Half Life: Natural Selection Mod (3.00b) Marine/Kharaa Guide Version 1.02 Copyright 2003 Wood Elf E-Mail - BattleBotv_8_2@Hotmail.com First Site: www.GameFAQs.com E-mail me suggestions or corrections. ------------------------ Legal Info ------------------------ This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Look at bottom for more info. ----------------------- Quicksearch Note: You can use the Find command (Ctrl+F) to quickly find the part you need. --------------------------- 1.00 Commander (Marine) 2.00 Grunt (Marine) 3.00 Buildings (Marine) 4.00 Weapons/Items (Marine) 5.00 Alien Lifeforms (Kharaa) 6.00 Lifeform Upgrades (Kharaa) 7.00 Attacks (Kharaa) 8.00 Buildings (Kharaa) 9.00 Tips and Suggestions (Marine) 10.00 Tips and Suggestions (Kharaa) 11.00 What is Natural Selection? 12.00 Console Cheats 13.00 Versions 14.00 Credits and Thanks 15.00 FAQs --------------------------- ------------------------------- 1.00 Commander (Marine) ------------------------------- The Commander, the keystone to the marine team. They control all the resources to place buildings, weapons, waypoints and drop medpacks/ammo. Marines NEED a commander or they will die in a few minutes. I would make an experienced non-yelling marine the commander. You can be a good commander unless you know all the buildings (3.00 Buildings - Marine) ---------------------- 2.00 Grunt (Marine) ---------------------- The commander may be the keystone, but grunts are just as important. They build the buildings (Hold E to build) and kill the enemies. If you are planning to be a grunt, be sure to know the commands in the menu selection (Right-Click). I will draw some guides for it. _________ |__Admin__| | _________ | _________ |_Orders__|-------|-------|_Weapons_| | ____|____ |__Comms__| That's the basic menu. Admin... _________ _________ _________ |ReadyRoom|-------|__Admin__|-------|EjectComm| | Ready Room makes you go back to the Ready room to change teams if you want (can just hit F4 to go to Ready Room). If more than 50% people (I think) choose Eject Comm option, the commander will be ejected from the Commander Seat. --- Weapons... _________ |___Drop__| | _________ | _________ |_Weapons_|--------|-------|NextWeap_| | ____|____ |_Reload__| The main reason to go in this branch is to drop a weapon. You can do the rest with default keys. --- Orders... _________ |NeedOrder| | | _________ |-------|__Orders_| | ______|_____ |Acknowledged| If you do Need Order, an icon will show up on the commander's screen. Please, for all commanders' sake, don't spam Need Order. Acknowledged is just saying you've got the order but it's basically a waste of time. --- There are 3 branches to comms, I will do the one which you will be using the most... __________ |NeedHealth| | _________ | _________ |___Yell__|--------|-------|_NeedAmmo| | _____|_____ |InPostition| If you call for Health, an icon will show up on the commander's screen showing that you need some. Same thing with ammo, only with a different icon. ---------------------- 3.00 Buildings (Marine) ---------------------- If you want to be a good commander, you need to know what buildings to place and what their purposes are. This is how they will be setup... Name X (Abbreviation) Cost X Building Requirements: X Info X Upgrades X Abilities X ^^^Note: I won't place Upgrades unless it's possible to upgrade something (Same with Abilities)^^^ --- Name: Resource Tower (RT) Cost: 15 Health: 6000 Build Time: 15 Building Requirments: None Info: These are the building you will most likely be placing the most. After the grunts finish, a RT (most commonly called) will give you 1 resource every second. Upgrades: Electrical Defense (30): This upgrade requires a Turret Factory. This is used to stop skulks from taking down RTs. They will not stop a Bile Bombing Gorge, a fade with regeneration. And fear the Onos even with this on. --- Name: Infantry Portal (IP) Cost: 20 Health: 2500 Build Time: 10 Building Requirments: Placed inside the radius of a Command Console. Info: These respawn dead marines, without it your team will die in a matter of minutes. Once a marine starts to spawn, it's about 4 seconds until the marine comes back. Be sure