Showing 2,276-2,300 of 2,779 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar joescrufff169260771ns2_co_bloomfieldTEst Map for ns2_co_bloomfield\n\n\nv.01No359.992 KiBAug 13, 201314-08-2013 19:22:34
Avatar Vitdom109062003High Ping KickerVersion: 2.1
ID: 6802773
Build independent + supports automatic .entry loader system
Fully Server-Side

Gives the server administrator the option to enable kicking of clients who exceed a max ping limit, set by the administrator.

NOTE: A bug in NS2 is currently stripping away the custom max_ping setting from ServerConfig.json, which requires you to manually enter an sv_maxping value into the console every time the map changes...

The ping check ONLY occurs when the client first connects to the server, i.e. once, to avoid kicking clients in mid-game. Once the client has finished the connection process, the check starts after 30 seconds and will continue to multisample for 20 seconds to achieve high accuracy. Before being kicked, the client will receive multiple warnings and explanations.

Set the ping limit in milliseconds either by issuing the concommand sv_maxping VALUE, or by adding the settings entry max_ping in the ServerConfig.json file. To disable kicking of high ping clients, set the limit to 0.

I recommend that the max ping is set to stepping multiples of 33 ms near multiples of 50 ms.
These values are: 200, 300, 400 ms etc. I.e. so effectively multiples of 100 ms!
This is due to the fact that player updates are sent from the server to clients in the frequency of 20 Hz = 50 ms / update. Player updates are sent from the clients to the server in the frequency of 30 Hz = 33 ms / update. Other latency values would have no different real positive effects on gameplay experience but make it more inconsistent.

If you don't know what max ping to set, I recommend 300 default, and 200 for aggressive elimination of negative lag compensation (good if you want to have a more local player community and play more professionally).
No1.871 KiBNov 19, 201214-08-2013 19:00:13
Avatar Tom168754531Tom32Stuff for 32 slot serverNo9.487 KiBAug 11, 201313-08-2013 17:40:02
Avatar Seraph145293908ns2_xs_mineshaftXenoswarm - Mineshaft\n\n\nExterminate the infestation and clear out cave, but don't take too long!\n\n\npublish_id = 8a90254\n\n\nIt'll change, and stuff.No3.255 MiBMay 16, 201311-08-2013 20:11:24
Avatar =Mr.P=144287273ns2_xs_descentupdated the map

now the game ends after 25 min aliens win by default.

the first trigger in hive room wil open a short cut to
hive room.

trigger npc is ones per player (no respawn)

alpha 1.1

id: 899a629

No4.776 MiBMay 10, 201311-08-2013 02:48:59
Avatar Frozen167888051Frozen's Cornerless Box-hairs-One size fits all
-No damage indicators
-LMG/Pistol/Shotgun/Flamethrower/GL/Welder/Parasite/Spikes/Umbra/Vortex ONLY
-14x14 pixels

--Crafted by Decoy
--Inspired by fooglef
--Produced by Frozen
--Vintage NS1

WHITE W/ WHITE DOT MELEE NOW AVAILABLE
http://steamcommunity.com/sharedfiles/filedetails/?id=171041786
PINK W/ PINK DOT MELEE NOW AVAILABLE
http://steamcommunity.com/sharedfiles/filedetails/?id=169613801
No1.257 KiBAug 8, 201309-08-2013 22:27:51
Avatar blind167865507Balance Mod for NSL Summer CupTemporary balance changes for the NSL Summer Cup #1

Balance.lua

kHarvesterCost = 8 => 12
kWhipCost = 10 => 20
kShotgunTechResearchCost = 20 => 10
kGorgeCost = 5 => 10
kGorgeEggCost = 7 => 15
kGorgeUpgradeCost = 2 => 0
kUmbraShotgunModifier = 0.64 => 0.75 (same as Bullet)
kBabblerCost = 1 => 3\n\n\nBalanceHealth.lua

kSkulkHealth = 70 => 60
kBabblerHealth = 30 => 10
kBabblerArmor = 5 => 0\n\n\nAlienTeam.lua

self.techTree:AddResearchNode(kTechId.Umbra, kTechId.BioMassThree, kTechId.None, kTechId.AllAliens)
=>
self.techTree:AddResearchNode(kTechId.Umbra, kTechId.BioMassFour, kTechId.None, kTechId.AllAliens)

(means umbra needs 2nd hive to research)
No12.727 KiBAug 8, 201308-08-2013 22:52:24
Avatar SkulkBait161710487Diamond BadgesNS2 Diamonds in house badges.\n\n\nComes with badges most of you are used to with the addition of our own in house badges!No6.484 KiBJul 19, 201308-08-2013 18:16:52
Avatar MRE166599526Dogleg crosshairThe dogleg crosshair with borderNo2.853 KiBAug 4, 201304-08-2013 13:25:12
Avatar › ストラベリータイガ166493481Frozen's Cornerless Box-hairsI did not create this, publishing for a friend.

Original Author Decoy, please message her for any questions or comments.
No1.362 KiBAug 4, 201304-08-2013 03:13:38
Avatar KovaaK166187557KovaaK's Xhair TestMy crosshair that I use for hitscan weapons from Quake/QL (top on preview). Enabled for LMG, Pistol, Shotgun, Flamethrower, Parasite, some gorge attacks (1 and 4), Lerk, and Vortex.

