Natural Selection 2

Natural Selection 2

31 ratings
Defense
   
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Modification: Custom Game Mode
File Size
Posted
Updated
3.970 MB
Feb 21, 2016 @ 6:56am
Nov 28, 2017 @ 2:47pm
1378 Change Notes ( view )

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Defense

Description
Mod id: 258572bf


You, as a marine are in charged of defending heavy fortified places against waves of aliens at all cost.

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Defense is back online with the HMG (aka MG) and new toys ! Map ns2_kf_farm is being heavily worked on and waves are currently reworked to fit more in a deadly wave survival mod than a constant assault.

Changelogs 15/07/2016
* Gorge tunnels !
--> Gorges can drop them and alien can use them, be carefull
* Growing environnement on the infestation
--> Alien buildings (hydra, whip, spores) are randomly dropped on infestation, and start growing
--> Gorges do construct hydra too
--> Clogs tentacle are back

Alien bot AI improved
--> No more stuck (at least rarely now)
--> Bots do not blindly move below a jetpacker if they can't get it, they will kill someone else in the meantime
--> skulks are now using "leap" do reach jetpackers
--> Better target selection


Changelogs 05/07/2016
* Alien side gameplay (able to spawn the aliens yourself)
* Rework the main base location to be in a less defendable position (often the middle of the map)
* Doors are weldable now
* Rework alien waves to scale a lot better with more players
* Adding respawn for marines
* Rework the resource earning system (a kill give res to all the marines + a bonus to the shooter)
* Exos: (balancing atm to see if it's not OP)
--> Non weldable
--> Adding ARC AoE shot if railgun is charged
--> Buff a lot damages, HP and move speed
* Checking server CPU load to push it to maximum while keeping the tickrate playable
* Lots of bug fixes and balancing
* Improve lerks AI even more, especially for fighting outside (ns2_kf_farm / ns2_def_troopers)
* Improve lifeform AI to focus important targets first (IP, doors, alone target)
* Adding PG between bases


Changelogs 16/06/2016
* Beta version of a lerk breathing fire (still have to work the cinematic)
* Adding doors mecanics back
--> Remove auto open/close
--> Adding manual open/locked (locked, not closed) on "use"
--> Adding health, the door can be destroyed (not weldable yet)
* Updating ambiant lights
--> Decrease with distance, color changed
* Custom modifications for the map ns2_kf_farm
--> Relevancy distance increased to 70 (wide and open map, less entities per m2)
--> No marine commander
--> (In progress) Wave 'ala' Killing floors, traders, weldable doors*
* Bug fixes
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32 Comments
sharktemplar Aug 22, 2020 @ 8:31pm 
;(
Katzenfleisch  [author] Aug 22, 2020 @ 1:38am 
This mod is really not working anymore, it was one of the first I did and is more of a sandbox than a proper 'clean' mod. As a result and over the years I was not able to fix the high amount of bugs and keep it compatible with the main ns2 version, I am talking about the kind of bugs that take days to fix. The best thing to do at that point would be to redo it from scratch, but unfortunatly that would require at least 2 weeks of full time developpement, and that's for someone who know how the ns2 codebase works already, unfortunatly.
sharktemplar Aug 22, 2020 @ 12:16am 
NS2 is a very poorly made game with very cool ideas for its premise. I tried to suck some enjoyment out of it with singleplayer cheats-and-bots games, but this looked liek it was gonna be the pinnacle of what NS2 could offer people as opposed to the poorly optimized heavily unbalanced garbage that is the remainder of the multiplayer base. Is there really no way to get this working? Would have loved to do a wave defense experience playing as marines, earning res as I survive, and eventually facing a horde of Onos with like 20 turrets behind me. I dunno if this mod went that bananas but I still really wanna try it before I give up (a second time) on NS2. Is there any way to make the mod work on the current build of the gaym?
XOR Jan 27, 2019 @ 10:08pm 
Ah yes I'm familiar with Lua, worked great with Garrys Mod :)
Thanks heaps for the links, I'll have a geeze
Katzenfleisch  [author] Jan 27, 2019 @ 5:01am 
NS2 is mostly lua and modding it requires to have some knowledge of it (the entry barrier is not small), also that part of the code is not the easiest to deal with since it has to work with lots of entites, the bot code and custom gamerules :).

You can check here for what a clean mod looks like: github.com:Katzenfleisch/sentinel . If you need some "documentation" I suggest you start here: https://steamcommunity.com/sharedfiles/filedetails/?id=802509066
XOR Jan 27, 2019 @ 3:48am 
Yeah that's fair enough, a damn shame, I find this is often the problem with multiplayer only games. Once the playerbase dies, it's pretty much game over. Would be happy to give you a hand with it. I know a bit of c++, c#, javascript (who doesn't :P ), pretty privvy with XML and Python. What language do you use for modding in NS2?
Katzenfleisch  [author] Jan 27, 2019 @ 3:24am 
I would have love to and made the sentinel mod afterward with a new clean alien skulk AI, but mods rarelly get played nowaday and it's a sink of time (I worked more on it than the sum of all the players who played it so far, it's really consuming time). I dropped the project mostly for that reason. Reviving it would require me at least a full weekend just to get it in a playable state unfortunatly.
XOR Jan 27, 2019 @ 2:24am 
Did you end up remaking this mode?
joescrufff Dec 3, 2017 @ 12:11pm 
I would love to make maps for you!! i can send some work i have done. i always thought ns2 would make a great defense mod!
Katzenfleisch  [author] Mar 18, 2017 @ 4:24pm 
If you want to play solo you can simply enable the mod in the "mods" main ns2 menu and within the server browser use "start server". Also keep in mind that this workshop mod is going to be deprecated soon and will be replaced with a new defense mod remade from scratch. It's needed mostly to get ride of nasty bugs, start from a fresh base and resist to next ns2 releases without breaking.