GE Multi Levels Visual List
GoldenEye 007 - Tournament Edition
GoldenEye 007 - Tournament Edition
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Optimized Multiplayer Mod

Author: Wreck


Date: October 9th, 2019


Category: Multi Levels


Level: Multiple


Description:


GOLDENEYE 007 - TOURNAMENT EDITION:

Author: Wreck
Version: 1.01
Date: October 9th, 2019

Previous Versions…
Version: 1.0
Date: May 2nd, 2019

Welcome to GoldenEye 007 - Tournament Edition. This mod is the combination of two things, which primarily focuses on the multiplayer portion of the game. The first being an attempt to help performance, by cutting down on how much is being drawn on screen at one time, as well as other changes that allow levels to load a bit more quickly. The second is a series of adjustments that either act as corrections, or ways to change the game up enough to even make veteran players not know everything. You will find more in-depth notes on what has been done below. There is also an alternate patch, which does all the same stuff as the first, but also gets rid of the background music. This may or may not actually have any impact on performance, though the idea of the less being processed the better applies here. The ultimate goal is to create a smoother experience for one of the greatest multiplayer games ever crafted.

Version 1.01 Notes…
Three somewhat minor updates in this release. The first is a correction to the ammo crate that was changed to a different pad in Egypt multi. Not a big change, but it is now as it was intended to be by Rare. Also, another recent discovery had me revisit the Temple multi map. It had to do with portals not being closed by doors. Lastly, a portal issue in Library has been fixed up. You can read further down under "Other Adjustments" for more info on these changes.

OPTIMIZATIONS:

Weapon optimization.
Every weapon has been combed over and edited with extreme care. All parts which can not be seen while equipped in first-person view, are no longer being drawn. This also includes the hand models that carry pistols, and even the watch detonator. As multiplayer mode does not allow you to dual-wield, portions of the right side were removed. If you are playing with All Guns in a mission level, you will see parts are not there on your left handed version (should it not be a mirrored copy).

Character model distances.
Most character models (not heads, however) include both a higher poly model and a lower poly version of different parts. Which one is currently rendered on screen depends on your distance from them. Some characters switch from closer range, while others can be a bit further away before noticing the change. Now everyone that uses this system is set at the shortest distance any GoldenEye character originally utilized. The transition between high and low poly models is less noticeable on console, as emulators have a much sharper image.

Bullet collision visuals.
When a bullet strikes a background surface, it produces multiple after effects (other than the obvious sparking and bullet hole). The first thing is shrapnel. Small pieces of debris fly out from the damaged area. Secondly, is a small fireball. And finally, there is a bit of smoke that rises up and out from the point of impact. Each of these effects pulls more resources, which can lead to slowdown - especially when using weapons with a high rate of fire. So for this mod, both the fireball and smoke have been removed, and the amount of shrapnel cut in half. It is a small price to pay for a helpful adjustment. Besides, in the heat of multiplayer battle, it is very easy to overlook these visuals entirely.

Explosions and Rocket / Grenade Launch smoke.
The amount of smoke clouding for all explosives and launched projectile weapons has been halved. This effect, especially when a player is in amongst it, can slow down gameplay. The amount of shrapnel for all explosions has also been reduced by fifty percent.

Bare handed.
All levels now use the "Jungle" Bond hand/cuff model. This is more of an aesthetic choice than a performance one, though quick editing of the models does use fewer polygons than before.

Unused pad data removed from all multi maps.
Each mission based multiplayer level had the entire set of mission pad positions within their setup files. Even the multi exclusive maps sometimes had a few extras left over. By cutting these out, the level will load more quickly. Certain maps will be more noticeable than others.

*No music.
Every song used during missions and multiplayer has been muted. This does not just turn the BGM volume down to zero percent, but forces an original silent track from GoldenEye to play in its place.
(only in the no music version of the mod!)

OTHER ADJUSTMENTS:

All multi maps unlocked on new file.
Every level will be available to play from the start of a new file. Also, each now allows the max of four players to participate in a match. However, there can be some issues, such as slow framerate or shared spawn points.

