GoldenEye: Source is a multiplayer only total conversion modification of Half-Life 2. It is a fan made artistic recreation, released for free, with a primary goal in mind; To bring the memories and experiences from the original GoldenEye64 back to life using Source' Orange Box Technology. As one of the premier and consistently released HL2 mods, GE:S has been seen out and about, reviewed by the best, and played by hundreds and thousands of PC gamers for Eight long years and running.
We want you to look at this mod and remember the first best multiplayer first-person shooter ever made. We are doing our best to bring in the opinions of the community to create a game that everyone is going to enjoy. But, we are not here to recreate the game exactly how it was in GE64. A lot of things have changed since they first designed the original, mainly in technology and gamers experiences. We are here to take the game even further but at the same time provide a lot of those fun elements that hardcore GE64 fans will enjoy. We've got experienced team members all across the board, from professional level, to amateurs looking to make it into the business working hard to make this dream a reality.
We focus on a daily basis to keep the original feel for the game that we all know and love. Adding new and fun game play features is our secondary mission, along with new maps and weapons that will keep the game feeling fresh. By getting together with all of our development team, and asking ourselves "What are the things we always wanted to see and do?", we think we created and implemented interesting ideas into the mod for fans and gamers to enjoy!
Despite the success of the mod it is with a heavy heart that we say good bye to Nickster our GoldenEye Source mod leader. He passed away on May 24, 2006, at his home at the age of 27. We as a mod team hereby dedicate this mod fully to Nickster. Tragically his life ended too soon and we as a team wish his family and relatives the best of luck after this difficult period. He would want us to continue on no matter what the costs and we sincerely hope he is in a better place. This mod is for you Nickster, from the GoldenEYE: Source team.
Nicholas "Nickster" Bishop | Tribute Thread
This post will stay in the announcements for as long as the mod is around.
For the past many months since 5.0’s release we’ve been hard at work behind the scenes preparing what is coming next for GE:S.
Moving forward we would like to be more open and keep the community more up to date with what we are doing, and first off we are happy to announce and show a little preview of two of the maps we are presently working on.
We would like to introduce you to a level that is not that well known. ‘Citadel’ was a test level found on the original game’s ROM by using a GameShark on the GoldenEye cartridge. In the past there have been community versions of this map, but the level is now being incorporated into the game and given the full treatment.
I would never choose the caves! The temple, maybe.
Temple is a map that has long been absent from GoldenEye: Source. Whilst there have been various versions in development over the years it has never quite made it all the way to completion. The map has now been completely reenvisioned and given it’s own unique theme.
With two new levels there might have been a gap in our Soundtrack. Never fear! Tweaklab has been hard at work and would like to debut some of his awesome beats.
“I wanted to take the Citadel track from the original game that was only used in multiplayer matches and make it feel a bit more tailored to a specific map, keeping the original tempo while adding more layers to the track to give it a greater sense of progression and ambience.”
Temple didn’t have it’s own track in the original game, so to accompany the new map Tweaklab has created an original track inspired by the soundtrack of the original game and the atmosphere of the new map.
“I was encouraged by the team to have a go at writing an original track for the game and it all started with the main chord progression which utilizes a few familiar notes from the traditional Bond theme, everything else evolved fairly naturally from there. I wrote the track with the idea that it was almost like a remix of an original N64 track that no one had ever heard before and there are lots of cool ominous sounds like pan flutes and monk choirs in the mix to keep the atmosphere front and center while the beat drives the track.” - Tweaklab
Moving forward with our initiative of improving the way that weapons feel and act in the game, each weapon now has an increased number of sound effects associated with it. Pistols, Rifles, Mines, Shotguns, Rockets and so on now have distinct pickup, ammo and reload sounds for each type.
Building on our adjustment of their ammunition types, the Gold and Silver PP7s now have distinct firing sounds to help distinguish them both from each-other and the standard issue PP7.
The soundscape of the game is now more satisfying and delivers much better audible feedback on what is happening.
One of our big goals with the upcoming 5.1 is to greatly improve the experience players have when playing the game. 5.0 was a huge milestone and step up in the quality of the mod from past versions but we still see great room for improvement when it comes to making the game feel more intuitive and enjoyable. Certain lingering issues in the gameplay were made apparent by 5.0’s release which we’re working towards fixing, including changing a few Source engine defaults that fell outside of the design of our game and went under our radar.
The main one is of course the maximum server player count, which can be set as high as 32. However, GE:S was never designed to accommodate this number, and having such a large amount of players on one server causes several problems that result in a poor gameplay experience. As such, for 5.1 this will be capped to a more reasonable 16 players. We hope everybody can understand that we want players to have the best experience of the game possible.
PSA: Please keep this in mind if you’re running a server as 16 will be the maximum number of player slots supported once GoldenEye: Source 5.1 releases.
We would like to thank the community for their amazing support following the release of 5.0. We’ve been blown away by how much the game has grown and all of the positive attention we’ve received around the web.
In case you missed it we recently had an interview with PC Gamer, you can find it here:
If you’re a YouTube or Twitch streamer and would like to stream GoldenEye: Source, please do! Our original soundtrack will not get your content flagged. Please contact us if you do have any issues.
As a team that is always growing and adapting we would like to remind everybody that we are always looking for new talent. Please check our open positions Geshl2.com page if you’re interested in getting involved and helping us to create this game.
Team GoldenEye: Source
Quick follow up to the 5.0 launch. Full OST, Linux Server Beta.
There is something in the background that just brings GoldenEye: Source to life. The soundtrack! Featuring 25 new track by Tweaklab and GoldenZen. Come...
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Full server for Linux. Contains the 5.0.1 build of the Linux server.
The first patch for the WINDOWS DEDICATED SERVER. Fixing some crash bugs.
The launch of the LINUX DEDICATED SERVER. This allows Dedicated server hosts to use their Linux systems
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Highest Rated (8 agree) 9/10
Goldeneye Source offers simple and good old classic deathmatch action. No complicate new mechanics, no specific movement possibilities with which you can outmanoveur your enemy, no adjustable or unlockable weapons, pure Deathmatch. Players who like the n64 goldeneye or games like Timesplitters will love this one! Only things that might be not the best for this mod are that making out if the guy you just've seen is on your team or not, and that the simplicity can also be a bit boring, as the player…
Dec 28 2010 by SolidFake