| Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
|---|---|---|---|---|---|---|---|---|---|
| 916841590 | Hivesiege6+ | Map ID: "35c397df" | Must be run on Server, Map | No | 2.567 MiB | May 1, 2017 | 20-05-2017 07:48:29 | ||
| 861436985 | Flame Thrower 2.0 | modID 33587C39 -Flamethrower no longer penetrates targets, and instead explodes in a small area around the primary target, damaging those at its front and at the sides. -The primary target hit by Flamethrower creates a "flaming ground" below the impact point. Increased FT direct damage from 8 to 10 (60 DPS). -Increased burn damage from 2 to 10 damage per second, but reduced burn duration to 3 seconds. -Increased flaming ground damage from 13 to 20 per second. Tick delay between Flame hits reduced from 0.6 to 0.5 second. Reduced flaming ground effect duration from 4.6 to 2.1 second. -Increased Flamethrower structural damage modifier from 112.5% to 200%. -Increased Flamethrower attack width from 0.17 to 0.3. -Increased Flamethrower cost from 12 to 15. -It now takes 3 hits from a FT to destroy a Bombard projectile, to give Bombard a chance to survive Flamethrower. -FT now only hits one Umbra/Spores/Bile per attack (6 attacks per second), and those in a 1.6 unit radius around the first one destroyed. -Healing Spray can no longer put out fire. -Flamethrower no longer removes Enzyme buff from aliens. -Fixed bug where flamethrower bonus structural damage delay was ignored. -Removed FT direct damage ramp up against structures. | Must be run on Server, Gameplay Tweak | No | 158.75 KiB | Feb 11, 2017 | 19-05-2017 14:00:39 | ||
| 925157591 | VeilSiege | This is a section of Ns2_Veil I made into a siege map.\n\n\nMap ID: "36ee0585" | Must be run on Server, Map | No | 13.189 MiB | May 13, 2017 | 16-05-2017 03:27:09 | ||
| 915991223 | ns2_429_siege | just something I drew within 30 mins to test for auto comm. No balance in mind just wanna get the scaling right. Check the ceilings they dont even support jps or fades or lerks and no vents etc lol. Just getting a practice for the layout as well to test with director. | Must be run on Server, Map | No | 1.942 MiB | Apr 30, 2017 | 14-05-2017 15:28:09 | ||
| 923368401 | Vortex Portal | Vortex Portal | Must be run on Server, Gameplay Tweak | No | 3.002 KiB | May 11, 2017 | 12-05-2017 03:18:33 | ||
| 899400036 | BunnyHop Air Physics - NS1 (Half Life) Edition | Bunnyhop Half Life edition // modid: 359BC164 This mod is more or less supposed to feel like NS1's physics. I've also created this calculator if you want to calculate theoretical maximum speeds and accelerations at angle of acceleration values (bunnyhop related physics generally make use of 85+ degrees due to how much faster your running speed is to your air speed limit) https://www.dropbox.com/s/34qsdm2fkb8p71d/Strafe%20Jumping%20Maths.xlsx https://github.com/ZdrytchX/bhop_hl Differences with the Bhop mod: 1. The bhop originally (if it has changed since you read this) had an acceleraton value of 2x70x acceleration. This is technically wrong since Quake 1 originally just had 70, but that was a compensation for NS2's horrendously slow movement. (Half life uses 10) 2. The 30 ups speed limit was fixed for a playerclass which runs at 5 m/s (before was 10% of maxsoeed). All other classes speed limits are scaled respectively. 3. By no way does this perfectly emulate half life physics as the ground friction of the spark engine is fked up as-is, i can't be bothered fixing it. For now the ground friction is identical to the bhop mod (which has wrong physics anyway too, it should have the same friction physics as TremNS2 currently has) If you want me to change the ground friction to different values, post a comment below. You still can circle jump to some extend and the stop-movement time is similar 4. Exosuit "friction bug" was re-added. Currently the exosuit also uses half life style air physics 5. Overall of the changes of 1. and 2. mean that you can turn a tad faster than the bhop modm but you also accelerate less. Unless you have a strafe bot: https://www.youtube.com/watch?v=5jBe2mp-y5M | Must be run on Server, Gameplay Tweak | No | 12.465 KiB | Apr 6, 2017 | 11-05-2017 12:50:01 | ||
| 870793064 | NS2 Tavern Brawl - Tiny Onos | NS2 - Tavern Brawl This week's Brawl - Tiny Tiny Onos! We've reduced the cost, size, and Hp/armor of the Onos to 1/3rd the usual values. Fear the tiny terror of the khaara. ID: 33e73f68 | Must be run on Server, Custom Game Mode | No | 89.768 KiB | Feb 24, 2017 | 09-05-2017 12:41:56 | ||
