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Cemetery v1.1
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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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Surface Infiltration v1.1
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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.

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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
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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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Underground Base:slimwe v1.1
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Author: slimwe


Date: August 29, 2019


Category: GE-Levels


Level: Bunker


Description:


Level: Underground Base
Author: slimwe
Date: August 29th, 2019
Edited: February 1st, 2020 (by Wreck)
Description: My first level.
Mission Objectives
a. Destroy security cameras
b. Obtain weapon briefcase
c. Upload data to main console
d. Collect shipping records
e. Defeat the boss

Have fun and enjoy it

Edit notes v1.1…
Removed collisions flag from keycard, which crashed console.
Included more checks to activate boss.
Boss goes to jog and attack once activated.
Boss stats have been rounded off.
Commandant health and armour rounded off.
Shifted start point away from door in behind.
Edited bitflags on new / custom doors.
Made doors to main control area one-way locks.
Removed sound from one of the new double doors.
Decreased size of metal crates a bit.
Adjusted sizing of custom door at glass room.
Made glass room door use go past frame flag.
Removed 0E interlink collectible objects entry.
Updated dual weapons held by guards so player can use pairs.
Disabled fall to floor flag from wall monitor screen.
Swapped M and Q briefings around.
Changed one "a" to "an" in background briefing.

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Storage Factory v1.1
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Author: Slimwe


Date: September 10, 2019


Category: GE-Levels


Level: Bunker 2


Description:


Level: Storage Factory
Author: slimwe
Date: September 10th, 2019
Edited: February 1st, 2020 (by Wreck)
Replaces: Bunker 2
Description: My second Goldeneye level.
Mission Objectives
a. Disable all security equipment
b. Destroy data mainframes
c. Delete virus from computer
d. Obtain blueprints
e. Contact helicopter pilot
f. Initiate detonation of factory

There are security cameras around the factory and try not to destroy the gas bins, you don't want to get kill in there.
And also watch out for the guards outside of the bunker as you escape in the helicopter.

Good luck and have fun playing it.

Edit notes v1.1…
Removed collisions from keycard, which crashed console when dropped.
Replaced all jeeps, as previous ones were crashing console.
Included fail check if destroy self-destruct console before using.
Added a fifteen second remaining warning for detonation.
Destroying monitor or keyboard fails virus delete objective.
Changed screen animations for network computer.
Now player can use either of the two radios.
Shifted start point slightly left.
Decreased size of metal crates a bit.
Deleted duplicate collection entry from blueprint objective.
Fixed blueprints rename in watch.
Edited bitflags on new / custom doors.
Removed door sound from paired door.
Modified helipad exit hallway doors.
Fixed action block so exit hallway doors open whenever activate screen.
Made locked doors all use one-way locks.
Made exit hallway activation screen objects invincible.
Fixed Bunker 1 name in folders.
Swapped M and Q Branch lines around.
Removed extra asterisk from Magnum name (caused issue in inventory).
Corrected spelling of "security" in background briefing.
Corrected spelling of "initiate" in objective text.
Fixed up Q's mention of grenades.

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Missile Silo v1.1
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Author: slimwe


Date: September 18, 2019


Category: GE-Levels


Level: Silo


Description:


Level: Missile Silo
Author: slimwe
Date: September 18th, 2019
Edited: February 1st, 2020 (by Wreck)
Replaces: Silo
Description: My third Goldeneye level.
Mission Objectives
a. Destroy all security cameras
b. Rescue hostages
c. Erase virus on main console
d. Collect documents
e. Escape through the elevator

Hope you enjoy playing the game

Edit notes v1.1…
Keycard collisions removed, crashed console when dropped.
Updated hostage save/fail specifics (save 3 agent, 4 secret up).
Added FC IDs for hostage pairings in guard blocks.
Fixed level location text during intro cameras.
Changed body armour models, to match amount given.
Removed fall to floor bitflag from big wall monitors.
Shifted start point away from railings a bit.
Fixed level name in watch.
Set the lower case text for watch briefings & objectives.
Swapped M and Q briefings around, with some carry over.
Cleaned up briefing, added map collection info.

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DKR Ocarina of Time 1.1
DKR OoT
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Author: Sixty Four


Date: September 8, 2018


Category: DKR Levels


Level: Various


Description:


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

Title : Diddy Kong Racing - Ocarina of Time
Date Completed : 9-8-18
Filename : DKR-OOT-64.xdelta
Replaces Level(s): Ancient Lake, Whale Bay, Everfrost Peak, Boulder Canyon
Author : Sixty Four
Email Address : moc.liamg|mekun46ekud#moc.liamg|mekun46ekud

Update 1.1 10-12-2019

Added Link as a racer, replaces TT
unlocked all tracks, vehicles, and characters
Plane does not work properly in the oot original tracks. It will work in the 1.2 tracks.
More touch ups to character select Link and other touch ups will come with 1.2 also.

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

Description : Four levels from the Legend of Zelda Ocarina of Time. Dodongo's Cavern Boss room, Lon Lon Ranch, Temple of Time (bonus track), and Graveyard (bonus track).
You can play these in tracks mode there located on the first level of each domain no unlocking needed to play. Or you can play on Adventure mode even.
The bonus tracks were very tough to form into races so bare with me.

Additional Credits : Mosky2000 for creating the music. SubDrag for making the DKR editor.
================================================================

  • Play Information *

Race Type: : Standard
Adventure Mode : Yes
Tracks Mode : Yes
Silver Coin Challenge : Yes
New Sound : Yes Some sounds from Zelda OOT and level name sounds recorded by me. (I'll get better at sounds)
New Music : Yes - Mosky2000 Created
New Textures : Yes Zelda OOT textures
Vehicle(s) : Car/Hover/Plane (Plane cpu not working but you can try to explore with it. I have recently solved planes! S soon they will be in tracks.)
Emulator Compatible : Yes
N64 Compatible : Yes
================================================================

  • Construction *

Base : Imported Models extracted from Zelda OOT using Lemmy's plug in.
Editor(s) used : Setup Editor and Blender
Known Bugs :

Important Notes : This is kind of a test hack. To test multiple levels. I learned a lot in this one. Hope you enjoy!

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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