GE Custom Campaigns Visual List
K.I.L.L.E.R. vs. Vendetta: Expanded Edition 1.5.2
Name
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Author: Johnny Thunder


Date: December 30, 2017


Category: Solo Levels


Level: All


Description:


Problems Fixed 1.5.2: some things like the profile photo of Plastro
and other things
Problems fixed in update 1.5.1:
The crashes in Station Level fixed
Fixed UV's in the Neck of Prof. Kirloy (Boris)

Updates in Version 1.5
Fort Plastro in multiplayer
Blue Complex arranged where he needed to paint blue

Update 1.3:
Recolor of the doors of Research and Revenge
Shotgun (guard view) fixed for the N64 Hardware
The Glasses of Joseph Franco and the Torso of Samantha Williams (3QK) fixed for the N64 Hardware very thanks to Carnivorous
M16 GA (AR33 replacing KF7) more powerful than the M16 TA (AR33)
Fixed some things of the models of the Green AR33 and Tan AR33
Pal Patch edition for Europe Rom Users Accreditation to those who tested and played my mod

Updated 1.2
Problems Fixed:
Some Green in Tan Soldiers
Some things fixed on Showdown
Text in Cheat Options
A girl in Port
A erronous guard in Station
Objetives Fixed in C.R.P.T.
"mt" increased in Field 1

Updated 1.1
Problems Fixed:
Broken Intro Camera in the first level
Adding the motorbike by Mark Kane
Damage of the AR33

What everyone expected, "K.I.L.L.E.R. vs. Vendetta: Expanded Edition" is here, now it has things that will leave you surprised! There is not much to describe about this mod, it would be better if you discover them, so as not to ruin the surprises that you have … and it is exclusive for Expansion Pak!

Testers:

Yourgamerman Mexicali (in the original console)
Carnivorous
Coockie1173
Ducc
JaceLeon

Many thanks to:
Yourgamerman for trying my mod in the original console

Coockie1173 for suggesting me and telling me what things I should correct in my mod

Wreck for helping me in the new order of '' Mission '' and '' Part '' in my mod and in the optimization of 2 levels
Carnivorous for the orientation in the modification of my mod, optimization of models and textures, among other things

Zoinkity for the Archives Clipping Fix, Jungle with Ladder and the Expansion Pak 8 meg patch
Thanks to: Eternally Aries for the Modified Cradle map
Mark Kane for the Motorbike
Problems Fixed:
Broken Intro Camera in the first level
Adding the motorbike by Mark Kane
Damage of the AR33

Special thanks to:

SubDrag for creating the GoldenEye Setup Editor, because it was possible to do this mod, otherwise, it would not have been carried out
Programs Used:
GoldenEye Setup Editor
Solidworks 2010
Blender
Deled 3D

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-campaigns - http://n64vault.com/ge-campaigns:k-i-l-l-e-r-vs-vendetta:expanded-edition-1-5-2
Goldfinger 64
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Author: SubDrag, Trevor, Sogun, Zoinkity, Wreck, Dragonsbrethren, MRKane, 00action, Cyberen, Monkeyface, Kyle, Sean Ryan, Garabuyo, Comet, Stolen Textures, Spinout, ShiftClick


Date: September 15, 2017


Category: Solo Levels


Level: all


Description:


After two long decades, British secret agent James Bond makes his triumphant return to the Nintendo 64! His mission; to gather intelligence on a wealthy entrepeneur named Auric Goldfinger. The investigation will take 007 around the globe and back again, in twenty brand new levels that faithfully recreate the film, as well as previous entries into the series as bonus material. Tour the famous Fontainebleau Hotel in Miami, drive through the Alps in a classic Aston Martin, sneak inside a shady export company compound in Mexico, and shoot your way into the gold rich vaults of Fort Knox using a vast arsenal of weaponry. Mow down the enemy like a true gangster with the Thompson machine gun, use stealth at a distance with the AR-7 sniper rifle, or ramp up the fire power with a devastating RPG launcher. And once you've foiled Goldfinger's plans to dominate the world's bullion market, sharpen your skills against friends (or foes!) in multiplayer mode. With eleven maps to compete in, a wide range of weapon loadouts, and a comprehensive character roster to choose from, you'll soon be finding yourself crammed back on the couch again in split-screen fever. A completely original musical score accompanies every stage, and due to the inclusion of the Expansion Pak, are lengthier than previously possible. This memory expanding device allows Goldfinger 64 to go farther than the original game it was built upon. A greater amount of image textures can be loaded into a level at one time, mission setups filled with even more content, and maps larger than ever before. This fan-made sequel to GoldenEye 007 aims to bring players an exciting experience, while representing perhaps the most beloved Bond film of all time with much due respect. So if you think you're up to the task of putting an end to Operation Grand Slam, grab your controller and pull up a chair. It's about time Bond was back on the job.

