GoldenEye: Source is a Multiplayer only total conversion modification of Half-Life 2. It is a fan made recreation, released for free, with only one goal in mind; to bring the memories and experiences from the original GoldenEye64 back to life using Source Technology. 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 that game, 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.

Our Mission

GoldenEye: Source is a modification of Half-Life 2 , with only one goal in mind; to bring the memories and experiences from the original GoldenEye 007 back to life using SOURCE Technology . We want you to look at this mod and remember the first best multi-player 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. However, we are not here to recreate the game exactly how it was in GE007, a lot of things have changed since they first designed that game, 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 GE007 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.

        

Get in contact with GE:S
BARON [mod director]

WAKE [mod PR]

MOD HISTORY - 'The Mission So Far'
GoldenEye: Source has been through sadness, happiness, frustration, achievement and a whole lot of hard work and we share it all with you, the community!


LATE 2004 -- GoldenEye: Source started from its former leader Nicholas "Nickster" Bishop , whom at the time ran a popular Half-Life 2 fan site halflife2source.com. Nicholas was a very beloved fan of the popular Nintendo 64 title GoldenEye 007 , and had dreams of recreating it for on modern technologies. Around late 2004, talks of doing so were thrown around, and he had chosen VALVe Softwares SOURCE ENGINE to achieve this, since he and others had knowledge of the engine, with the extensive coverage of Half-Life 2 on their fan site.

JANUARY 2005 -- In early 2005, Nicholas followed through on his dream, and it quickly started to become a reality. He and Enzo.Matrix created the project after a series of discussions about a different GoldenEye project named, " Project XX7 " had gone south. His Half-Life 2 site was such a handy platform to generating interest in GoldenEye 007 being recreated, that it wasn't long before some real assets were generated. Early on, developers from two failing GoldenEye projects, decided to pull their talents and Team GoldenEye: Source took shape.

APRIL 2005 -- After continuous development, and things seem to have taken off quite well, the first of many designs for the website was created. The design resembled the Watch Menu which was featured in the original game, access by pressing Start.

JULY 2005 -- GoldenEye: Source held its very first interview with the gaming website Gamernode.com, whom at the time was also trying to get its feet under them. The interview was held over voice communication, with people listening in live. GamerNode was also giving out great prizes that night, so the turn out for our first interview is something we'll never forget.

AUGUST 2005 -- Release of the first in-game video was made publicly available showcasing, at the time, work in progress game art, visual effects, animations, and sound effects for the PP7 and KF7. The video, only a few minutes long, shown in a early version of Facility, allowed people to see for the first time that 'this project is real' , and gave glimpse of what was to come.

SEPTEMBER 2005 -- GoldenEye: Source took it's first real step into professional game development techniques and standards when a former developer  Mark Kilborn assembled a collection of SWAT team members and over a hundred guns in Howley, MI to record some weapon sounds, and ambient sounds. Some of which you will hear in GoldenEye: Source . Mark teamed up with local sound designer Ric Viers for a day of recording for the project. "It was an amazing experience" said Mark, "I've never had access to so much weaponry at once."