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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Sun Dec 09, 2007 11:31 am Post subject: Janus Nuclear Facility is complete! |
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I've finished my new Facility level! I kept some of the original action blocks (ex. scientist running to bathroom, door decoder) but others are changed.
I decided to do something different w/ Dr. Doak, combining the Frigate hostage block w/ his original action block. He drops the door decryptor (I've just renamed it...) and when you save him you collect it. You can't let him die or you fail the objective.
And then the fake grenade launchers...there's a way to tell a real from a fake, it's easy. I'll let you figure it out....
Yeah, you also get to fight Xenia in the storage/bottling room area...you're trapped in til you kill her. Then the door unlocks and guards start coming.
The "minimize scientist casualties" objective is removed, so feel free and kill em all! So here are the final objectives:
A. Locate uranium sample (A)
B. Evacuate Dr. Doak (SA)
C. Eliminate Xenia (A)
D. Destroy all tanks in storage room (A)
E. Collect secret grenade launcher (00A)
I'll probably make a Part II to this mission in Silo. |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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griff_ted_alliaz Agent


Joined: 27 Nov 2007 Posts: 6
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Posted: Sun Dec 09, 2007 11:59 pm Post subject: Cool level |
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That was one of the best I've played since the Library one by BMW. I had a similar idea but didn't know how to execute.(other than the briefing files and objectives) Mine involved playing as Trevelyan right after Bond leaves the bottling room. I wanted to give him three minutes(rather than six) to get from the bottling room to the air vent before the facility explodes(from Bond's mines). I wanted to reverse the roles and make the scientists the enemies trying to slow him down while the guards all flee. I also wanted to incorporate an objective where you'd have to escort Ourumov after you rescue him from Dr. Doak. Meh, I'll quit paraphrasing and just post my briefing files:
PRIMARY OBJECTIVES:
a. Exit bottling room
b. Eliminate Doak
c. Escort Ourumov to the bathroom
d. Climb into the air vent
e. Maximize scientist casualties
BACKGROUND:
Ourumov here. Looks like Bond set the timers for three minutes instead of six. The doors are barricaded so our best bet is to head for the air vent. The traffic caused by a mass evacuation may prove troublesome. I grant you permission to take out whomever you deem expendable(save me of course, hehe) to clear a path. If we should encounter any other resistance, say for instance, that meddlesome Dr. Doak, you know what to do.
M BRIEFING:
Still me. On second thought, shoot every scientist on sight. MI6's orders may have been to minimize scientist casualties, but you no longer work for them. Besides, those cowards didn't even put up a fight against Bond. And if SMERSH taught us anything, it's that there's only one way to deal with disloyal Russians. Man, they really stuck it to those Cossacks. Serves 'em right. Oh, I hope you're not a descendant of one or anything. You'd probably be pretty outraged.
Q BRANCH:
It's times like this I wish MI6 approved my proposal for the implantation of our remotely operated cyanide-administering device in all its agents.
MONEYPENNY:
I'm helping you against my better instincts but we both know you're my only shot of landing a Double-0. Bond just won't commit. Getting into that vent is your Last Chance(-Really), A-Lec, Zurvival depends on it. And no, my typing skills aren't slipping.
But anyway, you had some good ideas that I wouldn't have thought of. And I really loved that the frame rate didn't drop too drastically like a few of the other levels posted on here. I look forward to your Silo continuation. |
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Kode-Z Hacker

Joined: 09 Nov 2007 Posts: 1142 Location: London, England  |
Posted: Mon Dec 10, 2007 2:28 pm Post subject: |
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Just downloaded it - I'm sure it's gonna be great! |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Mon Dec 10, 2007 3:47 pm Post subject: |
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The only noticeable lag occurs just before the storage room, but otherwise the framerate holds well.
As far as Trev in that pic, I threw him in for storyline purposes...it's basic, but I guess that's a good thing. You're lucky, I almost removed him.
And I didn't even think this mission would turn out the way it did!  |
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DexterII Agent

Joined: 12 Dec 2007 Posts: 11 Location: New Jersey  |
Posted: Thu Dec 13, 2007 5:32 pm Post subject: |
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I can't figure out how to open the first locked door. I killed the guard that usually has the key for it but I guess that was taken out. However when the wizzzing guard comes to the bathroom even the "Master" card doesn't open the first set of locked doors. What gives? I've been having to use the 'Walk through doors / objects" code to play the rest of the map. |
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armymen12002003 Secret Agent


Joined: 19 Nov 2007 Posts: 211 Location: Castle Wolfenstein  |
Posted: Thu Dec 13, 2007 5:52 pm Post subject: Shoot |
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shoot the boxes dexter II _________________ "Schutzstaffel!" "Mein leben!"

Last edited by armymen12002003 on Fri Dec 04, 2009 2:33 am; edited 1 time in total |
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GERage 00 Agent


Joined: 18 Nov 2007 Posts: 471 Location: Facility vents  |
Posted: Thu Dec 13, 2007 7:26 pm Post subject: |
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DexterII wrote: | However when the wizzzing guard comes to the bathroom even the "Master" card doesn't open the first set of locked doors. |
My bad...guess I forgot to toggle the unlock bits for the first set of doors.
Whatever, at least the other keycard's purposeful as a result. The "master" keycard's just there in case you destroy the consoles which control the doors. |
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