Community Announcements - Ghoul

First of all we would like to thank everybody who took part at last week's Newcomer Tournament. We hope both participants and spectators enjoyed it as much as we did.

In addition a special thanks goes out to Ixian, Luchs and Hoeloe who casted this event and every ensl.org referee and admin. Because without them this tournament would never have happened.

In case you participated your badge is now available in your steam inventory. You can enable it in-game via the Customize Player menu. Should somebody miss their badge please leave a comment below.

For all of those who are now fired up for some more competitive Natural Selection 2 action we have good news:

You can now sign up for Season 11!

To see which teams have signed up for Season 11:
http://www.ensl.org/contests/357

How to create a team/join a contest:
http://www.ensl.org/topics/1773

How to find a Team:
http://www.ensl.org/topics/1774

Pros of signing up for Season 11:
  • Play NS2 together with your friends.
  • Play against similar skilled players/teams in each league's division.
  • Improve your in-game teamwork and enjoy NS2 at it's finest.
  • Improve your map awareness, decision making, time management and class/lifeforms play in competitive NS2.
  • Get another fancy in-game badge.
  • Earn your spot on the Hall of Fame of Competitive NS2: http://www.ensl.org/articles/402

So don’t be shy! Grab your team and sign up. The exact date of the seasons start will be announced at ensl.org .
Community Announcements - Ghoul

What is the Newcomer Tournament 2017 and what can I/we win ?
The ENSL.org Newcomer Tournament is an opportunity for all the players (rookie or veteran) to test their skill in a competitive environment balanced for 6vs6.
You can find a rundown of the differences between the normal and competitive balance (Comp Mod) at http://www.ensl.org/articles/998

Every participant receives as special treat a brand new in-game badge. The teams making it first and second receive a golden and silver badge everybody else that shows up and plays a Match gets a blue one:


Newcomer tournament will happen:
4 February 2017 start 19 CET / 13 EST till 23-24 CET /15-16 EST
5 February 2017 start 19 CET / 13 EST till 23-24 CET /15-16 EST
On the maps: Tram, Veil, Summit, Biodome, Descent

We will use Teamspeak 3 for communication.
Please show up for the tournament on 4 February at 18:30 CET/12:30PM EST.
on the ENSL TS3 Server:
IP: ensl.org
Channel: Newcomer Tournament early 2017 ReadyRoom

You can download Teamspeak 3 at https://www.teamspeak.com/teamspeak3 . Please make sure you have it set up before the tournament starts.

Till when can I/we Sign up?:
Sign ups for the Tournament will end on the 2 February 2017 on 22:00 CET

Who can sign up?:
Anybody who hasn’t participated in any season of Natural Selection 2 tournaments of the NSL or AusNSL can sign up as regular player.

Everybody else is free to sign up as coach or commander. You may be able to play as regular player in case you haven’t played a full season yet.

Where do I Join Up?

What is ENSL.org(nsleagues.org) ?
The Natural Selection League (NSL) is an organization that provides a platform for all Natural Selection 2 players for organized and competitive play. The vision of the NSL is to gather Natural Selection 2 players for international organized play. At its very core, we would simply like games to be played, in the hopes that this fosters tangible and meaningful relationships among its participants. We realize that its participants span the range of commitment, skill, and time zones and will do everything possible to cater to everyone’s needs and create the most enjoyable experience.

How are the teams arranged?
We will create team lists internally after these criteria:
  • Nation for low ping
  • Wants to play together with….
  • Skill and if you will/can command
  • Can he stand his teammates/coach

We will post a list of the teams here: http://ensl.org/forums/28
If people have complaints please voice them in the given forum thread and we will try to adjust the list accordingly.

How should i get used to 6vs6 games ?
We strongly advise all players who wish to take part to read some NS2 tutorials:
You can find a few here: http://ensl.org/forums/22

It also helps to play some Gathers when you are no longer challenged at regular servers. (Warning: The average hive skill can be above 2000) :
How to play Gathers:http://www.ensl.org/topics/1751
(They usually happen often from 20:00 CET to 4:00 CET)

Gathers will give you a feel for fast-paced competitive 6v6 NS2 before the tournament Matches!

