9.265 KiBJan 17, 202619-01-2026 19:59:56
Avatar Joshua-Boo-Boos3636181214Joshua-Boo-Boos BIRLThe Brazier Industries Rocket Launcher

After the successful initial testing of the Grenade Launcher in combat scenarios it was discovered that the accuracy of Frontiersmen forces was lacking resulting in an ever-increasing number of casualties.

It was decided that in order to counter the problem of target acquisition by Frontiersmen forces a new weapon was required which provided laser-targetting to help tackle the highly agile Kharaa threat.

Brazier Industries developed and subsequently released the Rocket Launcher which contains laser-guided and dumbfire modes which allows continuous guidance of munitions and a fire-and-forget mode of operation respectively.

The Frontiersmen forces began to turn the tide due to the development of the Brazier Industries weaponry.
No91.31 MiBDec 31, 202519-01-2026 11:21:57
Avatar alnair2908953776ns2_large_balanceBalance mod for ns2 large.No517 BDec 29, 202218-01-2026 09:59:21
Avatar Joshua-Boo-Boos3647753564Joshua-Boo-Boos Game Mode ChangerThis mod is still under development.No262 BJan 16, 202618-01-2026 00:23:28
Avatar Herakles3648319966H dot testH dot testCrosshairsNo96.25 KiBJan 17, 202617-01-2026 21:27:54
Avatar StriteR.3644026564[CN] Prototype Labs Researching[CN] Prototype Labs ResearchingNo210.783 MiBJan 11, 202611-01-2026 02:28:26
Avatar Ben.Wasden3636619981Arcs & Contamination RemovalArcs & Contamination RemovalGameplay TweakNo289 BJan 1, 202602-01-2026 16:54:57
Avatar ZycaR628353907NS2 GunGameFull Description:

https://github.com/ZycaR/NS2_GunGame

NS2 GunGame ... is a fast game modification where players join in a arena and have to progress through a list weapons.. You start with the pistol and after number of designated kills you "level up" to the next weapon and so on and so forth through all the weapons, ending with the grenade and axe. The first person to reach last level wins overall. You still have teams, therefore its not just FFA like you might think..
Must be run on Server, Custom Game ModeNo57.545 MiBFeb 20, 201601-01-2026 19:09:53
Avatar LyDDa3632843450LyDDa's Crosshair NewLyDDa's Crosshair NewCrosshairsNo512.25 KiBDec 27, 202529-12-2025 21:28:50
Avatar twiliteblue3598174931Armor ReBalanceArmor now only absorbs 30% of the damage (was 70%).
Rifle now deals Light damage.
HMG damage increased from 7 to 8.5.
HMG now deals Normal damage.
Shotgun damage reduced to 110 per shot, but more consistent. Shotgun has a melee attack dealing 20 damage.
Shotgun cost reduced to 10.
Gas Grenade now deals 10 damage + 20% of max armor, up to 100 DPS.
Armor heal/repair is reduced to 50% for 3s after taking damage.
Hive healing aura now heals eHP (0.5 armor = 1 health).
Many player and structures have their healths and armor values adjusted.
Alien end game abilities Xenocide and Stomp tweaks to help end game quicker.
No147.493 KiBNov 2, 202515-12-2025 09:07:59
Avatar Microsoft Word 20193452675258NSL Team Badges

NSL Team Badges


Display NSL team badges on the scoreboard.

Usage:


Put it on your server, along with Shine Administration and [Shine] Epsilon. Badges+ is optional.

Enable the Shine plugin `epsilonbadges`, then go to EpsilonBadges.json and set `ENSLTeams` to `true`.

Adding a badge:


Contact the NSL admins with a link to your NSL team webpage and your desired badge image. Badges are 32-by-32px DDS images. Transparency is supported.

