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GoldenEye 007 - Tournament Edition v1.04
GoldenEye 007 - Tournament Edition
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Optimized Multiplayer Mod

Author: Wreck


Date: March 15th, 2020


Category: Multi Levels


Level: Multiple


Description:


GOLDENEYE 007 - TOURNAMENT EDITION:

Author: Wreck
Version: 1.04
Date: March 22nd, 2020

Previous Versions…
Version: 1.00
Date: May 2nd, 2019

Version: 1.01
Date: October 9th, 2019

Version: 1.02
Date: January 21st, 2020

Version: 1.03
Date: March 15th, 2020

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 1.04 Notes…
Nothing new added, but some edits were made to the recent movement and extension of the memory allocations table (had a bad address change), as well as setting level ID 39's text "LxE" to use bank 00 instead of B4, which apparently shares a RAM position with something else.

Version 1.03 Notes…
A brand new cheat option has been included in this update; Mirror Multi Maps. You may already be able to guess what it does, but for further details, read on below.

Version 1.02 Notes…
Courtesy of Carnivorous, some new cheats have been added. The first disables anti-aliasing for the game, another turns level music off, and one more forces only the lo-res parts of character models to render. As a result of these new cheats, the list was extended from the previously increased 26, up to 28 total. You can read further down under "Other Adjustments" for more info on these changes.

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.

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.

Silo X music track.
The original song that is played when the Silo mission is completed, and the outro cutscene is showing, did not loop. This track was also included as a random entry in multiplayer. After it reaches the end, there will be silence. SubDrag was able to modify the song to seemlessly loop, so it won't end abruptly during a match.

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.

Lo-Res Characters cheat (v1.02).
The majority of character bodies contain two versions of each body part (not including hands and feet) in their file. Which one is currently rendered depends on your distance from said character. What this cheat does, is forces just the lo-res models to show. While it doesn't make them look the greatest, it does reduce the number of polygons drawn on screen. If you don't care a lot about the players appearances, than this may just help performance, especially in closer range. No unlocking necessary. Note: this also affects any other model in the game that contains a lower poly version, such as the bookshelf in Archives, as well as the rocket.

No Music cheat (v1.02).
If you want to play without the level music, than this cheat is for you. Standard music tracks have been replaced with a silent entry (track 0x14), but menu folders, the watch menu, end of MP match screen, and any mission X track, will play as normal. You'll also still hear the death theme play, so you'll know exactly when someone has been killed. Play your favourite songs in the background to create your own soundtrack. Ready for use at any time. Note: if you want ALL music (not including folders) to be muted, go into your watch menu and slide the music volume bar down to zero.

No Anti-Aliasing cheat (v1.02).
Anti-Aliasing is a process that helps blend edges together, in an effort to look less sharp and pixelated. By disabling it, the game will take on a different appearance, almost more similar to original PlayStation games. However, it can also help to improve performance. It may take some time to get used to, and it's really something that will be up to the player to decide whether they like or not. This is accessible by default.

Mirror Multi Maps cheat (v1.03).
By activating this cheat, you will be able to play all of the eleven multiplayer maps as mirrored versions of themselves. Where you used to turn left, now you turn right. It's just like the fun bonus feature utilized in many popular racing games. So if you think you know GoldenEye's levels inside and out, give this a try. Always unlocked.

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.

Laser cheat removed.
In order to make room within the cheats menu, the single Laser cheat was taken out. This one pretty much becomes useless after you unlock 2x Lasers, and even less so once All Guns is awarded.

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. Hint: it might have to do with the very first button code ever discovered for the game…

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 any of the unlocked cheats (no armour, no radar, etc), 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.
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 updating and maintenance of the GoldenEye Editor, the No Anti-Aliasing, No Music, and Lo-Res Characters cheats, and helping with the Mirror Multi Maps cheat.
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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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
Name
Image Unavailable
Nice!

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
Name
Image Unavailable
Nice!

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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Levels

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