Also we recommend to watch the
Season 10 division 2 Finals and see how the more experienced Players play:

S10 Div2 Finals:
Isay vs Close One 101
29 January 2017 19 CET / 13 EST
Casted on/by: http://twitch.tv/dkrecon / ReconDK

S10 Div2 Finals:
HBZ vs Horror Show
29 January 2017 20:30 CET / 14:30 EST
Casted on/by: http://twitch.tv/naturalselection2 / Ixian

~ ENSL.org admins
Community Announcements - Ghoul


A happy new year to all of you out there! I’ll bet some of you thought we hit the snooze button around the holidays and never woke up, but no! We’ve been tinkering in the shadows and working on some fun new stuff to show you.

First off, we’re finally finishing up on our changes to NS2 training and bringing you the new Alien Commander tutorial. As per usual, BeigeAlert has put a lot of love and once again, yes, even an easter egg into this new training scenario. Special shout out to all our contributors in tutorial-committee for their input and advice. We decided to also make some slight changes to a couple gameplay features to continue and round out some of our changes made during the last year.

The patch is filled with lots of little bug fixes and updated features such as; a new updated machine gun texture, a refactored badge system allowing us to have better and quicker control over distribution of badges and some improvements to cyst placement.

Lastly, and to the future… I am happy to announce that while work is still being done to test stability, NS2 is now being beta tested in 64-bit! FSFOD and others on the team have been hard at work upgrading lots of code and plugins to allow this to happen and so far our testing is proving great. Why do I mention this now? Well, with the update we will be able to open up a variety of new features and abilities within the game and engine that were a bottleneck in 32-bit, memory consumption being primary concern.

Also we will be working reaching out to some of our community server ops to help us run public tests on the 64-bit platform to see what gains or stability or problems arise. So look for more information about 64-bit in future updates.

We at Unknown Worlds would like to thank the community for its continued passion and dedication to NS2!

-Dillon “WasabiOne”


Gameplay
  • Lerk
    • Increased base health points to 150 (from 125)
    • Lowered the biomass health bonus to 2 (from 3)
    • This change makes the Lerk slightly more durable in early engagements.
  • Machine Gun (MG)
    • Decreased weight to 0.21 (150% of the Grenade Launcher) from 0.26
    • This change helps players with the MG to aim more quickly in combat and mobility.
  • Mucous Cloud (Drifter Ability)
    • Increased the amount of extra health point mucous grants to 20% (from 15%) of the target’s base hp.
    • This change makes mucous cloud more viable compared to the hallucination cloud which generates hallucinations with 32% of the target’s base hp.


Tweaks / Improvements
  • Replaced the Machine Gun texture with a higher quality version.
  • Added new Alien Commander tutorial
    • Learn the basics of Alien Commanding.
    • Includes some hidden achievements and easter eggs.
  • Added new badges (steam items) for the competitive ensl league:
    • Added a badge for the winner of the 10th season
    • Added badges for the world championship 2014 finalists
    • Added badges for the upcoming newcomer tournament
  • Refactored the badge API:
    • API is now handling the badge enum correctly
    • Supports multiple columns for each badge which may be user specific
    • Adds support for Steam Item based badges
  • Improved Cyst placement routines to ensure they are more consistently and evenly placed along paths.
  • Improved Cyst placement to be accurate per mouse cursor position
  • Optimized the update routine of clogs, webs and alien weapons (Thanks Katzenfleisch).