NOTE: Some levels take a while to load (~30 seconds). As long as music is playing, the level will start up.
If you are playing this game and hear no sound, it is because you did not override the save type to EEP4K. This game has a different id than GoldenEye (NGFE), so it is not auto-detected.
Apply patch to NTSC GoldenEye US version. To patch, can use the GoldenEye Setup Editor, Tools -> XDelta Patching ->Apply GoldenEye XDelta Patch. Now choose an original big endian GoldenEye NTSC US ROM, then choose the xDelta patch, then write the output ROM to a new name. Although this is the recommended approach, any xDelta patcher will work.

Emulator Help/Settings:

Project 64 1.6
Recompiler
Change Memory & Cache
8 MB
Advanced Block Linking Off
Use First Used Save Type
Larger Compiler Buffer
Register Caching
Use TLB
DO NOT set SP Hack - Even though on original GoldenEye, it will not work for Goldfinger 64.

Backup Device Help:

Everdrive 64:
Add to ED64\save_db.txt for proper detection (or force to 4Kbit save)
GF=1

64drive
Force Save type to 4Kbit

Current list of known Issues:
Transparency on some backgrounds will disappear at certain angles. This appears to be a limitation of how rooms are designed/portals, and hopefully will be fixed at a later date.
Occasionally level 9 may crash towards the end because it is so large. The level is beatable and rarely crashes though.
Sometimes in multi, after a bunch of rounds, players may spawn at the same spot.

Goldfinger 64: Notes from the Creators

By

Lead: SubDrag
Assistant Leads: Trevor, Sogun
Team Members: Zoinkity, Wreck, Dragonsbrethren, MRKane, 00action, Cyberen, Monkeyface, Kyle, Sean Ryan, Garabuyo, Comet, Stolen Textures, Spinout, ShiftClick

The Goldfinger 64 project was the brainchild of Monkeyface, and was conceived of, believe it or not, in the year 2009. Yep, that far back. He had recruited a small team of people to help at the time, but was doing the majority of the work himself. Wow, I said. It's amazing that someone is making this mod using my GoldenEye Setup Editor, and I can sit back and watch glorious updates every week. I (naively) imagine that I'd just need to make some minor editor improvements when necessary to support, but stay out of the project. Goldfinger was my favorite Bond movie (or at least…it flip-flops with GoldeEye as the best movie). Unfortunately, at some point in 2011, Monkeyface's priorities changed, not too far into development, and he decided not work anymore on the project. At some point after, I thought hard, and asked him if I could take over the project, and if he could send me everything he had worked on. He agreed. My reason? Primarily, I assumed by heading the project, it would really push the GoldenEye Setup Editor to new levels, and allow me to add new many new features to the editor as development went on. I massively underestimated the entire undertaking…and fortunately or not, I had no idea the scope of what it would to make an entirely new game from an existing one, replacing…everything. I also, had never modeled anything up until that point, but I thought I could mainly work on the GoldenEye Editor end, while the rest of the eager team worked on the actual modeling.

As a little time went on, I tried to get the old team energized and moving, but sadly most of the original Goldfinger 64 abandoned the project (though a little of the team did help early or come back for a bit later). And in the end, other than a couple ideas and a scant few models, nearly all of the original work was not received, never completed, or had to be discarded. Luckily though, in the ashes of the original project, a new, very strong new team emerged of dedicated and extremely talented people. But we basically started over, with mostly our own ideas, and a gigantic drive to bring our shared dream to life. So I really consider the project actually starting in 2011, not 2009.

