Natural Selection 2

Natural Selection 2

Deleted
25 Comments
Ghoul  [author] 6 Jul, 2014 @ 10:31am 
and you can download each folder by rightclicking at it :B1:
Ghoul  [author] 6 Jul, 2014 @ 10:28am 
ns2stats is also included but total size is 1GB
Ghoul  [author] 6 Jul, 2014 @ 10:28am 
Im still uploading ;)
Jazza 6 Jul, 2014 @ 10:11am 
awesome thanks :) i also need the ns2stats one, and for some reason i cant DL them from that link, i can only open them in my browser?
Ghoul  [author] 6 Jul, 2014 @ 10:04am 
Ok as some ppl seem to have issues downloading from the steam workshop i decided to mirror my workshop folder.

Link:https://drive.google.com/folderview?id=0B_AoHvDBSRoDUmljanNNY0k4cjQ

1. Find the mod you would like to download (folders are name m<modid>_<versonid>, so for this Crosspawns it would be md2577d0 _.... )
2. Press Win + R and type in %Appdata%/Natural Selection 2/Workshop
3. Copy the downloaded folder into the with step 2 opened folder.
Jazza 6 Jul, 2014 @ 7:58am 
this mod wont download for me!! my regular severs i play in use th is mod and after i had to reinstal ns2 i cant get these mods to download pls help!!!
[ZM] Darkflame 6 Apr, 2014 @ 7:38am 
Doesn't appear to work for Marine vs Marine which is understandable with all the changes.
|-DMD-| Rusty 28 Mar, 2014 @ 1:42am 
Awesome - Thank you Ghoul !
Loaded !
JustThis 15 Feb, 2014 @ 8:18am 
WTF, this is so epic
Ghoul  [author] 15 Feb, 2014 @ 1:17am 
Tested and working with 263
Powel 14 Feb, 2014 @ 10:06am 
its good
怜と「 」 13 Feb, 2014 @ 9:00am 
very good.
Kilo 13 Feb, 2014 @ 8:10am 
Crossroads/falls is not a possible spawn location on any server... ever...
Ghoul  [author] 12 Feb, 2014 @ 7:39am 
Steam screwes around with the format of json hopefully you still get what those files say ;)
Ghoul  [author] 12 Feb, 2014 @ 7:37am 
Bidome:
[{
"name":"Reception",
"team":"marines",
"enemyspawns": ["Atmosphere Exchange"]
},
{
"name":"Atmosphere Exchange",
"team":"aliens"
}]

Summit:
[{
"name":"Sub Access",
"team":"both",
"enemyspawns": ["Atrium"]
},
{
"name":"Data Core",
"team":"both",
"enemyspawns": ["Flight Control"]
},
{
"name":"Flight Control",
"team":"both",
"enemyspawns": ["Data Core"]
},
{
"name":"Atrium",
"team":"both",
"enemyspawns": ["Sub Access"]
}]

In the modfolder there is a maps folder with alot txt which define the custom spawns the plugin will enforce for each map.

As you see above nooone should spawn at the middle of the maps at summit or biodome.
Pqliar 12 Feb, 2014 @ 3:20am 
Ghoul, in the case of biodome and summit, is there a setting where the middle of the map spawn can be disabled? because having them spawn in the middle of the map gives a huge advantage early game.
Ghoul  [author] 11 Feb, 2014 @ 7:10am 
Eclipse Spawns:
Marine: Marine Start
Alens: Computer Core

So they shouldn't spawn in Eclipse or Maintenance
Kilo 11 Feb, 2014 @ 2:50am 
Eclipse is a nightmare for aliens when they start in the far right Hive (Maintenance). It's like veil's pipeline before the 249 changes but much much worse as It's 10 times easier to cut off aliens from expanding, this is because marine start is closer to this hive than the other two hives are. Can you change the crossspawns so that It's not possible for aliens to spawn here? I feel this would ballance the map much better...
Kilo 9 Feb, 2014 @ 3:13am 
Great Mod! ran on our public server here:
Vexta High Skill Only Competitive UK Server
16 Man
78.129.232.62:27021
Ghoul  [author] 3 Feb, 2014 @ 2:49am 
yeah it could be patched but as it exists and is known and used since the beta most think it's kinda intentionally by now.

Afaik it's not even on uwes buglist ;)
Vertex 3 Feb, 2014 @ 2:45am 
could the "medpack trick" be patched?
Ghoul  [author] 3 Feb, 2014 @ 2:34am 
Every vet can tell you that due to the "medpack trick" there is no "element of surpise" at all about team base spawns and that at some maps the default spawns are just not fair for some teams.

Alliens allready can pick where they like to spawn, marines can "switch" main spawn by building ips at second base.

A mod enabling random spawns for all players would take a hugh tactical element of ns2 away and i think that doesn't really fit into the vanilla gameplay.
Vertex 3 Feb, 2014 @ 2:22am 
ohh that kind of takes away from the element of surpise to say the least. it would be nice have other spawn functions tho such as allowing the commander to set default spawn locations. or better yet stagger spawns so troops spawn all over the map. maybe even allowing the player to choose where they want to spawn.
Ghoul  [author] 3 Feb, 2014 @ 2:02am 
This plugin overwrites the spawns of those maps so that the teams spawn across from each other.

It doesn't force players to spawn anywhere outside the base it forces the bases to spawn across from each other at the start of a round.

ns2_tram, ns2_veil and ns2_refinery doesn't need this because those maps have kinda cross spawns by default.

This plugin was mainly writen for ppl which would like to have crooss position spawns without using the nsl maps and the nsl mod.

Moreover i can add any spawn variants pretty easily as this plugin basically alllow to set any spawn variant for any map via json files.
Vertex 2 Feb, 2014 @ 11:30pm 
hey, is there any chance you could be abit more descriptive as to what extactly this plugin does? your description is very vague to say the least. if it does what i think, it forces players to spawn at different map locations, rather than using the all the main base spawns. does this plugin do this for both aliens and marines? etc

also is there any chance this plugin could support more maps? i noticed it has yet to support all the default maps such as ns2_tram, ns2_veil and ns2_refinery.