Fixes
  • Fixed that Whips kept attacking invalid targets instead of searching for new targets.
  • Fixed that parasite was not correctly applied onto players logging out of the command chair.
  • Fixed that the ghost model for certain commander drops wasn't matched up with where it actually is when spawned (eg hives were sunk half way into the tech point instead of hovering on top of them).
  • Fixed that mines had the wrong ghost model when commander was dropping them.
  • Fixed that the evolution chamber wasn’t selectable sometimes due to relevancy issues.
  • Fixed slerp calculations which would result in player models twitching rapidly (Thanks Nin).
  • Fixed that the Exo flashlight was facing towards the floor (Thanks Nin).
  • Fixed that the “purchase” sound of the marine buy menu didn’t play correctly (Thanks Brute).

Maps
  • Refinery
    • Fixed two stuck spots in Ready room for Winter seasonal theme.
    • Fixed non-seasonal stuck spot in Lava Falls.
    • Fixed reflections maps incorrectly using Biodome map.
  • Mineshaft
    • Fixed stuck spot in ready room for Winter seasonal theme.
  • Kodiak
    • Fixed several stuck spots in ready room for Winter seasonal theme.
  • Caged
    • Fixed Fall seasonal in-game props showing for other seasons in Shipping Tunnels.
  • Tram
    • Fixed Fall seasonal prop showing for other seasons.
  • Summit
    • Fixed missing collision on some props near Sub Access.
    • Fixed flickering texture in Atrium.
    • Fixed missing collision on glass pane in Flight Control.

SDK
  • Fixed the perfanalyzer.py to work with the latest plog format version.
  • Fixed that the Entity.AddTimedCallback early parameter had no effect on callback behavior.
Community Announcements - WasabiOne

The Halloween event and free weekend went great, but it was not without its issues. Luckily we were able to resolve the issues without needing to do a steam update by using our extension system (these are the Lambda, Delta, and Omega extensions you see when you join a server). We try to limit our use of the extension system to avoid conflicting with mods, and that is the main reason we are patching this week, and why it is a light one. With this maintenance patch we are integrating those fixes into the main game, clearing out the extensions, and attempting to deploying the badge customization UI for the second time. We also realized that not enough people knew about the new shoulder patch that was able to be earned during the Halloween weekend by playing Infested, so we’ve decided to remove the time lock on it, and allow it to be earned at any time through games of Infested.

There are plenty of other exciting features coming down the pipeline, but they are not quite ready.

Our NS2 Roadmap is continuing to be updated as we have been working on our long term goals. https://trello.com/b/njrpasjl/ns2-roadmap

Gameplay
  • Red emergency lights are no more, and have been changed to orange for all seasons
  • Removed Halloween player effects (the files are still available for now, so mod away)
Tweaks / Improvements
  • Moved player’s badge customization from old Hive website to be in-game via the Customize player menu
    • Menu restores hive 1 order at first use.
  • Play Now changed to use a different ranking function when trying to join Infested
  • Updated description of Pumpkin Patch in new item popup notification
  • Updated description of Infested in play now popup
  • The Pumpkin Patch is now able to be earned regardless of the season, if you are playing Infested
Fixes
  • Fixed performance issue caused by new badge API due to deprecated code in the status UI
  • Fixed that badges were not broadcasted correctly to all connected clients
  • Fixed that the badge selection menu did not close correctly
  • Fixed incomplete merge of Hive 2 extension
  • Fixed issue with progress bar not showing proper values for levels 8 through 14
  • Fixed that players were recording the wrong playtime at launch (this is relevant for our data analytics)
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alice O'Connor)

Halloween is an extra-special time of year for sci-fi FPS-RTS Natural Selection, as the birthday of both the original Half-Life mod and its standalone commercial sequel [official site]. In celebration, developers Unknown Worlds have opened up NS2 for the weekend and let everyone play for free. Battling aliens, knee deep in bacterial gunk, or chomping on the juicy heads of space marines seems fittingly frightful Halloween fun. … [visit site to read more]

Community Announcements - Hugh


Natural Selection 2 is free to play on Steam all weekend! This Halloween, NS2 celebrates its fourth birthday, and NS1 its 14th!

http://store.steampowered.com/app/4920/

Come and see what this Alien vs Marine shooter / strategy hybrid is all about. We've got new-player-friendly servers springing up all over the world, so don't be shy, come and get bitten by a Skulk!