Extra Characters.
On top of every character being unlocked, you can now play as alternate versions of certain cast members. Both Natalya's appearance in the Cuba missions (at her corrected scale), as well as Trevelyan's initial look in the Facility, are available. As well, there are four more costumes for 007 himself; his spiffy blue suit, Q approved sneaking suit for covert operations, an insulated grey parka for use in colder environments, and comfortable jungle fatigues for when things start to heat up.

Spawn point ordering.
Many of you may already know that GoldenEye doesn't really choose your next spawn point at random. Each level has a list, and the game will continue down that list with each death, unless another player is within too close of proximity to that pad. When that happens, it will skip to the one after that. This reordering of spawns is to help prevent veteran players who remember these patterns from knowing exactly where their opponent will appear next, thus no longer making them a vulnerable target. It does NOT change the original positions, but in which order they are used.

Flag Tag locations.
Normally, the flag appears at one default position for every level in multiplayer. Whoever is fortunate enough to spawn nearest it, will undoubtedly run straight to it to immediately earn some valuable ownership time. In the Tournament Edition, there are now four possible locations where the flag token could appear. Instead of it being purely based on luck, players will have to guess where it may be. This adds a bit of chance to the scenario. Thanks to Zoinkity, who first came up with this idea in a customized Temple multi.

Ammo crates and Flags moved.
In three levels, certain boxes of ammunition have been moved. Temple originally had three erroneously positioned crates, which ended up sharing the space with other boxes. If you shot at them, it would almost appear as though an extra crate would pop out. Using the leftover pads within the setup file (and Perfect Dark's version of Temple as a guide of sorts), these three have been placed at - what can only be assumed of as - their correct positions. As a very minor side effect, the original Flag Tag Token position was moved ever so slightly over. In Archives, two ammo boxes were stuck inside one another, down on the ground floor near the Golden Gun position. There was easily enough space next to them to allow for the separation. Also, Egypt had one crate placed way down in the flooded basement, when it should have been next to its partner ammo crate in the upper level. Simply tweaking the clipping tile value it was associated with placed it back up top. Lastly, it seems Rare may have paid less attention to where the Flag Tag Token went in the Library level. Instead of being at its own special place, it shares a spot with an ammo crate. It is now a few feet away, and no longer sitting inside the crate.

Bunker 2 cells.
It has always been a bit odd how the doors used on the two holding cells were not the same as the mission version. Rather than using the proper security bars, instead there were solid doors, like those in the later portion of Facility. This mod addresses that, and replaces them with the appropriate doors. You can also fire weapons and throw objects through them, as well.

Temple stone doors (v1.01).
Even though those large stone doors were setup to close the portals that connect the rooms between them, they did not. There were two issues causing this. The first was the model rotation. Because of how Rare was using these doors, it was actually showing the sides of the door as the front and back. It needed to be rotated 90 degrees to address this. Also, due to the thickness of the doors, they were still having trouble. So other than the one in the center of multiple ramps (which does not close any portals, anyway), the rest were reduced down to the depth of one floor tile. Temple already runs very well, but having portals close certainly can't hurt. Now you also shouldn't be able to blast an enemy through a closed door with a penetrating weapon. And maybe it's just me, but they do seem to open a little more easily, too.

Library portal fix (v1.01).
A very subtle issue with one of the floor grating portals has been dealt with. Visible only from the upper (Stack) area of the map and looking down into the basement, you could see the grey stone edging beneath the grate would go black from different angles. This had to do with where the portal was positioned. However, this is exactly how Rare setup the other similar areas, as well. The real issue was actually that the grey stone below the grating panel needed to belong to the upper room, and not the lower one. By simply stripping it out of one and placing it in the other, the portal no longer had any conflicts.

Watch inventory models.
As most weapons have been optimized, they looked rather unappealing inside the watch menu. They no longer show, nor do the rest of the games mission gadgets and collectible items. You can still tell what's what by their names.

Auto-Aim off by default.
Under the multiplayer options, it will begin with Sight ON, Auto-Aim OFF being selected. You can easily change this yourself in the menu.

