Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
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![]() | 222310163 | Feather's Crosshairs | These are my personal crosshairs, designed to be visible but not obnoxiously obtrusive. They're a single design for all weapons/lifeforms and have hit indication. These may still be tweaked in the future -- mostly just opacity-type stuff -- but the basic deisgn will remain the same. :) If you don't like hit indicators, you can check out the version without them here: http://steamcommunity.com/sharedfiles/filedetails/?id=237972164 | No | 4.982 KiB | Jan 29, 2014 | 13-03-2014 20:53:05 | ||
![]() | 237904883 | St. Patrick's Day | A St. Patrick's Day themed mod similar to my festive lights mod. It replaces all marine weapons, commander UI, and exosuit display with a themed variation for the holiday. Enjoy! | No | 1.301 MiB | Mar 13, 2014 | 13-03-2014 15:29:21 | ||
![]() | 234012249 | ns2_scrutiny | This is version 0.1 of ns2_scrutiny made by troop. It is currently a fix spawns with a double res in the middle. With it currently being tested to see if this setup will work. Any bugs/problems please contant him on steam. Part of the Spark Crafter Collective group. | No | 923.515 KiB | Mar 2, 2014 | 12-03-2014 11:17:33 | ||
![]() | 174122137 | NS2 Hot Dog Factory (ns2_hotdogs) | Something is amiss at the skulk-dog factory! It all began one fateful day, when Pvt. John R. Hotdog was running for his life from a skulk pack. Out of ammo, low on meds, and a noob comm that wouldn't drop him anything, he thought he was done for. With the skulk pack practically on his heels, he was ready to accept death, when a stray grenade flew past his head and obliterated the skulks, sending pieces flying in every direction, one of which was directly at the Private's mouth. As any of us would do, he immediately spat it out, but noted the rich, creamy flavor. Fighting every instinct he had, he stooped down, picked up a hunk of skulk and took a bite. It was delicious! A new space-ranching industry was born. But then the aliens got free, you know, and uh... bad stuff happened, and now there's marines there for some reason. Changelog: v0.4.1 -Fixed line of sight issues around the map. -Reception has been changed so it's less-open. -Cleaned up the commander view a bit. -Made it more difficult to snipe the cheese mines rt. v0.4.0 -Greatly reduced the size of the map. Route timings are much more manageable now. (now ~4 seconds shorter walk to get from starting point to natural RTs!!!) v0.3.2 -Fixed some grey textures. -Fixed an issue that let you be killed by the cooking station fire through the wall. -The hive in Reception can no longer drop eggs in the fire. -Fixed a pathing issue in Reception. v0.3.1 -Fixed a missing .animation_graph file. -Fixed some missing textures. v0.3.0 -COMPLETELY redesigned the ENTIRE map. There is literally NOTHING left behind from the old map. ----LEGACY---- v0.2.5 -Freezer redone from scratch. -Killing floor RT removed. -Passage from R&D to Killing Floor created. -Passage from Killing Floor to Maturation Center removed. -Big vent/conveyor added from Maturation Center to Killing Floor. -Cooking Station door opened, Specimen tanks door closed. -Specimen Tanks is now less-open thanks to dividers between the tanks. Marines no longer have a full view of the room. -Darkened the lighting on the map significantly, hopefully aliens can hide better now. -Removed North Access, now Cart Storage. -Removed curved staircase passage from North Access to Loading Dock. -Catwalk is now MUCH less-open. Many pipes and obstacles added. v0.2.0 -MASSIVE changes to entire map. All tech points (except Freezer) have been redone from scratch. -"Green Mile" location removed. -"The View" is more a part of the map now (not just jutting out the side). -Ready Room polished up. Almost final. -Many outside areas added (rr exterior, view exterior, catwalks exterior, landing pad exterior) -Cheese Mines is nearly final. -Ability to have fun enabled. ;) -Door from Killing Floor to Cooking Station has been closed (made Killing Floor OP IMO, but we'll see) -Specimen tanks is a pretty huge room now. Aliens should have a much easier time in there now, LOTS of cover. Also, ST RT has been moved from the corner to the room's