Natural Selection Classic
Grissi
Join Date: 2003-08-28 Member: 20314Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">NS1 mod for NS2</div>Hey everyone
Patch 3 of Natural selection 2 Classic mod has been released and is up to date for the current version of the game.
I have been getting some questions lately about this mod so I decided to write a post about it.
NS2 Classic is a close recreation of the popular half-life mod Natural Selection 1. Instead of making a exact copy of the old game the mod will not only take some great features from ns2, it will also be getting constant improvements and new features to make both public play and competitive play fun and viable. You can see more info <a href="http://ns2cmodpreview.com/" target="_blank"><u>here</u></a>
If you miss being able to relocate as marines or build structures as gorge then you will be glad to hear we have already brought all of that back. We also have the old heavies, hmg's, teleporting between hives and more. You can see a teaser <a href="http://www.youtube.com/watch?feature=player_embedded&v=rc7-dt6i3Nw" target="_blank"><u>here</u></a> we made awhile ago.
There is no download required to play this mod. The only thing you have to do is find a server with the mod active and join it, steam workshop will take care of the rest.
To find modded servers you need to uncheck the mod filter and type Classic in game type. That should give you a list of all active servers running NS2:C.
NS2:C is still work in progress but you can expect regular updates with improvements and changes. We do listen carefully to all feedback given so please ask away if there are any questions.
Hope you guys will enjoy it :).
**
We are currently looking for a modeler/animator to help with the project. If you are interested and have the skillset, please contact me.
<a href="http://www.ns2cmod.com/" target="_blank">http://www.ns2cmod.com/</a> - NS2 Classic Homepage
<a href="http://steamcommunity.com/groups/ns2c" target="_blank">http://steamcommunity.com/groups/ns2c</a> - Public steam group that anyone can join.
Patch 3 of Natural selection 2 Classic mod has been released and is up to date for the current version of the game.
I have been getting some questions lately about this mod so I decided to write a post about it.
NS2 Classic is a close recreation of the popular half-life mod Natural Selection 1. Instead of making a exact copy of the old game the mod will not only take some great features from ns2, it will also be getting constant improvements and new features to make both public play and competitive play fun and viable. You can see more info <a href="http://ns2cmodpreview.com/" target="_blank"><u>here</u></a>
If you miss being able to relocate as marines or build structures as gorge then you will be glad to hear we have already brought all of that back. We also have the old heavies, hmg's, teleporting between hives and more. You can see a teaser <a href="http://www.youtube.com/watch?feature=player_embedded&v=rc7-dt6i3Nw" target="_blank"><u>here</u></a> we made awhile ago.
There is no download required to play this mod. The only thing you have to do is find a server with the mod active and join it, steam workshop will take care of the rest.
To find modded servers you need to uncheck the mod filter and type Classic in game type. That should give you a list of all active servers running NS2:C.
NS2:C is still work in progress but you can expect regular updates with improvements and changes. We do listen carefully to all feedback given so please ask away if there are any questions.
Hope you guys will enjoy it :).
**
We are currently looking for a modeler/animator to help with the project. If you are interested and have the skillset, please contact me.
<a href="http://www.ns2cmod.com/" target="_blank">http://www.ns2cmod.com/</a> - NS2 Classic Homepage
<a href="http://steamcommunity.com/groups/ns2c" target="_blank">http://steamcommunity.com/groups/ns2c</a> - Public steam group that anyone can join.
Comments
Bunnyhopping works almost the same, main difference is that you need to hold W while doing it. Makes it more accessible.
Also NS1's lighting was a lot darker, if you want to replicate the feel of it a little better making the lights a little dimmer would go a long way towards that.
just sort your server list by "game" and you will immediately see all combat and classic servers.
Also NS1's lighting was a lot darker, if you want to replicate the feel of it a little better making the lights a little dimmer would go a long way towards that.<!--QuoteEnd--></div><!--QuoteEEnd-->
THIS.
Without chains of cysts, it shouldn't affect performance much.
Glad people are enjoying modding and hats of to UWE and the great community.
Hoping to start doing regular events soon.
Some things I noticed though that irked me:
Lerk is missing spine (checking the changelog it seems like it will be put back in which is good as it's one of the only counters to electrify early game)
Abilities have weird names (Ghost/Aura/etc) Why change the names from the classic ones? It's confusing
Ghost doesn't seem to work at all?
Having a fourth tree seems kind of unnecessary, it would be better to just integrate the "mod abilities" (bombard/relocate/fury) into the original three trees as a fourth option IMO
It seems like you can hive teleport without movement chambers?
