| Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
|---|---|---|---|---|---|---|---|---|---|
| 534958983 | NS2 Overhaul | This mod is a major overhaul to ns2 to create an alternative experience. Primarily, it seeks to create more tech variety through reducing the importance of passive stats upgrades while also increasing the other available options. This mod is still a work in progress and will have bugs and balance issues.\n\n\nChangelog v0.12 *Added submachinegun. Take places as the baseline weapon for marines and does the same damage as the vanilla LMG. Weight is 0.08 (credit to Evil_Ice for his SMG model) *LMG(Rifle) is now an unlockable tech on the armoury and can be purchased for 10 pres. Damage is 12 per bullet with a 50 bullet magazine. *Flamethrower cost reduced from 15 to 10 pres and now requires flame thrower tech to be research for 20 tres (no AA required) *Shotgun cost reduced from 20 to 15 pres. *HMG now costs 15 pres and requires HMG Tech research for 20 tres on AA *GL now requires GL tech research for 20 tres on AA. *Commander dropped medium, heavy and exoskeleton armor now deducts team resources instead of being free.\n\n\nChangelog v0.11 *Scaled lifeform hp to be the equivalent o w0 vs skulks, w1 vs gorge, w2 vs lerk and fade *Reduced effect of celerity slightly Fixes *Armour upgrade research no longer applies passive armour *Removed TEST_EVENT entries *Fixed issue with where commanders couldnt see enemy units *Fixed issue where sentries would not target or fire on enemy units. Change Log v0.1 Marines *Removed passive weapon and armour upgrades *Added medium armour purchasable from prototypelab. Costs 3 res and gives 70 total armour, Y weight(TBD) *Added Heavy armour purchasable from prototypelab. Costs 5 res and gives 100 total armour, Y weight (TBD) *Added Exo Skeleton purchasable from prototypelab. Costs 5 res, gives 70 armour and ignores equipment weight *Jetpack now provides the marine with 70 total armour. *Marines now start with 50 armor *Prototypelab now 20 tres to allow for access to armour purchases. *Exosuit is now only bought from the robo and cost has been increased to 100 tres *Exosuit Tech research has been moved to the robo and the cost increased to 50 with a 3 minute research time. *Exo now has 1200 armour *Medpacks now are a HoT (credit twiliteblue) *Marines and their structures can now be cloaked. Structures will decloak on touch, infestation or detected by drifter or shade. Marines will decloak on attack or movement. *Observatory can now be turned into a Cloak Generator. Loses all obs characteristics. *Implemented HMG (credit xDragon) Aliens *Hive cost has been reduced to 25 tres. Hive HP has been reduced by 50%. Hive will mature to vanilla maturity levels but will take several minutes to do so. *Harvester HP halved, will mature to vanilla HP over time over several minutes *Drifter now receives upgrades from veil (cloaking), spur (Celerity) and shell (regen). Drifter acts as a detector for cloak. *Biomass no longer increases HP per level *Onos HP increased to 1600/800 *Shades now act as detectors for cloak. *Gorge abilities such as hydras, babblers, webs are now free. *Implemented Ferocity (Focus) as a veil upgrade. Gives increased attack damage for all alien attacks at the expense of maximum energy capacity (credit TwiliteBlue) *Implemented Vampirism as a shell upgrade. Heals lifeform per hit *Carapace now gives a substantial increase to armor but with a speed reduction (speed reduction decreases as armor decreases) *Celerity now gives a bigger boost but reduces armor *Phantom has been separated into silence and cloak again *Celerity and carapace combined still give a net increase to armour and speed. Credits Not all this work is my own. The following people have agreed to their work to be used. *Twilight blue *xDragon | No | 20.592 MiB | Oct 14, 2015 | 24-10-2015 23:05:39 | |||
| 540293354 | Fana Dot | Fana Dot | No | 948 B | Oct 23, 2015 | 24-10-2015 04:36:55 | |||
| 540645609 | Wltrs Crosshair | Wltrs Crosshair from NS1. | No | 605 B | Oct 24, 2015 | 24-10-2015 03:58:14 | |||
| 537325138 | YetAnotherCr4zyXhair | Small cross/dot and circle variations Red hitmarkers for marine Green hitmarkers for alien Exos have green hitmarkers, I have no idea where exo crosshairs come from, whatever. | No | 16.05 KiB | Oct 18, 2015 | 18-10-2015 12:06:06 | |||
| 534303776 | Turnipsiege_remade | Turnipsiege_Remade | No | 10.584 MiB | Oct 12, 2015 | 15-10-2015 10:47:45 | |||
| 494176310 | 'X_o's Teal Cross Hair | Same as my good old Magenta Green Cross Hair http://steamcommunity.com/sharedfiles/filedetails/?id=463884791, but in teal theme.\n\n\nVery visible at all times, with subtle specials to distinguish the weapons.\n\n\nSee also my other crosshairs:\n\n\nhttp://steamcommunity.com/sharedfiles/filedetails/?id=494949075 | No | 33.75 KiB | Aug 4, 2015 | 13-10-2015 17:14:53 | |||
