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Research Facility v1.3
Name
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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
Name
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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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Cemetery v1.1
Name
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Author: Rey


Date: August 11, 2012


Category: Solo Levels


Level: Statue


Description:


Level: Cemetery
Author: Rey
Date: August 11th, 2012
Edited: February 5th, 2020 (by Wreck)
Replaces: Statue

Now this is a level everyone can have fun with. Partnered up with Baron Samedi and two crazy bosses.
The approach I took for this level, since it wasn't an MI6 mission, I have talking for a briefing. You will see when you play it.

Objectives
a: Contact the owner
b: Get Samedi's relics back
c: Take photos for MI6
d: Leave the cemetery

Edit notes v1.1…
Removed collisions from dropped items, crashed console.
Gave consistent size to dropped relics.
Made each relic unique prop.
Changed owner relic to now held by St. Petersburg guard.
Samedi now waits by container while talking to owner.
Increased size of dropped cemetery gate key.
Updated photography objective to be three landmarks:
CCCP letters, gold hammer and sickle, Lenin's statue.
Removed collisions and fall to ground from new doors.
Made new cabin door use unbreakable tinted glass.
Cabin door now swings outward.
Adjusted data on cabin window blockers.
Removed paired door sound effect.
Changed Jaws and his guards action types.
Decreased regular guard armour.
Adjusted guard accuracy.
Shortened guard visible trigger distance.
Increased start ammo to 100 rounds.
Added an intro camera.
Replaced first-person transition camera.
Modified outro scene and completion check.
Deleted duplicates in objectives.
Gave proper level name in watch.
Renamed level and location names in menu folder.
Added renames for all pickups.
Cleaned up briefing and other text.

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Mt. Fuji v1.1
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Author: Rey and Ami


Date: November 23, 2016


Category: Solo Levels


Level: Surface 1


Description:


Level: Mt. Fuji
Authors: Rey and Ami
Date: November 23rd, 2016
Edited: February 4th, 2020 (by Wreck)
Replaces: Surface 1

Rey: The next part to the story is finally finished. With high blocks and with 6 objectives to really make you feel like the spy you are. Level takes place at the first Surface level and things only get more intense from here.

Ami: I'm sticking with the collaboration efforts. Things just work and turn out so much better. The last one might have been a little too short for people. This one will take sometime to complete. Although not much guards as it's an Old Training site. Security is heavy. The alarm trips and you still have a ways to go… Good luck. One thing. Make sure to check your surroundings for secrets. Plenty are hidden and real well.

Edit notes v1.1…
Fixed first-person transition cam, crashed console.
Changed Zonkov computer to network console.
Added fail check for destroying audio reader.
Made Zonkov ID in briefcase now in cabin.
Dressed up empty cabin with some props.
Added two new guards to cabin.
Added messages for vault console.
Unset lock on vault door after opened.
Fixed grating at ventilation tower.
Improved helicopter bounding box.
Prevented console use through walls.
Made observatory door invincible / bulletproof.
Changed glass door to framed glass door.
Corrected prop of spawned guard rocket launcher.
Removed collisions from keys.
Increased size of keys.
Moved one key to new spot in same room.
Modified outro scene.
Included message from Krad if not finished yet.
Converted glassware to real glass type.
Disabled some remove when destroyed flags.
Reduced guard visible distance trigger.
Included cameras missing from objective.
Deleted duplicates in objectives.
Added renames for all pickups.
Updated intro camera level name.
Updated watch level name.
Renamed level in menu folder.
Renamed mission location in menu folder.
Lowered texture memory.
Deleted debug data.
Cleaned up briefing and some other text.

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Levels

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Manufactory v1.1
Manufactory
Image Unavailable
screenshot

Author: Zka


Date: November 4, 2018


Category: Levels


Level: Manufactory


Description:


Date: November 4th, 2018
Edited: February 4th, 2020 (by Wreck)

Description:

Here's my newest custom geometry GE level, replacing Archives.

Primary objectives:

a) Locate secret office
b) Find audio tape
c) Disrupt all surveillance equipment
d) Retrieve data from console
e) Obtain remote mines
f) Destroy gas tanks

(Yes, I know that the glass doors where the remote mines are at are weird but
couldn't do much about it.)

