Tomorrow Never Dies 64
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Author: TiJayFLY

Date: August 9, 2020

Category: Custom Campaigns

Welcome to version 1 of my first Goldeneye mod, a 10-level single player mission pack based on the movie Tomorrow Never Dies.

Because this is my first solo project, you should know these things…

The levels are pretty short

The custom geometry is simple

There are a few frame dips in places

That said, I hope you enjoy the mod - it’s one heck of a challenge on Normal, and on Hard you’ll need to use some strategy to survive!


My interest in Goldeneye modding started when I played Goldfinger 64. Shortly after that, I joined The Spy Who Loved Me 64 team as a texture artist and slowly learned the complexities and workflows of the editor.

Whilst making a custom level for TSWLM (which Johnny Thunder had to clean up for me!), I delved deeper into action blocks and polygon limits, finally reaching the point where I felt confident enough to make a humble mod of my own.

Development of this mod took 3 weeks - some of those full time - with each day being split between levels and assets.


I always felt TND deserved a better game - specifically one made in the Goldeneye engine, a frantic shooter built on intense killboxes and a great soundtrack.

TND on PlayStation was essentially a generic corridor shooter - with some scenes loosely based on the movie shoehorned in - whereas Goldeneye 64 always felt like stepping onto the set of the film itself.

This mod is positioned inbetween the two - a “corridors and killboxes” first person shooter, with as many movie moments and settings as possible!


The level geometry is entirely original, and the characters/guards have been customised for TND - but in some cases, it certainly made sense to reuse content from GE.

For example, a few of the Bond outfits in GE are basically indistinguishable from those in TND, and all the guns/cars are from the same era, so it made sense to use these ready-made optimised GE assets - with small changes such as weapon names. As it turns out, the BMW 750i from TND is actually in Goldeneye by default!

And as for the arms bazaar, well… Goldeneye literally contains an arms bazaar’s worth of military hardware in its assets - so it seemed prudent to make use of them!

However, where default models are used, I have changed textures as much as possible to suit the environment - and to set the game apart as more than just a map pack.

The music during levels has been created through re-arranging and remixing tracks from Bitmidi, and the briefing/watch menus are remixes of the iconic Goldeneye originals. The gun barrel sequence is based on Moby’s take on the Bond theme, and for the credits I’ve kept the original Goldeneye theme because it’s a classic. A couple of levels are still awaiting a soundtrack, as I try to persuade proper composers to contribute!


PARKHAUS was originally going to be a driving level, but after seeing Mr Kane’s driveable motorcycle, I decided to save the vehicle level for later in the game.

This led the creation of PARKHAUS as a short, challenging level as I tried to replicate the scene where Bond runs across the parking lot to his waiting car.

There’s a surprising amount of strategy to it (as well as a bit of RNG) - for example, a good player has just enough shots to kill a guard and steal his Uzi on Normal, but on Hard the best strategy is to distract the first guard with a few bullets then just run for the goal!


Bazaar: Run to the left from the start, pick up the armour, shoot the helicopter guards in the back and the rest is easy. Remember to destroy the drone guns before photographing Gupta!

Party: After alerting the guards in the equipment room, run straight back out and plant the mine on the outside of the wall near the TV equipment to complete Objective C.

Labs: You can snipe most of the balcony guards from the first corner.

Press: Shoot out the door glass and clear as many guards as you can from the main area before entering it.

Parkhaus: Try to distract the first guard with bullets then strafe-run like hell!

Tower: After stealing the knife, backtrack towards the start point before attacking Stamper. This should buy you some time before the corridor guard attacks.


File nameFile typeSize
tnd-vault.jpgJPEG image data624.14 kBInfo
Tomorrow64.zipZip archive data1.2 MBInfo


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