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Carry-Over Mod
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Author: Wreck


Date: September 27th, 2020


Category: GE For Fun


Expansion Pak: Yes


Though we usually say GoldenEye has twenty missions, the truth is that there are really nine. Some of those missions consist of multiple levels, while others only have one. What this mod does, is treats each mission as one level, with "checkpoints" in between. When you complete Dam, whatever you had for health, armour, weapons, and ammunition, will be copied into RAM. This data is read once you load Facility, and is then applied to your stats and inventory. You'll need to be cautious when playing a lengthy mission. The more levels that are included, the more important it is to keep your damage minimal. The powerful weaponry you can acquire can certainly make up for that, however. By the time you reach the Train, you might be packing a large assortment of firearms and explosives. But in some other levels, where Bond was captured previously, you'll need to search the map to track down your equipment again. One-off missions, such as Silo and Aztec, have had edits made to increase difficulty slightly. Be it less armour, quicker hostage execution times, or fewer bullets for legendary weapons. This mod will let you experience GoldenEye in a new way, which is always entertaining.

A few notes…

Expansion Pak is required.

When you reset or power down the game, the data from each level completion (health, armour, weapons, and ammunition) will be wiped out, as it is only stored temporarily within RAM, and not saved. It also does not matter which agent profile (save folder) you are using.

If you're playing on a completed save file, where all levels have been unlocked, you may notice that some will boot you back to the select folders if you attempt to play them. You'll need to play the first level within the mission, and advance through them one at a time. You can begin any of the nine missions, though. The reason for this is that the game is looking for the data copied out from the previous level. If nothing exists, you'd have no health or ammo.

Using the easier difficulty settings will cause you to receive more ammo than you're supposed to. The amount of ammunition you have at the end of a level is copied, and in certain levels, will be placed into an ammo crate. On Agent difficulty, you'll get twice as much as you would on 00 Agent, while Secret gives out an extra fifty percent.

Some minor changes were made for consistency. You'll actually have access to the remote mines in Dam, so they don't magically appear in Facility. If you use them up before then, they will not be available for you later. Caverns is another example. The ZMG you begin with has been removed. The reason for this is because that particular weapon was nowhere to be found in either Jungle or Control, and you can pick it up almost immediately after stepping out of the elevator. Your timed mines are also gone, but are now stored inside an ammo crate within the level. Depot has had one area of the level physically altered, but I'll leave it up to you to figure out the reason.

Should you run into any issues, please don't hesitate to inform me.

Special thanks…
SubDrag: For creating/maintaining the GE Editor.
Zoinkity: For his Expansion Pak patch.
Carnivorous: For his Footsteps patch.

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Complex (Terrell)
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Author: Terrell


Date: September 24, 2020


Category: GE Solo Levels


Level: Dam


Description:


Primary Objectives:
Collect material test sample
Rescue hostages
Destroy security cameras
Obtain blueprints
Disable server on main console

This is my first multiplayer level as
Complex that turns into a singleplayer map

Johnny Thunder
For the Colt Single Action Army Gun/Prop

CrashOveride
For the CMP150 Gun/Prop

Wreck
For testing, suggestions, and some editing

Thanks for playing!

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Exterior: Stealth
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Author: ZKA


Date: September 13, 2020


Category: GE Solo Levels


Expansion Pak: Yes


Start of a new storyline.
Unknown signals have been transmitted from an uplink box somewhere deep in the mountains of Novy Urengoi. It is believed there are undergoing activities going on out there so the most logical assumption would be that there is a hidden base. The signals have been used to delete criminal history of a Russian organisation, and to jam any interference with law enforcement. MI6 has sent 007 to investigate and find out what's going on there, but he'll have to go in stealthy.

Objectives:

a) Retrieve your equipment
b) Install covert modem
c) Disrupt all security equipment
d) Avoid alerting guards

Special thanks to:

Carnivorous/Zoinkity, for the footsteps/expansions patch

Wreck, for helping sort out some issues and including more guard & objective checks

Thanks for playing, sequel underway!

~ ZKA

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Summit
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Author: Nico00


Date: September 13, 2020


Category: GE Solo Levels


Level: Silo


Description:


Short Info

Its my Third Level, and that is the Multiplayer Map Library turned into a Singelplayer Map.

Objectives:

Destroy Mainframe Servers
Sabotage the Prototype Weapon
Contact Bile via Radio
Collect all 4 Gas Storage Units
Silence Mayday

Special thanks to:

Wreck: Testing & Helping out with Editor Stuff

Zka: Testing & For the Greyscale Image

CrashOverride & Valve : For the Counter-Strike Glock Gun/Prop/Sound

Thanks for playing!