NS2 has continued to receive constant updates over the past four years, with Update 311 being released earlier today. Even if you've played NS2 before, chances are there are lots of new features and improvements to explore.

- Unknown Worlds ːmacː ːwelderː
Community Announcements - Ghoul


It’s crazy to think it has been four years since NS2 was launched and even more so to think that many of us were playing Natural Selection 14 years ago. Things have come a long way since then and to allude to the perfect pun, they continue to evolve.

We decided to run a free weekend starting today at 10 am PT to invite every player out there to celebrate this anniversary with us!

Furthermore we wanted to do something special for you ... So say hello to The Infested - an entirely new game-mode which we will be releasing on the Steam Workshop this Friday (October 28th)!



You have been dispatched to deal with a dangerous pathogen which has been detected within a remote TSF outpost. Race to repair the air filtration system before the pathogen corrodes it too severely and the air becomes overwhelmed by infectious spores. But watch out, one of your teammates has already been infected!

Work is also continuing on our conversion to 64-bit, FSFOD is hard at work chipping away at the pieces of this large puzzle and we get closer everyday to unlocking more potential for the future of Natural Selection. Signs of life are appearing, so stay tuned ‘cause there is plenty more to come over the next few months! We can’t wait for you to see what’s in store for NS2.

Additionally this patch includes some spooky/fun enhancements to the official maps and yes, you can throw candy in the ready room again!

Happy Anniversary and Happy Halloween!

Update 311 Changelog

Gameplay
  • Players can now see who the enemy commander is during pre-game, to help get games started faster
  • Made lights more spooky
Tweaks / Improvements
  • Revamped Training menu to be more orderly and useful for new players
  • Added the beginnings of a new Progression System to Hive
    • Just a first step to pave the way for many future enhancements
  • Moved player’s badge customization from old Hive website to be in-game via the Customize player menu
  • Play now window restyled to fit new themes and look nicer
  • Made some changes to prepare for Infested’s launch
  • Added new Halloween effects to various parts of the game, which will automatically change per a server’s seasonal setting. (Thanks IronHorse!)
  • You can now throw candy during warmup mode
Fixes
  • Fixed several edge-case issues with Hive’s skill calculations
  • Fixed edge-case issue that prevented Hive from updating round data when submitted
  • Fixed conflicts with Hive changes within Hive Challenge and Tutorials
Maps
  • All map readyrooms have been made more spooky (Thanks Zavaro, Flatrectomy, and Samus!)
SDK
  • Fixed Overview.exe to not render seasonal groups
  • Fixed Decoda update.dll load error
  • Added more non colliding and commander invisible seasonal groups for use by mappers
  • Fixed that Modloader.SetupFileHook returned an error message even on success
  • Fixed that Filehook entry files could not be used as filehook
  • Added “Badges+” API to manage in-game badges
Oct 11, 2016
Community Announcements - remi.D


Today we have a treat for you. New first person animations have arrived for all the core pieces of a Marine's basic kit: Rifle, Pistol, and Axe! Every single animation has been rebuilt completely from scratch and ran through a new modernized pipeline to improve the weight and feel of the weapon handling and movement in NS2. In addition, while updating the animations, we have also fixed many issues in the animation graphs that control which animations play and how they blend together.

https://www.youtube.com/watch?v=f6pz-u5wgXM

For many, playing the game with new animations may feel like a bit of a shock considering we've all been used to the same animations for upwards of five years; but give it a chance and I think you'll come to love them.

In addition to new animations, we also are switching the game over to Hive 2. This is no miracle fix for team stacking issues, but it does give us a lot more control over the system and ability to fix issues as they come up. There are many technical improvements to the new system, some of which you can read about here.

Although Hive 2 is not going to fix team balancing, it does bring with it some significant improvements to the underlying skill learning algorithm. Moultano has provided a great description of how this works, and an image showing the difference between how the two algorithms might perform when trying to discover a player's underlying skill value.



