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Files - Multi Levels - MultiplayerX's Extended Multi Mod

NameMultiplayerX's Extended Multi Mod
DateMay 8, 2014
CategoryMulti Levels
DescriptionN64 GoldenEye Multiplayer Extended Mod Final Version:

This is the OFFICIAL final release of Multiplayer Extended. The main goal of this mod was to maximize the bland and empty feel of many of the normal multiplayer levels as well as bring in fresh ideas that stay true to the goldeneye spirit. Nasa and Frigate II (Top Zone) were two insanely difficult levels to finish but hopefully worth the extra effort for this release. Boardwalk and Chop Shop have been carefully written back into the final version using meticulous setup jumping taking almost a week of troubleshooting. Nasa is an intense multiplayer setup utilizing the maximum amount of memory allocation and objects allowed in Library and Streets setup files. It is the only level in the mod that contains massive object configuration with buildings constructed out of wall objects and some new vehicle concepts including crawler transports. Frigate II is a stunning new area with a complete walkable deck and railing. Ghost clipping has been added to all models to give the illusion of collision detection.

Note** ghost clipping: A standardized method of clipping a wall or an object by use of another object flagged as invisible. The *invisible except to rockets* check marked make the object completely transparent allowing anything behind it to remain visible. This method allows levels such as Boardwalk possible to create invisible barriers that prevent the player from walking through (or on) a visible object, wall, or floor.

**All known level issues and glitches:

Object Pass Thru: You may notice some objects allow bullets to pass through them. These were flagged INTENTIONALLY to prevent the objects from moving out of place. Metroid I uses guard hats as rocks and would move out of place when shot. Rockets however explode normally with no effect.

Player Pass Thru: Clipping is not 100% perfect however is completely playable. I'm sure someone will find fault to whine about this but like blackouts is completely unavoidable due to editor inaccuracies and GoldenEye's game engine itself. Feel free to learn modelling and rebuild everything from scratch and I'd be happy to share the binaries.

Blackouts: Once again INEVITABLE. Blame Rare for sloppy texturing, modelling, etc. Every game engine has bugs especially emulation. Boardwalk, Frigate II, Surface III, and Isla Sorna all suffer the same fate when players stand in different rooms. Just keep moving and it will clear up. Frigate II is generally stable just be patient and everything will pop back. I have contacted select members on shootersforever.com forums to remodel the clipping in Frigate II when they have time so keep an eye out for a patch in the future.

Intense blackouts in Surface III. It is STRONGLY advised you use the White Out fog to compensate for visual acuity and level appearance.

Amazons and Runway have subtle texture differences from Metroid II texture conversions. Please forgive this however it is not my fault the levels BORROW textures from one another. I believe once you see these errors they can be easily overlooked after playing the new levels.

Ladders and Vanishing Backgrounds: Clipping again is the culprit here. Boardwalk suffers from vanishing backgrounds when stepping on to the deck from the main pier. The Island is unaffected. Mr.Kane has already invested hours of his time modelling this so there will be no fix unless he offers a revamp or someone else volunteers to. :( The ladder in The Island tower is tricky but works properly once you get the hang of it. Keep in mind to slowly back over the hole until you drop off the ladder. Just takes a little practice. ;)

**bonus extras**
Two music tracks have been written into the ROM to be used in both Metroid I and II from the original game midis. I honestly could not find an epic match of instruments that do justice to the nes metroid version but included the gameshark codes that point to the music files I added to the ROM.

A very special thanks goes out to Subdrag, Wreck, Zoinkity, Mr. Kane, and Sogun for all of your support and advice during the development of this mod and every other mod created both past and present. Thank you for all of your hard work and every development tool that's been released and improved on.

Happy hacking and may GE live forever!

Download0.984081 Mb


Posted by Ladar April 21, 2018 1:07 pm
bad - oversized props everywhere, crashes on console

Posted by MultiplayerX May 22, 2014 7:30 am
Pundoconde: Sign up on shootersforever.com. You can ask for help on there as well. PM me if you join and I ll try to share what I know when I have time. I'm about to get really busy again so don't take it personal if it's not right away. Multi

Posted by PUNDOCONDE May 17, 2014 9:13 am
I would like to learn how to use the editor

Posted by MultiplayerX May 16, 2014 4:06 pm
Depends on what you want to do bro. I can troubleshoot MULTIPLAYER setups with you but if you want to hack missions stuff I'd get help from Eternally Aries, etc.