Originally the project was going to very open, so everyone could monitor the progress of the game. All the props, levels, ideas would be posted to the Goldfinger web site. The movie pictures would only be available to team members, for modeling purposes, but as the GoldenEye portions were completed, people would be able to see them completed. Some people may remember that page, as it did exist for a time (and in fact, still does exist, but it is locked down to only team members). At least, that was the original plan. At some point, it turned from, let's just make a fun game and not worry about making it perfect, to, lets make this game at a near professional level, trying to polish, make amazing visuals, etc. That, extended the development time significantly as well as the difficulty, but made the product much higher quality. Along those same lines, it became clear that due to the extraordinary amount of work it was taking to make the game, it seemed better to make this like a real game, not let the public see our progress. We'd only release promo shots occasionally, make all data confidential, and release this only as a full game, that was like a new N64 game, a sequel to GoldenEye. That way, it would feel like a completely new release, and not something people had seen over time and were very familiar with. We wanted the levels to be unique, the struggles and learning to beat them, etc, to be completely new. The other advantage, was we could work in isolation, and do things at our own pace, redo things, improve, etc, without constant feedback from other users.

After I took over, the most important thing, was designing and creating the 18 solo level backgrounds, and completing all the planned models for these levels. The bonus missions we did not plan from the start and would sort out later in development. We watched the movie many (incredible amount) times, thought up a set of levels, and then had to extend that amount of levels to 18, by making up plausible levels in between. Some small details in missions from the movie were changed, extended, or enlarged to make the missions more fun and get a level out of it. The Goldfinger book helped for a separate perspective, though I don't think anything ended up coming from that. Although a couple missions are made up, they remain faithful to the movie (and thus game) plot, as things that could have happened. In the end, the levels were all figured out (other than bonus levels), very early on. Every level just about had a basic set of objectives and plot planned from the beginning, and rough sketches for the level idea. On the movie levels, the background was created, and the objectives designed for the mission fit into that (it didn't always work out perfectly, as our key goal was modeling accurately, then the setup was done at the end). In some cases, the movie section was watched hundreds of times, and in slow motion, to be able to create the level geometry and match the movie as perfectly as we could. Wherever possible, the original actors faces, costumes and likenesses were used or textures recreated. Everything should match the movie as closely as possible, from props to levels to guards. Most of the team has also added their faces to the game, which should appear on random guards. The bonus levels were thought up much later.

As the project grew, the game went from simple to monstrous. Instead of basic levels, extreme amounts of time were spent watching the movie, finding research material and modeling as precisely as possible from every material available. No longer could levels just be flat shaded, but instead they had to be lit so they looked spectacular. Levels sometimes were imported 100 times or more to get them perfect. And some levels took 30 minutes for the conversion process at the time. As mentioned before, a big part of tackling the project, was to improve the editor. This import speed got better over time. As was realized, with gigantic levels, manual shading wasn't feasible…not to mention how hard it was when your level has 30k+ triangles. An entirely new and incredibly powerful light mode had to be created, and it delivered. A UV editor in the editor itself helped to make minor fixes once the level was imported. Replacing textures, and moving geometry never had been easier.

The project hinged on the 7 meg patch Zoinkity was working on. For over half the project, we had no idea if he would succeed…the entire project was contingent on that very difficult patch. With some of our levels we had created and finished, that were huge, lit, and beautiful, literally the setup file couldn't host more than a couple guards or it crashed. Without the 7 meg patch, Goldfinger 64 would simply not be possible, and I don't know what would've had to happen. Zoinkity sure came through. Note that he created for the project the 7 meg patch (and not an 8 meg), in order to reserve the last 1 meg for other expansions - sound, number of guards, number of props, 600+ objects…etc. Don't worry, that last meg is used. In fact, we didn't even know a lot of the limits in the game existed, until doing this patch (who knew 200 portals was the limit! That was something we didn't end up extending, though it did force changes to all our big levels unfortunately, once we found it out.) Same for the 600 object limit, none of our levels had even come close to that point before, so we had no idea there was a limit and what it was. Though that one got pushed far past 600, to 1800 or something like that. Music didn't fit for a long time, and when you went to the watch, the watch theme would mix into the main level theme. We never knew if it was possible to fix that either, for quite a bit of development, and we thought we might have to somehow cut the midis down; in the end, it worked out and we pushed the limits yet again. We tried hard to enhance many things from the original game, especially due to the 7 meg patch. More guards, more objects and more variety per level. Cut-scenes attempted to be a bit longer (in some cases) than the original game, for a cinematic feel at the beginning or end of level especially. Backgrounds could push hard, on transparency and environment mapping. At some point, we rearranged the guns via assembly code modifications, to make them in the order we wanted. We pushed as hard as we could to take the engine to new heights.

