GE Multi Levels Visual List
Nintendo Classic Maps
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Author: Sogun


Date: November 4, 2016


Category: GE Multi Levels


Level: Various


Description:


Sogun Studio in colaboration with GoldenEye Vault proudly presents: Classic Nintendo Maps

INDEX


1. What is Classic Nintendo Maps?
2. Files contained in the package
3. Patching the ROM
4. Running the ROM in Project64
5. Extracting maps from ROM
6. Special thanks
7. Links of interest

1. WHAT IS CLASSIC NINTENDO MAPS?


As the name states, some of the more emblematic levels from well known games on the Nintendo 64 have been turned into GoldenEye multiplayer maps!
I released some other maps prior to these patches, but I didn't name the project as Classic Nintendo Maps until the third verison. This is release five, and it includes the content from all other releases:

version 1
+Kakariko Village from 'The Legend of Zelda - Ocarina of Time'

version 2
+Peach's Castle from 'Super Mario 64'
-Added Sogun Studio logo

version 3
+Forest Temple from 'The Legend of Zelda - Ocarina of Time'
-Kakariko Village (new version optimized for console, as an alternative patch)

version 4
+Blue Resort from 'Bomberman 64'
+Holiday Island from 'Pilotwings 64' (original idea by radorn)
-Two patches with maps optimized for console and emulators
-Added maps to Solo Missions mode so you can roam freely in them at full screen!
-Rearranged multiplayer level selection screen: Basement, Complex, Bunker, Archives, Caverns and Facility are playable up to 4P! (but some will fall in uncomming releases).
*Kakariko Village
improved framerate
fixed grass textures
rearranged allocations which mean no more blackouts or texture issues
*Peach's Castle
added Peach/Bowser portrait trick (console only as no plugins emulate this effect properly)
improved some greyscale textures
corrected tree-clock colors
rearranged allocations which mean no more blackouts or texture issues
you can kill the fish in the tanks with explosives (console only)
*Forest Temple
fixed grass texture
improved some greyscale textures
rearranged allocations which mean no more blackouts or texture issues

version 5
+Big Boo's Haunt from 'Super Mario 64'
+Bob-Omb Battlefield from 'Super Mario 64'
-Two patches with maps optimized for console and emulators
-Rearranged multiplayer level selection screen. The remaining classic levels are Complex, Basement, Bunker and Facility.
*Kakariko Village
improved soundtrack thanks to Omegacop_jp
*Blue Resort
improved rendering order for textures with transparency

2. FILES CONTAINED IN THE PACKAGE


GE_ClassicNintendoMaps_v5_console.xdelta -> This patch contains optimized versions for real hardware. Make use of your flashcart!

GE_ClassicNintendoMaps_v5_emulator.xdelta -> This patch contains optimized versions for emulators, with better framerates and longer drawing distances. Some maps will not work on console or perform very poorly.

Choose one patch to inject in the rom. You must patch the rom using the GoldenEye Setup Editor. You can download it from:
http://www.goldeneyevault.com/files/tools/setupeditor21/geeditsetupeditorinstaller2.exe

3. PATCHING THE ROM


-You will need the '*.xdelta' patch and a unflipped 12MB rom of 'Goldeneye 007'. A *.z64 rom should work.
-Open the GoldenEye Setup Editor.
-Go to 'Tools' and then to 'Xdelta Patching'
-Select 'Apply GE xdelta Patch'
-Select the original 'Goldeneye 007' rom
-Select '*.xdelta'
-Save the new file 'GoldenEye.rom'. You can rename the file, but you must keep the .rom extension.

4. RUNNING THE ROM IN PROJECT 64


If you are using Project 64 you need to change some settings in order to make the rom work smoothly.

For Project 64 1.6
-Load the rom and then, in the emulator menu, go to 'Options' and 'Settings'.
-Select 'Rom settings'. Change to the following for GoldenEye:
CPU Core Style: Recompiler
Self Modifying-Core Type: Change Memory and Cache
Counter Factor: 2 (setting it at 1 will improve performance but also cause some accelerated timing effects).
Check marks by: Large Compile Buffer, Register Caching, SP Hack, Use TLB.

If you are using any other version of Project 64 you have to copy the rom settings from the original GoldenEye rom to the Classic Nintendo Maps rom settings.

5. EXTRACTING MAPS FROM ROM


Only if you know how to use the 'GoldenEye Setup Editor'
I rearranged the level slots in order to have my maps better organized. This means the slot you see on screen doesn't replace the previous slot in the original GoldenEye. You should look for these slots in the 21990 menu if you want to extract the files.