to get one IP for every 3 people. --- Name: Armory Cost: 15 Health: 2400 Build Time: 15 Building Requirments: None Info: Be ready to see marines fill out their ammo supplies here and die in a few seconds after they get out. Also you can drop weapons in the radius of the armory (Shotgun, Welder and Mine.) Upgrades: Advanced Armory (30): This makes it able to drop the most advance weapons in the radius of the Armory (Heavy Machine Gun, Grenade Launcher) --- Name: Command Console (CC) Cost: 20 Health: 10000 Build Time: 15 Building Requirments: None Info: These are what the commander sits in to do his job. The main reason to place another one is, in case the first one is about to die and you need to relocate your base --- Name: Turret Factory (TF) Cost: 15 Health: 3000 Build Time: 13 Building Requirments: None Info: You can drop turrets in the radius of the TF. The turrets inside the radius also need the TF to stay alive or they will be shut down and not able to defend the area, so be sure that the TF stays alive and well. Upgrades: Electrical Defense (30): This upgrade requires a Turret Factory. This is used to stop skulks from taking down RTs. They will not stop a Bile Bombing Gorge, a fade with regeneration. And fear the Onos even with this on. Advanced Turret Factory (15): This allows you to build Siege Turrets in the radius of the TF. There is also a bug that fully heals the TF once it finishes (I think it's a bug). --- Name: Turret Cost: 10 Health: 1300 Build Time: 7 Building Requirments: Turret Factory, and inside TF radius Info: This is the automatic defense of the Marines. Normally you should have about 5 turrets to take down any skulks. Turrets do light damage which means they deal full damage to Skulks and Gorges (and possibly Lerks). But little against Fades and Onos, so marines will need to help defend also. It only hurts about 10 damage per hit. --- Name: Siege Turret Cost: 15 Health: 2000 Build Time: 10 Building Requirments: Inside radius of a Advance Turret Factory Info: This turret only targets buildings but it can damage units. It does 165 damage and double against buildings. They need to be on the same level and in sight to be able to shoot. Or, you need to do a Scan Sweep, and then they will be able to shoot through walls. Don't know why but it does. --- Name: Observatory Cost: 20 Health: 1700 Build Time: 15 Building Requirments: Armory Info: It decloaks any units inside the radius of observatory. It shows all cloaked buildings inside the radius as blue circles. Upgrades: Motion Tracking (45): This is a must for marines. It shows all aliens that are moving as blue circles on the screen. It's great to know if a Kharaa is going to go around the corner, vent or any other helpful spots. Note: The ability is disabled while building. Phase Tech (15): You need this to be able to build Phase Gates which are great to help out strategic points. Note: Be careful not to research it twice since there is a bug (as of 2.01) which you can research it infinite times. Abilities: Scan Sweep (25 Energy): It decloaks all units and buildings inside the area. GREAT to find sensory chambers in the area to stop invisible attacks and used to allow Siege Turrets to attack. Distress Beacon (15): This ability costs 15 res (resources), it takes about 2 seconds until it finishes. It instantly revives all marines at Marine Start once it finishes. --- Name: Arm Lab Cost: 25 Health: 2200 Build Time: 19 Building Requirments: Armory Info: This allows you upgrade your grunts ammo and weapon damage. Upgrades: Weapon Upgrade 1/2/3: Each weapon upgrade makes weapons deal an extra 10% damage (max of 30%). Armor Upgrade 1/2/3: Each armor upgrade increases grunts armor by 20 each time (10% damage to health reduction each level), or 30 extra armor for Heavy Armor. I like to get first armor so it takes 3 skulk bites to kill a marine. Then I get 2 weapon upgrades, armor upgrade, weapon upgrade and final armor. A,W,W,A,W,A --- Name: Prototype Lab Cost: 40 Health: 4000 Build Time: 20 Building Requirments: Advance Armory and Arm Lab Info: Once researched, you can place Heavy Armor and Jetpacks Upgrades: Heavy Armor (40) (HA): Heavy Armor makes you move