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Complex Mission 1.1
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Author: Timothy1979


Date: October 6, 2007


Category: Solo Levels


Level: Complex


Description:


Level: The Complex
Modified Level: Complex

Author: Timothy1979

Date: October 6th, 2007
Edited: January 23rd, 2018 (by Wreck)

A man who goes by the name of "Samuel Paddington" is being watched by MI6 and the CIA. Last week, this man reached an important step in his research. The CIA, willing to use his knowledge, kidnapped him. MI6 sent Agent 008, but he was caught. Before dying, he was able to inform MI6 that Paddington was being transferred to a secret complex in northern Washington. Your mission is to get him out of there alive.

Edit notes…
Changed surveillance camera focus pads.
Cameras now don't fall to floor when destroyed.
Added missing bitflag for doors.
Fixed stage title in watch objectives screen.
Altered some of the briefing text, etc.
Adjusted the rename text.
Floppy disk watch inventory image updated.
Multi-screen consoles no longer flicker.
All missions unlocked at start of new file.

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Weapon's Warehouse
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Author: GolfMan25


Date: August 24, 2007


Category: Solo Levels


Level: Library


Description:


Weapon Warehouse, Russia. 7/8 of Stack, Jaws and Boris are here, you starting off with 2 throwing knives. Not as many weapons here as you would think, a few weapon safes, and boxes scattered around.

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Free For All
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Author: SubDrag


Date: July 27, 2007


Category: Solo Levels


Level: Runway


Description:


A very fun level where guns all shoot at each other in a very simple action block. It's recommended you check it out, if you are interested in making your own co-op buddies or guard killers. Watch out, they have about a 10% chance of turning on you!

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Library Mission
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Author: BMW


Date: July 10, 2007


Category: Solo Levels


Level: Library


Description:


A completely new and unique mission taking place in the Library map.

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Darkness
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Author: Zoinkity


Date: July 10, 2007


Category: Solo Levels


Level: Archives


Description:


Simple little fun level, trying to escape a room.

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Beta Conversion
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Author: KCGHost


Date: July 9, 2007


Category: Solo Levels


Level: Many


Description:


Beta Restoration Project

I have been working on a project to restore many aspects of Goldeneye considered "Beta" for quite some time now. My progress is somewhat accurately (not really, but close) detailed here: http://wiki.dotshell.net/index.php?title=Beta_Restoration_Project

A lot of the project involved figuring out leftover preset positions, and therefore I made alot of new discoveries of how the original stages of Goldeneye were like by figuring them out and restoring them.

Anyway, Im getting a wee bit tired of working, and am to a point where I have a lot of work that has not been released at all. Theres still text mods, some clipping mods, refinements, BG mods (which might be just too hard), texture mods and multi maps that need to be modded to complete the full ambition of the project, but right now I have 21 solo setup mods that are all mostly completed, and three clipping mods (Dam and Frigate and Silo). So Ill be nice, and release the setups and clipmods early, yet since Im also doing this out of laziness (I havent been working on this project for abit and I plan to take abit of a break from it) so this is not coming in a nice IPS patch with a 21990 mod. Oh no. Im uploading the setups and clipping files as is. Many unfinished, some you have to use codes for (if the setups are too big, replace a mission setup like facility's and use the gameshark stagemod table to make that mission load facility's setup, I have a copy of the table here: http://wiki.dotshell.net/index.php?title=Switching_Map_Resources

Again, be aware they are not finished. I likely left bad start points and simple mistakes in many of the setups, some are too big, etc. The clipmods come in uncompressed and compressed, Im actually not sure what the state of the editor is with importing clipping or using it to convert a ROM, I made those clipmods with existing gameshark codes and pulling the clipping out of the memory and testing and putting it back in with a hex editor. The dam clipmod makes it so the islands accesible, the frigate clipmod helps remake the mystery doors (it was a very strange problem) and the Silo clipmod makes the entire bottom starting area accesible (setup makes Bond start in beta vent, will crash without the clipmod). I believe Zoinkity made all the clipping codes I used for them (I made them into clipping files before the editor had the clipping feature, or a visual feature for that matter, heck I havent even learned to use that very well).

Anyway thanks to Sub for his beta site which helped me out, thanks to Detstar for more beta information, and thanks to Zoinkity for codes that relate to it. Also thanks to Wreck for helping out and every other hacker in the universe for just being cool.

I must re-stress before I end this post that this project is not finished, I plan on improving and expanding on it, so don't be very critical of it. This is like the beta version of the Beta Restoration project. It gets that in-depth to where the beta project has a beta. Yeah, its that important. I feel like im ranting now, im using steak sauce mottos. Yea, umm, anyway, enjoy. If you want any reference to things changed, check the earlier link, I documented most things on the wiki. There is also a link off that link called "Beta Documentation" that lists and details every unused preset. I used most of them in the project.

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Timber's Island
Timber's Island not Taj's Island :P
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Author: Sixty Four


Date: August 1, 2018


Category: SSB Levels


Level: Hyrule Castle


Description:


================================================================

Title : Timber's Island
Date Completed : 7-31-18
Filename : SSBTimbers_Island.xdelta
Replaces Level: Hyrule Castle
Author : Sixty Four
Email Address : moc.liamg|mekun46ekud#moc.liamg|mekun46ekud

Description : I created this level in blender. I added the Wizpig heads and the lighthouse from Diddy Kong Racing to really bring the place to life. I exported those from DKR of course.
This hack works even better on N64 than it does on an emulator.