AR33 fix in two weapon loadouts.
For both the Remote Mines and Timed Mines sets, the AR33 Assault Rifle now uses its correct weapon pickup model. The original game erroneously gave out KF7 Soviet prop model by mistake.

Same character selection.
If you have a favourite character, but someone else also wants to use them, you won't need to argue or flip a coin anymore. Up to four Siberian Special Forces members can be roaming the Basement all at once now.

No Body Armour cheat.
Taken from Zoinkity's Dr. No patch, this cheat will remove all instances of body armour throughout the game while activated. Not only will this prevent certain players from hogging up the extra protection in multiplayer, but it can add a little more challenge to missions that still include the odd armour even on 00 Agent difficulty. Once you turn the cheat off, the armours will appear as normal. There's no unlock required to use it.

No Radar cheat.
This cheat is now unlocked by default. So if you don't want the radar showing, you can disable it without needing to achieve the target time on Frigate.

Line Mode cheat.
Since No Radar is now available automatically, one of the best known unused cheats - Line Mode - is now unlocked when completing Frigate within the target time. Known in some other games as "Pen and Ink Mode", it almost makes the game feel like an animated black and white comic book. The cheat list has also been extended to make room for the additional cheats, and shifted upward for a better look.

Oddjob is on vacation.
Since it has basically become a rule that no one chooses Oddjob, he has been "removed" from the list. However, there IS still a way to play as him, though it will mean you really are a cheater if you manage to do so.

BUG NOTES:

If you are playing on a new file, which hasn't had any of the missions completed yet, there is an issue using cheats. Should you turn on either of the unlocked cheats (no armour or no radar), you will notice that every level is blacked out. However, if you try clicking on any of them, it will somehow allow you access to the Silo. This is the only mission you can play, unless you begin completing the campaign properly.

In Archives, it is possible for two or more players to spawn at the same position at the start of the level. This issue exists even in the original version of the level. It is caused by a player distance proximity test. Since this map is somewhat small, and comprised of two floors, it can often test that two spawn points are too close together. When this happens, it will shift down the list of spawn points to try and find another position. However, sometimes players end up sharing the same spawn point. If this happens, simply exit the level and try again… or just slap each other to death.

The Line Mode cheat has issues with certain emulators, which can result in the game being unplayable. Nothing to do with this mod, but the graphics plugins being used.

Not so much of a bug, but something to note. If you are planning to use anything that can affect the player field of view (either an emulator or a GameShark / Action Replay code), you will definitely notice where parts of weapons and hands are now absent. This includes the buttstocks on rifles, and even handles on many firearms. The edits were made and tested to appear unmodified by traditional playing conventions.

POSSIBLE FUTURE PLANS:

Optimization of knives, taser and sniper melee models.
Proper optimization of the watch laser / detonator model.
Further tweaking of the explosions and smoke.
An extra cheat to fill page.
Dam as default mission with cheats on new file.

CREDITS/THANKS:

Wreck: For the brunt of it.
SubDrag: For the creation and maintenance of the GoldenEye Editor, and Silo X track looped version.
Zoinkity: For select same character, Dr. No cheat (no body armour) setup, and original random tag placement action block design.
Carnivorous: For continuing to update and maintain the GoldenEye Editor.
N64 Vault: For making sure the legacy of GoldenEye modding keeps growing.
You: For still caring about this game enough to download the mod.

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Super Mario Brothers
Image Unavailable

Author: EternallyAries


Date: September 24, 2010


Category: Multi Levels


Description:


Hello all i want to welcome you to a new Goldeneye 007 level made in DeleD by me.

This level is a Super Mario Brothers level.

This level take at least 2 weeks to make it so i hope you all enjoy it as much as i enjoy makeing it.

Now thar is one problem in this level that i cant seem to fix.

On some wall and on some floors it will have werd textures that got strech somehow and i cant not seem to fix.

But thats all the problems for now if you find some more plse do tell me thank you.

Oh and if you want to look at this level in the Goldeneye editor or DeleD. Just use the stuff in the My Stuff file.

And i ohmost add a Mario Brothers midi. But it did not work out so it did not make it to the level. But you can still herd it if you want in the My Stuff file. Or play
it in game in the Dam sents i use that level as a test level for the song so if you want to kill some bad guy wile hering the Mario song go ahead.
And i ohmost for got.
Happy 25th Anniversary Mario!