slower, but you start with 200 armor (30 extra per armor level). Jetpacks (35) (JP): This allows the marine to fly into the air. Most people think they are a lot worse than Heavy Armor, but they require more skill. They are better since they don't need constant maintenance from welders (in my opinion). --- Name: Phase Gate (PG) Cost: 15 Health: 3000 Build Time: 12 Building Requirments: Infantry Portal and Phase Tech Info: This allows instant transportation across to other Phase Gates, these can help to keep a hive secured. ----------------------------- 4.00 Weapons/Items (Marine) ----------------------------- The info is set up like this... Name: X (O Ammo per clip: X Max Clips: X Damage: X Fire Rate: X Accuracy: X Info: X ^^^Note: Max clips doesn't count the clip that is in use. --- Name: Light Machine Gun (LMG) Ammo per clip: 50 Max Clips: 5 Damage: 10 per bullet Fire Rate: 10.00 shots/sec Accuracy: Good Cost: N/A Info: This weapon is the standard of grunts (you spawn with it). It's an ok weapon until middle game. It's Light damage, so it deals less damage against fades and onos. --- Name: Pistol Ammo per clip: 20 Max Clips: 3 Damage: 20 per bullet Fire Rate: 5.00 shots/sec Accuracy: Excellent Cost: N/A Info: Basic side-arm for marines. I like to use the pistol against skulks for a long hallway and then switch to the Light Machine Gun --- Name: Shotgun (SG) Ammo per clip: 8 Max Clips: 4 Damage: 10 per bullet (17 bullets per shot) Fire Rate: 0.77 shots/sec Accuracy: Low Cost: 10 Info: In my opinion, the best weapon. It can deal a total of 170 damage, and that's without weapon upgrades. And you don't need a advance armory for it. Unlike the more favored Heavy Machine Gun, which costs 5 more and 30 for a the advance armory. --- Name: Heavy Machine Gun (HMG) Ammo per clip: 125 Max Clips: 2 Damage: 20 per bullet (half vs structures) Fire Rate: 9.09 shots/sec Accuracy: Low Cost: 15 Info: This is the most favored weapon in the game but I don't think it's as good as Shotgun. It has about 4x the field of fire of a LMG --- Name: Grenade Launcher (GL) Ammo per clip: 4 Max Clips: 7.2 Damage: 125 per grenade (double against structures) Fire Rate: 0.83 shots/sec Accuracy: Very Poor/Great (it always shoots in the same place if you hold still, but it hard to aim on a moving target). Cost: 20 Info: It's good to have one of these for about every 5 Shotgunners/Heavy Machine gunners. They are great for taking down buildings and the quickest way to take down hives. --- Name: Welder Ammo per clip: N/A Max Clips: N/A Damage: 4 per spark Fire Rate: Very Fast Accuracy: Good Cost: 5 Info: This "weapon" is used to repair buildings and is used on weldable panels. It's funny to see a weld kill. --- Name: Mine Ammo per clip: N/A Max Clips: N/A Damage: About 90 Fire Rate: N/A Accuracy: N/A Cost: 10 Info: You only get 5 mines for the 10 res, but it does deal about 90 damage per hit. So it can take out a 100 res onos. --- Name: Hand Grenade Ammo per clip: N/A Max Clips: N/A Damage: 125 (Double vs structures) Fire Rate: N/A Accuracy: N/A Cost: 20 Info: Once these are reserched at an Armory, every marine spawned gains a single hand grenade. --- Name: Catalyst Ammo per clip: N/A Max Clips: N/A Damage: N/A Fire Rate: N/A Accuracy: N/A Cost: 20/4 Info: Once researched at the Arms Lab, the commander is able to drop a Catalyst which increases attack rate and movment speed by +25%, but it does hurt the marine 25 HP *CoughStarCraftStimPackCough*. Name: Heavy Armor Cost: 15 Info: Heavy Armor makes you move slower, but you start with 200 armor (30 extra per armor level). If alot of marines get equiped with this, along with advance weapons and welders, its called a Heavy Train. --- Name: Jetpack Cost: 15 Info: This allows the marine to fly into the air. Most people think they are a lot worse than Heavy Armor. They require more skill, but they are better since they don't need constant maintenance from welders (in my opinion). ------------------------------------- 5.00 Alien Lifeforms (Kharaa) ------------------------------------- I wanted to say this first before I go onto the Kharaa. Unlike a giant pile of resources with marines, it works like this... First player