Natural Selection 2

Natural Selection 2

37 ratings
Modification: Custom Game Mode
File Size
1.965 MB
Feb 21, 2016 @ 6:56am
Dec 17, 2022 @ 3:58am
1703 Change Notes ( view )

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Working 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.

Popular Discussions View All (1)
Oct 3, 2021 @ 11:05pm
Here are some important features not in the description!
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sharktemplar Sep 22, 2022 @ 8:03pm 
still the most fun you can have in NS2, by far
Katzenfleisch  [author] Feb 5, 2022 @ 12:48am 
Fixed for build 341
berry Jan 8, 2022 @ 9:43am 
Can't add you because you "not receiving invites"
Here's my Blueberry#1414
Katzenfleisch  [author] Jan 8, 2022 @ 9:33am 
Sure, ping me on discord and I can give you the gamestrings to translate, and then you can give the translated one back (Katzenfleisch#9424). (the code is truly a mess btw, i'd rather not publish it on github)
berry Jan 8, 2022 @ 5:33am 
Hey can you upload your mod on GIthub? I want to make Russian translation for it.
Katzenfleisch  [author] Dec 22, 2021 @ 12:16pm 
I fixed several issues regarding skulks not behaving as they should in combat, and also took the chance to actually make the extra hard skulk hell wave truly hard (because it was too easy anyway :D). If someone beat that PM me i'd love to get feedback from it.
Katzenfleisch  [author] Dec 18, 2021 @ 1:10am 
Description updated
Katzenfleisch  [author] Dec 17, 2021 @ 2:05pm 
mod is now working with kf_farm map
Katzenfleisch  [author] Dec 16, 2021 @ 11:16am 
Mod was automatically republish with a new ID due to the new workshop update from UWE
Katzenfleisch  [author] Dec 16, 2021 @ 5:56am 
I am looking for feedbacks regarding the extra hard skulk wavem difficulty wise and perf wise (client and server side)