Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
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![]() | 644268699 | LaserTracers | Changes default tracers to laser tracers with dynamic lighting. That means you can see your laser fire lighting up the environment and aliens. And before you ask, no it will not work on public servers because all cinematics are blacklisted by default. | No | 1.148 KiB | Mar 13, 2016 | 13-03-2016 04:17:51 | ||
![]() | 257063635 | Hudson Voiceovers | Hudson Voiceovers mod beta v2. Now with even more lines! Replaces male marine voiceovers with Private Hudson's lines from Aliens!\n\n\nWon't work clienside unless VoiceOver.lua is not consistency checked on server you are joining for some reason (like, allowing voicemods withouth enforcing them on everyone).\n\n\n38 lines included so far.\n\n\nModID: f527ad3 | No | 7.018 MiB | May 6, 2014 | 09-03-2016 20:19:11 | ||
![]() | 639257441 | Map Pack for LS | Map Pack for LS So I dont have multiple workshop entries for all the maps, I will updated this workshop entry as and when a map update is pushed so far this map pack contains ls_storm ls_frost ls_eclipse ls_troopers (beta version) | No | 3.721 MiB | Mar 6, 2016 | 08-03-2016 11:56:11 | ||
![]() | 639613037 | ls_hera | ls_hera Before the assault on the main facility can proceed, your unit must secure the landing pad. | No | 388.017 KiB | Mar 6, 2016 | 07-03-2016 13:02:19 | ||
![]() | 592955466 | ls storm | ls storm | No | 131.262 KiB | Jan 4, 2016 | 06-03-2016 11:02:36 | ||
![]() | 636050744 | ns2_ls_storm | ns2_ls_storm | Must be run on Server, Map | No | 1.323 MiB | Mar 1, 2016 | 05-03-2016 01:16:59 | |
![]() | 638034139 | ns2_ls_eclipse | ns2_ls_eclipse | Must be run on Server, Map | No | 4.191 MiB | Mar 4, 2016 | 04-03-2016 23:48:07 | |
![]() | 621258441 | ns2_trinity | 4-tp Map in a triangular format. | No | 7.398 MiB | Feb 11, 2016 | 04-03-2016 00:29:52 | ||
![]() | 636991572 | ns2_ch_crossroads | Current version: v1.02 v1.02 - fixed Wave 9 - todo: See v1.01 v1.01 - Cleaned up minimap - Fixed pathing issue in glass hallway - todo: Make spawn 4 prettier, adjust balance based on feedback v1.0 - initial release - todo: clean up map, clean up minimap, fix rare pathing issue in glass hallway, better balance | No | 1.052 MiB | Mar 3, 2016 | 03-03-2016 16:02:14 | ||
![]() | 636208746 | ns2_ch_crossroads | Current version: v1.0 v1.0 - initial release - todo: clean up map, clean up minimap, fix rare pathing issue in glass hallway, better balance | No | 1.139 MiB | Mar 1, 2016 | 02-03-2016 20:40:35 | ||
![]() | 636006471 | ns_csiege_remade | because csiege needs some love, derp. | No | 1.181 MiB | Mar 1, 2016 | 02-03-2016 13:00:22 | ||
![]() | 444048013 | ns_csiege_remade | because csiege needs some love\n\n\nderp. | No | 1.168 MiB | May 17, 2015 | 01-03-2016 17:35:07 | ||
![]() | 635851645 | ns2_ls_rockdown | ns2_ls_rockdown | Must be run on Server, Map | No | 9.16 MiB | Mar 1, 2016 | 01-03-2016 11:54:52 | |
![]() | 635850179 | ns2_ls_hangar | ns2_ls_hangar | Must be run on Server, Map | No | 2.339 MiB | Mar 1, 2016 | 01-03-2016 11:50:14 | |
![]() | 635847966 | ns2_ls_frost | ns2_ls_frost | Must be run on Server, Map | No | 1.151 MiB | Mar 1, 2016 | 01-03-2016 11:42:17 | |
![]() | 635846746 | ns2_ls_descent | ns2_ls_descent | Must be run on Server, Map | No | 4.759 MiB | Mar 1, 2016 | 01-03-2016 11:38:06 | |
![]() | 257814071 | Prime-able Power Nodes | This mod prevents players from accidentally powering up a room. If there are no structures to power the power node won't be able to be completed UNLESS the player confirms his intent (by toggling his flashlight)\n\n\n"This solves my favorite Noob Trap. Very nice" ~Benson\n\n\nFeatures - Power node construction can not be completed unless there is a building that requires power or unless a player toggles their flashlight to override it and unlock it - There are informative banners that come up indicating how to unlock the node to help teach the new mechanic - Auto-Construct way points now prioritize build order correctly (Power to 99, build structure, finish off power) - MACs will not finish the power until after a built structure requires power or unless the commander directly orders them to complete it after it is primed\n\n\nIf you encounter issues, please grab your log from %appdata%/natural selection 2/log.txt and post it somewhere so I can look at it and fix the issues.\n\n\nForum thread for this mod is here: http://forums.unknownworlds.com/discussion/134801/prime-able-power-nodes\n\n\nID: f5dee37 | No | 525 B | May 8, 2014 | 23-02-2016 15:40:28 | ||