Solo Missions
-Kakariko Village-> 0D - Dam
-Peach's Castle -> 0E - Facility
-Blue Resort -> 0F - Runway
-Forest Temple -> 10 - Surface 1
-Holiday Island -> 00 - Bunker 1
-Big Boo's Haunt -> 13 Caverns
-Bob-Omb Battlefield -> 04 - Archives

Multi levels
-Kakariko Village-> 12 - Temple
-Peach's Castle -> 0E - Facility
-Blue Resort -> 1A - Stack (setup from Stack, but bgfile and clipping from 14 - Citadel)
-Forest Temple -> 1E - Caves
-Holiday Island -> 1C - Library (setup from Library, but bgfile and clipping from 00 - Bunker 1)
-Big Boo's Haunt -> 13 Caverns
-Bob-Omb Battlefield -> 04 - Archives

6. SPECIAL THANKS


To SubDrag, Wreck and Zoinkity for the GoldenEye Setup Editor. Without such amazing tool this patch wouldn't been possible.

To radorn, SubDrag for his guindance during the creation of the patch and adding new cool features to the editor.

To GoldenEye Vault and Shooters Forever forums for gathering such and amazing community arround GoldenEye and Perfect Dark.

To Omegacop_jp for making Kakariko Village sound a lot better.

7. LINKS OF INTEREST


http://sogunstudio.blogspot.com/
- the patch creator's blog. It's mostly in Spanish but some articles are translated into English.

http://www.goldeneyevault.com/
- find here tools, hacks and tutorials for GoldenEye and Perfect Dark

http://www.shootersforever.com/forums_message_boards/
-Here's where the community gathers. Post your thoughts about the N64 classics, look for help for your hacks or announce them here.

Enjoy the game!

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Levels

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Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-multi-levels - http://n64vault.com/ge-multi-levels:nintendo-classic-maps
GoldenEye: Dark Edition
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Author: Wreck


Date: September 3, 2018


Category: Multi Levels


Level: Multiple


Description:


Mod: GoldenEye: Dark Edition
Game: GoldenEye 007
Author: Wreck

Date: September 2nd, 2018

This mod incorporates various Perfect Dark characters, levels and weapons, into GoldenEye. You'll be able to play as Joanna Dark (in her combat uniform), Elvis, Mr. Blonde, Cassandra de Vries, Trent Easton or the dataDyne Shock Trooper. Battles can take place in Skedar, Grid, Villa, or the remaining eight GoldenEye maps. Your arsenal of weapons now includes the Falcon 2, CMP150 and the deadly DY357-LX. Some things were replaced with PD ports, so apologies if one of your favourites are now absent from the game. The original "Grenades" weapon set is now "Perfect Picks", and contains only the PD ported guns. All multiplayer items should be unlocked on a new file. If you complete Cradle, you may just find that James has found himself a new lady during the end credits. There may be possible future updates, so check back to see if anything has been added.

Contributions…
SubDrag: Grid Multi Clipping
Zoinkity: Skedar Multi Clipping
Kode-Z: Villa Multi Clipping
CrashOveride: Falcon 2 and CMP150 Ports
Johnny Thunder: DY357-LX Port
Wreck: Character Ports, Backgrounds, and Miscellaneous

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Levels

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Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-multi-levels - http://n64vault.com/ge-multi-levels:goldeneye:dark-edition
Fort Plastro 1.1
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Author: Johnny Thunder


Date: February 3, 2018


Category: Multi Levels


Level:


Description:


Level: Fort Plastro
Modified Level: Temple

Author: Johnny Thunder

Date: February 3rd, 2018
Edited: April 3rd, 2018 (by Wreck)

Fort Plastro for GoldenEye 64:
19 years after its great appearance on Nintendo 64, the Fort Plastro of Army Men Sarge's Heroes is now in GoldenEye 64!

Programs used:
Blender for level clipping
Lemmy's Ripping Video Plugin
GoldenEye Setup Editor

Thank you very much to:
3DO Company, developer and creator of the Army Men franchise.
Sogun to adjust and optimize the level to be able to put it in the game and for his tutorials.
SubDrag, Wreck and Zoinkity for the GoldenEye Setup Editor.

Edit notes…
Adjusted memory allocations to load console.
Fixed center room so projectiles don't pass through.
Updated 4P sky data.
Changed arm type to Jungle (bare skin).
All characters available on new file.

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Levels

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Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-multi-levels - http://n64vault.com/ge-multi-levels:fort-plastro-1-1
Shapes and Colors
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Author: Coockie1173


Date: August 21, 2017


Category: Multi Levels


Level:


Description:


Hello everyone!

Welcome to Shapes and Colours, a new multiplayer map pack, completely designed by me!
All maps are playable, eventho some done have portals.
=======================
New maps:
Maze
Base
Shapes (fav)
Halls
Shoots
Bridge
Pit
Hightower
=======================
Short introduction to the maps:

Maze
Its what the title states: a big, maze.