Moultano's Sage Words: “Imagine a mountain covered in fog…”

Notice how the Hive 2 value gets closer to the target value much faster (with many less games played) than if the same set of games is recorded by Hive 1.
This week we are also working on putting together a 64 bit beta build, which you will be able to opt in to and play with on build 310 servers so that you can help test the stability and performance of the 64 bit version of NS2 in actual games. Come join us in Discord for more details. The more people that help us test it, the better we will be able to make it.

Update 310 Changelog

Gameplay

  • Onos cost increased to 62 pres (was 55)
    When pres gain was increased to 1.25 per tick, Lerk cost had to be decreased to maintain the same initial timings. Because of how late into the game Onos arrive, their cost needs to be raised to account for the additional pres gain and restore the old timings. By pushing out the Oni by a minute or two, aliens have a larger need for Fades, and Marines have a little more breathing room and time to prepare.
  • Increased the Shotgun spread slightly to decrease the one-shot range to approximately what it was prior to the alien hit box changes
  • Lerk movement tweaks
    • Increase non-celerity flap force to match celerity to reduce Lerk’s dependence on Celerity
    • Improved crouch diving mechanics to help with ambushing and spiking
    • Increased strafe flap force to help with spiking
  • Decreased Gorges off-infestation belly slide friction so that Gorges can maintain their speed a bit longer (0.2 to 0.1)
Tweaks / Improvements
  • Hive 2.0
    • Algorithm Changes
      • Instead of a constant learning rate, Hive now uses both an AdaGrad-based learning rate and a constant learning rate. This makes skill values change faster initially, but change slower once they've converged. Expect large changes to your skill value for your first several games in the new system.
      • Skill values imported from the old hive system have been modified using a function of play time. (Thanks Nordic!) This fixes the issue where some new players started with a skill of 1000, and others started with a skill of 0. This has the effect of reducing all skill values, particularly those of newer players.
      • Exploits involving switching teams mid-game have been fixed. Players that switch teams will be credited with both a win and a loss, and the skill updates will be proportional to how long they played on each team, weighting the beginning of the game much more than the end.
      • Games with few human players no longer cause anomalously large skill updates. Games with fewer than 12 human players will have a very small effect on skills.
  • Added graphical element for mucous shield
  • Added an additional diagnostic icon which will appear when a server's performance dips to yellow or red
Fixes
  • Fixed that script error icons would flash on screen after map loads
  • Fixed exploit that allowed players to regain all energy by exploiting the “Evolve Last Upgrades” feature
  • Fixed that you couldn't hit cysts at your feet with the Axe while standing on top of them
  • Fixed a client crash caused by trying to read from a model that has not finished loading
  • Fixed an scripted error occurring when bot commander got kicked
  • Fixed that alien bots tried to evolve upgrades on higher lifeforms even though they couldn't afford them
  • Fixed that commander bots would try to build RTs in a weird order due to it using birds-eye distance rather than path distance
  • Fixed that command chairs could not be built by bots
  • Fixed a bug that would cause a babbler-covered gorge to have a more difficult time heal spraying structures
  • Improved how cyst chains are placed.  This should make cysts more reliably connect to the closest cyst
Maps
  • Refinery : Stuck spot in Chasm <-> Lava Falls vent fixed (Thanks Zavaro!)
SDK
  • In Viewer’s Animation Graph Editor, you can now press the spacebar to recenter your view on either the selected or starting node
  • Fixed that LiveMixin:DeductHealth was not using the correct formulas for applying normal damage types, as it advertised
 
Community Announcements - WasabiOne

As we announced in last week’s Changelog, we’re releasing a patch this week! This patch contains all the tweaks and updates we held back from build 308, in favor of having more time to solely focus on the issues that came up after the LUAJit update.

Included in this update is the brand new Marine Commander tutorial. This will teach potential new commanders the basics of commanding and the marine tech tree. So if you wanted to get a basic understanding of commanding without being in a live game, there is now a way to do so.