Here's the tutorials page:


Posted by PUNDOCONDE May 14, 2014 8:39 am
you perhaps you could give me a link or maybe even a page of goldeneye vault where he explains step by step how to use the configuration editor goldeneye??

Posted by MultiplayerX May 14, 2014 6:43 am
I'll try to help too PUNDOCONDE. You can pm me on: http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=6221&start=15

Just let me know on there if I can help bud. I don't make missions but I know a lot about the editor and how to save files,etc.

Posted by PUNDOCONDE May 13, 2014 7:41 am
you saw him but I did not download ago .... and then I'm an Italian

Posted by SubDrag May 13, 2014 6:52 am
There are tutorials on this site to help.

Posted by PUNDOCONDE May 12, 2014 10:56 pm
and especially how you create the camera of departure and the place to start! I'm just a beginner .................

Posted by PUNDOCONDE May 12, 2014 10:54 pm
............ sorry guys but I downloaded goldeneye setup editor and everything goes wonderfully ....... but I do not know how to save the file and play it on project64.e then after that I created a level I had to abandon everything. I explained how to create objectives??

Posted by MultiplayerX March 22, 2014 9:18 pm
UPDATE: Fixed the flags on Isla Sorna. Took forever! Thank you for pointing that out. Working on two new levels now and adding some stuff to SORNA. MultiplayerX

Posted by MultiplayerX March 11, 2014 10:37 pm
Isla and Laman are unfinished levels if you can't tell ;). Also I didn't make the levels as a crowd pleaser. I made them mainly for my interests so sorry it didn't live up for you SMBF. I just had some ideas that sounded cool at the time.

Posted by SMBF January 28, 2014 5:53 pm
here is what I think about these levels

boardwalk- boring, tons of z fighting textures, too big and runs slow.

isla- interesting, but plants block gun shots, so its boring when most of your shots don't even register.

airfield- bad, runs very slow and props can bring game down to 5 fps.

laman- okay, but your choice of book shelve placement is very odd. it doesn't really add much strategy compared to the original library, and some of the book shelves are unrealistically too close to each other.

chop shop- boring, you spend more time trying to navigate around cars then you do fighting your opponent. and how do the cars even get in the basement, when they cant even fit inside the doorway?

amazon- boring, runs very slow, too big and weapon placement are hard to find. perhaps place them in clearings? and very weird stretched door, maybe use a rock texture to better blend in?

sumerian- just egyptian, but with too many trees.

overall these levels have potential, but you clearly cannot see the forest from the trees. copying and pasting plants do not automatically make levels better, and making mazes of book shelves do not add strategy. the goldeneye devs knew that if you make the levels too hard to navigate, then you could loose focus of the multiplayer and fun. trying to find a weapon through 20 or so plants is not fun, and to call these levels 'extended' is hardly accurate. 2/5

Posted by MultiplayerX June 23, 2013 4:25 pm
I still have to complete DATADYNE rooftops. Warp blocks are all that's left. Several other ideas for other maps. This is my last BIG mod for GE then I will be returning to Perfect Dark. Multi

Posted by OmegaCop13 June 21, 2013 1:48 pm
What about Perfect Dark? There's just a lot for Goldeneye.

Posted by Mr. MTJ007 June 21, 2013 2:04 am
Excellent level MultiplayerX !!! Congratulations on the brilliant work you have done by creating multiple levels of games quickly. I am very grateful to you brother!!! :-)

Posted by Grim June 20, 2013 8:01 pm
Awesome! :)

Posted by MadMax June 19, 2013 8:29 am
vv cool

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GoldenEye Vault features a collection of fan-made, custom game mods based on popular N64 games. No ROMs are downloadable on this site. Instead, the site provides patches containing the custom user content only. We are not affiliated with, nor do we support, endorse, or condone the distribution of ROMs or Reproduction Carts for monetary gain of any kind. Our focus is to freely showcase new content from various authors, in an attempt to extend both the life and fun of such classic titles for hobby purposes.