Turrets are still mono-directional instead of omni (not a big deal, but I think putting a limit of 3-4 per TF and making them omni would be a better balance change, maybe also put a minimum distance between TFs to prevent turret farming)
The bunnyhopping is a nice touch but it might need to be toned down just a little bit
Overall though, I had a blast. Even with the current issues this mod is way more fun to play than vanilla NS2, especially for alien players and marine commanders. I look forward to seeing what else will be fixed/changed with this mod.
Some things I noticed though that irked me:
Lerk is missing spine (checking the changelog it seems like it will be put back in which is good as it's one of the only counters to electrify early game)
Abilities have weird names (Ghost/Aura/etc) Why change the names from the classic ones? It's confusing
Ghost doesn't seem to work at all?
Having a fourth tree seems kind of unnecessary, it would be better to just integrate the "mod abilities" (bombard/relocate/fury) into the original three trees as a fourth option IMO
It seems like you can hive teleport without movement chambers?
Turrets are still mono-directional instead of omni (not a big deal, but I think putting a limit of 3-4 per TF and making them omni would be a better balance change, maybe also put a minimum distance between TFs to prevent turret farming)
The bunnyhopping is a nice touch but it might need to be toned down just a little bit
Overall though, I had a blast. Even with the current issues this mod is way more fun to play than vanilla NS2, especially for alien players and marine commanders. I look forward to seeing what else will be fixed/changed with this mod.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the feedback Baphometsayshi. I'm glad you are enjoying the mod. Here are some thoughts for you :).
We did some changes to electrify so they have limited energy. This means if there 2-3 skulks attacking the rt at the same time they will be able to kill the rt before they die. However a single skulk will die. Fades should also be able to kill the rts even if they are electrified.
The only ability with new name is Scent of Fear, now called Aura. The main reason is that the ability was had already been made under this name during the beta. After some consideration it seems like a more fitting name than scent of fear. We could however add information in the tooltip that it was called scent of fear before.
If we wanted to do changes to turrets we would need a modeler/animator to help us create a new model for us. However having the turrets single directional gives us the option to make them little bit more powerful without being broken. Lerk range spores also prevents the turrets from shooting allowing the aliens to close the distance. This is still left in the open and we will continue to tweak it as we move forward.
The hive teleportation without movement chambers is something that was already active in version 3.2. This gave aliens more incentive to choose something else than mc in the beginning of the game. We are using the same system in ns2:c. You can freely teleport between active hives but not growing hives. When hives are growing you can only teleport to it when its taking damage or someone uses the hive. Gorge spit on the hive also allows teleportation.
The 4th chamber was added to add something new and fresh into the game. In time we will make sure all these chambers are viable choices. Both teams will have to adapt their play style depending on the chamber chosen preventing the game from becoming to repetitive.
Some abilities were also moved between chambers such as silence was given to shade and focus was moved to whips. I won't go into details here why these changes were made but its connected to how competitive ns1 developed throughout the years.
The other 4 new names are Ghost, redeployment, bombard and frenzy. Bombard and Frenzy are new upgrades that the whip got, the 3rd being focus. It basically a chamber that is focused on aggression and damage dealing. While focus gives you extra damage versus players bombard gives you more structural damage. If you have frenzy you gain some health and energy for every kill you get.
The Ghost ability prevents you from being detected. We still have to tweak how much detection this allows you to avoid but currently you won't be able to spot these aliens with motion tracking, in obs range or when scanning. That combined with extra cloak range on shade makes it a very powerful upgrade to keep harassment going.
Redeployment was given to the movement chamber instead of silence. This allows aliens to teleport between active shifts on the map. Currently it always teleports you to the shift furthest away from you. We have found some interesting uses for this ability but its still in the open. We want to see how the games play out a little bit before doing any more changes to it.
Currently our main focus is to get all the features in and get all the movement as good as possible, and of course having it bugfree. When that is done we will start adding some extra features and balance changes. Before we start doing some major work on balance we would like to see how well the mod plays out for awhile.
Other than that please post about any bugs you find as the list of ones Im aware of isnt super long.
I'm playing at this ns2c server at the moment: steam://connect/ns2cmod.com:27015
To install the mod, subscribe to it here: <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=100103964&searchtext=" target="_blank">http://steamcommunity.com/sharedfiles/file...amp;searchtext=</a>
Fades adrenaline is consumed too quickly for the duration of blinking.
Skulks feel heavy and floaty at the same time.
The rest was great.
Fades adrenaline is consumed too quickly for the duration of blinking.
Skulks feel heavy and floaty at the same time.
The rest was great.<!--QuoteEnd--></div><!--QuoteEEnd-->
Assuming it's the same as NS1, Blink isn't meant to be held down at all. You just tap it in short bursts to fly around.