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GoldenEye Hard Mode
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Author: Ositsho


Date: December 6, 2014


Category: Solo Levels


Level:


Description:


The same Goldeneye with an altered/increased difficulty curve. Some in game bugs have also been fixed etc.

Patch regenerated in Xdelta format on March 22nd, 2020 (by Wreck).

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PTCH v1.1
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Author: SNESVideoGames0


Date: August 5, 2011


Category: Solo Levels


Level: Facility


Description:


Name: P.T.C.H.
Author: SNESVideoGames0
Date: August 5th, 2011
Edited: March 2nd, 2020 (by Wreck)
Replaces: Facility

An experimental solo test-like level with lots of variety of guards/objects and some fun action blocks.

Edit notes v1.1…
Updated outro scene data, crashed console.
Roberto begins moving when player assumes control.
Made Roberto give Bond remote mine.
Removed remote mine & detonator from inventory.
Changed bug deposit objective type.
Included messages for bug use.
Added fail check for bug misplacement.
Updated bomb case checks.
Added fail check for bomb case misplacement.
Updated emergency room door to unlock with alarm.
Wrote interaction text for emergency room door.
Updated emergency room light to change with alarm.
Redid photography check method.
Everyone now leaves when Bond investigates.
Changed rotation and size of energy device.
Edited flags on custom door.
Made wooden crate hall blocker immune to gunfire.
Moved both bomb case and ZMG pickups.
Adjusted bomb case flags.
Removed unused keycard.
Included unused dialogue from text file.
Added some more dialogue for characters.
Removed two characters due to memory issues.
Edited intro cam text.
Updated watch level name.
Changed menu folder location name.
Cleaned up briefing and other text.
Other miscellaneous edits.
Lowered texture memory slightly.
Started over from fresh ROM.

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Galvic Prison v1.1
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Author: Rey


Date: July 23, 2014


Category: Solo Levels


Level: Control


Description:


Name: Galvic Prison
Author: Rey
Date: July 23rd, 2014
Edited: February 26th, 2020 (by Wreck)
Replaces: Control

The level is short because it's just a start up for the plot, but play it wrong and you're in for a challenge. You're basically here on the orders of the caller, whose name is revealed in the briefing.

Note: There is still some slowdown when entering the holding cells area, even with a few characters and props taken out. Once the guards within begin dying, the framerate should start to pick back up again.

Edit notes v1.1…
Redirected watch text to proper file, crashed game.
Updated spawning guard data with new IDs.
Modified outro scene and data.
Added into first-person transition camera.
Included intro animation.
Updated intro camera text (wrong entries).
Added missing messages to radios.
Removed blank communication entry with associate.
Altered shared objective value between objectives.
Deleted some characters from cell area (framerate).
Removed / replaced some props in cell area (framerate).
Edited polarized glasses flags.
Removed collisions on keys.
Increased size of keys.
Adjusted surveillance camera flags.
Added block to stop camera from seeing through floors.
Updated door flags.
Set one-way locks on locked doors.
Allowed AI to open certain doors after obtaining key.
Edited flags on small wall screen.
Made all tinted glass invincible and fully tinted.
Updated weapon flags (single versus pair).
Removed unused action block 0405.
Edited prisoner action block 0401.
Deleted duplicates in objectives.
Gave renames to all pickup items.
Set watch objectives and briefings.
Gave proper level name in watch.
Changed level and location name in menu folders.
Cleaned up briefing and other text.
Deleted debug data & J text files.

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Warehouse #8 v1.1
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Author: Rey and Ami


Date: December 24, 2016


Category: Solo Levels


Level: Archives


Description:


Name: Warehouse #8
Authors: Rey & Ami
Date: December 24th, 2016
Edited: February 22nd, 2020 (by Wreck)
Replaces: Archives

Rey: You might recognize this level. It's one of the cancelled levels of Blind Escape, turned into a whole other concept. The next level in this collaboration has you posing as Zonkov to infiltrate a warehouse. Zonkov, himself, will also be there to have a meeting. He doesn't know that Bond is there to capture him. Level takes place in Archives.

Ami: Welcome to another release! I hope you don't mind, but we took an action block from a another level and used it here. Just because it matched what I wanted perfectly. This is a small warehouse where some of the weapons previously made are kept. Bond's goal is to photograph proof that some are lurking there, and then to cause a fireworks show. I want to say that, as of now… I don't think anyone has caught on to some of the references made in the briefing. It's OK, they will keep coming. LOL.