Base
An underground base. Portals aren't functioning yet, so this map has NO portals.

Shapes
The first map I made for this project, a little map, suggested for 2 players.

Halls
Blue halls

Shoots
Now this is a special one. Instead off having the weapon sets, you spawn with a silenced pp7 in a small arena.
The person with the most kills, obviously wins!

Bridge
A small map, with a bridge over it!

Pit
A weird, but still fun map. Bit off a concept I worked out. The spawns might be messed up, but it's a rare happening.

Hightower
Last but not least, we have hightower.
This 2D RPG type map, has a huge tower in the middle, great for sniping!
=======================
The programs I used to make these maps are:
Sketchup (because i can't work with blender)
the GoldenEye setup editor
=======================

Special thanks to the graslu discord.
Also special thanks to SubDrag for making this possible!

Enjoy.

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Levels

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Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-multi-levels - http://n64vault.com/ge-multi-levels:shapes-and-colors
MultiplayerX's Extended Multi Mod
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Author: MultiplayerX


Date: May 8, 2014


Category: Multi Levels


Level:


Description:


N64 GoldenEye Multiplayer Extended Mod Final Version:

This is the OFFICIAL final release of Multiplayer Extended. The main goal of this mod was to maximize the bland and empty feel of many of the normal multiplayer levels as well as bring in fresh ideas that stay true to the goldeneye spirit. Nasa and Frigate II (Top Zone) were two insanely difficult levels to finish but hopefully worth the extra effort for this release. Boardwalk and Chop Shop have been carefully written back into the final version using meticulous setup jumping taking almost a week of troubleshooting. Nasa is an intense multiplayer setup utilizing the maximum amount of memory allocation and objects allowed in Library and Streets setup files. It is the only level in the mod that contains massive object configuration with buildings constructed out of wall objects and some new vehicle concepts including crawler transports. Frigate II is a stunning new area with a complete walkable deck and railing. Ghost clipping has been added to all models to give the illusion of collision detection.

Note** ghost clipping: A standardized method of clipping a wall or an object by use of another object flagged as invisible. The *invisible except to rockets* check marked make the object completely transparent allowing anything behind it to remain visible. This method allows levels such as Boardwalk possible to create invisible barriers that prevent the player from walking through (or on) a visible object, wall, or floor.

**All known level issues and glitches:

Object Pass Thru: You may notice some objects allow bullets to pass through them. These were flagged INTENTIONALLY to prevent the objects from moving out of place. Metroid I uses guard hats as rocks and would move out of place when shot. Rockets however explode normally with no effect.

Player Pass Thru: Clipping is not 100% perfect however is completely playable. I'm sure someone will find fault to whine about this but like blackouts is completely unavoidable due to editor inaccuracies and GoldenEye's game engine itself. Feel free to learn modelling and rebuild everything from scratch and I'd be happy to share the binaries.

Blackouts: Once again INEVITABLE. Blame Rare for sloppy texturing, modelling, etc. Every game engine has bugs especially emulation. Boardwalk, Frigate II, Surface III, and Isla Sorna all suffer the same fate when players stand in different rooms. Just keep moving and it will clear up. Frigate II is generally stable just be patient and everything will pop back. I have contacted select members on shootersforever.com forums to remodel the clipping in Frigate II when they have time so keep an eye out for a patch in the future.

Intense blackouts in Surface III. It is STRONGLY advised you use the White Out fog to compensate for visual acuity and level appearance.

Amazons and Runway have subtle texture differences from Metroid II texture conversions. Please forgive this however it is not my fault the levels BORROW textures from one another. I believe once you see these errors they can be easily overlooked after playing the new levels.

Ladders and Vanishing Backgrounds: Clipping again is the culprit here. Boardwalk suffers from vanishing backgrounds when stepping on to the deck from the main pier. The Island is unaffected. Mr.Kane has already invested hours of his time modelling this so there will be no fix unless he offers a revamp or someone else volunteers to. :( The ladder in The Island tower is tricky but works properly once you get the hang of it. Keep in mind to slowly back over the hole until you drop off the ladder. Just takes a little practice. ;)

bonus extras
Two music tracks have been written into the ROM to be used in both Metroid I and II from the original game midis. I honestly could not find an epic match of instruments that do justice to the nes metroid version but included the gameshark codes that point to the music files I added to the ROM.

++SPECIAL THANKS++
A very special thanks goes out to Subdrag, Wreck, Zoinkity, Mr. Kane, and Sogun for all of your support and advice during the development of this mod and every other mod created both past and present. Thank you for all of your hard work and every development tool that's been released and improved on.