center. -Many new vents added. -All TPS except Killing Floor are random start. This will almost certainly change depending on how testing goes. v0.1.1 -Updated occlusion geometry... oops! v0.1.0 A HUGE update, the map now has very few long open spaces, and generally looks much better now, and should be playable for real games. More specifically: -Now a 5 tech-point map. New TP is in "The View", the area between Maturation Center and Specimen Tanks. -Cloning Vats completely redesigned. -Added Elevator Shaft (no res room) to replace boring hallway between Loading Dock and Employee Lounge. -Added Stairwell (no res room) to replace boring hallway between Security and Arsenal. -Lots of other fixes too numerous to go into here (stuck spots, power nodes, etc) v0.0.5 -Actually uploading the map to steam workshop would help... fml v0.0.4 -Made overhead vents invisible to commander... which also happens to fix drifters getting into vents. v0.0.3 -Fixed some stuck spots. -Tweaked layout of map so travel times are more consistent. v0.0.2 -Fixed pathing issues. Drifters still shoot up into vents, though. | No | 21.565 MiB | Aug 30, 2013 | 09-03-2014 19:42:49 | ||
![]() | 236370033 | Combat Balance Mod | An attempt to balance out the Combat Mod | No | 16.619 KiB | Mar 9, 2014 | 09-03-2014 18:04:59 | ||
![]() | 236638554 | Combat Mod Balanced | All respects to the original mod | No | 5.556 MiB | Mar 9, 2014 | 09-03-2014 17:35:08 | ||
![]() | 219397719 | ns2_co_kestrel | Beta 21 | No | 2.931 MiB | Jan 22, 2014 | 09-03-2014 01:26:46 | ||
![]() | 205030253 | ns2_co_sava | Beta 16 | No | 1.756 MiB | Dec 18, 2013 | 09-03-2014 01:24:09 | ||
![]() | 74384218 | ns2_triad | ns2_triad by AleX Beta 13 Mod ID: 46F035A | Must be run on Server, Map | No | 11.223 MiB | May 31, 2012 | 08-03-2014 03:23:14 | |
![]() | 147370273 | EnvironmentMove | Environment/Player interaction Work in progress. You can read this only because "private/friends" publishing doesn't work. | No | 9.771 KiB | May 24, 2013 | 07-03-2014 14:52:38 | ||
![]() | 235151368 | spastic crosshairs | No | 12.174 KiB | Mar 5, 2014 | 06-03-2014 00:00:01 | |||
![]() | 232969752 | ns2_co_faceoff_ns1 | NS2C This co_faceoff is made for the NS2C mod, it better suits the game-play movement and it's closer to the NS1 version, it also works perfectly fine on NS2 Classic combat. Good to note, pathing works wonders and bots bunnyhop around allot, try it out :) ~Archie\n\n\n | No | 1.966 MiB | Feb 28, 2014 | 05-03-2014 21:45:37 | ||
![]() | 193391589 | ns2_orion | published for testing purposes only | No | 6.03 MiB | Nov 9, 2013 | 02-03-2014 21:17:25 | ||
![]() | 126342986 | LR_Quarantine | This is a custom map where allmost every texture got replaced by High Res ones, also we added new shaders and many other cool things to take your breath :P This Map was designed for the Last Resistance Mod but can be played on other mods. ---> Thumps up, if you like it ;-) <---- | No | 6.708 MiB | Feb 10, 2013 | 02-03-2014 18:31:29 | ||
![]() | 233798695 | Golden's Teal Crosshairs | Pretty self explanatory. First picture has the diamond - This is every weapon & melee except for Parasite // Spikes The second picture is the parentheses - these are only on para & spikes | No | 2.16 KiB | Mar 2, 2014 | 02-03-2014 08:23:41 | ||
![]() | 231639739 | ns2_co_lunacy | Lunacy is Natural Selection 2 map designed for the combat mod.\n\n\nAt this stage of the beta version it is not yet tested properly!\n\n\nYou can find Lunacy on the forums ( http://forums.unknownworlds.com/discussion/113611/ns2-co-lunacy/p3 )\n\n\ni would love to hear detailed feedback about my map! Every mapper has spend so much time on his map, its worth testing them all!\n\n\nThanks! | No | 2.534 MiB | Feb 24, 2014 | 27-02-2014 11:08:16 | ||
