Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
---|---|---|---|---|---|---|---|---|---|
[=Alex=] | 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 | |
Lee Bee | 74499435 | NS2 Kleos | Kleos is still work in progress (Beta) - please remember this before providing any feedback :) Changelog: update 11/12/2012 - version 326b - Deleted stray commander camera. - Seems like vents still does not appear on the minimap. update 08/12/2012 - version 324b - Fixed falling through floor areas of map. (sorry this took so long but only one player reported this) - Added vents to minimap. - No extra props or geometry added since people like how fast this map runs compared to the official maps. update 20/07/2012 - version 323b - cosmetic changes all over map - tidier mini-map - lighting tweaks update 22/06/2012 - version 306b - I know I said I wouldn't update in a while, but I promise this will be it for a while :P - Getting stuck in Refinery vent - fixed. - Part of Ready Room appearing on minimap - fixed. - Pressure Control and Rotunda, shadows not casting on floor fixed. update 21/06/2012 - version 303b - Added new route from engineering to Distribution. - Fixed some occlusion issues from Distribution to Pressure Control. - Minor lighting, geometry and commander camera tweaks across the map. - Updates will be less frequent from now on. update 19/06/2012 - version 301b - Better access to Engineering res node. - Complete remodelling of Processing. - Distribution res node now more protected. - Moved Control Room tech point. update 15/06/2012 - version 288b - Moved res node from Processing to Calibration. - Increased Location size of Engineering, and added more level build space. - Slightly adjusted route from Rotunda to Calibration. update 14/06/2012 - version 282b - Remodelled Refinery Entrance so less cramped. - Moved entrance to Cooling from Rotunda to the south. update 12/06/2012 - version 274b - Rebuilt Core area for more open gameplay update 11/06/2012 - version 272b - Increased size of Distribution room - Minor fixes update 10/06/2012 - version 268b - Issue with Refinery tech point now fixed (Thanks to ScardyBob and Industry!) - Distribution resource node moved to same room as tech point. - Added more build space level with tech point in Refinery. - Tidied up commander view. update 06/06/2012 - version 258b - major change to east corridor (Thanks Soul_Rider!) - newly improved commander camera movement (should be easier to comm) - Distribution is no longer a random spawn - cosmetic and lighting changes (brighter) update 22/02/2012 - version 5.0a - added resource node to Rotunda - removed cargo bay as random spawn update 14/02/2012 - version 4.0a - Brighter lights, greater visibility - Default fog removed - map is clearer to play - Tidier geometry so infestation does not leak through walls - Moved power point in Core - Added ladder to Refinery Entrance/ ladder in RR now works! - Staggered long Distribution corridor with new room - Fixed power grid issues in Cargo Bay (overlapping locations) - Another new room 'Tunnel' towards pressure control to reduce corridor length | level | No | 1.968 MiB | Jun 1, 2012 | 11-12-2012 04:41:25 | |
Blasphemy | 75900465 | NS2_Goliath | NS2_Goliath is a large, wagon wheel styled map with a large Mass Driver situated in the center of the map.\n\n\nScreenshots and development status updates will be shown in the map's thread here: http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116703 | No | 4.466 MiB | Jun 9, 2012 | 16-03-2014 10:00:56 | ||
bjjt | 75943673 | ns2_turtle | A small turtle shaped vessel for deep space exploration into the toughest realms of the unknown worlds. -A total of 5 Tech-points and 8 Resource-points. -Two Cross Spawns. -NSL performance (no sounds, no particles, minimum lights) -modid 486cef9 Map developed by benoit 'evilbob' thiercelin. (Evil_bOb1 on ns2 forums)\n\n\nForum thread: http://forums.unknownworlds.com/discussion/115214/ns2-turtle/\n\n\n | No | 3.165 MiB | Jun 9, 2012 | 13-09-2013 05:29:54 | ||
FoelliX | 76242233 | ns2_prodigy | NS2_PRODIGY by FoelliX.de NS2-Forum-Link: http://www.unknownworlds.com/ns2/forums/index.php?showtopic=118867 Direct-Link: http://foellix.de/ns2/ns2_prodigy_b6.zip | level, material | No | 6.008 MiB | Jun 11, 2012 | 03-07-2012 20:32:26 | |
Remedy | 77383474 | NS2 Eclipse Beta | [NOTICE] Steam work shop isn't working %100 at the moment for NS2, so please download the latest version from link at the bottom. Remake of Eclipse by me. Subscribe and the map will automatically download the latest version whenever I update this map on Workshop. Please leave any feedback on my thread on the Natural Selection 2 forums: http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115970 Enjoy! | level | No | 1.431 MiB | Jun 18, 2012 | 18-06-2012 03:44:55 | |