| 744621834 | ns2_kf_farm | New and updated version of ns2_kf_farm (don't use the other one)\n\n\npublish_id = "2c62070a" | Map | No | 2.398 MiB | Aug 15, 2016 | 08-05-2017 14:25:21 | ||
| 910959378 | Hive Based Team Res (Alien Energy) | Hive Based Team Res attempts to address the irritating "dead games" caused by early marine aggression succeeding in killing off early alien RTs before they have any economy going. By divorcing tRes from rt count any game state is potentially recoverable.\n\n\nEach Hive contributes 24 team res per minute and total team res is capped at 65 per hive.\n\n\n-Please note, lifeform costs and Personal Resources are entirely unaffected. Harvesters still provide personal res but not team res.\n\n\n364C2312 | Must be run on Server, Gameplay Tweak | No | 90.882 KiB | Apr 22, 2017 | 07-05-2017 16:49:24 | ||
| 858827330 | ServerPing in Numeric Form + Hiveskill | Shows Server Ping in Numeric Form + Reserved Slots + Hiveskill Special Colours. The avatar image is wrong, i know. The others above should be okay Mod ID: 3330AA42 -hiveskill (inaccurate on most servers unfortunately since the variable is no longer used from at least build 313) -server ping in numerical form (instead of bars) -colour scale for server ping -player count includes reserve slot information (used/totalavail+reserves) -predefined colours for: --Empty - White --Seedme (<30% filled) - Apple Green --Moderately full, enough players for a game (30-80%) - Yellow --Nearly Full (>80%) - Orange --VIP Access / reserve slots remain only - Purple --Full (Red) | Look and Feel | No | 5.61 KiB | Feb 7, 2017 | 07-05-2017 13:37:02 | ||
| 920726617 | 007+ | Map ID: "35cd52c8" | Must be run on Server, Map | No | 20.569 MiB | May 7, 2017 | 07-05-2017 03:41:16 | ||
| 917566803 | ns2_51_siege | just another quickly drawn map to test with myself and auto comm director bots | Must be run on Server, Map | No | 569.85 KiB | May 2, 2017 | 02-05-2017 02:45:14 | ||
| 916611207 | ns2_430_siege | same thing as yesterday 4_29_siege a quickly drawn map to play with myself and the auto comm director. The bots and I are gonna have a picnic with some fine wine but all i want is the bread | Must be run on Server, Map | No | 4.007 MiB | Apr 30, 2017 | 01-05-2017 02:10:33 | ||
| 898502581 | [Shine] Discord Bridge | Allows linking between NS2 Game Chat and Discord See https://github.com/eBrute/ns2-discord-bridge modid: 358e0fb5 | Must be run on Server, Tool | No | 3.008 KiB | Apr 4, 2017 | 30-04-2017 14:38:29 | ||
| 323980632 | ns_spydersiege | 231231 | No | 10.866 MiB | Oct 8, 2014 | 29-04-2017 02:05:11 | |||
| 902010847 | Hivesiege6+ | Map ID: "35c397df" | Must be run on Server, Map | No | 2.566 MiB | Apr 9, 2017 | 26-04-2017 01:42:51 | ||
| 913348220 | Mortmanns 1-Typ Crosshair (NEW COLOR FOR MELEE) | Just a Crosshair. With diffrent Colors for White: Melee Pink: Pistol/Spike/Para Green: Other | Passes Default Consistency, Crosshairs | No | 14.743 KiB | Apr 26, 2017 | 26-04-2017 01:33:49 | ||
| 911298488 | тест | No | 133 B | Apr 23, 2017 | 23-04-2017 00:37:58 | ||||
| 911018652 | New Mod | New Mod | Map | No | 193.388 KiB | Apr 22, 2017 | 22-04-2017 18:17:01 | ||
| 830797565 | debugspeed Upgrade | Mod ID: 3184f6fd This mod changes the debugspeed interface a bit. It includes reference bars and the bar width isn't scaled per-class so its width shows true speed. The actual units for the numbers are included. There's an included meters to quake units convertor, which may help those who i dunno, want to replicate instagib or ns1 or something... Hammer unit (GoldSRC) is pretty similar to quake units in equivalent size (32 units = 1 meter). Map defaults are something like 1 texture pixel = 0.5 units which is 1/64th of a meter. Hammer unit (Source) is however quite different where 1 unit = 1 inches. The Spark engine map editor works with this scale by default, and textures are applied by 1 pixel = 0.5 inch or something. | Must be run on Server, Tool | No | 254.454 KiB | Dec 31, 2016 | 18-04-2017 17:11:58 | ||
| 894959848 | pl_badwater_siege | pl_badwater_siege\n\n\nready! requires siege,\n\n\n has payload like tf2 and displays and all that technical stuff..\n\n\n5 days of every othor hour mapping with lots of lua and mapp and video and just shutup and play yo | Must be run on Server, Map | No | 11.027 MiB | Mar 31, 2017 | 17-04-2017 01:52:24 | ||