Happy hacking and may GE live forever!

MultiplayerX

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Levels

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Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-multi-levels - http://n64vault.com/ge-multi-levels:multiplayerx-s-extended-multi-mod
Rogue Control Center
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Author: Eternally Aries


Date: December 1, 2013


Category: Multi Levels


Level:


Description:


I like to welcome everyone a brand new level of mine design strictly for Goldeneye 007.

Rogue Control Center!

This level took me about nearly a month, but it was well worth it in the end.

This level uses a complex texture set pattern. I also design it one polygon at a time. So textures will look as they do in the model editor.

This zip file includes some folders.

It includes 2 different Xdelta patches, One that includes objects in the level, and one that has no objects besides doors.
2 versions we're made because this allows players to choose if they want the objects in the level or no objects what so ever.
This also will allow players to experience the map at its best FPS as possible without objects of course. Using the object patch might take a tiny hit on the framerate, so keep that in mind.

Another folder is for editing the model it self. I included everything that is needed to allow users to edit or add onto the map.
You will need DeleD to add new polygons to the level. Such as walls and what not.

But if you choose not to edit the level model, you can use the Goldeneye Editor itself to edit the map. I included the OBJ and MTL files along with the textures.txt and every textured used in the level.
So this will allow you to add new objects in the map, or change the ammo layout to your liking.

I also included the original setup files for both with objects and without objects, including the clipping file and the portal file. So you don't have to create the clipping or portal the level again.

I hope you all enjoy this map, this took a while, and a few members of the ShootersForever community helped me solved a few problems along the way.

Enjoy and also Happy Late Thanksgiving!

~EternallyAries

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Levels

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- ge-multi-levels - http://n64vault.com/ge-multi-levels:rogue-control-center
Archives First Floor
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Author: Eternally Aries


Date: October 10, 2013


Category: Multi Levels


Level: Archives


Description:


Hello everyone, A request from fellow members of the group chat. Has ask me to make a level for them. Due to my spare time, I decided to make the archives first floor only map.

This map has only one floor design. Use mostly single player object set, but with barrel as a twist, along with extra boxes and some added objects to the outside part of the map.

As a reminder, this map can be played in four player mode. But keep in mind, the framerate will drop horribly.

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Levels

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- ge-multi-levels - http://n64vault.com/ge-multi-levels:archives-first-floor
Mirror Multi
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Author: Wreck


Date: September 1, 2013


Category: Multi Levels


Level:


Description:


Ever wish you could replay the classic multiplayer maps as if they were brand new again? Well, this is your chance. With the Multiplayer Mirror Mode patch, you won't know right from left! All eleven levels have been flipped around, as have the various objects included in their setup files. Nothing has been changed or altered from the originals - with the obvious exception of the mirroring. Weapon placements remain identical, and even the slight imperfections in door sizing/placing is present. Gun props and the Flag Tag Token have not been mirrored, as doing so causes held versions to face the wrong direction. Some textures and intro logos have been inverted for the fun of it, and should let you know what version of the game you're playing from the moment you boot it up.

In addition, every level has been made available from the start of a new agent file. You'll also have access to each character, from Bond to the female Moonraker Elite, and be able to let players choose the same person at any time. The AR33 Assault Rifle in both the Remote Mines and Timed Mines weapon sets has been corrected to use the AR33 prop model instead of the KF7 Soviet.

Special thanks goes out to SubDrag. His unique tools were able to convert the necessary files for use in the Visual Editor. Without his involvement, this mod would simply not exist.

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Levels

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Go back to Goldeneye Levels
Diddy Kong Racing Levels
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Super Smash Bros Levels

- ge-multi-levels - http://n64vault.com/ge-multi-levels:mirror-multi
Counter-Strike Map Pack 1.2
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Author: Monkeyface


Date: August 25, 2013


Category: Multi Levels


Level: Various


Description:


!!! IF YOU ARE COMPLETELY NEW TO THIS, GO TO THIS LINK, IT SHOULD ANSWER ALL YOUR
QUESTIONS: http://www.goldeneyeforever.com/goldeneye_emulation_emulators.php !!!

==============================================
Goldeneye 007 - CS MAP PACK
Version 1.2
Created by Monkeyface
Revisions by Wreck
==============================================

INDEX:

Requirements
About this patch
Installation
Known Bugs & Issues
Revisions
Version History
Credits

==============================================
REQUIREMENTS:
==============================================

Goldeneye Setup Editor, to patch your ROM, found here:

http://www.goldeneyevault.com/viewfile.php?id=37

A GoldenEye 007 (U) [!] ROM

The .XDELTA file in this .ZIP

A N64 emulator to play it.