| 463884791 | 'X_o's Magenta Green Cross-Hair | Very visible green cross with specials for different weapons.\n\n\nAll speacials are very subtle and don't disturb the green cross at all.\n\n\nThe specials are for distinguishing the weapons easily.\n\n\nSee also my other crosshairs: http://steamcommunity.com/sharedfiles/filedetails/?id=494949075 | No | 37.44 KiB | Jun 18, 2015 | 13-10-2015 17:14:40 | |||
| 381752885 | ns2_gorgon | Featues a symmetrical layout with 5 Tech points and 9 Resource points.\n\n\nMId ID: 16c11635 | No | 3.095 MiB | Jan 26, 2015 | 12-10-2015 07:13:08 | |||
| 523341471 | Zavaro Yep Hitsound | yep yep yep | No | 45.209 KiB | Sep 23, 2015 | 23-09-2015 15:07:31 | |||
| 523151209 | Cr4zy's Dot Crosshair | Modified from my previous xhair uses a dot instead of a circle in the middle. | No | 3.771 KiB | Sep 23, 2015 | 23-09-2015 03:31:58 | |||
| 517634061 | nsl_kodiak | nsl version of kodiak. rooms are changed and layout changed slightly modID: 1eda780d | No | 11.437 MiB | Sep 13, 2015 | 20-09-2015 09:34:28 | |||
| 503333806 | Siege Testing | *insert thousands of banned changelogs here* | No | 5.516 MiB | Aug 20, 2015 | 19-09-2015 04:18:35 | |||
| 517128154 | Orion | A new map for the seige mod called Orion | No | 13.869 MiB | Sep 12, 2015 | 14-09-2015 21:45:03 | |||
| 517954453 | TTO Speshul Things | We like cats. | No | 487 B | Sep 13, 2015 | 14-09-2015 01:00:06 | |||
| 496603954 | 6v12 | 6 Marines versus 12 Aliens! ---------------------------- The balance changes are as follows: - Aliens do 1/3rd of normal damage - Marine MACs, ARCs and structures have 2/3rds of normal health - Hives support more eggs and regular egg drops cost less - Marines have twice as many magazines/clips - Aliens get twice as many points for damaging Marine units and structures - Cost of Alien class egg drops reduced by half - Cost of Nutrient Mist reduced by half - Lerk Spore radius halved - Stun duration from Onos Stomp halved - Gorge Hydra damage reduced to 2/3rds - Dropped Marine weapons and items stay on ground much longer before expiring | No | 60.803 KiB | Aug 9, 2015 | 06-09-2015 00:11:15 | |||
| 461698711 | Shine Captains | *wip* | No | 3.201 KiB | Jun 15, 2015 | 31-08-2015 23:54:23 | |||
| 509780686 | Combat Fix | No | 147 B | Aug 31, 2015 | 31-08-2015 11:36:00 | ||||
| 509720097 | New Test | No | 549.132 KiB | Aug 31, 2015 | 31-08-2015 09:08:15 | ||||
| 508951072 | Kitlish | Kitlish Mod by Dresk | No | 1.527 KiB | Aug 30, 2015 | 30-08-2015 03:21:13 | |||
| 507112645 | ns2_blackmesa_five | Server Mod ID: 1E39ECC5 Blackmesa is back! Originally a combat map created by the NS1 programmers, we have revived this sweet map by formatting it to include the most recent updates and making it a 5-Tech, 10-Res NS2 map! Instead of the standard loop from the original version, the map has been doubled in size. It still has those fun but dangerous portal rooms at the north and south ends of the map. Latest version of this awesome map by: |-DMD-| WiseChoices diamondgamers.net | No | 4.063 MiB | Aug 27, 2015 | 27-08-2015 05:08:37 | |||
| 506666659 | nsl_descent | due to a request of some nsl players I made a version of ns2_descent with altered vents | No | 19.376 MiB | Aug 26, 2015 | 26-08-2015 11:49:09 | |||
| 156919746 | ns2_grendel | Grendel is a triangular four tech point map with nine res nodes. This is the first release of ns2_grendel since I, Flaterectomy, took over from ObliviousSight after he handed the project to me. CHANGELOG (30th of November 2013) o Intitial detail test of Sub-Net Systems (marine start), including the first rough version of a custom porthole prop by Howser o Replaced white lighting with a blue/green colour scheme for now o Replaced the corridor between Reclaimation and Integrity Modelling with a vent o Added vents between Desalination (alien start) and Capacitors, between Sysmic Graphing and Sensory Node, and between Mineral Harvesting and Nano-Fluid Transit o Placed a variation of crates all throughout the map for basic floor cover 23/08/15 Reupload to fix compatibility issues | No | 8.394 MiB | Jul 1, 2013 | 23-08-2015 18:49:52 | |||
| 503545776 | Revised Mineshaft | I had a thought about Mineshaft so I made it so.\n\n\nCave is now Double, Central is a Tech Point. I rerouted Cavern a little, but beyond that it's the same. | No | 8.159 MiB | Aug 21, 2015 | 21-08-2015 21:09:18 | |||
| 490294388 | [Shine] ZedTime | Just something for fun not meant to be taken serious. Does not include config files for easy modification.\n\n\nBasically checks everytime a entity is killed. If the entity is a commandstructure (cc/hive) that's built, then that's a guaranteed ZED time from 5-10 seconds.\n\n\nOtherwise if 4 structures (or macs/arcs) are killed within a 5 second span, a random duration of ZED time triggers between 3-5 seconds.\n\n\nBasically by changing the "speed" command that controls the speed of the server.\n\n\nTime between zed times is set to 6 seconds minimum. Which would mean a whole lot of entities to kill.\n\n\n:)\n\n\nP.s - Also something fun to do while waiting for more killing floor 2 updates -.- | No | 2.208 KiB | Jul 29, 2015 | 20-08-2015 02:44:41 | |||
| 502345855 | ns_darksiege | because punishment always works | No | 138 B | Aug 18, 2015 | 18-08-2015 23:33:37 |