gets a res Second Player gets a res Third player gets a res And if you have more RTs, the quicker you get your res. Also they get their higher level attacks by placing another hive. A hive spawns dead Kharaa so the more hives, the quicker you can spawn. --- Skulk: 70/10 Cost: 10 These are the basic alien life forms. They are good for a quick hit and run attacks for lone marines. Also they are good at ambushes since they are the only life form that can climb onto walls. Watch out for these guys if you're alone. Suggested Upgrades: Kamakazi: Sensory: Scent of Fear Defense: Carapace Movement: Celerity This can help out those skulks who like to Xenoside and if you know if there is a huge amount of marines ripe for the killing. Ambusher: Sensory: Scent of Fear Defense: Regeneration Movement: Celerity\Adrenaline This is for those who like to jump down on their enemies heads and give them a teeth-full hug. Regeneration is good since if you get hit a few times, you don't need to run all the way back to the hive to heal. And I personally like Celerity but Adrenaline can help if you like to leap a lot to dodge bullets. Silent, but Deadly: Sensory: Focus Defense: Regeneration Movment: Silence/Scent of Fear This is a setup I like. Its good for ambushing them from ceiling and do a quick bite on the head when you fall down for a quick kill then run off if there are others with him. --- Gorge: 150/40 Cost: 10 The builders of the Kharaa. They are the only one that has the ability to place the buildings so you MUST have at least 1 at all times. They may seem not too tough but they can dish out a lot of damage at times. They are mainly builders and minor support. Suggested Upgrades: None: They can almost use any setup they want. Generally I think Regeneration/Carapace/Celerity is the most used. --- Lerk: 120/30 Cost: 30 The support flying unit. Fear these marines if you don't have any Heavy Armor. You can fly if you hit spacebar multiple times, and hold spacebar to glide. Suggested Upgrades: Spore Master: Sensory: Scent of Fear Defense: Regeneration Movement: Adrenaline This is the best setup to spam spore on the enemy before they can find you, FEAR THE SPORES. --- Fade: 250/100: Cost: 50 This is my favorite unit (Lerk is second fav) as Kharaa. They can fly across the map in a few dozen seconds with their blink skill. Also they can heal themselves but I think Regeneration is better than Metabolize. Hit & Run: Sensory: Scent of Fear/Cloaking Defense: Regeneration/Carapace Movement: Adrenaline Scent of Fear is better IMO but some people like to use cloaking. Regeneration is better also I think but people also like Carapace. Adrenaline is almost a must since blink drains energy so fast, but you can move so rapidly across the map with blink (who needs Phase Gate?). --- Onos: 700/500 Cost: 75 The Elephant sized killing machine. These guys are a mix of support unit and pure strength. Their Stomp can freeze the enemys from moving, so if you spam it, your allies can pick them off. Also, Devour is great, since the only way they can live after being eaten is for the onos to die, so this is great for HA. Their Gore attack is also great, since about 5 hits will take down a Turret. I rarly play Onos so I dont have any good upgrades. If you have any, please E-mail me them. --------------------------------------- 6.00 Lifeform Upgrades (Kharaa) --------------------------------------- There are 3 levels of the upgrades. One for each type of upgrade chamber (if you get more than 3, nothing happens). Sensory: Cloaking: You start to cloak after a period of time. The higher the level of cloaking, the quicker you start to cloak. If you use walk skill, it does not disable your invisibility but if you run, it disables your cloaking. Scent of Fear: You will see enemys like Motion Tracking, the higher the level, the further you can see them. Focus: Each level increases cool down for your Slot 1 weapon by 33%, and damage increases by by half for each level. --- Movement: Adrenaline: It increases the regeneration of energy, 33% per level. Celerity: Increases movement speed. You move faster for each level. Silence: Decreases sound from any action. It decreases by 