![]() | 622900702 | DMD - Switch Server | DMD - Switch Server | No | 24.427 MiB | Feb 13, 2016 | 23-02-2016 06:36:55 | ||
![]() | 625441127 | testrifle | testrifle | No | 16.221 MiB | Feb 16, 2016 | 16-02-2016 03:31:14 | ||
![]() | 625410704 | NS2_VR | Room's so far are; Virtual Control (Complete) [Issues Cysting from Energy Flow + Drifer/MAC Issues] VR1 (Complete) [Issues Cysting from Energy Flow + Drifer/MAC Issues] Energy Flow (Complete) Reactor (Complete) [needs better Props] {Added something similar to Veil-C12} Maintenance Access (Complete) [Gotta Fix spelling] Monitoring (Complete) Transfer (Complete) Data Banks (Complete) Surveillance (Complete) [Data Banks connector can see outside of map] Administration (Complete) Reception (Complete) Lobby (Complete) [Needs more props] Arbalest (Complete) [Cysting from Launch Command isn't working] Launch Command (Complete) [needs better Props] Loading (Complete) Duct (Complete) [Forgot to remove an unneccessary prop] Spillway (Complete) [I think it needs.. something] Passage (Greybox) Bypass (Greybox) Passage Way (Greybox) [Gotta rename, forgot about Passage] Cafeteria (Complete) [Needs more props] I'm generalising (Complete) as "not greybox, and playable".\n\n\n | No | 2.347 MiB | Feb 16, 2016 | 16-02-2016 02:17:11 | ||
![]() | 188000042 | Diamond Badges V4.2 | Diamond Badges specifically for DiamondGamers.net | No | 22.334 MiB | Oct 22, 2013 | 16-02-2016 01:05:58 | ||
![]() | 481125594 | ns_origin_wip | (Work in Progress)\n\n\nFor use exclusively on DiamondGamers.net servers.\n\n\n--As mods have to run through the workshop, and not directly from the server - this is a server specific mod for DiamondGamers.net - I ask that it not be copied without permission. --\n\n\n | No | 4.956 MiB | Jul 14, 2015 | 15-02-2016 21:05:53 | ||
![]() | 477378213 | ns_hera | For use on the DiamondGamers.net server | No | 6.479 MiB | Jul 8, 2015 | 15-02-2016 20:53:42 | ||
![]() | 621816715 | ns2_sde3_lit | Mod ID: 25102b8b Lit by Flaterectomy is an entry for "Spark Detailing Exercise #3: Day & Night". This is not a playable map, but only a small detailed scene. This mod contains two level files: 'ns2_sde3_lit_day' and 'ns2_sde3_lit_night'. Forum thread: http://forums.unknownworlds.com/discussion/140155/spark-detailing-exercise-3-day-night | No | 1.833 MiB | Feb 11, 2016 | 13-02-2016 13:01:16 | ||
![]() | 619125094 | ns2_Centrifuge | Mod ID: 24e71966 Map name: ns2_Centrifuge (note the capital C). The deep sea laboratory of Centrifuge was originally created to study marine life, hydrodynamic energy systems, and to gather core samples from deeper beneath the earth than ever before. Now, the battle that once raged in the depths of space has found its way to the depths of the ocean. Believed to be safe from the Kharrah threat, Centrifuge laboratories was converted into a genetics research facility in an attempt to better understand the alien menace. Built to be self-sustaining and utterly remote, the peace and tranquility of this deep sea facility has finally been breached. Time to find out if the aliens can swim...\n\n\nThe map is currently in the alpha stage of development. I went a little further than might be normally advised, as I know that a lot of people in the NS2 community have an aversion to testing community made maps that are in early stages of development, so I wanted it to be as complete as possible to make it more enticing to play and to provide a more complete experience. This map is completely playable, though you may experience a few minor bugs. Additionally, some rooms are not as well textured as others and require further geometry and lighting development. With this build, I'm hoping to get feed back on the basic map layout. Do rooms seem balanced? Does the map feel particularly pro-alien or pro-marine? Do any rooms need to be moved or adjusted to make it more difficult/easy to use arcs/bile bomb? Over the next few weeks I'll be polishing up the textures and prop placements of the environment to give each room a sense of identity and to tweak the overall lighting of the level. | No | 1.08 MiB | Feb 8, 2016 | 12-02-2016 19:45:08 |