==============================================
ABOUT THIS PATCH:
===============================================

This pack will replace 10 of the original multi player maps with
modified versions of some Counter-Strike classics.

===============================================
INSTALLATION:
===============================================

Use the Goldeneye Setup Editor to patch the normal .ROM with the .XDELTA file. Start and enjoy.

READ THIS IF YOU HAVEN'T DONE THIS BEFORE:

http://www.goldeneyeonline.com/goldeneye_rom_n64.php

===============================================
KNOWN ISSUES OR BUGS:
===============================================

Small holes in the world geometry. There aren't many but they exist. They should not affect your experience at all, my bug testers didn't even notice them.

No shadows. This is not a bug, but it's not very pretty. When I can find a satisfactory way to color the vertices/apply shadows, I will.

Scrunched textures. The editor is to blame here, right now there's nothing to do about it.

Texture errors. In some of the maps, there is chance that you run out of texture memory. That will result in some missing textures on your guns/hands, nothing major.

No sky. The graphic plug-in's fault. If your computer is up for it, download a more demanding plugin that will show everything correctly. I recommend Glide64 Napalm: http://glide64.emuxhaven.net/

The final level slot can not be accessed. An eleventh map was not finalized for the pack, thus it remains empty. There's nothing secret or hidden here, so don't bother trying to beat Aztec on 007 with max stats while only using your slapper, attempting to unlock a bonus map. There is none. Trust me.

Bad placement of guns? Look at the mini maps and create your own with this tool:
http://goldeneye.wikia.com/wiki/GoldenEye_Weapon_Set_Editor

===============================================
REVISIONS
===============================================

Version 1.1

- Customized intro logos, which originally crashed on console, have been edited
to display correctly. There is still an issue with the "GoldenEye CS Pack" logo,
where if you watch the entire Bond barrel walk sequence, it won't appear on screen.

- An erroneous clipping tile in the level Glock was corrected to allow travel on
the large ramp.

- Textures were setup to use hit types, which better represent the material types.

Version 1.2

- Updated memory allocations of each map.

- Deleted a bad spawn point in the Dust2Long level.

- Corrected some texturing issues in multiple maps.

- Modified the pools in Poolday for added realism.

- Edited one weapon pickup ID in the Aim map.

- Relinked the clipping and object pads.

- Removed collisions flag from body armour.

- Prevented access from final level slot.

- Changed the arm type to Jungle (bare skin).

===============================================
VERSION HISTORY
===============================================

Version 1.0: 12-07-2008
Version 1.1: 08-25-2013
Version 1.2: 04-06-2018

===============================================
CREDITS
===============================================

http://www.goldeneyevault.com/
http://www.shootersforever.com/
http://www.goldeneyeforever.com/

Monkeyface, that is me, I ported the original maps and spent countless hours getting
everything to work…

THE ORIGINAL MAPS ARE NOT MADE BY ME.
The only reason that I don't include the original creators is because I don't know
their names. Every other version spells out different author.

VERY SPECIAL THANKS goes out to SubDrag, for helping me a great deal with this project.

ADDITIONAL THANKS to Wreck, for fixing the logos for console play, editing textures to
use hit types, correcting a clipping error in Glock, adjusting textures in some maps,
removing a bad spawn point in Dust2Long, and updating setup files and clipping.

Even more special thanks goes out to the team behind the Goldeneye Setup Editor, this
project would literally not exist without your program.

The people over at shootersforever.com, thanks for helping me and being a very creative
community.

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Levels

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Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-multi-levels - http://n64vault.com/ge-multi-levels:counter-strike-map-pack-1-2
Wreck's Multi Pack
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Author: Wreck


Date: August 25, 2013


Category: Multi Levels


Level: Various


Description:


After a very long time sitting on the shelf, it's my pleasure to finally release an update to my original multiplayer map pack. There are now eleven custom levels available, with seven of those playable in the first release. The No Armor cheat option makes a return, as does the ability to let more than one person select a specific character. No Radar is unlocked by default at the start of a new agent file, as well. Flag Tag mode now randomizes the starting location of the token to one of four different positions. You may also notice that every stage plays a random song this time around, keeping the music selection fresh. Two brand new level images have also been created for the pack. Here's some additional information regarding the maps…

New levels include: Chemical Lab, Frigate La Fayette, Armored Train, and Antenna Cradle. Chemlab consists of the lab area from Facility, complete with tables and glassware. Frigate is a heavily optimized version of the La Fayette interior. Train is also the full interior of the stage, with the escape hatch locked off to keep battles inside. Cradle has been greatly optimized and condensed to keep framerate more stable.