![]() | 92233626 | co_Core remake (Alpha 6.01) | co_Core remake for NS2 Combat For more info and screenshots please visit relevant topic at NS forums: http://www.unknownworlds.com/ns2/forums/index.php?showtopic=120369 Version: Alpha 6.01 - Minor fix Version: Alpha 6.0 - Original author: Jake "Ekaj" Griffith - Decompile, Ready Room: Remedy - Remake: Rudy - Water mod for NS2 by Feha and SamusDroid - Water-sludge material by Howser Version Alpha 6.0 - 23.02.2014 - New Marine Spawn area (still WIP) - Restored previous route from Marine Junction to Central - Fixed the Fade blocking doors (Alien Junction Shortcut) Version Alpha 5.9 - 15.12.2013 - Central layout adjustements - Central ligting optimization - Vent system optimization Version Alpha 5.8 - 24.11.2013 - Alien Junction <-> Alien Spawn vent system adjustments Version Alpha 5.7 - 23.11.2013 - Finished the Alien Junction <-> Alien Spawn reroute - Added some sounds and particle effects Version Alpha 5.6 - 19.11.2013 There is an known issue with the doors. The problem lies probably somewhere between the NS2 net code and Extra Entities mod. Working on the solution. -Reverted the exit from MS to Central Version Alpha 5.5 - 15.11.2013 Introduced some experimental adjustements to map layout, subject to further changes according to the feedback. Marine start: - WIP textures - Slightly rerouted Marine Junction - Rerouted directly to Central (may need to be reverted back) - Disabled the auxilary route Central - Overall area rework - Added door between Central and Alien Junction - Added door between Central and shortcut to Alien Junction - Fixed the stuck spot on ore cart Alien Junction - Reworked the shortcut (the ladders), added doors - Opened new entrance from AJ to Alien Spawn (subject to further adjustments) | No | 7.801 MiB | Aug 27, 2012 | 26-02-2014 20:26:16 | ||
![]() | 231976109 | ChezMorgen | Mes scripts en test. second test | No | 1021 B | Feb 25, 2014 | 26-02-2014 05:02:10 | ||
![]() | 183361757 | Survivor | bringing the classic game mode from AVP2 to Natural Selection | No | 26.907 KiB | Oct 4, 2013 | 25-02-2014 18:58:26 | ||
![]() | 230848800 | CmPack | Badges ajout?.\n\n\nLa raison d'?tre de ce mod est principalement pour test? l'ajout de mod au steam workshop.\n\n\nLes badges sont pr?vues pour le serveur ChezMorgen.\n\n\ntypo gratuit. | No | 19.399 KiB | Feb 22, 2014 | 25-02-2014 16:11:55 | ||
![]() | 231953940 | Prop Gallery Creator | Creates a prop gallery. To create a gallery you will need to download the link https://www.dropbox.com/s/f13xl069ft5apan/prop_gallery.zip to the source files of the mod. Then copy it to Natural Selection 2/assets folder. Open the mod using Launchpad. Open the Editor using Launchpad and select the blue entity out in space. You can enter values in for the prop filter to filter what props you want. Then launch the game using Launchpad and enter map ns2_gallery into the console (`) key. Go into spec and look at props. | No | 614.926 KiB | Feb 25, 2014 | 25-02-2014 06:21:15 | ||
![]() | 231625531 | NS1 sound files | A collection of NS1 sounds, mostly ambient sounds and map sounds/sound effects. | No | 37.999 MiB | Feb 24, 2014 | 24-02-2014 01:46:28 | ||
![]() | 231506880 | Fulgo's special made crosshair for Fleddy | This is a smaller version of Fulgo's Crosshair. | No | 613 B | Feb 23, 2014 | 23-02-2014 20:58:13 | ||
![]() | 231524129 | Fulgo's Green Crosshair | Small green crosshair with yellow parasite. | No | 871 B | Feb 23, 2014 | 23-02-2014 20:40:17 | ||
![]() | 230483338 | Nostalgia NS1 Fade [FIXED] | ****************************************** PLEASE NOTE: This is modified version of Ice's original upload. Only difference is a removed game_setup.xml to improve passing consistency checks. Link to original mod: http://steamcommunity.com/sharedfiles/filedetails/?id=120855757 ****************************************** With inspiration taken from the original fade concept by Cory Strader, the classic fade has been re-imagined to fit in with the NS2 cast. Brought into the current generation the fade now combines high resolution albedo, normal, specular, gloss and emmisive mapping for a more dynamic look and feel. Now you too can experience what it was like to be stalked by the original fade.\n\n\n*** As with all custom models and most custom reskins, this will not work on ALL servers, if a server has hardcore consistency checking enabled the game will use the default NS2 Fade! Model: Ben "Jamin" Dalling Textures: Ben "Jamin" Dalling Rigging/Physics/Compilation: Daniel "Evil_Ice" Bentz\n\n\n!!!Other Classic NS1 Recreations from these two great artists!!! Natural Selection 1 Knife remake: http://steamcommunity.com/sharedfiles/filedetails/?id=118621791 Stay tuned for more possible surprises! | No | 21.159 MiB | Feb 21, 2014 | 21-02-2014 13:41:54 |