Edit notes v1.1…
Removed collisions on held key, crashed console.
Converted drone gun to correct type, crashed console.
Fixed distance-set action block on escort, crashed.
Changed exit to activating door in courtyard.
Updated outro scene data.
Stopped bomb timer during outro.
Added into first-person transition camera.
Changed costume to white tuxedo to match cuff.
Included message when using console.
Added message when timer at twenty seconds.
Included fail check if console destroyed before use.
Changed countdown to trigger explosions.
Included more checks with escort interaction.
Added message if too far from escort.
Removed collisions on other keys.
Increased size of key items.
Changed keycard pickup to another yale key.
Set most locked doors to use one-way locks.
Updated some door flags, operating styles & sounds.
Fixed unlinked door set.
Allowed guards to use Zonkov room doors after get key.
Changed beaker to glass type and updated data.
Adjusted flags on red books.
Modified beta Train door model.
Shrunk jeep and motorcycle a bit.
Adjusted fake wall in Zonkov room.
Reduced alarm spawned guard count from ten to five.
Alarm now has only a chance to trigger other guards.
Changed some guard actions in locked off areas.
Can now collect dual weapons from regular guards.
Modified plastique for outro.
Deleted duplicates in objectives.
Updated objective bit values.
Added renames for key pickups.
Updated Zonkov ID rename.
Removed empty text line when Zonkov killed.
Skipped a text line if Zonkov leaves warehouse.
Altered intro cam text lines.
Gave proper level name in watch.
Renamed level and location in menu folders.
Cleaned up briefing and other text.
Lowered texture memory allocation a bit.
Deleted debug data & J text files.

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Q's Big Test (Action World) v1.1
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Author: Rey


Date: November 11, 2015


Category: Solo Levels


Level: Silo


Description:


Name: Q's Big Test (Action World)
Author: Rey
Date: November 11th, 2015
Edited: February 17th, 2020 (by Wreck)
Replaces: Silo

This level combines everything I learned and kind of packs them together. This mission will lead you to trying multiple times. As I designed the level that every time you play it, guards will be at one spot sometimes and other times not. Can you outwit Q?

PARENTAL ADVISORY: This level contains language that is not suitable for young children. Please be advised.

Edit notes v1.1…
Reduced size of smallest camera, crashed console.
Changed exit to elevator lift with objective.
Included message when destroy magnetic ER.
Updated outro scene and data.
Included new guards to protect end areas.
Changed briefcase to photo camera on table.
Added into-first person transition camera.
Removed duplicates in objectives.
Adjusted flags on a few doors.
Closed doors that were open by default.
Made new shutters open up higher.
Changed all keys to keycard image.
Removed collisions from two key items.
Increased size of keys.
Adjusted flags on cameras.
Raised target pads for cameras.
Added unarmed as starting weapon.
Rounded starting pistol ammo up to 100.
Increased an armour size.
Moved one armour position.
Altered drone gun flags, size and position.
Moved a triggered explosive barrel a bit.
Modified an objective bit value.
Adjusted first female action block.
Removed near-miss shot check from scientists.
Lengthened trigger distance from wall screens.
Added renames for camera and key pickups.
Made proper level name in watch menu.
Renamed level and location in menu folders.
Cleaned up briefing and other text.
Deleted debug data & J text.

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DPRK Research Lab v1.1
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Author: Midnight Kitteh Boi


Date: July 2, 2012


Category: Solo Levels


Level: Facility


Description:


Level: DPRK Research Lab
Modified Level: Facility

Created by{Author}: MidnightKittehBoi
Finish Date: 3rd July 2012
Edited: 12th February 2020 (by Wreck)

Briefing:
Background:
Inside the dangerous breaches of the North Korean research facility, it is advised the security system be shut down as quickly as possible. Once it has been securely deactivated, you should be able to sneak your way in right under the KPA's noses.

M Briefing:
The government of Pyongyang insists that this human research lab does not exsist. Your job is to not only bring back undeniable evidence, but to shut them down in the process. Most of the scientists there are prisoners captured from South Korea, so do your best to ensure their safety. Beware, however, as some may be North Koreans in disguise.

Q Branch:
The equipment I have for you is a very advanced piece of software stored on this DAT. If inserted into the server mainframe, it should override the system, replacing it with my own. Also, I know you prefer smashing things the old fashioned way, but please listen to me just this once. Don't go blowing up the security console before you disable it, 007. Otherwise, you will alert the whole of North Korea to your whereabouts.

Moneypenny:
Not much is known about the Hermit Kingdom, James. I just hope you can escape this one alive and come back home for your reward.

Objectives:
a) Disable main security network (agent)
b) Destroy surveillance equipment (s.agent)
c) Locate server area (agent)
d) Install Q's new system (agent)
e) Minimize scientist casualties (00 agent)

Zip Contents:
DPRK_ResearchLab_v1-1.xdelta
dprk_researchlab_readme.txt

Description:
Escaping deep inside the DPRK, Bond stumbles his way into a denied research and human testing lab. It is up to him to shut down the entire operation without giving his whereabouts away to Kang or other North Korean officials.

