Showing 151-175 of 2,773 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar Avoca2909380336s23_lobsters23_lobsterNo26.169 MiBDec 30, 202230-12-2022 10:25:42
Avatar UWE Modding2909200101Mod WhitelistList of mods whitelisted to be run on Ranked NS2 servers.

If you wish to have your mod added to this list, please join the NS2 Discord (https://discord.gg/ns2) and follow the instructions in the #mod-whitelist-request channel.
No0 BDec 30, 202230-12-2022 01:12:35
Avatar Avoca2908019197s23_beemers23_beemerNo11.82 MiBDec 27, 202228-12-2022 04:57:42
Avatar Avoca2908134659s23_powers23_powerNo10.718 MiBDec 28, 202228-12-2022 04:36:52
Avatar Avoca2908015169s23_birds23_birdNo23.44 MiBDec 27, 202227-12-2022 23:28:45
Avatar Avoca2906417160s23_005s23_005No6.931 MiBDec 25, 202227-12-2022 23:11:55
Avatar oblit2906237440Marine FFMarine FF

Marines can damage each other but not friendly buildings.
No29.173 KiBDec 24, 202225-12-2022 16:14:39
Avatar Avoca2905492170s23_super157.90.129.121:52115No7.229 MiBDec 23, 202224-12-2022 05:10:32
Avatar Katzenfleisch1227576722Sentinelmod id: "492b5592"

GAME DESCRIPTION
=================

The Sentinel mode has been designed as a training for marines, where they can practice the following:
* Practicing the aim (straffing / dodging / leaping bots)
* Practicing target priority (who to shoot first)
* Practicing positioning (placing yourself correctly to defeat skulks when outnumbered)
* Practicing teamwork and covering fire
* Practicing the objective nature of the game (killing has no impact, marines have to focus on the objective to progress)

TYPICAL GAME ROUND AND WIN CONDITIONS
=======================================

Marines start at a randomly choosen techpoint on the map with a minimal base. An advance base is also created with an armory and a phase gate.
Aliens start with several egg nests scattered around the map, and a base containing upgrades.

In order to win marines have to complete 2 objectives:
* Kill all the eggs on the map
* Power and use the phase gate behind the alien lines.\n\n\nGAME DIFFICULTY LEVELS
======================

The gamemode provides 4 setup: Easy, normal, hardcore and suicidal. You can see in which setup the gamemode is running by checking the name of the bots, the top left of your screen or the lighting of powered off rooms. (blue for the easy and normal setup, orange for hardcore and pitch black for suicidal)

EASY (Base AI)
---------------------

This is the default setup when changing map. The bots do not work together, react slowly and often miss multiple bites. They will sometime try to ambush but lack the skill do to so. This setup is basically a warmup and an aim practice. The lights are blue.

NORMAL (Nerfed Hardcore AI)
------------------------------------------

This setup is a bridge between easy and hardcore. The bots will start to work together and will have more combat capabilities. You won't be able to go on your own anymore without decent combat skills. This setup is good enough
to train everything without too much challenge. The lights are blue.

HARDCORE (Full AI version)
---------------------------------------

The hardcore version contains the full content of the AI. Expect aliens to scout, patrol, parasite, bait, retreat, ambush, and pack up massively, the bots react quickly to any threat or sound nearby and can only hardly be beaten with force. For this you will need to outsmart and bait the AI out of the defended eggs to have a chance.

SUICIDAL (Ultra angry AI)
-----------------------------------

This setup is not intended to be played and won. Bots here never miss a bite, they can hear you throw half the map and will never retreat. They will also spawn a lot faster than there hardcore counterpart. For each skulk killed, an egg is spawned closer to the marine base to increase even more the pressure. If that was not enough already most of the skulks are enzymed, they will use xenocide and have a chance do drop an umbra+sport cloud upon death.
Must be run on ServerNo893.797 KiBDec 10, 201722-12-2022 10:38:24
Avatar Axtel Sturnclaw2901809737343 Server HotfixHotfixes multiple issues related to Build 343.

