the cutting room mirror

Maps

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This is a sub-page of Proto:GoldenEye 007 (Wii)/BondX.

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There are a lot of maps in this prototype. Many cannot be opened in the game, and thus Eurochef was used to show many of them. Eurochef cannot run some maps, however.

Art Tests#

Maps focusing on testing geometry and textures over playability.

Severnaya Exterior - Art Test 1#

Chemical Facility - Section 1 - (PROGRESSION TO 1ST PASS)#

Chemical Facility - Section 2 - (PROGRESSION TO 1ST PASS)#

Starts in the labs. Bond can run back to where the large atrium area should be but will fall off the map. Moving forward, most of the area is untextured, including untextured Bond models to indicate notable points where Trevelyan and Bond should be. The pump room has lighting issues causing walls to be unnaturally bright. After leaving the pump room, there are two sets of stairs, the first of which the player cannot climb due to awkward geometry. However, by hovering or by using the noclip input, Bond can get up there. In this room are two Bond models and to the left are windows back into the pump room. This is where Trevelyan is intended to be shot, as can be seen elsewhere in the build. To the right is the long corridor at the end of the level, with a left turn at the end into the final room.

Single Player - Blockouts#

Goldeneye Corona - Blockout#

Dubai - Blockout#

Carrier lacks any storyboarding and gets straight to the point. The first chunk of the level (indoors) is significantly different and arguably looks more like an airport than an arms fair. It has a few ways of progressing through the first few rooms, which likely would've been blocked off in some way or other. Oddly, there's a vent in the restroom leading to a ladder, leading to another vent, however this only skips the first set of stairs. It's possible this could've been a stealth route, or was simply put in for fun and variety during the map design without the intention of remaining in the final revisions at all. It quickly becomes apparent just how cut down the final map is though, as the bag check hallway has an office attached to it, as well as windows looking down onto where the weaponry would be on display, rather than the event seemingly taking place only in the foyer in the final build.

After said corridor, the player enters a three-tiered atrium as part of the arms fair, wherein a gunfight would almost certainly break out if they hadn't already. This convention room leads up to the waiting room with another bag check. This area remains in the final game as the last indoor area before the carrier itself. The ladder out of the building leads straight onto the deck of the carrier and inside, rather than straight down into the hold.

The intended path once inside is to take the stairs upwards, though you can walk through a red door beside it (more on that later). The layouts aren't finalised yet, but the control room, hallways, ladders, artillery room and pump room are all still recognisable enough to the flow of the final game despite the differences. The ladders are a little finnicky to start climbing down, though the bigger issue is that sliding down the second ladder will push you through the floor and out of the map if you don't slow down. Instead of the big lift room at the end, the hallway after the pump room ramps upwards to a dead end room with enemy spawn rooms. One of the walls, along with the consoles pressed against it and canisters of some sort are marked red to indicate this wall gets destroyed (it even lacks collision) like the wall behind the lift switch in the final game.

This room is right underneath the helipad, so although it's a bit of a stretch, it's possible that Bond would be attacked by the helicopter in here for some reason, jump to the helicopter to plant the tracking bug, and drop down once the helicopter moved above the helipad. The only accessible path from the helipad continues the red theme, which indicates the finale sequence. Like the final game, Bond would rush through the ship while under attack from the helicopter (there's no concrete evidence that happened at this point in the story, through the red barricades imply destruction from an external source) and dive into the water from the deck, rather than through a hole made in the wall by said helicopter.

Tank Chase - Blockout#

An autoscroller blockout of the Tank level. The tank moves along the path by itself and for some reason the tank's aim is constantly slowly moving upwards. Only the cannon can be fired, the minigun is present on the tank (albeit on the opposite side to final) but cannot be fired. The shell cooldown on the HUD works correctly while the secondary gauge (presumably the turret) constantly drains and refills again. The input to fire the cannon is also swapped from A to B on the Wiimote.

The geometry of the level is identical until the part where the overpass is destroyed, after which the path deviates entirely before ending on the same stretch of road. At the end of the level, the tank bounces off an invisible wall before resetting. The detour causes the level to run for almost 7 minutes, roughly 2 and a half minutes longer than the final game.

Single Player - 1st Passes#

First drafts of levels, in slightly more of a complete state than the blockouts and possibly shown to Activision to report progress. Of note is these seem to be in order, meaning Statue Park originally took place before Archives, like the original game. In the final game, this level is after Station.