Console compatibility was top priority for us. If it didn't work on console, we weren't releasing it. That had to work. There is something special about playing on that console, that is not the same on emulator. The team spent many hours diagnosing extremely difficult crashing bugs on console. Emulators are way too forgiving, and in just about all cases…emulator worked, console didn't. Those are tough!

The project took so long, that technological advantages really helped. Everdrive 64 and 64drive came out. Now we could test our ROMs on console in a much faster manner, and the whole team was armed with Everydrive 64s. Also, the GoldenEye editor significantly improved over time, got much more stable, and was able to support the extreme levels in Goldfinger 64.

Not all objects made it. There are probably quite a bit of beta leftovers in the ROM, or quite a bit, and some stuff that wasn't used and isn't in there. Some might make it into a future version of Goldfinger 64.

So what did we do right on this project? The team, of course, was the top reason. Dedicated and very talented, and people did commit to and actually finish what they are working on. Another thing we did, that I would advise on all projects - save off just about every change to a new ROM with a text file detailed what changed, numbered, for troubleshooting purposes or rollback purposes (not many great alternatives for Configuration Management). There were so many times, when a nasty bug cropped up, and we are able to isolate it fast, with finding the build where it broke and the notes on what changed in it. Otherwise, some of the bugs would've taken ages to figure out, as everything would've been possible. We pushed boundaries and didn't settle for simple ideas, when something better was possible.

So what did we do wrong? We should've had more testing throughout, by a dedicated test team not part of the development process. Testing your own levels, you miss everything, and also we spent nearly all our time on new functions and not testing what was there. Also, our testing was too emulator focused because it was easy. Console everything has to be perfect, things like decals and crashes only had issues on console. We also probably did make some levels too big, when a smaller level would've worked fine.

Despite the extraordinary challenges and time commitments, I wanted to mention how much work this game was, but also how much fun it was to work on, and the huge amount of new skills I learned. I would never tackle anything remotely this giant again (at least not as the lead), but I am so proud of what our team accomplished and I do not regret taking over the project. And remember, no one got paid for this game, we all did this 100% for the love the game. We all love GoldenEye, and the dream of Goldfinger 64 is our passion.

That all said, bear in mind, we didn't have a QA team, and this essentially is a beta release, though we tested it for weeks and weeks as best we could. The game should be playable from start to end. There was extensive and massive testing up until release, but we are definitely going to miss things. There were a bunch of really nasty crashes we found in the last couple weeks, which thankfully are fixed. Multiplayer didn't even work due to too low allocations close to release! If there are issues more than minor nits, we'll try and have minor patch releases out as soon as possible. A few levels were rushed to completion, and are prototypes. There are 3 solos and 1 multi that were not finished to satisfaction of creator, but done enough to support this release. There should be a follow-up one day with those completed properly and improvements to all the other levels. It is possible there will be crashes, though we did our best to avoid them. There are also may be minor glitches here and there. There might be some minor collision detection issues. Try to not let it detract from the game. Some levels may have a bit of lag, don't let this detract you either. It's a completely new game, and there's no strategy guide for this game, at least not yet! Some levels do have long load times, up to 30 seconds; for an N64, who knew that was possible. But they will load. Enjoy learning and playing the new levels as you go - some of the levels may require multiple tries and exploration. Please provide as detailed information as possible if you find a bug, such as videos, screenshots, and detailed descriptions of what was going on before the issue occurred. If you can recreate it, please help us with information on the best way to recreate it reliably.

So many GoldenEye Setup Editor features over the years owe its thanks to Goldfinger 64. The stable, extremely feature-rich editor owes much to Goldfinger 64. Things like Lighting Sources, UV Editor, Fast Multi-Creation, 7 Meg Patch, Larger Supported ROMs, Animation and Comprehensive Model Editing, Advanced Displaylists, Texture Imports of All Types, Hide and Show Triangles, Lower Editor Memory Profile, Box Select…..and so much more.