Thanks to SupaFred for making this originally, Keats & Yeats, and adsfg for maintaining it. <3
No197.238 KiBMar 26, 202513-12-2025 16:44:27
Avatar twiliteblue2716582607Prowler Remake (AcidSpray default)Test version of Prowler
-Swapped Acid Spray to default attack, with Volley (to tier 3).
-Changed Acid Spray damage to 25 (x2), and reduced splash radius from 2 to 1.5. Halved splash damage. Missiles explode after 0.8 second. Damage type changed to Normal.
-Widened Volley spread.
-Increased Volley damage to 68.
No2.827 MiBJan 12, 202212-12-2025 09:38:49
Avatar twiliteblue2795749895NS2 Scramble!Work in Progress - Bewares of bugs!
Time to shake up the meta and speed/spice up the mid game

*Fade is starting/default alien lifeform.
*Shotgun is starting/default marine weapon.
*Skulk egg currently disabled.

Some of the changes
*Armor now takes 1.6 per point damage from Heavy damage, was 2.
*Armor now absorbs 80% of the damage (from 70%).
*Skulk and Fade movement speeds and energy costs adjusted.
*Fade eHP health decreased to 140 + 5/biomass.
*Skulk eHP increased to 280 +6.5/biomass.
*Skulk cost changed to 21 Pres.
*Swipe damage changed to 50 Heavy.
*Stab attack speed increased by 40%.
*Xenocide deals 105 total damage (55 over 2 seconds + 50 final explosion) in a smaller radius, and 33 self damage.
*Hydras target tracking improve over 3 seconds when target maintains sight.

*Shotgun damage decreased to 105. Damage falloff penalty at max range reduced from 50% to 40%. Reload speed increased by 66% . Damage upgrade per level changed to 8%.
*Rifle cost changed to 6.
*Pistol damage reduced to 15, magazine size increased to 15.
*Grenade and Flamethrower damage per level increased to 10%.
*Mine damage changed to 100 Heavy damage, cost reduced to 4.

*Sentry damage changed to 3.5 Light damage, fires 2 bullets, inaccuracy increased from 3 to 7 degrees. Effective shoot interval shortened from 0.2 to 0.15 second.
Sentry target lock on delay increased to 0.3 second. Sentry can get distracted by Whip and Babblers now (no longer prioritize players).
*Confused Sentries shoot every 0.45s.
*Sentries per battery reduced to 2.

*Fire burning debuff increases victim's damage received by 10%.

*Arms Lab upgrade times increased by 15 seconds per level.
*Armor upgrade amount reduced from 20 to 8 per level (to 45/53/61/69 AR), costs reduced to 15/20/25.
*Armor welding rate increased from 20 to 25 per second.

*Nanoshield damage reduction increased from 32% to 40%, cost reduced to 2.
*Medpack instant heal changed to 20, and 50 heal over 1 second, cooldown increased from 0.45s to 0.75s.
*Rupture cost reduced to 1, parasite duration increased from 10 to 15 seconds.
*Crag healing on structures increased by 72%.

*Lerk cost reduced to 12. Lerk Egg cost reduced to 12.

AI changes to Skulk, Fade and Marine to accomodate for these changes.
No361.304 KiBApr 17, 202230-11-2025 06:49:33
Avatar Kid3614968337Best MarinesBest MarinesNo92.002 MiBNov 30, 202530-11-2025 00:20:24
Avatar Kid3614936643Best CinematicsBest CinematicsNo153.995 KiBNov 29, 202529-11-2025 23:57:37
Avatar Randall Tier3612458577Randall Tier's basic cross1st melee
2nd shotgun
3rd pistol
4th general
CrosshairsNo512.25 KiBNov 25, 202526-11-2025 00:57:04
Avatar Meteru3414663697Siege++A fork of [CN]Siege+++
https://steamcommunity.com/sharedfiles/filedetails/?id=2974818616
No9.452 MiBJan 26, 202516-11-2025 12:47:46
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 ModeYes1.965 MiBFeb 21, 201614-11-2025 17:44:20