Dam - 1st Pass Trig&Art#

This map opens with a splash screen of the mission overview, interestingly stating that the dam infiltration is set 7 years in the past. In the movie, the timeskip was 9 years, which was removed entirely in the final revision of the remake's story. This screen is followed by a cutscene storyboard of Bond surveying the area from above. This cutscene was later streamlined, removing the use of binoculars to recon with a camera pan closer to the style of the original game. Trevelyan is notably absent from this storyboard, but is likely intended to be here, as when the level starts, a golden Bond model knocks out an enemy while telling the player through speech bubbles to attack another enemy.

The first area in particular, with the watchtower, is geographically almost identical to the final game, even down to the location of the exploding truck and the placement of the watchtower railings that can be shot down. The biggest difference physically is there's no way to vault up from a ledge by the pipes beneath the road; if the player falls down, they have to move to the right side of the road and backtrack up the slant. It's also possible to get stuck in a permanently falling state if the pipe is landed on awkwardly. This stage uses a daytime skybox and even has a sun that emits a lens flare, but also plays rainfall ambience. Between this and the Dam Rain VFX map later, the intention may have always been for Dam to be a night level in the rain.

The tunnel is where this map starts to get really interesting. Rather than roadworks maintenance, the entire area surrounding the Dam seems to be undergoing various amount of construction. Where Bond and Trevelyan drive in the truck to the checkpoint, several temporary scaffold-like structures have been erected on the road which the player can even climb up and shoot panels down from, or alternatively sneak through the pipes dug up beneath the road. On the left side is an enemy spawn room, and a misplaced door with a thick green outline. Outside of the tunnel, where the checkpoint is in the final game, two trucks block the road but can be walked between, with a room on the right. On the right of the end of the tunnel is a vent into said room, but the collision is not set up correctly and climbing into it from this side makes the player fall through the map. The layout of the room itself isn't obvious, but it may have been an office for the guards on checkpoint duty. The door outside faces the gap between the two trucks on the road. This small stretch has a large gap in the rock ceiling that's almost certainly in reference to the original Dam level.

After moving forward, a helicopter flies overhead away from the dam, while the crane visible from the starting area is moving boxes around. These can be shot down but have no effect as they lack any collision or kill triggers. This area also incorrectly draws every enemy as invisible, besides the one in the guard tower. Upon killing the invisible enemies, their bodies are usually still not drawn, but their hats suddenly appear to fall on the floor. The rain ambience is also significantly quieter and borderline impossible to hear underneath music, though the bunker and many of the stone slabs strangely emit diegetic sounds of heavier rainfall, which automate in volume and panning position based on the player's position. With the next set of big doors closed, the player is intended to take the stairs up to the side, in doing so passing by the first alarm switch. "Destroying" or disabling these is listed as an objective in the pause menu, but was ultimately cut. Its inclusion is in reference to the Agent difficulty objective in the original game of disabling four alarm panels throughout the level. The alarms are awkward to disable, as you can only shoot the thin wire they're attached to, not the switch, nor can you melee the wire, which is marked red by the reticule. In the final game, there is an alarm button in the breach room after the autoscroller, which can be shot out, melee attacked or even activated by the player with more ease than these thin levers.

The next open area is very similar, housing a guard tower, a destructible truck next to it, and another alarm to the left of an out-of-reach ladder blocking the player from seeing the enemy spawn room above. This watchtower has some large, untextured object being held above it by a second crane arm, which just so happens to be right in Bond's view upon entering the area. Shooting it down crushes the guard patrolling the tower with typical 007 finesse, rendering the upper portion of the tower inaccessible from the external stairs but still accessible from the internal set. Collision is understandably buggy and only lets you move so far inside the object, while crouching lets you move around the whole room but does not let you uncrouch until you go back downstairs. It's not clear what the item being held above the tower is, since it is too wide to be any part of the missing upper floor design. The ambience of this area adds heavy gusts of winds to the rainfall, and none of the slabs play heavy rainfall sounds. Another big gate blocks the path, and like last time, the next area's ambience fades in if you get closer. The game instead wants you to move into a side room, where it teaches the player to use Bond's phone to hack terminals. Certain parts and angles of this room cause most of the geometry to not draw. Following the path upwards leads to another terminal which opens the big gate, inexplicably revealing an untextured tank which drives out onto the road. In a very Call Of Duty objective, Bond can place a mine onto the back of it, though it seems to do nothing, has no objective listed in the pause menu and has no effect whether the mine is placed or the tank is ignored. Curiously, a green cone of vision can be seen through Bond's phone, like those used for cameras in the final game, which follows the sweeping turret on top.