Nico00

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Vertigo v1.1
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Author: Nico00


Date: September 6, 2020


Category: GE Solo Levels


Level: Bunker 2


Description:


Short Info

Date: 06.September.2020
Edited: 20.September.2020 (by Wreck)

It's me Tomislav but under a different name. This is my second level after my cringe level that is Research Facility. I finally found the time and passion to create a second Level. I've decided for my future levels to not create a storyline because I just don't want to and I think just because a level does not have a story plot behind it doesn't make it automatically boring or bad.

Maybe I will create a storyline, but for now my next levels will not have a story icksdee.

Objectives:

Wipe-out Mk 42 Tigerfish Torpedoes
Find location of other base
Silence base commander
Escape by vehicle

Special thanks to:

Wreck: Testing and editing the updated version

Zka: Helped me how to fix something in the Setup Editor

Graslu00 & QueenAllTheWay: Helped me translate something from English to Spanish, Idea got scrapped in the end :/

CrashOveride & Valve : For the Counter-Strike CV-47 Gun/Prop

Yourgamerman: Reporting a crash in level on console

Thanks for playing!

Nico00

Edit notes v1.1…
increased glass door distance (crashed console at zero)
added one-way door locks to control room entrance
removed one-way door locks from old locked doors
made glass doors all unbreakable and bulletproof
deleted unnecessary keycard (same lock as torpedo dooor console)
modified commandant stats
very slightly tweaked (rounded) some guard stats
raised weapons on shelf unit
altered torpedo related action blocks and door
updated name and location for level in folders
removed upper watch lines for renames
edited some text / spelling
unlocked all levels and cheats on new files

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Tomorrow Never Dies 64
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Author: TiJayFLY


Date: August 9, 2020


Category: Custom Campaigns



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

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

The levels are pretty short

The custom geometry is simple

There are a few frame dips in places

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

— ABOUT ME

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

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

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

— WHY TOMORROW NEVER DIES?

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

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

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

— HOW MUCH OF THE GAME IS ORIGINAL CONTENT?

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

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

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

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

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

— "PARKHAUS IS TOO HARD!"

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

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

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

— STRATEGIES FOR HARD MODE

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

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

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

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

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

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

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GoldenEye 007 - Shotgun Fun Run
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Author: Wreck


Date: August 25th, 2020


Category: GE For Fun


Expansion Pak: Yes


It's time for another weapon 'X' only challenge! For this test of patience and skill, we look to a weapon that was never even made available in either the mission campaign or multiplayer, and could only be used via the All Guns cheat option. The embarrassing little brother of the superior Automatic Shotgun… the… Shotgun. It's loud, it is inaccurate from a distance, and it doesn't fire all that quickly. As it shoots five scattered projectiles, your best to use it at close range. This ensures maximum damage to your target. The reserve capacity has been greatly increased, and specific amounts of shells are assigned to the player per level. There should be plenty enough available to complete each mission, but that does not mean you should be careless with how much you're expending. Please be sure to read through the rules and guidelines below, as to not fail the run. Are you up for this new challenge? By the end of it, you might wish you just stuck with the Klobb.

Rules/Guidelines/etc…

In order to finish a mission, you must meet a required number of kills. You can keep track of them inside your watch, by selecting the Kill Counter item. Even if you've completed your objectives, you won't be able to trigger the final cutscene until enough enemies have been eliminated. This prevents players from simply running through levels like Archives or Bunker 2. Be prepared to make some noise.

All kills must be caused either directly or indirectly by the Shotgun. What this means is that you can use something like a fuel barrel or crate to eliminate guards, but the explosion needs to be set off by a Shotgun. However, should an enemy use an explosive device, such as a hand grenade, grenade launcher or rocket launcher, and this results in deaths, these are ruled as kills. And if you can manage to shoot a hand grenade being pulled by an enemy, than not only does it count, but you should also feel a sense of pride - or luck - in this accomplishment. Shooting dropped grenades is fine, as well.

Any object you are tasked to destroy must be done so with the Shotgun (unless noted). Alarms, surveillance cameras, radio equipment, etc. This also includes things like drone guns, padlocks, boxes, consoles, desks, and so on. When faced with an objective that requires you to use something other than the Shotgun, such as a remote mine, it is perfectly acceptable to do so. There are certain objects that can only be destroyed with an explosive, so the use of mines or grenades is fine. The bottling tanks in Facility are optional. It would take a minimum of 30 shells to destroy them all, and the mines were assigned for this very objective. Some other missions also have objects you can use gunfire to destroy (like ammo crates), but have been given mines to use, or can locate within the level. This is up to you. One final exception are the securing hatch bolts in Train. These would require an absolutely absurd number of Shotgun shells to destroy, and the inaccuracy makes it even worse. In this case, the Watch Laser is allowed (and suggested). Just don't use it for anything else. A list of exceptions is provided further down below.

The tank is not only banned, but it has been modified so the player can't even use it.

If you run out of ammunition, and have not reached the kill requirement, you must restart the mission, unless you can trick guards into killing themselves or others for you. No use of the slapper is allowed. There is no shotgun ammo available in any levels other than Statue and Caverns, where you must acquire it from a fallen enemy weapon.