50% at first level, 15% at second and 0% at third level. --- Defense: Redemption: If you have less than 40% health, there will be a 30% chance of teleporting back to the hive every second. Regeneration: Every 2 seconds, you heal 3% of your total life for every level of regeneration. Carapace: Increases armor for every level. Skulk armor bonus: 20 hp/level Gorge armor bonus: 50 hp/level Lerk armor bonus: 30 hp/level Fade armor bonus: 100 hp/level Onos armor bonus: 150 hp/level ----------------------------- 7.00 Attacks (Kharaa) ----------------------------- Skulk: Name: Bite Damage: 80 Energy Cost: 5% Fire Rate: 1.25 bites/sec Info: The most deadly weapon at start of the game (besides SG, bwahahahaha). Two hits will kill a marine without level 1 armor upgrade. Name: Parasite Damage: 10 Energy Cost: 30% Fire Rate: 2.00 shots/sec Info: This is good to use on a marine BEFORE you start to attack. If you die, the marine will still show up on hive sight (it's like Motion Tracking, only they can move and still see them). It can also be used on buildings but it does not damage them. It can be used to flip switches. Name: Leap Damage: 80 Energy Cost: 25% Fire Rate: N/A Info: Good to do a leap and then start biting the marine to surprise the enemy. Some people like to use the Leap attack to dodge bullets. Name: Xenocide Damage: 200 Energy Cost: 70% Fire Rate: N/A Info: After about 2 seconds once you start (it takes a full energy bar) you will do a kamikaze attack that deals 200 damage (It's like a grenade, deals less damage the further away you are). --- Gorge: Name: Spit Damage: 25 Energy Cost: 12% Fire Rate: 1.25 shots/sec Info: The basic attack for Gorges. This can kill a marine fairly fast if he is going solo and if the gorge is good. Name: Healing Spray Damage: 25 Energy Cost: 15% Fire Rate: 0.63 Info: This is used to either to hurt the enemy or to heal your allies. If you see a friendly standing next to you, check his HP/Armor and see if he needs healing. Name: Bilebomb Damage: 200 Energy Cost: 22% Fire Rate: 0.67 shots/sec Info: This deals a lot of damage to buildings only. There currently is a bug where you need to be on the same level of the building so you can't bilebomb stuff from the vent (as of 2.01) Name: Web Damage: N/A Energy Cost: 18% Fire Rate: 2.00 shots/sec Info: If a marine gets hit with the webs that stick on the wall, they will slow down and will not be able to attack. So place them carefully so they will hit all marines that walk through. I got this off of Natural-Selection.org web boards. ________________________ |........................| |........................| |........................| |........................| Looking down a corridor, wall on each side. |........................| |........................| |........................| ________________________ |........................| |........................| |........................| |o.......................| Say you shot web at "o"... |........................| |........................| |........................| ________________________ |........................| |........................| |........................| |........................| And then shot here.... |.......................o| |........................| |........................| _________________________ |........................| |........................| |........................| |___________.............| The web will connect like so. |..........._____________| |........................| |........................| --- Lerk Name: Bite Damage: 60 Energy Cost: 5% Fire Rate: 1.56 bites/sec Info: Since its 65 damage, if you get Focus it will not be an instant kill, but the new lerk flight (From 3.00), will make up for that. Name: Spores Damage: 7 hp/second Energy Cost: 35% Fire Rate: 0.50 shots/sec Info: This creates a cloud of spores that hurts all enemies in its radius. Great to spore armory or infantry portal. Heavy Armor filters out the spores so it can't hurt them. Name: Umbrella Damage: N/A Energy Cost: 30% Fire Rate: 1.00 shots/sec Info: This blocks every 2 out of 3 bullets. Great to stop HMG shots against Onos. Name: Primal Scream Damage: N/A Energy Cost: 30% Fire Rate: 