Additional Credits : SubDrag for quick help with somethings dealing with a new editor.
================================================================

  • Play Information *

Emulator Compatible : Yes
N64 Compatible : Yes
================================================================

  • Construction *

Base : From Scratch with some imported object models
Editor(s) used : Setup Editor and Blender
Known Bugs :

Important Notes : Wow editing SSB is really not that hard to do.

Installation : Apply a xdelta patch to the xdelta file and run the rom on your choice of software or N64 console.

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Q Lab Device Training 1.1
Q Lab Device Training 1.1
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Author: Wreck


Date: July 9, 2007


Category: Solo Levels


Level: Library


Description:


[GoldenEye 007 Custom Level]

Level: Q-Lab Device Training
Modified Level: Library

Author: Wreck [ac.ocegoc|kcerw#ac.ocegoc|kcerw]

Date: February 25th, 2007
Edited: December 8th, 2017 (by Wreck)

SPECIAL NOTE: Since the CRC is different, you MUST adjust the PJ64 ROM settings to that of GoldenEye's. Otherwise the game will run slow and possibly crash.

Comments: This is an incomplete mission, which is missing a key objective element. You can still complete the stage and view the ending, but the laser system doesn't deactivate when the panels have been destroyed. The lasers don't really do anything, actually. This will be fixed in an upcoming release. Also, the Into First-Person View Intro Camera (03 Swirl) has yet to be implemented. Again, it will be in the near future. To ensure there was enough extras tossed in with the program, we wanted to include this test map. I hope you enjoy checking this out, both in-game and with the GoldenEye Setup Editor v2.0 - Visual Editor.

*Edit: Since going back over this one, I did add certain missing events, and improved a few other things. If it weren't for finding out that it crashes on console when a glass cup is broken, I probably wouldn't have revisited this. But now it's pretty close to how I had originally intended, so feel free to give it another try sometime.

Notes: This setup was designed with creating new objects and fake architecture in mind. By using the prison gate model, I was able to make a cell from scratch. The one entire wall is actually made up of the secret sliding wall doors, that are featured in both the Archives and Library stages. Probably the best use of this has been by BMW, in his upcoming Library mission. Resizing certain objects using the X,Y,Z dimensions, can almost make it appear to be a new model. The two end tables are a good example. The laser grid comprises of three stretched out fire extinguishers, levelled out to fit within the circular markings on the wall panels. Also, for something totally different, combining the stone cairn with a plant from the Jungle, made for an interesting planter. Try and be as creative as you can when working on your custom levels. The more unique you make them, the better they'll be remembered.

Objective 1: Escape from cell
Objective 2: Neutralize guards
Objective 3: Locate security chip
Objective 4: Destroy laser panels
Objective 5: Leave building

Background: Standard MI6 training operation, crafted by Q Branch. Testing skills of 00 Agents, while familiarizing them with various gadgets and equipment. Failure to complete all objectives will result in a status reassessment, and potential dismissal of service.

M Briefing: As usual, Q has put together one of his field scenarios, where you'll have to rely on your wits, and his gadgets. He has more information waiting in your brief. Good luck, Bond.

Q Branch: Pay attention, 007. It's about 'time' for another device training test. I've decided to lock you up in this one, so you'll have to think of a way to escape from your cell. Don't just sit there counting the seconds, try using something close at hand. Afterwards, you'll need to get past that nasty laser system. Why not fight fire with fire?

Moneypenny: You had better stay sharp during this simulation. Q has been going around bragging to everyone about how this is one of his most challenging scenarios yet. The clock is ticking, James.

Edit Notes…
Fixed glass cups to not crash on console.
Shifted cell door to avoid enemy detecting you inside.
Updated lasers to look more appropriate.
Breaking laser panels now removes the lasers.
Walking into laser sets off a trap.
Rewritten background briefing.
Other minor text related changes.

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Runway Takedown 1.1
Runway Takedown 1.1
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Author: SubDrag


Date: July 9, 2007


Category: Solo Levels


Level: Runway


Description:


[Goldeneye 007 Custom Level]

Level: Runway Takedown
Modified Level: Runway

Author: SubDrag [moc.liamtoh|reggardbus#moc.liamtoh|reggardbus]

Date: September 24, 2006
Edited: January 25th, 2018 (by Wreck)

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

Comments: The first ever release of a complete level for use with Goldeneye for N64, the best game of all time. Destroy moving jeeps, play a radio, meet with Dr. Doak for a nice little surprise. Exit in the jeep and watching the different cut-scenes for Agent, Secret Agent, and 00 Agent. It's an exciting new level brought to you by SubDrag! Please email me comments.

Objective 1: Destroy Enemy Vehicles
Objective 2: Retrieve Plans
Objective 3: Contact Agent
Objective 4: Plant Plastique on Aircrafts
Objective 5: Escape in Jeep

Background: MI6 has discovered a large build-up of cars and planes in the Russian Runway "KAKO", affiliated with Janus.

M Briefing: The situation has become grave. We expect them to be deployed within the next few days. You must destroy the vehicles Bond.

Q Branch: Planes are armored, and must be destroyed by explosives. Meet with Dr. Doak: he figured out an explosive that will do the job. And one more thing Bond, don't destroy what you came in on! You won't get a rescue.

Moneypenny: Use some of your explosiveness here, but be sure to save some for when you return. I'll be waiting.

Edit notes…
Modified level ending action block.
Corrected Hut Key rename issue.
Raised Bond's jeep, so tires sit flat on surface.
Made small building door a one-way lock.
Enlarged Hut Key size by 50%.
Switched Dr. Doak's remote mine to briefcase.
Added "Received some explosives." line.
Tweaked some of the briefing text, etc.
Changed level name in folders.
All missions unlocked at start of a new file.

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