Many, many, many, many, unlimited thanks to the entire team. Also, to the Rare team who made the original game. I have had the pleasure of speaking to some of them, and they all have been very helpful, generous, and remember key tiny minutiae of how the game works from a technical perspective, from a 20 year old game. The engine they made was so well written and spectacular, it's what made Goldfinger 64 possible.

We hope you enjoy the hard work that 6+ years can bring. It took a lot longer than expected, but it's finally here. We have finally brought this fantastic Bond movie to life in a sequel to GoldenEye 007 on Nintendo 64. What are you waiting for? Get playing!

Level Primary Authors
[Much collaboration did occur, everyone helped everyone; however, this lists the primary author(s)]
[Names of levels have been masked to avoid spoilers]

Multi

Multi 1 - Comet
Multi 2 - Trevor
Multi 3 - Mark Kane
Multi 4 - Garabuyo/Sogun
Multi 5 - Sogun
Multi 6 - Cyberen
Multi 7 - Trevor - INCOMPLETE
Multi 8 - SubDrag
Multi 9 - SubDrag
Multi 10 - SubDrag
Multi 11 - SubDrag

Solo

Solo 1 - Sogun
Solo 2 - Sogun
Solo 3 - SubDrag/Trevor
Solo 4 - Mark Kane
Solo 5 - Cyberen
Solo 6 - SubDrag
Solo 7 - SubDrag
Solo 8 - Trevor - INCOMPLETE
Solo 9 - Sogun - INCOMPLETE
Solo 10 - SubDrag
Solo 11 - SubDrag/Trevor
Solo 12 - SubDrag
Solo 13 - SubDrag/MRKane
Solo 14 - SubDrag/MRKane
Solo 15 - SubDrag/Trevor
Solo 16 - SubDrag
Solo 17 - SubDrag
Solo 18 - Trevor - INCOMPLETE
Solo 19 - SubDrag
Solo 20 - SubDrag

Setup File Credits:

Solo 1 - Sogun
Solo 2 - Sogun
Solo 3 - SubDrag
Solo 4 - SubDrag
Solo 5 - Dragonsbrethren
Solo 6 - SubDrag
Solo 7 - SubDrag
Solo 8 - SubDrag
Solo 9 - SubDrag
Solo 10 - SubDrag
Solo 11 - 00action
Solo 12 - SubDrag
Solo 13 - Dragonsbrethren
Solo 14 - SubDrag
Solo 15 - SubDrag
Solo 16 - SubDrag
Solo 17 - Dragonsbrethren
Solo 18 - SubDrag
Solo 19 - SubDrag
Solo 20 - SubDrag

Props

Majority of Props were by: SubDrag, Trevor, Sogun
Additional contributions by: Cyberen, Wreck, Monkeyface, Spinout,
Some were leftover from Goldeneye 64, but not many.

Majority of Guards were by: SubDrag
Additional contributions by: Wreck, Trevor
Some were leftover from Goldeneye 64, but not many.

Majority of Heads were by:
SubDrag, Trevor
Additional contributions by: Wreck, Monkeyface, Cyberen, MRKane

Majority of Guns were by: Trevor
Additional contributions by: Monkeyface, Cyberen, Wreck, SubDrag
Some were leftover from Goldeneye 64, but not many.

Majority of Sounds were by: MRKane, Stolen Textures
Additional contributions by: ShiftClick

In-game Credits:
Produced and Directed by
SubDrag

Original Concept
MonkeyFace

Assistant Lead
Trevor
Sogun

Weapons Lead
Trevor

Weapons
MonkeyFace
SubDrag

Level Design
SubDrag
Wreck
Trevor
Cyberen
MRKane
Sean Ryan (Zmg88)
Kyle

Lead Level Creation
SubDrag
Sogun
Trevor

Level Creation
MRKane
Cyberen
Garabuyo
Comet

Lead Model Creation
SubDrag
Sogun
Trevor

Model Creation
Cyberen
MonkeyFace
Spinout

Guard Texturing
SubDrag
Trevor
Wreck

Head Texturing
SubDrag
Trevor
Cyberen

Sky/Fog Master
Sogun

Lighting Engine
MRKane

Lighting Experts
MRKane
Sogun
Trevor

Lead Artists
SubDrag
Trevor
Sogun

Artists
MRKane
Cyberen
MonkeyFace
Wreck
Comet
Spinout
Garabuyo

Assembly Hacking Wizard
Zoinkity

Assembly Hacking
SubDrag

Lead Setup Creation
SubDrag

Setup Creation
Dragonsbrethren
00action
Sogun

Music
Sean Ryan (Zmg88)