Returning levels are: Facility Backzone, The Quad, Severnaya Bunker, Missile Silo, Archives Backzone, Caverns Frontzone, and Aztec Ruins. Some of these have been modified, either in setup or backgound & clipping, to improve performance or weapon layout. Noteable differences include major optimization to The Quad and Silo. Overhead pipes were removed from Quad's BG file, and the slanted walls straightened out to correct an issue with grenades falling through balcony architecture. Launch tubes in Silo are also much shorter and contain fewer rooms to use less resources.

Extra credit goes to: Zoinkity for the Randomizing Flag Token Location Action Block, as well as the No Armor cheat option and select same character feature. SubDrag for getting the No Radar cheat to function properly in its new slot, and the creation of the GoldenEditor - which makes this all possible.

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Levels

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- ge-multi-levels - http://n64vault.com/ge-multi-levels:wreck-s-multi-pack
Rainforest and Country Hills 1.1
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Author: Sogun


Date: June 20, 2013


Category: Multi Levels


Level:


Description:


Sogun Studio presents a multiplayer map based on a jungle map that was once a demo. The strong points of this map is the density of palms and drawing distance, trying to keep framerate to a playable level. It's not a big map but it's easy to get lost and be surprised by your enemies. Available for 3 and 4 players too, with less palms to keep the map playable.

An optimized Rainforest has been included, which features the same number of trees that would only be loaded during a 4-Player match in the original. You should find that this map runs more smoothly, since the amount of trees has been cut down significantly.

Also thrown into this patch is an alternate version of the same map, this time without any trees. Country Hills results in something very unique in GoldenEye multiplayer. You'll also find the framerate to be quite stable, as there is far less being drawn on screen at one time than in either incarnation of Rainforest.

0. FILES CONTAINED IN THE PACKAGE
------—-
GE_forestandhills.xdelta -> this is the patch that needs to be injected in the rom. You must patch the rom using the GoldenEye Setup Editor. You can download it from:
http://www.goldeneyevault.com

1. PATCHING THE ROM
---——
-You will need the 'GE_forestandhills.xdelta' patch and a unflipped 12MB rom of 'Goldeneye 007'. A *.z64 rom should work.
-Open the GoldenEye Setup Editor.
-Go to 'Tools' and then to 'Xdelta Patching'
-Select 'Apply GE xdelta Patch'
-Select the original 'Goldeneye 007' rom
-Select 'GE_forestandhills.xdelta'
-Save the new file 'GoldenEye.rom'. You can rename the file after creating it, but you must keep the .rom extension.

2. RUNNING THE ROM IN PROJECT 64
------
If you are using Project 64 you need to change some settings in order to make the rom work smoothly.

-Load the rom and then, in the emulator menu, go to 'Options' and 'Settings'.
-Select 'Rom settings'. Change to the following for GoldenEye:
CPU Core Style: Recompiler
Self Modifying-Core Type: Change Memory and Cache
Counter Factor: 2
Check marks by: Large Compile Buffer, Register Caching, SP Hack, Use TLB.

For Perfect Dark you want:
CPU Core Style: Recompiler
Self Modifying-Core Type: Protect Memory
Default Save type: 16Kbit EEPROM
Counter Factor: 2
Check marks by: Large Compile Buffer, Register Caching, Use TLB.

3. SPECIAL THANKS
---
To SubDrag, Wreck and Zoinkity for the GoldenEye Setup Editor. Without such amazing tool this patch wouldn't been possible.

To Acceptable67, EternallyAries, Multiplayer X, Rey and SATURN_81 for their feedback and sugestions.

To GoldenEye Vault and Shooters Forever forums for gathering such and amazing community arround GoldenEye and Perfect Dark.

4. LINKS OF INTEREST
----
http://sogunstudio.blogspot.com/
- the patch creator's blog. It's mostly in Spanish but some articles are translated into English.

http://www.goldeneyevault.com/
- find here tools, hacks and tutorials for GoldenEye and Perfect Dark

http://www.shootersforever.com/forums_message_boards/
-Here's where the community gathers. Post your thoughts about the N64 classics, look for help for your hacks or announce them here.

Enjoy the game!

5. REVISIONS
--

04.05.18: by Wreck

Included optimized Rainforest with fewer trees.
Included alternate Country Hills version.
Rescaled map to 1.0 scale.
Deleted 16 tagged object type.
Deleted weapons attached to non-existent guards.
Relinked clipping and object pads.
Changed arm type to Jungle (bare skin).
Modified memory allocations.
Adjusted sky block data.
Changed grass texture to use dirt hit type.
Updated and imported level select images.

