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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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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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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