| 734287705 | Shoulder Patches Extra | Full Description & Configuration tutorial:\n\n\nhttps://github.com/ZycaR/ShoulderPatchesExtra\n\n\nWhen official shoulder patches are not enough and server administrator want to reward some players according they behave on server the shoulder patches extra is the solution.\n\n\nTo enable ShoulderPatchesExtra add ``"2bc45759"`` to the list of mods running on server and configure. | Look and Feel, Must be run on Server | No | 330.136 KiB | Jul 30, 2016 | 14-04-2017 13:01:46 | ||
| 745920320 | Siege Avoca | Season 3 | Must be run on Server, Custom Game Mode | No | 247.629 KiB | Aug 17, 2016 | 14-04-2017 02:19:01 | ||
| 904690363 | TFC Avanti Payload Siege | TFC Avanti Payload Siege | No | 2.125 MiB | Apr 13, 2017 | 13-04-2017 21:52:20 | |||
| 808128703 | TremNS2 (outdated / imcompatible as of 315) | This Gameplay Balance Modification is designed for 2v2 up to 8v8 fights (Including Commanders) Hex ID for Server Operators: 302b10bf TremNS2 is a balance changing mod that changes a lot of mechanics from NS2, attempting to achieve the nostalgic feeling of Tremulous, the Free and Open Sourced AvH/FPS. This means you run around at 10m/s as humans, turn the tide of your losing team into winning by getting few good players to rush the enemy base, survive on your own if you know a few movement tricks including strafe jumping and "jumping the gap" on the upcoming ATCS map remake, one-hit kill fades (Dragoons) with the ever slow moving grenade launcher grenades (Lucifer Cannon charged energy balls), and even modified resource income system from stock NS2 resource tower gain that balances the tick rate based off player ratio, and even frag-based credit and resource system (resource for kills) that should also limit the problem where a team with slightly fewer players will tend to lose against a larger team. One of the most noticible gameplay differences between this game and regular NS2 is that you move around quickly but deal a lot of damage with certain weapon and classes, especially as Aliens. This means that it is expected to miss a lot of swipes with aliens compared to NS2, where aliens usually have about 40% and marines have about 15% accuracy. Expect to die very quickly if you do not know what you are doing, however. Not to worry, you still can earn your upgrades very quickly by making more kills. A common strategy a human does in Tremulous is to aim at the Dretches (skulk equivalent) rather than the big alien, especially when low on credits. As mentioned above, the resource system in this game mode is significantly different from both NS2 and NS2 Combat in this major aspect: You destroy players for resources, income rate depends on what you kill (e.g. Skulk = 180c, Onos = 800c) and killing players results in additional resources for the team, with extractors/harvesters being 'an alternative income' to destroying players. Major rebalancing for the RTS system includes resource tick rate dependant on player count ratios (so small teams will not do so bad), Commander's roles requirement are reduced with fast research and self-medpacking, Structures get destroyed much more easily which means Front line fights / holding lanes matter much more now to "not let that one painsaw/dragoon" (welder/fade) into your base. ___ GrangerHub Discord (best place to contact me) TremNS2 Info Website (incompleted/outdated) GrangerHub Community Forums Github Respository If you are interested in downloading the game, here is the Recommended Installer for Tremulous (Tremfusion client) ___ Special Thanks for Help (in order of the most help supplied): Las (Getting used to Lua and the Mechanics of the game logic and for improving Nin's Mod Panels) Brute (Getting used to Lua, logic of game code) Nin (see patch 10th January, 2017, and helped me set up the Mod Information Panels) Wooza (Server set up, hosting TremNS2 for the March Mod Madness and beyond) Steelcap (whip "refusal to attack" fix, which is now officially part of NS2) Other: twiliteblue (Concept code for sticky wallwalk, not actually used due to bugs in determining which wall to stick to) Other Users on NS2 Official. Discord The mod logo (Natural Selection crossed out with the second half of Tremulous replaced with NS2) was actually screenshotted around 2013 or so for my youtube channel, with the old ns1 style font-alike (not the actual font) crossed out with the text 'TREMULOUS' inside the jaw of a Marauder. I have another screenshot with the basilisk wallwalking with its upper teeth in view, but since the basilisk does not have a lower jaw which means it doesn't look like NS, I didn't use it. | Gameplay Tweak | No | 9.479 MiB | Nov 28, 2016 | 13-04-2017 02:55:30 |