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GoldenEye: Source

From Wikipedia, the free encyclopedia
2010 video game
GoldenEye: Source
Developer(s)Team GoldenEye: Source
Publisher(s)Team GoldenEye: Source
SeriesJames Bond
EngineSource
Platform(s)Windows
Release
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.

Gameplay

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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.

Weapon selection

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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.

Game modes

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  • Arsenal: A free-for-all mode where players start with the most powerful weapon in the game and for each single kill they are forced to use progressively weaker weapons until the final weapon, the hunting knife. Whoever kills with the final weapon wins the round. Melee kills will deduct a point from opponents and set them back one weapon.
  • Capture the Flag: A traditional take oncapture the flag. Each team is assigned an area of the map to be their base, in which they must defend their flag from the enemy team whilst attempting to retrieve the other team's flag and return it to their base with the caveat that a flag cannot be captured whilst the other team possesses the opponent's flag. The team with the most captures when the time limit is reached wins, and a tie results in a sudden-death round where players who die are eliminated and unable to respawn.
  • Deathmatch: Classic free-for-all combat where the winner is whoever has the most kills when the time runs out, typically set to four or five minutes, although longer for tournament play.
  • License to Kill: Similar to Deathmatch with the exception that every weapon will kill an opponent in a single hit. Typically the radar is disabled during this game mode.
  • Living Daylights: A certain number of flags are spawned around the map, when a player picks one up they start to accumulate points, get a slight speed boost, and can no longer use any weapon except for the flag as a melee weapon. Hitting and killing other players with the flag allows for point stealing. Picking up weapons, ammunition and armor allows for quicker point scoring. The goal is to have the most points at the end of the road.
  • Man with the Golden Gun: Similar to Deathmatch except one of the weapons on the map is replaced by the Golden Gun, a single shot pistol which kills enemies in a single hit. Anybody who picks up the Golden Gun is marked on the radar, themselves receiving a reduced radar range, and are limited to a single armor pick-up as penalties. Each round the location of the Golden Gun is changed. Possession of the Golden Gun is not required for victory as the goal is to have the most kills when the time runs out.
  • You Only Live Twice: Similar to Deathmatch except that during each round every player is limited to tworespawns after being killed.
  • Other Modes: Additional game modes includeDr. No Health, where the player spawns with zero health and full body armor, and can only replenish armor after earning a kill, andDr. No Armor, where body armor is disabled entirely. Several other unique modes are actively being beta tested by the game's developers, or exist presently in the game as fan-made additions to the mod.

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

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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]

Level design

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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.

Soundtrack

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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.

Reception

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Awards

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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]

References

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  1. ^Senior, Tom (2010-12-13)."GoldenEye: Source released".PC Gamer.Archived from the original on 2015-09-22. Retrieved2015-07-05.
  2. ^Plunkett, Luke (2010-12-14)."There's A PC Remake Of GoldenEye Out Too, You Know".Kotaku.Archived from the original on 2013-01-27. Retrieved2015-07-05.
  3. ^dudesterravensfan (2012-08-29)."Should You Play It? Goldeneye Source (Half-Life 2 Mod)".ScrewAttack. Archived fromthe original on 2013-08-31. Retrieved2015-07-05.
  4. ^Miller, Ross (May 29, 2006)."R.I.P. Nickster, gone but not forgotten [update 2]".Engadget.Archived from the original on December 5, 2021. RetrievedMarch 4, 2021.
  5. ^Devore, Jordan (August 11, 2016)."GoldenEye: Source is still around and it's about to be updated".Destructoid.Archived from the original on August 26, 2016. RetrievedAugust 24, 2016.
  6. ^Prescott, Shaun (August 11, 2016)."GoldenEye: Source receives first major update since 2013".Archived from the original on August 15, 2016. RetrievedAugust 24, 2016.
  7. ^"GES Update 10/07/10 [4.1 Media #1] news - GoldenEye: Source mod for Half-Life 2".Mod DB. 25 December 2005.Archived from the original on 2015-09-24. Retrieved2016-02-14.
  8. ^"About Sole Signal".www.solesignalmusic.com. Archived fromthe original on 2010-02-07. Retrieved2016-02-14.
  9. ^"GoldenZen music | About".www.goldenzen-music.ch.Archived from the original on 2016-06-09. Retrieved2016-02-14.
  10. ^Editor's Choice - Mod of the yearArchived March 31, 2008, at theWayback Machine
  11. ^Craig Pearson (2014-01-01)."Ten top fan-remade classics you can play for free right now".PC Gamer.Archived from the original on 2017-06-16. Retrieved2017-06-08.

External links

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Parker Brothers
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Domark
Interplay
THQ
Nintendo
Electronic Arts
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Unofficial
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Multiplayer
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