Sound Effects
Stolen Textures
MRKane
ShiftClick

8 Meg Extension
Zoinkity

GoldenEye Setup Editor
SubDrag
Wreck
Zoinkity
Trevor

Writing
Wreck

Testing
SubDrag
Sogun
Trevor
Wreck

Special Thanks To
Martin Hollis
Steve Ellis
David Doak

And the Rest of the
GoldenEye Team

Some spectacular box art created by Wreck:
Box Front
Box Back
Cart Label
The box and art is based on old promotional posters for the movie, by Jean Mascii.

This is a fan-made mod of GoldenEye 007 freely available, and should never be sold in any fashion.

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-campaigns - http://n64vault.com/ge-campaigns:goldfinger-64
Ginez Silvo: The Adventure Continues V4.3
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Nice!

Author: Johnny Thunder


Date: April 23, 2017


Category: Solo Levels


Level: All


Description:


Name: Ginez Silvo: The Adventure Continues Storyline V4.3
Level: all and all
Author: Johnny Thunder

Function in:

Emulator: to perfection
Not64 (nintendo 64 emulator for wii): works fine
Everdrive 64 / 64drive: works fine!

Sequel to '' K.I.L.L.E.R. Vs Vendetta, now Ginez Silvo is back in a new story, with new characters, new places, new adventures, new enemies, new plot and more !, everything will not be easy and you will be excited about history, and you will discover the origins of Ginez Silvo, and included the Bonus characters from the previous story!

New levels Solo (marked with an exclamation mark [!]):

Camps !
Town !
Recovery !
Icy !
Launch !
Gulag(in) 1!
Corporate !
Quickman !
Zoness !
Stealth !
Quarters !
Private !
Fierce !
Leakage !
Escape !
Mountain !
Outsite !
Gulag(in) 2!
Paradox !
Nemesis !

New levels multi (marked with an exclamation mark [!]):

Temple
Complex
Caves
Library
Town !
Zoness !
Stealth !
Quarters !
Outsite !
Gulag(in) !
Nemesis !

New weapons (marked with an exclamation mark [!]):

Knife
Throwing Knife
Whater PPK!
PPK Silenced!
GS-XYZ!
Skorpion Vz/61!
KFC-60!
sUZI (9mm)!
T7X!
T7X silenced!
Thunder-X 75!
Commando M16 G A!
VSP90!
Shotgun
Rapid-Fire Shotgun!
Sniper Rifle
Colt .44 Anaconda!
Silver Gun!
Silver PPK!
Gold PPK!

Characters (marked with an exclamation mark [!] and Return [!!]):

Ginez Silvo !!
Gail Storm !
Joshua ''Whalter'' Franco !!
Bridgette Bleu !
Colonel Grimm !
Venom Punished !!
Quickman !
Sarge Hawk !!
Franchesca Storm !!(multi only)
President Baron Vauth Kraic !! (multi only)
Joseph Franco !! (multi only)
ExplorerBusters !! (multi only)

And best of all … Multiplayer levels available!

Thanks to:
MultiplayerX by level Dam with Secret Island aseccible

Rey and Ami for some Action Blocks from Warehouse level # 8 (Zonkov's action blocks)

SilverEye by some '' Action Blocks '' by '' Alfredo Lamberra Storyline ''

Dragonsbrethren by some '' Action Blocks '' by '' Aztec Complex ''

Wreck by the new textures of Natalya (Russia), silver texture of the Golden Gun, and by suggestions and corrections and Connery as Bond for some suggestions too

'' Christian Megaman '' for the suggestion of adding a Megaman character to this mod

Eternally Aries by the Cradle Antenna, similar to that of the movie
Zoinkity for Jungle with Ladder

Special Thanks to:
SubDrag for creating the GoldenEye Setup Editor

Sincerely Johnny Thunder

Download

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-campaigns - http://n64vault.com/ge-campaigns:ginez-silvo:the-adventure-continues-v4-3
Ginez Silvo: Five Pack
Name
Image Unavailable
Nice!

