GoldenEye: Source | |
---|---|
Developer(s) | Team GoldenEye: Source |
Publisher(s) | Team GoldenEye: Source |
Series | James Bond |
Engine | Source |
Platform(s) | Windows |
Release |
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Genre(s) | First-person shooter |
Mode(s) | Multiplayer |
GoldenEye: Source is an unlicensedtotal conversion mod developed usingValve'sSource engine.GoldenEye: Source is a multiplayerremake of the 1997Nintendo 64video gameGoldenEye 007, itself based on theJames Bond filmGoldenEye.[1][2][3] The mod's development began in 2005, and remains in active development as of 2024.
GoldenEye: Source is an online multiplayer arena first-person shooter that aims to provide a faithful and also expanded re-creation ofGoldenEye 007's multiplayer including additional game modes, re-creations ofsingle-playerlevels that were not originally accessible inGoldenEye 007's multiplayer modes, and weapons which were only accessible using cheats.
ClassicGoldenEye multiplayer maps like Complex, Library, and Facility are joined by modernized single-player levels such as Silo, Aztec, Dam, Runway, Depot, Cradle, and Control, with the level design of each tweaked substantially for multiplayer while staying as true as possible to the single-player missions that inspired them. Several maps – including Archives, Complex, Basement, Facility, Temple, and Bunker – have been made in both their "classic" original and reimagined form, while other maps from the original game only exist in their reimagined form inGoldenEye: Source, including Egyptian, Caverns, and Caves. The game also features special maps like Casino – based on the 2006 Bond filmCasino Royale – and Facility Backzone, which itself is a reimagined version of the second half of the original Nintendo 64 mission's layout.[1]
Matches take place on individual levels which are divided into several rounds, each round lasts a number of minutes and typically whichever player or team with the highest score at the end of the round will win that round. However the player or team with the most cumulative score at the end of the match will ultimately win once the map time expires.
Each player has aradar display on their screen which shows in real-time the relative position of other players in the match. In game modes which have objectives or special pick-ups such as the Golden Gun players are identified on the radar with a corresponding color. The radar is also typically off for certain gamemodes where it presents a competitive disadvantages, such as in License to Kill mode.
Server administrators also have the option to turn on or off classic features like paintball mode, or disable jumping, which was not part of the original game.
Unlike many arena first-person shooters,GoldenEye: Source does not have set weapons on each level. Instead a different weapon set will populate the many weapon spawns and corresponding ammunition pick-ups around the map on each round. Weapon spawns have a value of 1 to 8, to which weapon sets of 8 preset weapons will be assigned. There are numerous weapon sets available in the game as well as the capability for players and server hosts to create their own. Some game modes will prompt the automatic generation of weaponsets designed to best accommodate that mode.
Many of the game modes are compatible with teamplay, which is usually enabled on the following round after a certain threshold of players in a server is passed. It can likewise be manually turned on and off by the server administrator.
Development ofGoldenEye: Source began in 2005, led by founder Nicholas "Nickster" Bishop. The alpha version of the game was released on December 26, 2005. After years in beta the first official version was released on December 10, 2010. The team has continued to work on the mod to this day in dedication of Bishop's memory (Bishop died in 2006),[4] with version 5.0 being released on August 12, 2016.[5][6]
The 2016 version 5.0 went viral on social media shortly after launch, prompting several thousand new players to actively play the mod for several months. While activity in the game's servers died down over time, several hundred players who discovered the game from the 2016 release significantly expanded the previously existing community to maintain a consistently active playerbase that continues to persist as of 2024. According to the mod's developers, version 5.1 is currently in active development, which will feature tweaks to level design, sound and graphics improvements, and improved skins for some weapons, such as the AR33 assault rifle.[2]
There are two fundamental types of level inGoldenEye: Source; "Classic" and "Neo". Classic maps are faithful re-creations of maps which existed inGoldenEye 007's multiplayer, which aim to be both to-scale as well as visually reminiscent of the simple level geometry the Nintendo 64 was capable of rendering, whilst using high resolutiontextures. Neo maps are re-imagined levels fromGoldenEye 007 which often take visual inspiration from the film, as well as other James Bond films such as a map based onCasino Royale, from the film of the same name,[7] recreating both multiplayer and a select number of viable singleplayer maps with layout changes that would otherwise be unsuitable for multiplayer gameplay. Most server administrators also include a selection of fan-made,GoldenEye-inspired maps, as well as maps ported from other first person shooter games, although the game's core official maps are by far the most commonly played. Maps based on the 2000 Nintendo 64 gamePerfect Dark are also commonly played, although none are considered official.
GoldenEye: Source features an extensive soundtrack by multiple contributing artists, of varying styles, and consisting of remixes ofGoldenEye 007's soundtrack as well as original compositions. Primarily the soundtrack is composed by Trent "Basstronix" Robertson, Greg "Sole Signal" Michalec,[8] Lynden "Tweaklab" Woodiwiss, all of whom create electronic and dance tracks, and Yannick "GoldenZen" Zenhäusern[9] whose music mimics the orchestral and modernavant garde style ofÉric Serra, the composer ofGoldenEye's film score.
With each release of the mod, the soundtrack is released for free. Each level within the game has its own selection of songs which players can customize or add their own music to using .txt file scripts, including adding music from the original Nintendo 64 game to appear on specific maps.
The mod received two awards in the 2006Moddb awards, a win in Editor's Choice[10] for the Reinvention category, and was player-voted 3rd place in the overall category Mod of the year, rising from their fourth-placed finish in the unreleased category of the 2005 awards.
In 2014GoldenEye: Source was named byPC Gamer among the "Ten top fan remade classics you can play for free right now".[11]