Credits:
1).Subdrag: For beta testing and the editor itself ^^

Mission Beta Testers:
a).Subdrag

Contact Details:
Any issues, please feel free to hit me up on e-mail. I don't bite and will be more than happy to assist you.
ku.oc.liamtoh|iobhettik.thgindim#ku.oc.liamtoh|iobhettik.thgindim
Or you can choose to contact me on shooters - MidnightKittehBoi

DPRK Research Lab Copyright of MidnightKittehBoi
©MidnightKittehBoi

Edit notes v1.1…
Modified pink test tubes type and size, crashed console.
Added into first-person transition cam.
Included intro animation.
Increased size of small glass cups.
Disabled collisions on all glassware.
Removed collisions on keycards.
Increased size of keycards.
Assigned bathroom keycard to guard.
Updated keycard and door lock values.
Removed collisions from a magazine pickup.
Changed magazine ammo type to match model.
Added monitor correction flag to some screen objects.
Changed body armour model to match amount given.
Adjusted door flags and sounds.
Unlinked doors leading to quad balcony area.
Removed collisions from cameras.
Altered camera target pads.
Added some props into empty security room.
Changed security console design and usage.
Changed floppy disk to DAT, also renamed.
Rounded off some guard stats.
Reduced health on final set of troops.
Edited modified AI Path Network.
Updated objective bitflags.
Adjusted interrogation scene to not loop, check distance.
Edited outro scene data.
Modified watch time (had bizarre large values).
Gave proper level name in watch.
Renamed level in menu folders.
Adjusted rename upper watch text for keycards.
Cleaned up briefing and other text.

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Research Complex v1.2
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Author: ShiftClick


Date: November 2, 2012


Category: Solo Levels


Level: Aztec


Description:


[GoldenEye 007 Custom Level]

Level: Research Complex
Modified Level: Aztec

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

Date: November 1st, 2012
Edited: February 10th, 2020 (by Wreck)

Comments: This took forever to complete. The main reason this took so long is because of
schoolwork and me losing interest in the project for about a month. Aside from that,
I would like to thank everyone who helped me sort out the problems I had while developing
this level, and to thank SubDrag, Wreck, and Zoinkity for developing a program that lets
me relive my childhood everyday.

—-

Background: After the missile facility, MI6 has determined from the photographs you took that
Demetrian was constructing the missiles for the research of another organization. One of MI6's
agents has reported suspicious activity near the city of Astana, Kazakhstan. Radio frequencies
around the area contain information about missiles being researched. MI6 has confirmed that the
government in that area are not aware of any such endeavors.

M: The complex undertaking this research has been erected in the area of the once standing ALZHIR
camp. It will be highly guarded, due to the fact that they have a nearly constructed nuclear missile.
Once you're in the main laboratory, you must corrupt their research files with Q's device. Also, be
sure to take out their communications equipment, so they won't be able to drown you with reinforcments
once you're done.

Q: To handle the task of halting their research, you will be taking a modified bugging device with
you to attach to the mainframes inside the laboratory. It will install a virus into their archives,
corrupting them completely. You must bug both mainframes before either is damaged to prevent backup
protocols. As for the comms equipment, I'll let you do what you do best; blow it to smithereens.
Good luck.

Moneypenny: More people doing more naughty things, James. As always…

Edit notes v1.2…
Removed collisions on an embedded gun magazine, crashed console
Updated corrupt files to require bugs planted on mainframes.
Added fail checks if destroyed mainframe or out of bugs.
Redid outro scene and checks.
Put in unused message for radio destruction.
Set missing action block on officer in control area.
Adjusted character health and other stats.
Corrected scientist fade out.
Changed certain character actions.
Removed control room guard patrol route.
Added fall to ground on some weapons not attached to guards.
Fixed monitor screens.
Changed tabletop mainframes into hard drives.
Stopped gas leak message from always showing.
Removed fall to ground from wall screens.
Prevented cameras from disappearing and/or dropping to floor.
Prevented drones from disappearing and/or dropping to floor.
Removed collisions from drone guns.
Decreased size of drone in purple hallway.
Altered drone gun setup in control room area (was unfair).
Deleted two leftover ammo magazines at pad 0000.
Removed mini supply truck (to save textures).
Updated flags on keycard.
Increased size of keycard slightly.
Edited keycard pickup rename text.
Adjusted size and position of control area blue door.
Made control area blue door one-way lock.
Unset lock on alarm guard room door when alarm raised.
Added two wooden boxes with ammo in alarm guard room.
Fixed door links.
Updated some door data.
Added invisible barriers at trench to help stop guards falling.
Edited the modified AI Path Network a little.
Shortened watch level name.
Updated intro camera level name data.
Changed level and location names in menu folders.
Cleaned up briefing.