Guymyer | 78917836 | NS2 Tanith Beta | Version-03 (6/27/12) remake of classic map from natural selection 1 -ssjy0da (guymyer) | level | No | 1.383 MiB | Jun 27, 2012 | 01-07-2012 19:59:56 | |
Sentinel | 80821898 | ns2_yakushima | I added the pathing mesh for the fastload option and fixed the RT in Pump Station. Somehow it was not connected to the pathing mesh anymore. I also fixed a stuck spot and repaired some invalid faces. Pumpstation vent is now accessible over the cable. If you find some bugs that need to be fixed, please report them at: http://forums.unknownworlds.com/discussion/118837/ns2-yakushima/p1 Map version 1.01 | No | 5.811 MiB | Jul 8, 2012 | 01-12-2015 19:01:40 | ||
JimWest | 81010449 | Ns2 co_faceoff remake | Remake of the famous Ns1 combat map co_faceoff. Only playable with the Ns2 combat mod (cause the map has no resource tower spots) | level, script | No | 513.863 KiB | Jul 9, 2012 | 05-12-2012 21:07:25 | |
Trainee | 86902476 | ns2_co_Lunacy_old | Ns2_Lunacy is a mapping project by [HBZ] - Trainee.ger Being developed for the Mods - Proving Grounds pg: http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116252&st=0&start=0 Lunacy: http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113611&st=0&start=0 | level | No | 1.084 MiB | Aug 2, 2012 | 10-08-2012 14:20:56 | |
perso | 88530671 | NS2 Plant | This map is set on a secluded, snowy planet where mankind tries to plant vegetation to make the air breathable. Authors: perso Varathar Special thanks: Kane_the_Drunk (textures, concept art) | cinematic, level, model, material | No | 6.996 MiB | Aug 10, 2012 | 02-09-2012 19:06:10 | |
CtrlAltDel | 88975689 | co_assault | Combat Map | cinematic, level, model | No | 1.035 MiB | Aug 13, 2012 | 01-04-2013 12:49:10 | |
bob | 89357291 | ns2_ladderwars | Combat map featuring one ladder | level | No | 257.115 KiB | Aug 15, 2012 | 15-08-2012 12:51:00 | |
[=Alex=] | 92039263 | ns2_co_pulse | ns2_co_pulse Beta 20 | No | 1.806 MiB | Aug 26, 2012 | 13-02-2014 14:03:55 | ||
Namax | 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 | ||
(RT) Cpt. Hook | 96232694 | NS2 Tengu | This an alpha test of NS2 Tengu. Created by hookeyed. | cinematic, level, material | No | 4.838 MiB | Sep 15, 2012 | 19-12-2012 10:01:41 | |
Huze | 98879398 | Minimal Alien Vision | Minimal Alien Vision Mod mod makes alien and marine players and structures glow, while leaving everything else the same. A small amount of edge highlighting makes navigating pitch black rooms a snap. If you connect to a server that isn't checking consistency on shaders/DarkVision.fx, you will get the modded alien vision. If the server is checking consistency on that file (which it will by default), then you won't get it. It's totally up to the sever operators whether or not they want to allow people to use certain types of mods. | Alien Vision, Passes Default Consistency | No | 185.858 KiB | Sep 25, 2012 | 06-12-2013 03:33:52 | |
Ragical | 99185777 | Kouji San's Nostalgia Aliens | The original aliens: the brown Skulk, the beige Gorge, the grey/brown Lerk, the black Fade and the red/orange Onos are back in buisiness. 10 years in the making, well not really, but you get the idea... These are also available as stand alone mods: - Nostalgia Skulk - Nostalgia Gorge - Nostalgia Lerk - Nostalgia Fade - Nostalgia Onos | Look and Feel, Must be run on Server | No | 33.476 MiB | Sep 26, 2012 | 25-03-2016 20:44:37 | |
Ragical | 99622782 | Kouji San's Marine SE Equipment [FPS] | Special Edition black plated weapons, for first person view, the weapons are also available as individual downloads: - Kouji San's Marine SE Equipment [FPS] - Kouji San's Marine SE 2.Sec Switch-Ax [FPS] - Kouji San's Marine SE Flamethrower [FPS] - Kouji San's Marine SE Grenadelauncher [FPS] - Kouji San's Marine SE Pistol [FPS] - Kouji San's Marine SE Rifle [FPS] - Kouji San's Marine SE Shotgun [FPS] - Kouji San's Marine SE Welder [FPS] | Passes Default Consistency, Look and Feel | No | 14.729 MiB | Sep 28, 2012 | 25-03-2016 20:06:53 | |
Ragical | 99622976 | Kouji San's Male Marine SE Gloves [FPS] | Special Edition black armoured gloves, for first person view - Kouji San's Male Marine Deluxe Gloves [FPS] ter[/url] | Passes Default Consistency, Look and Feel | No | 4.938 MiB | Sep 28, 2012 | 25-03-2016 20:00:00 | |
Koruyo | 99700190 | Koruyo's Crosshairs Type 1 | A simple Crosshair. | No | 7.39 KiB | Sep 29, 2012 | 28-03-2013 15:22:35 | ||
Koruyo | 99700306 | Koruyo's Crosshairs Type 2 | A simple crosshair. | No | 6.915 KiB | Sep 29, 2012 | 28-03-2013 15:23:33 | ||
Koruyo | 99733365 | Koruyo's Crosshairs Type 3 | A simple crosshair. | No | 6.864 KiB | Sep 29, 2012 | 28-03-2013 15:24:17 | ||
Koruyo | 99742439 | Koruyo's Crosshairs Type 4 | A simple crosshair. | No | 6.734 KiB | Sep 29, 2012 | 28-03-2013 15:24:57 | ||
Mooch1e | 99957038 | co_down_a1 | Combat map Down. Version Alpha 1 | level | No | 113.338 KiB | Sep 30, 2012 | 30-09-2012 21:54:12 |