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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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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6173
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Posted: Sun Jan 03, 2010 8:35 am Post subject: |
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That's pretty cool, I don't think anyone ever noticed that before. Amazingly there are 5 ammo clips according to editor in that right locker. I think it's because it's a terrible move to destroy it, since guards come endlessly, but that's really interesting! |
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Grizzly Evans Agent

Joined: 21 Aug 2009 Posts: 11
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Posted: Sun Jan 03, 2010 1:07 pm Post subject: |
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Speaking of Depot, does anyone have a clue what purpose this part of the map serves for? To me it seems like a good spawn point for the level.
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Jan 03, 2010 2:44 pm Post subject: |
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I'm guessing just more of the designers' dedication to making believable locations. There's armor back there on the lower difficulties. |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7252 Location: Ontario, Canada  |
Posted: Sun Jan 03, 2010 9:26 pm Post subject: |
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Isn't there about eleven or thirteen body armours throughout the Depot on Agent? That seems to be an absolutely ridiculous amount. I suppose the size of the map lends itself to it, as well as the fact that it is an enemy hideout. In the case that anyone did catch onto them and sent in a military team to seize the base, the Janus troops would certainly require as much protection as they could possibly get their hands on. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Jan 03, 2010 9:33 pm Post subject: |
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I'm having a hard time remembering, is there even any armor on 00 Agent? Depot is another stage like Archives where I just don't screw around and do the objectives as quickly as possible. The endless waves of guards shred you in that mission if you stick around in one area too long. (I did like the proximity mines they gave you; great planning there, since it lets you painless remove the guys who pile up outside of the warehouses.)
Given the location, I think Depot would've made a much better stealth mission, without the endlessly spawning guards. There are tons of pads in the setup that were likely for guards, before they decided to spawn in the majority of them:
http://goldeneye.wikia.com/wiki/Prerelease_Depot
(Really not sure if they're all guards or not. There are just so many pads, there could've been whole groups of anything removed between the existing guards.) |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Jan 21, 2010 5:13 pm Post subject: |
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This definitely takes me back. I remember reading about it years ago, but I thought it was supposed to be in the laboratories, and was never able to find it. There's a card slot floating in the void behind the wall in the room with the first door opening console in Facility:
It's actually assigned to room $08, which is the one outside of that room, with the steps. Once you know where it is, you can easily see it with move view:
(That guard threw a grenade at Bond at point blank range, and went flying as I took the screenshot. It was hilarious.) |
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NapalmNero Secret Agent


Joined: 05 Jan 2010 Posts: 224 Location: Nowhere  |
Posted: Thu Jan 21, 2010 6:08 pm Post subject: |
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I recently went browsing around the silo to find stuff related to the elevator and came across a lot of stuff that I find interesting. Check it out
One thing that confuses me about the guard would be
the fact that; between two Beta screenshots i've seen
the uniforms were Jungle Commando's and Janus Special Force
so if they changed the uniforms to Russian Infantry.. why did they keep
the guard there?
The way this door leads out into nowhere leads me to believe
that the elevator was in a separate silo. I also have 2 reasons for this.
1. In the elevator-video that Detstar showed the elevator was seen on the
wall of the silo.
2. There are several other doors that lead into blue nowhere; suggesting
more than one elevator/silo that was removed. Including one behind the
start point seen here:
I also did some digging around in the vents and found this:
It seems that you did once start in the vents; however this is probably
the second idea of a start point before "possibly" starting in an elevator(or infront of a door) as seen in the screnshot above this one.
Also this:
Here also two pictures of the other un-used doors i was talking about:
and
These doors are actually placed inside the silo with the crosswalk
and "Sniper-nest" style walk-way with the body armor on it.
Last edited by NapalmNero on Wed Oct 11, 2017 4:34 am; edited 1 time in total |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Fri Jan 22, 2010 4:35 am Post subject: |
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All of those were known, but it's probably a good idea to post the shots for anyone who hasn't seen them before. Silo's a fun stage; you can tell they just modeled a handful of rooms, and then copied them around, making minor variations as they went. You could rip the background apart and rebuild it in a few different ways. If the editor was as advanced when I did it as it is now, I would've completely rearranged the place for my Silo mission. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Fri Jan 29, 2010 8:40 am Post subject: |
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By the way, you mention the guard on the inaccessible walkway with the background door. I think he was placed/left up there to sort of force you to look up. Note that if you're using the silenced PP7 (which really has no other purpose in this mission), you won't alert the guy on the accessible walkway in that silo. He has his back turned to you when you walk in - a perfect opportunity for an unarmed kill. Switching to unarmed opens the silo shutters, and what better way to get you to look at them than to have another guard on the walkway above you? Maybe I'm reading too much into it, but it seems like very intentional placement to get you to look at a little Easter egg they snuck into that silo.
You'll note that they did remove the guard from the inaccessible walkway in the first silo, which was even inaccessible with the elevator |
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Dangerousd777 Agent