Bottom is something I made up for melee attacks, but it also applies to exo.
No2.442 KiBAug 3, 201303-08-2013 04:17:41
Avatar Maxamus165840598max's Homemade Crosshairs v2Simple Crosshairs, changed the Shotgun around made it more simple and more Transparent, changed the colour of the crosshair and made better hit indicators so not to put you off your aimming. Hope you enjoy!No13.48 KiBAug 1, 201301-08-2013 22:09:09
Avatar Maxamus165735599Max's Homemade CrosshairsJust some simple crosshairs, Transparent with hit detectionNo11.269 KiBAug 1, 201301-08-2013 15:21:06
Avatar Seraph129772309ns2_co_spacejumpUse jump pads to jump to floating platforms! For best results stop on the arrow platform.

publish_id = 7bc2b15

Note: Fade & marine fly a little too much sometimes, but fat gorgies were hard to accommodate for.
No123.626 KiBFeb 27, 201301-08-2013 04:17:37
Avatar Maxamus165478592Max's CrosshairsJust some simple Crosshairs for everyone to use. Comment and let me know what you think, ThanksNo326.596 KiBJul 31, 201301-08-2013 00:09:33
Avatar TonyTheShovel165479807UrbanCamo_BlackArmorThis texture replaces the black marine armor with a black urban camo.No4.025 MiBJul 31, 201331-07-2013 16:57:49
Avatar Grimjack146713876LocationRelevancyAdds the ability to make entities relevant by location.\n\n\nBackground: for performance and bandwidth reasons, updates for entities in NS2 are only sent from the server to the client if the entity is "relevant".\n\n\nRelevancy is mainly calculated using distance (40m normally). Maps are usually carefully constructed to avoid longer sight ranges than this, though you can sometimes notice them (in Summit/Crevice, you will notice that if you go all the way west, everything around the resource node disappears and then blinks into existance when you get close enough).\n\n\nSome custom maps (Skyfall, Goliath) are built around very large locations where this problem is glaringly obvious.\n\n\nWhat this mod does is to use a feature of the spark engine to ensure that if you are in a named location, all entities in a location with that name are always relevant to you.\n\n\nIn addition, this mod also adds a new field to the map location where an extra name can be used to merge differently-named locations to each other.\n\n\nThis latter feature allows you to setup approaches to a large location without having to give them the same name.\n\n\nDo notice that setting up maps with really long FIRE LANES is a bad idea; allowing marines to snipe hives from 100+m away is probably a bad idea.\n\n\nNo12.249 KiBMay 21, 201331-07-2013 09:33:29
Avatar Commando164694208TSF MedicA skin for the Default Marine that makes him look like a Combat Medic.\n\n\nIncludes:

- Hands View Textures.
- Custom Pants Texture.
- Medic Patches, and Badge.
- Removed TSF Logos.\n\n\nCopyright 201X. This user generated media is not authorized for posting, redistribution, modification, unless by the sole owner of the steam account associated with this workshop item.
No2.794 MiBJul 28, 201328-07-2013 23:09:29
Avatar Mantrid156509654EggsRebalance2Rebalance for up to 30 slots.
20 july 2013
No4.32 KiBJun 29, 201320-07-2013 18:05:11
Avatar Inquatsi159266204Minimap Colored Players - ReumodA modification of the original "Minimap Colored Players". Added some contrast.No38.439 KiBJul 11, 201319-07-2013 16:47:56
Avatar bonage155604155ns2_reactorscaletestns2_reactorscaletest take 5No583.177 KiBJun 26, 201319-07-2013 09:30:21
Avatar Nord158393264Lost RemakeThis is my remake/reimagining of the original Lost map, click Subscribe and it should start to download the map automatically.

The map is currently in Alpha stage also known as Greyboxed (dev textures, no details)

I uploaded it at this stage for you to test it out as it has some changes to it.

If you have any feedback on the layout (or anything else) please comment and i will consider it.

I tried updating my already existing entry of Lost but it would not work after the changes made to the publisher.

Modid: 158393264

Alpha 9
* Changed the layout of Personell Docking Bay
* Changed position of the Tech Point in Personell Docking Bay to (hopefully) fix IP spawning inside stairs
* Changed position of the Power Point in Personell Docking Bay

* Fixed Alpha Continuum visible from Marine start
* Fixed a missplaced prop
* Fixed some smoothing edges
No1.403 MiBJul 7, 201318-07-2013 16:07:00
Avatar Anthyr160889720NS2 Docking ClassicThe old Docking 248 Version with 5 Techpoints.
Add ns2_docking_classic to your mapcycle.json on your server config folder after you installed this mod, otherwise it wont be on the automatic mapcycle.
No3.636 MiBJul 17, 201318-07-2013 05:40:08
Avatar Samoose159172589Cave - Main Menu ReplacementMain menu replacement mod. Replaces default main menu animation/cinematic with a new one of Mineshaft's Cave room. Works with my random menu picker mod. Watch video on YouTube for highest quality.No277.9 KiBJul 11, 201316-07-2013 01:36:47
Avatar Samoose159902026Descent Club - Main Menu ReplacementMain menu replacement mod. Replaces default main menu animation/cinematic with a new one of Descent's Club. works with my random menu picker modNo691.321 KiBJul 13, 201316-07-2013 01:35:51