Special thanks to:

Carnivorous & Zoinkity
For the Footsteps patch and expansion patch.

Wreck & Rare
For the dataDyne couch, spike plant,
wooden door with metal strip,
and fire extinguisher props.

Crashoveride & Rare
For the CMP150 Gun Model template.

Crashoveride & Eurocom
For the P2K Gun Model template.

Crashoveride & Valve
For the CV-47 Gun Model template.

Johnny Thunder
For the DY357 PD Gun Model template.

Crashoveride
For the greyscale images.

Loofadawg
Helping & Testing

Pheonarx
Clipping, & Testing

Coockie
Testing

EntropicDecay Gaming
For the amazing YouTube vid's!

~ Zka

Edit notes v1.1…
Deleted leftover object at bad pad, crashed console.
Moved bad pad to a valid position.
Changed enter main area into locate secret office.
Cut out escape the facility objective.
Replaced outro scene action blocks.
Added level fadeout even if not finished objectives.
Corrected alignment of portals with geometry.
Modified keycard bitflags and sizing.
Removed upper line renames from watch.
Deleted unused rename entry.
Changed all glassware to be 2A Glass type.
Removed collisions from glassware.
Increased size of glass cups.
Fixed glass cup to be on wooden table.
Lowered health on all glassware.
Changed officer cap on table size and bitflags.
Updated books on table.
Changed mine pickup models to remote mines.
Repositioned mines on table.
Edited bitflags on mines and CMP on table.
Removed collisions from audio tape.
Shrank desk lamps, removed in air flag from one.
Decreased size of metal crates a bit.
Allowed shoot through of mesh gates.
Made plants indestructible.
Replaced containment door model with fixed version.
Removed force collisions and fall to ground from doors.
Linked a missing paired door.
Adjusted door thickness and alignments.
Removed sound from second of each paired door.
Made glass mine doors always swing outward.
Converted fake glass doors to 03 standard type.
Made locked doors use one-way locks.
Certain doors now use move past frame.
Added behind door visible to two paired door sets.
Fixed intro camera level name.
Gave new level name in menu folders.
Cleaned up a bit of the briefing text.
Altered small parts of various other text.
Added a period to each picked up line.
Changed some "a" vs "an" for weapon pickups.
Added missing asterisk to magnum name in watch.
Corrected custom weapon watch name info.
Added a period to each weapon picked up line.
Lowered memory allocations.

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Levels

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Chimp Caverns v1.1
Image Unavailable

Author: Sarah ML


Date: May 2nd, 2019


Category: GE Levels


Level: Caverns


Description:


Title : Chimp Caverns
Author : Sarah ML
Email Address : moc.liamtoh|tsaLraMS#moc.liamtoh|tsaLraMS
Date Completed : 05/02/2019
Edited : 02/03/2020 (by Wreck)
Replaces Level : Caverns

A level to learn the workflow from the editor and the footsteps patch.
I'm quite hapy with how it turned out! Works on console!

Special thanks to:
My lovely programmer boyfriend helping me out with the action blocks (he's a programmer <3)
Subdrag for creating the editor
You right there, for reading this <3

Edit notes v1-1…
Replaced first-person transition cam, crashed console.
Added fail check for plastique misplacement.
Added completion message for plastique.
Activated and repositioned drone gun.
Amped up explosions during outro scene.
Shortened outro only slightly.
Also assigned a single DD44 to player.
Made lab table indestructible.
Edited guard dialogue alignment.
Gave intro camera proper level name.
Renamed mission location as Nigeria in folder.
Set objective names in watch.
Updated Q to not mention mines.
Cleaned up some briefing and other text.

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Surface Infiltration v1.1
Name
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Author: Rey


Date: October 25, 2014


Category: Solo Levels


Level: Surface 1


Description:


Name: Surface Infiltration
Author: Rey
Date: October 25th, 2014
Edited: January 31st, 2020 (by Wreck)
Replaces: Surface 1
Description: Continue Rolland's saga in Surface Infiltration.