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Pokemon Snap Beach
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Author: SubDrag


Date: December 23, 2016


Category: GE Multi Levels


Level: Not specified


Description:


Pokemon Snap Beach level ripped from the game, and imported into GoldenEye multiplayer. Note that the texture size had to be halved in many cases, as images were too big and it was going to take a while to disable mipmapping on the appropriate triangles, since there were quite a lot. Also, due to difficulty in cutting the level, it is only one room, though it appears to work 2P-4P (at least 2P confirmed console). The rip wasn't perfect that I made, so I had to manually adjust the uv scale of some textures.

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Golden Nintendo Maps (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: Golden Nintendo Maps

INDEX


1. What is Golden 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 GOLDEN 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 and I even named the project as Classic Nintendo Maps after the third version. For release #6 I changed the name again to Golden Nintendo Maps in order to differenciate it from an uncoming Perfect Dark compilation. This last release includes the content from all previous 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 (thanks to SubDrag)

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

version 6
+Icicle Pyramid from 'Diddy Kong Racing' (original idea by Wreck)
+Tawfret Ruins from 'Jet Force Gemini'
+War Colors from 'Conker's Bad Fur Day' (suggestion by Kerr Avon)
+Targitzan's Temple from 'Banjo Tooie' (suggestion by Wreck)
-Added 'Golden Nintendo Maps' logos in certification and title screens (thanks to Carnivorous)
-Extended Cheat List with the inclusion of Invisible [Multi], No Body Armor, Line Mode, No AA (thanks to Carnivorous)
*Kakariko Village
splitted version in multiplayer for the emulator patch as in console patch and lighter setup for
3P and 4P on both patches to boost performance
*Holiday Island
added sky and ocean in emulator patch for 1P, 2P, 3P and 4P. In console patch added sky and ocean
for 1P and just sky for 2P. 3P and 4P remain with no sky.
*Big Boo's Haunt
fixed bookcase door (thanks to Wreck)

2. FILES CONTAINED IN THE PACKAGE


GE_GoldenNintendoMaps_v6_console.xdelta -> This patch contains optimized versions for real hardware. Make use of your flashcart!

GE_GoldenNintendoMaps_v6_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 4.0. You can download it from:
https://github.com/carnivoroussociety/GoldEditor

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 organized in a better way. 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
-Icicle Piramid -> 17 - Bunker 2
-Tawfret Ruins -> 01 - Silo
-War Colors -> 06 - Frigate

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
-Icicle Piramid -> 17 - Bunker 2
-Tawfret Ruins -> 19 - Basement
-Targitzan's Temple -> 0C - Egypt
-War Colors -> 0B - Complex

6. SPECIAL THANKS


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

To SubDrag for his guindance during the creation of the patch and adding new cool features to the editor. Also for managing the GoldenEye Vault (now closed) for so many years.

To radorn for his technical teachings that helped me understand how the game works. Also for thinking that 'Holiday Island' would be possible as a multiplayer map.

To Wreck for his help fixing some maps.

To Omegacop_jp for making 'Kakariko Village' sound a lot better.

To Kerr Avon for suggesting 'Colors'.

To Carnivorous and everyone involved in N64vault.com for keeping the community alive and growing.

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

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://n64vault.com/
- find here tools, hacks and tutorials for GoldenEye, Perfect Dark and lots of other games!

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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GoldenEye: Dark Edition
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Author: Wreck


Date: October 9th, 2019


Category: Multi Levels


Level: Multiple


Description:


Mod: GoldenEye: Dark Edition
Game: GoldenEye 007
Author: Wreck
Version: 1.01
Date: October 9th, 2019

Previous Versions…
Version: 1.0
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.

Version 1.01 Notes…
Only some minor updates to mention. The DY357-LX's ejected casings were removed (was never an issue in multiplayer), and a few other of its stats were tweaked. This includes muzzle flash depth and force of impact. Also, the sound effect used during the intro barrel walk for Joanna's Falcon 2 was changed to match the gun.

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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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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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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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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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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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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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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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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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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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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