Even the characters in the cast roll have joined in the Shotgun Fun Run, too. Any time you see someone brandishing a firearm, you can rest assured that it is a Shotgun.

Those of you who are able to complete the game on 00 Agent mode, including the two bonus missions, will be rewarded with a new cheat option. What could this be? You'll just have to tough it out to see for yourself.

A Special Note on Train…
After quite a bit of testing, I found that 00 Agent becomes much more difficult to complete using just the Shotgun, due to how Rare setup the action blocks regarding the ending sequence. Normally, you must kill Xenia in order to gain additional time to allow Natalya to crack Boris' password. If you do not manage to eliminate her before the shutter drops, than there simply is not enough time for Natalya to complete all the hacking objectives. I reloaded a savestate over and over trying it. Attempting to shoot her with the Shotgun after hitting Ourumov becomes a painful chore, and more often than not, you only injure her. Even if you do land a shot, the low damage it causes may not force her death. This results in a failed run. As this was already slightly unfair to begin with, I decided to alter the blocks to check if she takes any damage at all. Should she be hurt in any way, it sets a flag. This flag is checked for when the shutter drops. If it is set, you get the extra time. So it is in keeping with what Rare designed, but only requires Xenia be injured, rather than killed outright. You might still have trouble, but trust me, it is far less annoying than the original action blocks were. If you really want an added challenge, than see if you can actually take her down in time. Best of luck. The speedrunning strat of getting outside the train early is acceptable as an alternative.

A Special Note on Egypt…
Utilizing a glitch that can cause the dual Laser wielding voodoo shaman (in his third appearance only) to freeze in position until you shoot at him enough times to deplete his armour is NOT acceptable. Other ways to exploit his design can be utilized, however.

Exceptions…

Facility:
The bottling tanks can be destroyed using remote mines.

Runway:
You'll need to use either timed mines or hand grenades to destroy the heavy gun emplacements and missile battery.

Silo:
Plastique must be thrown into each of the fuel rooms.

Surface ii:
A remote mine needs to be placed onto the helicopter.

Depot:
The illegal arms cache can be destroyed using mines.

Train:
It is strongly suggested you use the Watch Laser for the floor panel.

Jungle:
Your mines can be used for the ammo dump.

Control:
The armoured mainframes will require either mines or hand grenades to blow up.

Caverns:
Control consoles can be destroyed with your mines.

Specific Level Exit Notes…

Dam: Cannot bungee jump.
Facility: Cannot use exit doors or conveyor exit.
Runway: Cannot enter plane.
Surface i: Cannot climb ladder.
Bunker i: Cannot exit bunker.
Silo: Cannot enter exit lift.
Frigate: Cannot leave in boat.
Surface ii: Cannot enter bunker.
Bunker ii: Cannot exit bunker.
Statue: Cannot leave park.
Archives: Cannot break library windows.
Streets: Cannot exit to depot.
Depot: Cannot enter train.
Train: Cannot enter final car.
Jungle: Cannot enter exit lift.
Control: Cannot enter exit lift.
Caverns: Cannot enter exit lift.
Cradle: Cannot trigger end scene.
Aztec: Cannot trigger launch shuttle sequence.
Egypt: Cannot trigger end scene.

Special Thanks…
SubDrag: For creating/maintaining the GE Editor.
Zoinkity: For his Expansion Pak patch.
Carnivorous: For his Footsteps patch.

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Enemy Grenade Launchers
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Author: Wreck


Date: August 4th, 2020


Category: Miscellaneous


Expansion Pak: No


Very simple modification of the original Enemy Rockets cheat option. Rather than having bazookas, most characters will now be armed with a grenade launcher. This does not include any guard who spawns into the level, such as alarm security or Janus special forces on Train and Cradle. While the grenade rounds don't travel the same distance as a rocket, they do have the added bounce factor. This can lead to both surprise deaths, and hilarious moments. But don't let that fool you. You're certainly in for a challenge, especially in some missions.

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Russian Facility
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Author: Terrell


Date: August 1, 2020


Category: GE Solo Levels


Level: Facility


Description:


Objectives:
Disrupt all surveillance equipment
Destroy armored mainframes
Collect documents
Photograph heavy duty weapons
Obtain Valentin's ID
Upload virus on main computer

Special thanks to:

Zoinkity/Carnivorous - for the footsteps patch

And some Model Ttemplates

Thanks for playing!

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CompoundZKA
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Author: ZKA


Date: July 23, 2020


Category: GE Multi Levels


Description:


My first Multiplayer stage, taking place in a warehouse compound.
Small map, 2 players would be the best suited, but 4 players can be playable.

Special thanks to)

- Carnivorous/Subdrag, for the footsteps patch.

Thanks for playing!
~ZKA

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