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Solo In Multis (GoldenEye Legends)
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Author: MultiplayerX


Date: June 16, 2013


Category: Multi Levels


Level:


Description:


GOLDENEYE LEGEND is a complete conversion of all campaign levels in Solo Player to Multiplayer. Part ONE contains levels Dam-Archives. Part TWO contains levels Streets-Egyptian. All levels that actually have a visible sky and / or fog have been color coded with different options for your personal preferences. Please feel free to use them in whatever combination you find to your liking. A water hack (FRIGATE) is also included that will code a fairly decent ocean for players that cannot get GLIDE to function. The music selector file will allow you to change the DEFAULT music to your liking as well. ALL LEVELS play the default multiplayer MUSIC setup used to convert their SOLO setups. Hope this mod becomes a LEGEND for all fans and players around the world and may GoldenEye live FOREVER and stay a LEGEND ;) !

Special thanks to Subdrag for his EDITOR and tutorials!

BONUS LEVELS - Citadel* and Cuba*

It made sense to fill in the last two multiplayer slots with these two great levels. Cuba has been CUSTOM redesigned to make the level feel fuller and correct all other versions that had SEVERE object glitching. The error was because an IN FRONT flag was tagged on all objects causing them to float in front of players. Special thanks to Wreck and Subdrag for patching an additional GHOSTING error as well. Thanks to Zoinkity for his Citadel setup and CLIPPING patch. This level would not run without his dedication. Hope you enjoy the bonus levels and may GoldenEye live forever!

This is a NEW version of Cuba multiplayer with an additional BONUS level called Colombia. Consider these AMAZING creations a freak accident while playing with SCALE values. Special thanks to Subdrag for the advice. Cuba is now OFFICIALLY finished. The smaller the scale, the bigger it gets. Runway was a good starting point but NAILED it going even lower :). Colombia is a freak accident left over from a scale test that made Cuba look a little big. Sooooo, decided to add a section of Streets to make it appear like a Colombian drug lords house and removed the collision flag to allow the ILLUSION to flow throughout the whole level without trapping the players against the edge ;). Hope you enjoy this thing because honestly I am liking Colombia more than Jungle or Cuba combined.

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Warehouse
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Author: ShiftClick


Date: April 1, 2013


Category: Multi Levels


Level:


Description:


[Goldeneye 007 Custom Level]

Level: Warehouse
Modified Level: Archives(Multiplayer)

Author: ShiftClick [moc.liamg|7991321bhc#moc.liamg|7991321bhc]

Date: April 1st 2013

GameShark Codes Required: None (besides Codelist for uploading to console)

Comments: Finally.
Ever since I saw TimEh's Island level, I have been captivated by the idea of building my own GoldenEye 007 custom levels from scratch.
Well, I never thought I would be able to do it, but I did. With the help of Acceptable67, SubDrag, and Sogun, I have accomplished my dream.
Without these people, this level would have never happened. From this point forward I will be building my own levels, and bringing my ideas to life
with the help of the magical creation known as the GoldenEye Setup Editor. I would like to thank everyone who helped me get to this point,
whether it be a simple reply to one of my questions, or a paragraph of explanations. I am so lucky to be a part of such a kind community of
people who share the same main interest as me. Thank you. :)

—-

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Cradle Duel
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Author: HackBond


Date: January 29, 2013


Category: Multi Levels


Level: Cradle


Description:


A very very small level consisting of only final duel with Trevelyan.

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Upper Stacks
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Author: Rey


Date: September 30, 2012


Category: Multi Levels


Level: Stack


Description:


This is my first multiplayer map I've done and finished. Its playable and really fun. See what made me do this is that in Stack, not many fire fights happen on the upper rails of the map. So I made a map where you're there, and in the middle of the main room.

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New Levels 1.1
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Author: Phillies037


Date: August 25, 2011


Category: Multi Levels


Level: Many


Description:


Name: New Levels
Modified Levels: Multiple
Author: Phillies037

Date: August 25th, 2011
Edited: April 21st, 2018 (by Wreck)

Do not attempt to play the solo missions as it will cause it to crash. All characters are unlocked as should be the levels (no cheats needed). The depot is the garage at the end of the level near the train. Bunker is the lower back section of the level. Egyptian is the very lower half of the level. The facility is just the bathroom. Control Center is the single room north of the level. Caverns is the back section with doors removed. Frigate is the engine room and the hallway towards the engine room. Aztec is the launch pad. Archives is the back section and upstairs. Streets is just the alley. Silo is the top section. Most of these levels are in a fairly contained area, hopefully to give more action. More levels to come!

depot-garage near train
bunker-lower back section
egyptian-lower level
facility-bathroom
control center-back room
caverns-back section
frigate-engine room, hallway
aztec-launch pad
archives-back section, upstairs
streets-alley
silo-top section

Edit notes…

General…
Adjusted memory allocations for most maps.
Included missing level select images.
Renamed levels in menus.
Updated theme songs for those using random.
Modified Depot sky blocks.
Tweaked Archives doors.
Removed leftover props from Archives.
Added proper bitflags to Frigate doors.
Corrected flickering on monitor objects.
Changed arm type to Jungle (bare skin) on most.