Edit notes v1.1…
Removed collisions from keycards, held one crashed console.
Modified bug computer objective and its related props.
Added failure check if bug placed incorrectly.
Fixed grating at ventilation tower.
Shortened guard visible trigger distance.
Adjusted intro camera text data.
Added missing backup power controller to objective.
Deleted duplicates in objectives.
Included proper level name in watch.
Removed empty text entries from end of file.
Edited bitflags on drone gun.
Moved map on wall out a bit further (flickered console).
Made map indestructible.
Made some locked doors use one-way locks.
Removed collisions from ammo magazine pickup.
Converted beret on desk to standard type.
Edited beret size and bitflags.
Removed paired door sound.
Rounded down guard armour.
Wrote new level name in menu folder.
Cleaned up briefing.
Added renames to each pickup item.
Increased texture memory.

Download

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Levels

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Sewers v1.1
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Author: Rey


Date: April 23, 2012


Category: Solo Levels


Level: Dam


Description:


Level: Sewers
Author: Rey
Date: April 23rd, 2012
Edited: January 31st, 2020 (by Wreck)
Replaces: Dam
Description: Sewers level in the Dam tunnels.

Edit notes v1.1…
Blueprint collisions removed, crashed console when dropped.
Added level name to intro cameras.
Added Rename for lab map pickup.
Included proper level name in watch menu.
Renamed mission in level select menu.
Made first objective text use two lines.
Removed duplicate collection entries for first objective.
Removed duplicate destruction entries for second objective.
Corrected second objective difficulty in folder briefing.
Increased size of body armour.
Reduced health and armour on General Zander.
Lowered Zander's accuracy a bit.
Reduced health on female scientist.
Rounded down female scientist's accuracy to nearest zero.
Shifted start point slightly away from wall.
Increased texture memory for level.
Disabled special cinema only sky block.
Cleaned up briefing.

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Hill Base v1.1
Name
Image Unavailable
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Author: Coockie1173


Date: March 3, 2018


Category: Solo Levels


Level: Facility


Description:


GE 007 - Hill Base
Dev - Coockie1173
Version 1.1
Level: Facility
Date: March 3rd, 2018
Edited: February 1st, 2020 (by Wreck)


Installation: Patch the XDelta file to a fresh GoldenEye ROM

Helping hands:
Carnivorous (testing)
Dark0/tomislav (testing)
Johnny Thunder (testing)
ZKA (testing)


Time taken to make level: No clue
Tools: GoldenEye Setup Editor
Notepad++
Paint.net
Sketchup


Other information:
Developer note: Quick little mission, enjoy.


Contact:
Discord: Coockie1173#8187
Mail: moc.liamg|dxbimorfyrrag#moc.liamg|dxbimorfyrrag


Any problems with the map or things I should correct, contact me.


Edit notes v1.1…
Changes made with ICBM rocket to mostly avoid console crashing.
Added check for remote mine ammo to fail objective.
Gave intro camera proper level name.
Changed "bomb" to "mine" for objective description.
Corrected M briefing to mention mine instead of plastique.
Cleaned up briefing and some other text.


Crashing note…
It is still possible to crash console after you prep the launch,
should you plant a mine on the ICBM with under one second left.
Otherwise, there should be no further issues.
Remember that even Aztec crashes with mines on the shuttle,
as this is a core game issue, and not the mod itself.

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Defuse v1.1
Image Unavailable

Author: SubZero


Date: August 9, 2019


Category: GE-Levels


Level: Silo


Description:


Name: Defuse
Author: SubZero
Date: August 9th, 2019
Edited: January 30th, 2020 (by Wreck)
Replaces: Silo
Description: Second Goldeneye level, a sequel to Underground Cave.
Objectives:
a. Disable Missile Console #1
b. Disable Missile Console #2
c. Photograph heavy duty weapons
d. Obtain DAT / Blueprints
e. Steal Experimental Data (ED)
f. Escape in elevator

Good luck and thanks for playing!

Edit notes v1.1…
Removed collisions from a keycard, which crashed on console when dropped.
Included console destruction failure checks and text.
Moved console in third fuel room, to avoid instant guard destruction.
Can now dual wield dropped paired weapons.
Body armour model changed to full armour, to match given amount.
Renames edited to use lower watch line, not upper.
Changed level select name in folder.
Edited a line of dialog to fit on screen.
Added a period to end of each picked up line.

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