Author: Johnny Thunder


Date: March 10, 2017


Category: Solo Levels


Level: Surface 1


Description:


This levels are part of '' Ginez Silvo: The Adventures Continues '', there may be some texture problems but that does not matter, enjoy this '' cool '' level

Download

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-campaigns - http://n64vault.com/ge-campaigns:ginez-silvo:five-pack-download-too-big
K.I.L.L.E.R. vs Vendetta version 4.0
Name
Image Unavailable
Nice!

Author: Johnny Thunder


Date: March 1, 2017


Category: Solo Levels


Level: All


Description:


Level: Ginez Silvo: K.I.L.L.E.R. vs Vendetta version 4.0 FINAL !!!

Modified Level: All levels and All Multiplayer Characters and levels

Author: Johnny Thunder (se.kooltuo|61rekcahhsams#se.kooltuo|61rekcahhsams) (moc.liamg|61rekcahhsams#moc.liamg|61rekcahhsams)
Gameshark Codes Required: It is not yet known

Comments:

Ginez Silvo: K.I.L.L.E.R. vs VENDETTA Is a new mod with a new story, Ginez Silvo, the main character, is a clone of his own boss: called '' ExplorerBusters ''

This story features characters from the game Army Men Sarge's Heroes, LEGO adventures, and created for me

Notes: 1 level have texture problems
Game Weapons Names: (Exclamation mark [!] Means it is new)
Knife
Throwing Knife
Walther PPK
Walther PPK (Silenced)
GS 995 X
Skorpion vz. 95
QUO-64
ZTX (9mm)
T7K Limited Edition
T7K (Silenced)
Thunder-X 50
M16 Assault Rifle
FOX-73
Shotgun
Automatic Shotgun (Rapid fire)
Hunting Rifle
Colt .44 Anaconda
Silver Gun
Silver PPK
Dense Silver PPK
Laser
Watch
Grenade Launcher
Bazzoka
Regressive Mine
Mine Proximity
Remote Mine
Detonator
Taser
Tank

Characters: (Exclamation mark [!] Means it is new)

Ginez Silvo: Character created by me

ExplorerBusters: Character created by me

Joseph Franco/Mr. Vendetta: Character created by me

Samantha Williams: Character created by me

General Plastro: From Army Men Sarge's Heroes

Franchesca Storm: Character created by me

Mozart Tannen: Character created by me

Sergeant ''Sarge'' Hawk: From Army Men Sarge's Heroes

Joshua Franco '''Walther PPK Stevenson: Character created by me (Inspiration in memory of Revolver Ocelot)

President Baron Vanth Kraic: Character created by me

Venom Punished: Character created by me (Inspiration in memory of Venom Snake)

Profesor Eliott Kirloy: from LEGO adventures

Levels (solo): (Exclamation mark [!] Means it is new)

Port
Factory
Aerodrome
Field 1
Base Tunnel Isla Sorna (B.T.I.S.) 1
3rd Quarter of K.I.L.L.E.R. (3QK)
Freighter
Field 2
Base Tunnel Isla Sorna (B.T.I.S.) 2
Forest
Warehouse
Highway
Prison
Presidential train of Costa Rica (P.T.C.R.)
Rainforest
Base
Volcano
Showdown
Research
China

Weapons in Multi: (Exclamation mark [!] Means it is new)

Rockets
Lasers
Silver Gun
Slappers Only
Pistols
Throwting Knives
Automatics
Power Weapons
Stealth Weapons
Grenades
Remote Mines
Grenade Launchers
Timed Mines
Proximity Mines

Multiplayer levels: (Exclamation mark [!] Means it is new)

Temple
Blue Complex!
Caves
Library
Forest
Showdown
Factory
B.I.T.S. (Base Tunnel of Isla Sorna)
Warehouse
Volcano
China

AND MORE!!!

The multiplayer works perfectly.

I'LL BE BACK

The final version 4.0, now with the original levels of GoldenEye, but with major changes, between the easy or difficult, it will be difficult to know the order of the story in this mod.