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Caves Mission v1.1
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Author: Octan Baron


Date: February 28, 2009


Category: Solo Levels


Level: Caves


Description:


Name: Caves Mission
Author: Octan Baron
Date: February 28th, 2009
Edited: February 8th, 2020 (by Wreck)
Replaces: Facility

Play the Caves level as a solo mission.

Edit notes v1.1…
Corrected watch briefing, crashed when viewed.
Changed level replacing as Facility:
Control has unknown hardcode affecting it.
Added into first-person transition camera.
Setup objective for photography.
Added missing datathief to inventory.
Made action blocks for consoles check datathief.
Included an exit objective with checks.
Gave interaction text to two doors.
Added warning at thirty seconds for timer.
Changed sliding doors near start open direction.
Removed collisions from ammo clips and weapons.
Fixed ZMGs to be on top of table.
Changed invisible explosives to hatch bolts.
Updated flags on invisible explosives.
Made metal work tables invincible (not desks).
Made bottling tank contraption invincible.
Removed duplicate helmets from two guards.
Gave helmets to those who did not have.
Gave helmets to spawning guards.
Changed some guards starting actions.
Updated door flags.
Deleted duplicate mainframe in objective.
Converted one console to monitor type.
Fixed monitor screens.
Corrected plant type and bitflags.
Made trees indestructible.
Changed spawn point pad of one guard.
Updated outro scene data.
Renamed datathief as reprogrammer.
Set proper level name in watch menu.
Rewrote some of the briefing.
Cleaned up briefing and other text.
Deleted debug data.

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Research Facility v1.3
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Author: Tomislav


Date: January 4, 2018


Category: Solo Levels


Level: Facility


Description:


Name: Research Facility
Author: Tomislav
Date: January 4th, 2018
Edited: February 7th, 2020 (by Wreck)
Replaces: Facility

My first attempt to make a GoldenEye custom level.

Supporters
Carnivorous (helped me the most & testing)
Graslu00 (testing & level ideas)
CrashOveride (testing)

To install, just apply the Xdelta patch in the Setup Editor, like usual.

Update History:

Version 1.1

Added two objectives
Some more guards were added

Hope you enjoy.

Edit notes v1.3…
Replaced first-person transition cam, crashed console.
Created new outro scene and objectives check.
Changed small mainframe to disk drive for virus upload.
Added fail check for disk reader destruction.
Turned DAT into floppy disk with rename.
Made rifle ammo box different type with 30 rounds.
Made grenade box different type with 5 grenades.
Removed two of the hand grenade crates.
Changed armour model to match amount given.
Rounded off guard stats in action blocks.
Deleted guard health settings (was less than default).
Updated dual guard weapons so player can use.
Made hanging monitors not fall to floor.
Modified doors in bottling room exit.
Removed collisions from glassware.
Reduced health on glassware.
Disabled tint on mesh doors.
Shifted start point a little.
Hid a useless object somewhere.
Added renames for pickups.
Included a blocked door message.
Updated watch level name.
Fixed watch briefing and objectives.
Cleaned up briefing.

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Secret Base v1.1
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Author: GamerFreak5665


Date: January 26, 2012


Category: Solo Levels


Level: Temple


Description:


Name: Secret Base
Author: GamerFreak5665
Date: January 26th, 2012
Edited: February 6th, 2020 (by Wreck)
Replaces: Runway

Hi GoldenEye modding community!

This is the first real level I have ever made with the setup editor, so don't expect anything complicated.
The level I made replaces Runway, and I included an xdelta patch.

Anyway, leave feedback, comments, etc. Look for more levels coming up!

Edit notes 1.1…
Replaced first-person transition cam, crashed console.
Removed collisions from pickups.
Created new outro scene.
Fixed defeat Oddjob objective to be check his death.
Added new objective to cancel GoldenEye firing commands.
New timer until explosions included.
Updated bug satellites objective with fail checks.
Moved GoldenEye satellites to new positions.
Added new door behind start with check message.
Moved wall screen out from wall a bit.
Modified GoldenEye key door so drones don't shoot through.
Made keycard attached to guard, not assigned in actions.
Made armour attached to guard, not assigned in actions.
Removed the two Yale keys.
Made GoldenEye key invincible.
Increased size of GoldenEye key.
Corrected object type for consoles with monitors.
Made all non-terrorist guards use random heads.
Made armour carrying guard use the Mishkin head.
Reduced Oddjob armour and health.
Lowered standard guard armour.
Rounded off ammunition given in ammo crate.
Gave new name in level select folder.
Added renames for pickups.
Cleaned up briefing.

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