But that’s not all! Thanks to the tremendous work of Trevor, with the help of a group of volunteers from the community, the new tutorial is packed with more easter eggs and secrets to discover. So even as a veteran commander it’s worth giving it a shot, if only just to unlock the new achievements!

We’ve been listening a lot to the community’s feedback about the current balance situation and the performance issues that have been showing up since the last few builds. With this build we started including changes which are trying to resolve some of those issues that were brought up. More improvements will follow in the future.

Meanwhile the team is still working on items from our roadmap that remi posted two weeks ago.

There is much more to come for NS2 on the horizon, so stay tuned and happy hunting!

Update 309 Changelog

Gameplay
  • Skulk HP raised to 75/10 (was 70/10)
    The intent of this is to make early game skulks a tiny bit less fragile and to make early game engagements more stable (the innate regen threw a RNG factor into those engagements)
  • Machine Gun changes
    • MG research time halved to 30 seconds (was 60)
    • Decreased MG spread to 4 radians (from 4.5)
    • Increased magazine size to 125 (from 100)
The MG is primarily designed to give Marines a chance to hold and extend their territory in the late mid game. The MG wasn’t really able to do that in the past. Halving the research time should help get it on the field before it’s too late. Furthermore decreasing the spread and increasing the magazine should make it reward players better for good positioning.
  • Railgun damage type changed to Structural (was normal, railguns now do double damage vs structures, and have no change vs players)
The Railguns can be fun to use against alien players, but at it’s current damage numbers it took 2-4 shots to pop a cyst which made it feel very underpowered. Doubling their damage output to structures will help give them more utility.
  • Marines now can’t turn their upper body as far to the right, without also turning their lower body (this makes it easier for aliens to tell which direction a marine is facing)
  • Marines now use a different animation while jetpacking, rather than the jumping animation
Tweaks / Improvements
  • New Commander Tutorial now available in the training menu!
    • Two new achievements added related to the commander tutorial
    • Removed the “commander help” in-game tutorial
  • Improved bot server performance by adding a tick rate for the bot logic routine which is set to 10 by default
    • This should lower the impact of bots onto the server performance by at least 50%
  • Updated the bot name list including more recent contributors
  • All serverbrowser filter act now the same way: Enabled will show given servers, disabled will hide given servers. Old filter settings are converted
  • The “full server” serverbrowser filter will now also take reserved slots into account
  • Added the server admin command “sv_rookieonly” to change the rookie only state of a server without requiring a map change or server restart
  • Replaced the server runtime error (SRE) icon when a script error occurs on the client with something prettier
  • Added another diagnostic icon which will appear when a script error occurs on the server (it’s purple!)
  • List the exact number of script errors that occurred on the server in net_stats and the client log
  • Windows servers now automatically save a mini memory dump into their log folder on crash (if your server crashes please send this to us so we can help diagnose it)
Fixes
  • Fixed that the subscribed mods did not show up in server details window
  • Fixed that the rookie only check didn’t work on most rookie-only servers (this was previously deployed via the extension system)
  • Fixed that the buttons of popup that showed up when a non rookie tries to join a team at a rookie only servers did not work
  • Fixed that you could get stuck in place if you attempted to evolve a trait twice before turning into an egg
  • Fixed a script error in the alien commander bot routine
  • Fixed a small performance issue in the scoreboard update routine
  • Fixed that numbers in the options menu were too precise
  • Fixed that the pistol slide was not staying open when the gun is empty
  • Fixed that blink effects could cause visual artifacts when bloom was enabled
  • Fixed that protolab could cause blow out while being biled if bloom was enabled
  • Fixed that spectators could end up spectating non player entities in a rare case
SDK
  • Added the ability to lock the view horizontally with the space bar in film mode (Thanks Samus!)
  • Added ability to communicate with Webviews (Lua <-> Javascript)
    • WebView::ExecJS allows Lua code to call javascript inside the webview
    • WebView::HookJSAlert allows Lua code to respond to any Javascript alert( message )
  • Added Client.GetNumServerScriptErrors() to get the number of script errors that have occurred on the server (since map change)
  • The spread vectors table of the shotgun is now referenced via the class to make them easier to mod
  • Improved the Lua TraceLogger error messages to include more details
  • Viewer
    • Added JSON Export to Animation Graph editor
    • Improved Animation Graph editor visuals by highlighting incoming and outgoing lines from the selected node different colors.
    • It’s now possible to have one-way labels in the Animation Graph (animation state can jump out of this node to other nodes of the same label, but can only be entered by discrete connections)
  • Model Compiler
    • Fixed an issue that could cause models’ scaling to be strange when playing animations.
    • Fixed a bug that would cause cameras to not load properly.
  • Fixed possible crash on exit due to bad access in FMOD dll (when using Spark’s tools)
Community Announcements - Ghoul