Here everything ends … but not its legend and its adventure .. Ginez Silvo, the clone of ExplorerBusters, will return in: '' Ginez Silvo: The Adventure Continues ''

Very thanks to:

SubDrag, for creating the program GoldenEye Editor, because without this program, it would not have been possible to create this mod

Download

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-campaigns - http://n64vault.com/ge-campaigns:k-i-l-l-e-r-vs-vendetta-version-4-0
Alfredo Lamberra 1.1
Name
Image Unavailable
Nice!

Author: SilverEye


Date: April 24, 2015


Category: Solo Levels


Level: Various


Description:


Alfredo Lamberra
Full Mission Campaign

Author: SilverEye

Date: April 24th, 2015
Edited: January 29th, 2018 (by Wreck)

THE STORY OF ALFREDO LAMBERRA

Featuring 20 fresh solo levels, with different guards, different objects, different skies, different music, and more! Based on Goldeneye 64's original levels, but still a new experience for everyone who enjoyed the classic Goldeneye, and also a possible treat for first-timers!
Discover the entirely new story, with quirky characters and menacing villains, a plot that runs through the game as if it were a giant chase, the mysteries, the tension,…
You'll be delighted to see the many nods and parodies of other great classics in literature, gaming, cinema, etc, as you progress through Alfredo Lamberra's adventure.
This game has three main stories. The first 9 levels form the "classic" story, and are like a reboot of the older levels that you can still find on this site. The 7 levels after that make up the "prologue", which, obviously, zooms in on what happened before the "classic" storyline. The 4 final levels are part of the "epilogue", which takes place one year after the "classic" story.
I have to admit, some levels are quite a heavy challenge, but I hope most of all that you'll have a great time while playing this pack!

NOTES:
-Because this ROM was heavily modified, it is important that you use the right settings while playing on an emulator, otherwise the game will lag horribly. Check out the FAQ on this site to find which specific things you'll need to adjust—-it takes less than a minute!
-I have no idea whether or not this works on an actual console, so please don't murder me if it doesn't!
-I would not recommend to try out multiplayer, as I even removed stuff from that section to make more room for the solo campaign. Will likely crash/not load.
Some level-specific notes:
-A substantial amount of levels cannot be completed while using the infinite ammo cheat. This is because the player often needs to collect a weapon or ammunition as part of the mission, and those can't be collected if you have infinite ammo already!
-Because every original level is replaced by a different one, you might still see traces of the original level appear in a few stages, but only things that happen in the background. For example, in the 'Holodrum' mission, you sometimes see water flowing through the clipping. These do not disturb the gameplay or crash the game and sometimes even look quite atmospheric!
-Some minor texture problems may occur in a few levels, but most of the time, this only happens when a large combination of cheats is used.

THANK YOUS

Many thanks to the whole Goldeneye 64 community, of which many members have supported me during the creation of this level pack. It sure wasn't a swift process, and all the nice words and help that I have received really kept me going. Special thanks to the creator of the OHMSS midi, which was used in the pack's intro and watch menu.
I'm especially grateful to SubDrag as well, who helped me out countless times. Seriously, the pack would not have been completed without his assistance. He also co-created the great program that allowed me to make these Goldeneye dreams come true, along with the legendary Wreck and Zoinkity.
And of course, thank YOU for playing!

Edit notes…

Holodrum Mission…
Fixed Fabrizia watch briefing (crashed console).
Changed bitflags on keycards.
Added rename text to keycards.
Converted truck to vehicle type (crashed console?).
Truck immune to gunfire.
Moved first keycard on top of crate.
Changed large security door bitflags and operating data (crashed console).
Made large security doors one-way locks.
Added an armour and changed bitlfags.
Made plants have no collisions.
Plants also invincible and projectiles go through.
Tweaked drone gun data.
Disabled auto-aim on Potano, set his health and armour.
Unset elevator door locks in Potano opens them.
Included tests to see if Potano has died.
Slightly reduced super soldier armour.
Edited certain briefing text.
Boosted texture memory.

General…
Imported the unused LoptionsE text file.
Also renamed Q Watch to reflect the character change.

Download

No files attached to this page.

Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-campaigns - http://n64vault.com/ge-campaigns:alfredo-lamberra-1-1
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