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00 Agent Dossier - Wreck

Recon Photo
BioComing soon.
Last Known WhereaboutsOntario, Canada
Finished ProjectsAll Bonds
Bunker 1 Multi
GE Classic Guns in PD
GoldenEye Setup Editor 3.0
GoldenEye X
How to Clip Stairs
Japanese with Eng Text
Mirror Multi
Q Lab Device Training
Wreck's Multi Pack
Multi Character:Mishkin...
I don't know, maybe it's because he's the only main character that has a goatee. However, I do like the actor who portrayed the character, Tchéky Karyo, as well.
Favorite Classic Solo Level:Facility...
What can I say? It's just such a well constructed map. The designers managed to capture the look and feel of the original sets beautifully, while adding in other great locations simply from their own creativity, without straying from the overall scheme.
Favorite Classic Multi Level:Facility...
It worked so well in a mission, why wouldn't it make for an excellent multiplayer map? From battles in the bathroom, to shootouts near the locker area, and hit-and-runs in the windowed hallway by the back, there's just so many wonderful places to attack your friends and foes.
Favorite New Solo Level:Island...
Designed by TimEh, the Island is a fantastic example of just what's possible in the field of map creation for GoldenEye. You start out on a warm beach, headed into a rocky, cave-like path. Once you get through the entrance door, you're inside of a cold, airconditioned base, hidden within the mountain structure. The atmosphere is great, the construction and details are excellent, and the windows that look outside to the water are really quite jaw-dropping.
Favorite New Multi Level:Soviet Office Tower...
One of the original new maps built in Hammer by Dragonsbrethren. The Soviet Office Tower isn't large, by anymeans, but it features a very nice layout. The fierce battles with Rocket Launchers are some of the best you'll ever have. If you haven't played this online already, it's a must.
Favorite Weapon:DD44 Dostovei / D5K Deutsche / Grenade Launcher / Remote Mine
Best GoldenEye Story:I suppose I'd have to say that the thing that stands out the most - what got me the most excited - was when I was able to gain access to a few extra mission stages in multiplayer. At the time, we could only load so many. The rest would all crash immediately as the level started. While testing out different codes, I found some success. An additional three maps would now load with more than a single player inside. It doesn't seem like much now, but it was a very big accomplishment for an NTSC region hacker at the time.
Heard about GoldenEye Editing:The first time I ever found out that people were making modifications to the game, was on a message board called "GSCentral.com". It was far more simple back then. Invincibility, infinite ammo, unlock cheats, and codes that would make your guns look funky. It progressed slowly over the next ten years, into what we see today. If it weren't for the few hackers still obsessed over the glory that is GoldenEye, the scene would have likely died off years ago. Be thankful for us crazies. ;)
Advice for Future GoldenEye Editors:There's a few things that everyone should consider when working on their own projects...
1. Be creative. Try and think outside the box, while not straying too far from the original. The more you can do to make your efforts feel different and unique, the better response you'll receive from the players.
2. Be patient. This stuff takes a lot of time to accomplish, so don't throw in the towel if it feels like it is taking you forever. You also don't want to rush anything, either. A rushed product is a bad product. Sometimes it's a smart move to take a break for a day or two, then come back with a clear head.
3. Ask for assistance. If there is something you're having difficulty with, never be afraid to ask another person for help. There are others with enough knowledge to point you back in the right direction. It's always good to have somebody else to support you.
4. Testing and feedback. Before releasing anything final or official, it's a great idea to have a few other players try it out. They may spot a bug / glitch that you may have overlooked, notice a spelling error in your briefing, or even give a wonderful suggestion that you'd never thought of. They have testers in the industry for a reason... To make the designer (you) look better.
5. Have fun. Let's face it, if you don't enjoy editing or modding the game, why bother? There's plenty of times when you feel like everything is going wrong and you'd like to smash your keyboard across the monitor. But then there's the other times that bring a smile to your face; finally getting something to work out properly, testing it in-game for the first time, letting someone else preview it, and then finishing the project off completely. That sense of accomplishment is reward enough to make all that frustration seem worth it.
Upcoming Projects:GoldenEye: X Updates
Wreck's Multi Map Pack Update?

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