We'd like to take a moment and shine a light on our partners over at the Natural Selection League. Sign-ups are under way for season 10 of great competitive NS2 action and we couldn't be more excited! Below is all the information and links you might need to get involved with the next season, so gather your friends, create a team and get in on the action!

New to the ENSL?
Welcome to the Natural Selection League. If you’re looking for getting more out of your Natural Selection 2 experience, look no further. Power plays, crackpot strats, and the greatest competitive minds of Natural Selection 2 converge here to duke it out on the battlefield. Talk strategy, metagame, and high-level concept Natural Selection 2 on our forums, or enjoy a gather and fight to the top of the food chain. If you’re looking for more information, check the bottom of this post.Any questions can be directed to our help desk or by messaging an admin on ENSL, Steam, by email or Discord. A full list of current admins can be found here.

Deadlines
Brace yourselves, Season 10 is upon us! But.. we will be extended the deadlines for signups for two weeks. The signup deadline for Season 10 is now October 13th. We want the potential to seed a lower division as high as possible, with the intent of more and better matches. A reminder to sign-up if you haven’t already, as time is ticking!For all new players, you need a team of at least six players to compete in Season 10, please read the final section of this post on how to create or join teams.

Gathers
Gathers have picked up steam and are running again. You can join a gather by registering an account and joining up here. Joining is easy, and practice can come in handy for the upcoming Season 10. Be sure to play more rounds to familiarize (or refamiliarize yourself on Mesh (formerly Docking2), Nexus, and Mineral, as these custom maps are staples of an ENSL season, and some have changed for the new Season.

Map Tests
Some of our mappers have come forward concerning high-level gathers on ns2_ayumi, a reimagining of the Natural Selection 3.0 map of the same name. Huge changes have happened recently with the map concerning balance, and feedback is necessary. Contact Kasharic or Mephilles for more information. If you have another map you’d like to see played in gathers, contact an admin.

Joining the ENSL
If you don't have a team or have yet to join the ENSL, it's easy to create an account or team with the following steps. If you want to register a pre-existing team, skip to step 4.
  • To create a team, register an account and create a new team! Creating a team is not necessary, nor is joining a team. If you’re looking to join a team, find a team and select the Request to Join button on their page. You’re free to use the ENSL website without any pressure from any teams.
  • Get your players to register and tell them to Join your team in their Agenda, which you can find at the top of the page! You can meet players in-game, in ENSL gathers, or on the ENSL or Unknown Worlds forums. As per usual ENSL rules, you must have at least six players for a valid Season 10 team!
  • To accept your players on the team, go to Agenda → Click your team name → Edit and scroll down → Members → Change their status from Joining to Member, Leader, or Deputy. These roles can define what a player is to your team.
  • To join the tournament, go to Agenda → Click your team name → Edit (scroll down) → Contests → Join Season 10 Signups. This will reserve your space in the upcoming Season 10. Get ready to rock!
  • Verify that your team name exists on the Contest page. If your team does not appear here, please follow these steps again. If all else fails, contact an admin.
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