1.00 shots/sec Info: Any alien near the Lerk when he lets out this powerfull scream, their attack rate will be increased +30%, attack speed increases +30% and max energy is increased +60% for 3 seconds. --- Fade Name: Slash Damage: 90 Energy Cost: 7%/swipe Fire Rate: 1.11 swipes/sec Info: Deals about the same amount of bite but it is a little slower than it. Name: Blink Damage: N/A Energy Cost: 5%/blink Fire Rate: 20.00 blinks/sec Info: This makes you move very fast. The best way to get across the map for any life form. It does take a lot of energy though, so get Adrenaline or Celerity. Name: Metabolize Damage: N/A Energy Cost: 35%/use Fire Rate: 1.00 uses/sec Info: Each time you use this weapon, it heals you 20 HP. It works in the same way as regeneration. Name: Acid Rocket Damage: 50 (Splash Damage) Energy Cost: 20%/shot Fire Rate: 1.00 shots/sec Info: This is my favorite fade weapon. It's the best way to take down marines with jetpacks and to take down turrets without being shot at. --- Onos Name: Gore Damage: 80 hp/hit (Double vs structures) Energy Cost: 6%/hit Fire Rate: 1.05 hits/sec Info: The basic attack, great for taking out turrets, so all the other life forms can come in without fear of turrets. Name: Devour Damage: 3 hp/sec Energy Cost: 20%/attempt Fire Rate: 0.50 attempts/sec Info: You eat the person, the marine slowly gets hurt over time and dies after so many seconds. If the Onos dies or if they use redemption, the marine comes out and lives. Name: Stomp Damage: N/A Energy Cost: 30%/stomp Fire Rate: Slow Info: If a marine gets hit by this "weapon", they get stunned for 2-3 seconds. Great to start with and then follow up with devour. Name: Charge Damage: 320 hp/hit Energy Cost: 7%/hit Fire Rate: N/A Info: It makes the onos move faster but drains so much energy. It does not do much damage for the energy cost. ------------------------------- 8.00 Buildings (Kharaa) ------------------------------- Offense Tower Cost: 10 Health: 10 Build Time: 11 Regen Rate: 5 Damage: 20 Info: For 10 (which I think it should be lowered to 5-7), you get the Kharaa's version of a turret. It deals 20 damage to marines. --- Resource Tower Cost: 15 Health: 2500 Build Time: 20 Regen Rate: 5 Info: Same as human RT only they can't get electricity upgrade. --- Hive Cost: 40 Health: 7000 Build Time: 180 Regen Rate: 2 Info: If you move near one of the 3 hive locations, you can put another hive up. Hives can spawn an alien, so the more hives you have, the quicker you get spawned. Also they allow you to get the next weapon. --- Sensory Chamber Cost: 10 Health: 800 Build Time: 14 Regen Rate: 5 Info: They cloak all nearby buildings and units. Great to hid a lot of OCs and surprise the marines. It also bloaks the Motion Tracking for nearby Kharaa. --- Defense Chamber Cost: 10 Health: 120 Build Time: 20 Regen Rate: 5 Info: Heals nearby allies or buildings. They can heal up to 3 things at a time, giving them 10 HP every 2 seconds. --- Movement Chamber Cost: 10 Health: 1000 Build Time: 12 Regen Rate: 5 Info: Every second it gives you a refreshment burst of energy. And, if you hit E on a Movement chamber, you teleport to a random hive. ------------------------------------------ 9.00 Tips and Suggestions (Marine) ------------------------------------------ FOLLOW ORDERS One VERY important thing is to sercure the hives. Otherwise all your hard work will be gone. Create about 6-8 turrets to sercure it. Also place a Phase Gate next to the Turret Factory so your marines can phase threw in case a Onos is attacking. Always stay with a partner, even if you think your the best, it cannot hurt you if a partner to cover your back from a skulk. Don't always relaod Heavy Machine Gun, if you only used about 50 or less bullets, leave it alone. If it goes below 50 and you think it's safe (Or a partner), reload. Make sure turret will be able to cover infantry portal and all sides of the turrets factory. I have won a few games as fade by blinking by the turrets and kill the infantry portals, then the onos allies come in and take the rest of the base down. Talk to your allies, tell them if you see a fade or onos at your location. Or tell them if a large amount of OCs