Facility Bathroom…
Deleted leftover special visibility.
Removed desk (too crowded).
Modified two weapon IDs.
Relinked one ammo crate and weapon.
Removed collisions from weapons.
Rotated & shifted some spawn points.
Updated some door flags
Included locked door.

Streets Alleyway…
Removed collisions flag from weapons.
Modified one weapon ID.
Slightly changed car size and bitflags.
Rotated & shifted some spawn points.
Included gates as barriers.

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Labyrinth
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Author: Zoinkity


Date: February 27, 2011


Category: Multi Levels


Level:


Description:


Labyrinth, ported from TWINE

Yep, ported. Eurocom has a unique telemetry storage system which builds display lists at runtime, and this stage was rebuilt for GE using the same data. So, really, the stage was recompiled. The textures were directly placed within the wrapper GE uses for its data. The portals are a direct copy of TWINE's, as is the relative scale factor (keep in mind TWINE characters are slightly smaller). As far as geometry, the only change was omitting TWINE's static sky model and building a comparable one for GE.

Even the setup file is relatively untouched. The spawn positions and weapon pickup locations have not changed. Body armor is at the "gadget" location in the center of the map. In fact, the setup was only ammended slightly due to a lack of ammo boxes, rotation factors, and ai set data.

Simply apply either the ips or the xdelta patch to an unbyteswapped North American (NGEE) GoldenEye ROM.

-Zoinkity

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Sewers
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Author: Eternally Aries


Date: Auguest 17, 2010


Category: Multi Levels


Level: Sewers


Description:


PD's Sewers level in GoldenEye.

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Bottling Room 1.1
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Author: BMW


Date: January 26, 2010


Category: Multi Levels


Level: Facility


Description:


Level: Bottling Room
Modified Level: Facility
Author: BMW

Date: January 26th, 2010
Edited: April 12th, 2018 (by Wreck)

Apply the ips patch and load facility from the level select menu.

I'm fairly sure I've worked out all the clipping and bg bugs, but if you find any, post them here. This level will eventually be part of a 12-level multiplayer pack (which I'm kind of writing from scratch).

There have been numerous background changes, designed to both improve framerate and to add a few travel routes. Also imported part of the runway and connected it to the back of the bottling room.

4-player is still, IMO, too chopopy to play. But 2-player and 3-player play very well. Confirmed framerate improvement over the original map I released several years ago is 20 percent (12 percent from bg mods, 8 percent more from a more lean setup file).

Edit notes…
Removed extra null portals from background (crashed console).
Deleted special visibility commands leftover from Facility.
Prevented walking through wall near old lab hallway.
Modified some background texturing.
Adjusted memory allocations.
Added fall to ground flag on weapons.
Removed collisions flag on armour.
Changed armour model to match strength.
Edited certain door flags and paired sounds.
Turned lab glass into tinted type.
Relinked clipping and object pads.
Changed arm type to Jungle (bare skin).
Renamed level as Bottling Room.
All levels available on new file.
All character unlocked on new file.

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Streets Multiplayer 1.1
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Author: BMW


Date: January 26, 2010


Category: Multi Levels


Level: Streets


Description:


Level: Streets Multiplayer
Modified Level: Facility
Author: BMW

Date: January 26th, 2010
Edited: April 12th, 2018 (by Wreck)

Finally finished this thing up. If you find any bugs (particularly with clipping) please post them here. I'm not confident clipping is 100 percent perfect (mainly due to the street elevation drop on the pavement itself with the vertical plane crossing over multiple rooms).

Otherwise, I'm basically done. Post any comments/complaints/suggestions here as well.

Overall framerates are as good as they're going to get without making the stage too bare. 2 and 3 players play quite well, 4 players can lag a bit in the open areas - though all are leaps and bounds better than the original map. I tried to strategically place as few objects as possible because each additional objects really affects framerate.

And of course don't forget to change your rom settings as I made 21990 modifications. Streets is in the Facility mp slot.

Edit notes…
Removed extra null portals from background (crashed console).
Adjusted memory allocations.
Changed visibility and included new sky blocks.
Deleted "gas tanks" from white vehicles.
Removed collisions flag from weapons and armour.
Modified health and flags on jeeps.
Edited door bitflags and paired sounds.
Removed starting inventory and ammunition.
Changed arm type to Jungle (bare skin).
Updated level image and name.
All levels unlocked on new file.

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