- Resolves script errors from fade hallucinations.
- Fixes gorges constantly building other players' gorge toys.
- Fix one case in which servers could get stuck in 'unranked' mode until a process restart.
- Fix some script errors when loading a map that is not compatible with B343's bots.
- Add additional logging to help track down the source of users receiving incorrect skill values.
No488.697 KiBDec 14, 202220-12-2022 21:16:15
Avatar fsfod2904407628Loading Crash FixA simple mod to disable the engines filesystem caching systemNo245 BDec 20, 202220-12-2022 18:50:40
Avatar Microsoft Word 20192903445765SealHit HitsoundSeal HitsoundsHitsoundsNo64.328 KiBDec 18, 202218-12-2022 13:40:12
Avatar Katzenfleisch2886849901InfantryPortalAllow marines to selection their spawn point by clicking the minimap, just like aliens

publish_id = 2886849901
Gameplay TweakNo120.769 KiBNov 10, 202218-12-2022 12:28:21
Avatar Katzenfleisch629502655DefenseWorking 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, 201617-12-2022 11:58:00
Avatar Microsoft Word 20192901148484Kopungas TestchamberKopungas TestchamberNo6.158 MiBDec 13, 202213-12-2022 21:57:18
Avatar Microsoft Word 20192901408367IronHitCan I offer you a nice egg in this trying time?HitsoundsNo87.762 KiBDec 13, 202213-12-2022 18:34:01
Avatar Microsoft Word 20192566184974Long TunnelJust a long tunnel to run inNo6.051 MiBAug 4, 202113-12-2022 15:58:43
Avatar MSTRG2213841351ns2_mineral_devDevelopment version for ns2_mineral.

Beta Version 5.60

Thanks to Meph for taking the time to make some minor changes to Mineral_dev.

MOD ID: 83f489c7\n\n\nFeel free to run this on your server but beware that changes are frequently pushed to this version of mineral and it may break at any time.
MapNo190.392 MiBAug 30, 202011-12-2022 19:54:57
Avatar VertLIVE1267752913ns2_prisonns2_prisonNo41.139 MiBJan 13, 201811-12-2022 18:30:05
Avatar Meteru2329973738OutageDuring a power outage, the classic amber lights are replaced with their original color for a more realistic atmosphere.\n\n\nToggle to the original lighting with the console command outage. Only available with cheats on.No355.439 KiBDec 22, 202011-12-2022 16:01:22
Avatar Drey2565871814Thunderdome Map PreviewThunderdome Map PreviewNo9.954 MiBAug 4, 202111-12-2022 13:32:08
Avatar Red-One2765323216Red's Combat UpgradesRed's Combat EnzymeCloud, NutrientMist, Weapons4Custom Game ModeNo187.908 KiBFeb 26, 202211-12-2022 04:05:47
Avatar Blue2726224024co_ayumico_ayumi combat version of pSyk ayumi map

All rights of map to pSyk and a great version on ayumi hope to see it finished and playing it.

Ready Room by DMD WiseChoices

MOD ID:2726224024

MapNo66.048 MiBJan 21, 202211-12-2022 01:20:35
Avatar Meteru2332684940Meteru's Local Talk Extended Fork
Mod ID: 2332684940

Notice to server operators:

This mod now requires Shine's basecommands plugin to be loaded.

What is this?

A mod that allows all players to talk to players in their proximity.

There's lots of mods like this on the workshop, although none are as
complete and as bug-free as this.

Features

- Team-only proximity/local voice chat
- Non-team-only proximity/local voice chat
- Proximity voice chat works spectator, dead player, commander, etc., but with restrictions
- Static voice chat bar placement, so that the bar of a player does not move around constantly
- Different color for each voice channel (team-only, non-team-only, global)
- Customization of proximity/local voice chat colors through NS2+ (bottom of HUD menu)

Bugs fixed compared to competitors
- Spectators not being always able to hear proximity/local voice chat when in first person mode

How to use this?

First you have to set your keybindings in Options -> Mods -> Local Talk Extended.
Once you've set your keybindings, you can use proximity/local voice chat
on any server that has this mod enabled.

Voice chat restrictions

Spectators
Spectators can not use local voice.

Commanders
Commanders can only use team-only local voice chat, and can not hear voice chat
from enemies that he can not see either (obviously).
The reason for the team-only restriction is due to technical limitations.
No15.688 KiBDec 24, 202010-12-2022 01:22:25
Avatar pSyk2899642501Ayumi Secret RoomAdds the ns1 Ayumi Secret Room assets to the map, which had to be removed from the official map.
No14.656 MiBDec 9, 202209-12-2022 21:22:03