are near your location. ------------------------------------------ 10.00 Tips and Suggestions (Kharaa) ------------------------------------------ If your a skulk, stay in groups. ---------------------------------------- 11.00 What is Natural Selection? ---------------------------------------- Natural Selection is a self-made mod for Half-Life (About 5-10 dollars right now), its a Marine vs Kharaa (Aliens). It is a First Person Shooter Real Time Stratagy game. That means a human plays as a normal Real Time Stratagy (RTS) view, placing buildings. The twist is that the fighters are human players. Then there are Kharaa, they do not have a commander, but they can morph into 5 differnt life forms, one of them is a builder. You create more hives to spawn quicker and gain more powerfull abilitys. They can also can get abilitys, which increases the Kharaas power even more. ---------------------------- 12.00 Console Cheats ---------------------------- Do you need some extra fun in a lan game, why not try cheats? bigdig - All structure build instantly slowresearch - Turns off fast researching normally present with cheats lowcost - All structures and upgrades cost 2. highdamage - All damage is multiplied by 50. hightech - All research finishes instantly. detectall - All entities are automatically detected numinfos - Prints message counting info_location entities numspawns - Prints message counting number of spawn entities entityinfo - Prints detailed information about entities in world numents - Prints message counting number of entities in world invul - Toggles invulnerability for player listps - Lists particle systems to be used by editps below editps - Usage: editps , then type toggleeditps to tweak this particle system redeem - Redeems player as if they had Redemption upgrade buildminimap - Generates minimap sprite giveupgrade - Usage: giveupgrade to give you an upgrade removeupgrade - Opposite of giveupgrade spectate - Become spectator givepoints - Gives you or your team 20 resources (NS only) givexp - Usage: givexp or givexp . Gives experience as if you killed player of this level (Combat only, default is 1) killcs - Kills random Command Center on team, if any killhive - Kills random active hive on team, if any spawnhive - Spawns new hive for team alert - Triggers random alert ("hive under attack, soldiers under attack", etc.) killall - Does massive damage to all players, from the player executing command switch - Switch teams while remaining in place sendmessage - Usage: sendmessage message mode Mode of 0: Calls UTIL_ShowMessage(message, currentPlayer) Mode of 1: Calls UTIL_Error(message, currentPlayer) Mode of 2: currentPlayer->SendMessage(message, isTooltip) Mode of anything else: currentPlayer->SendMessage(message, notTooltip) hurt - Current player takes 20 generic damage setgamma - Usage: setgamma (0.0-1.0). Sets gamma for all clients, useful when making a map. setculldistance - Usage: setculldistance x. Useful for tweaking culling when making a map. --------------------- 13.00 Versions --------------------- 1.02 Minor changes --- 1.01 Updated a few things since the 3.00b patch came out. --- 1.00 Just put on GameFAQs -------------------------------- 14.00 Credits and Thanks -------------------------------- Any one and every one who help made Half-life and Natural Selection CJayC for making GameFAQs Me for making this ------------------ 15.00 FAQs ------------------ Q: I would like to post your Walkthrough on , can I? A: Yes you can, as long as you DO NOT CHANGE ANY TEXT. You also need to send an e-mail saying that you will post it on your site, this is just to know what sites have my Walkthrough. And if you wish to change the file from a .txt to another format, please notify that in the E-mail. If you do not follow every condition, REMOVE MY WALKTHROUGH NOW!!! Q: Marines are to overpowered! Once they get a Heavy Train they can't die! A: Its no easy task to get all of the equiment needed. It takes about 100-250 or so resources to make a heavy train. 15 for HMG, 20 if they want GL, 15 for HA and 5 for Welder... +15 +15 +5 ------- 35 per Marine The best way to defeat them, is to prevent them from getting it in the first place.