Joined: 19 Aug 2007 Posts: 84 Location: Las Vegas, Nevada  |
Posted: Sat Feb 13, 2010 8:03 pm Post subject: |
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Dragonsbrethren wrote: | Oh wow, awesome. You know, I can't believe we're still finding things buried in this game after all this time. |
This game is purely amazing, just the speculation about findings in the beta and final versions makes this game worth taking a second look at.
Everyone must have overlooked most of this when they were playing the console version in the late 90s.  _________________ "Goldeneye was just once a game for the N64... a huge success, now we can finally play all our friends and make new friends playing online! Goldeneye Forever!"
System requirements and broadband internet connection still apply, see for details. |
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NapalmNero Secret Agent


Joined: 05 Jan 2010 Posts: 224 Location: Nowhere  |
Posted: Sat Feb 13, 2010 8:23 pm Post subject: |
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Dragonsbrethren wrote: | You'll note that they did remove the guard from the inaccessible walkway in the first silo, which was even inaccessible with the elevator |
They probably took him off after removing another silo. The level seems pretty massive with all of the un-used presets. I just wish they kept the elevator and the missing silos; but having the mystery is even better  _________________ Who? |
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Dangerousd777 Agent


Joined: 19 Aug 2007 Posts: 84 Location: Las Vegas, Nevada  |
Posted: Sat Feb 13, 2010 8:28 pm Post subject: |
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NapalNero wrote: | Dragonsbrethren wrote: | You'll note that they did remove the guard from the inaccessible walkway in the first silo, which was even inaccessible with the elevator |
They probably took him off after removing another silo. The level seems pretty massive with all of the un-used presets. I just wish they kept the elevator and the missing silos; but having the mystery is even better  |
I think the guard on that walkway may have been present in the video for the beta silo.
The beta version of silo looked pretty neat, except you started on a sort of lift, instead of right next to the missile on that walkway, then that would lead you to the walkway with the guard, I think. _________________ "Goldeneye was just once a game for the N64... a huge success, now we can finally play all our friends and make new friends playing online! Goldeneye Forever!"
System requirements and broadband internet connection still apply, see for details. |
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NapalmNero Secret Agent


Joined: 05 Jan 2010 Posts: 224 Location: Nowhere  |
Posted: Sat Feb 13, 2010 8:37 pm Post subject: |
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Dangerousd777 wrote: | NapalNero wrote: | Dragonsbrethren wrote: | You'll note that they did remove the guard from the inaccessible walkway in the first silo, which was even inaccessible with the elevator |
They probably took him off after removing another silo. The level seems pretty massive with all of the un-used presets. I just wish they kept the elevator and the missing silos; but having the mystery is even better  |
I think the guard on that walkway may have been present in the video for the beta silo.
The beta version of silo looked pretty neat, except you started on a sort of lift, instead of right next to the missile on that walkway, then that would lead you to the walkway with the guard, I think. |
There was more than one start point:
1. In the vents(probably post-elevator)
and
2. One in a now removed elevator.
There is also a open spot at the end of the starting walkway; probably there for you to ride up instead of entering the corridor. Probably catering
to the "ON RAILS" gimmick of the earlier stages of the game.
As well as there were more than one elevators; suggesting by the video/open spot on the end of the walkway/ and the BG elevator door.
Which also opens the possibility of removed silos.
Also this is off note from this; but as anyone else noticed besides me the
supports under the catwalk under the Double-Door exit from Facility in that pic with the scientists aimlessly standing around in the facility?
this shot to be exact:
 _________________ Who? |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sat Feb 13, 2010 8:45 pm Post subject: |
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Yeah, I've noticed the walkway supports before. They had more on the other side, too. |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Wed Apr 07, 2010 3:06 pm Post subject: |
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Something I just noticed in Archives. The two stairwells near the starting area have clipping on their sides. This serves absolutely no purpose. My only guess is maybe they either originally wanted to let you jump over the railings (unlikely) or maybe walking to the side of the railing would've originally made you look down, like the vent in Facility? I guess it needs to be connected to the clipping below it for that to work.
I checked the stairs in Facility and Caverns, which are similarly designed, and they don't have this clipping. The ones in the later section of the Archives don't, either |
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