The tunnel past the tank gate leads to another big gate, only this one is opened by simply pressing a button near it. There's also an enemy spawn room to the left of the gate, akin to the first area within the dam itself in the final game. The dam crest is heavily unfinished, with broken guard animations, and visible holes in the road which can't be fallen through, unlike the hole in this road that can be fallen though. The helicopter returns just like the final game, despawning before it quite reaches the helipad and leaving its sound effects looping infinitely in its starting position.

The guard tower upper floors are empty but interestingly, the elevators below them work. In the final game, Trevelyan forces open the elevator doors so he and Bond can breach into the room through the elevator shaft, but in this build, the door is for some reason already open, with the button to move between floors facing directly opposite the entrance. The lift appears to get stuck, giving the player a tutorial to crouch through the gap, however turning back at it reveals the ground of the intended floor continues into the shaft. In the final game, the tanks are removed and the player is forced down the shaft as part of a cutscene, which also conveniently masks the awkwardness of having to turn 180 degrees after pressing the elevator button due to the dam's design. The breach room is understandably missing all of its furnishings and has an extra wall dividing the room from the lift, but interestingly, the back room (which houses servers for an objective in the final game) simply houses a hole with a ladder to climb down. It lacks a door to open, and has another alarm to its right. In the final game, the doorway out from this ladder remains used, offering a maintenance route as a stealthy way of avoiding the big door next to it. The doorway also has a router next to it, which for some reason is used activate the big door next to it. The player can still take the intended final game route down the hallway, down the stairs and back across this area, which is made redundant by this ladder.

The next few areas are surprisingly similar to final, with the core architecture and enemy spawns already in place, including the guys after the big door who stand underneath pipes you can burst, and the guys who run in from outside as you get close to that doorway. The docks area even has blockouts for boats and some unclear colour-coded destructible objects lying around. Surprisingly, the boats even have collision, but the walkways lack barriers stopping you from falling into the water so you have to be careful. The boats are surprising as the player cannot move onto them in the final game. The other end of the docks are missing geometry and feels a lot smaller, especially so as the small placeholder room inside is nothing like whatever water control room was modelled here in the final game. Considering this size difference however, the elevator back up to the top of the dam is still in the same place (along the same wall as the doorway in).

As well as the lift being on a different side of the helipad area, the helipad itself is much smaller and shorter, with no walkways underneath it, just a simple walkway up and back down with two guards at the top. In the final game, this is where Bond photographs the EMP-hardened helicopter for MI6. In this version, the phone marks the helicopter as a secondary objective, which the pause menu clarifies as needing disabling by planting a bomb. The bomb can be planted on its left side, and not only marks the objective as complete, but explodes after a few seconds as well. The intent of destroying the helicopter may have been either an incredibly early idea, or was placeholder, as the DS version of the game was based on somewhat outdated design documents but still has the player photograph the helicopter. Using this helicopter in the final game to plant the seeds for an EMP blast is a nice touch, though not strictly necessary as it's at all possible this helicopter gets destroyed along with the dam itself during Airfield anyway.

After heading back down and up the other lift to the other side of the tank blockade, the rest of the Dam road beyond the first guard tower is meant to be blocked off by two tanks, but even if they had collision, the player can just walk past them in their current state. Behind the tanks, enemies are sometimes invisible again. Following the road, a small little alcove appears on the right. The player can drop down it and use the elevator back up, this is the one that is meant to open up after destroying the helicopter. Strangely, if the player does this and then heads back to do the rest of the level as intended, the door still never opens. In the final game, a very good call was made to connect the helipad directly to the dam top. Aside from the lack of a sniper enemy, the rest of the level plays out pretty much the same, running down the road to use the lift below the furthest guard tower.

Once inside again, the layout is very close to the last interior, but with another long hallway like before instead of the server room. The doorway to a room with just a ladder leading downwards is flipped, though this room actually remained in the final game. The bottom floor of this ladder room has drawing issues with the room connected to it, and vice versa. As well, there is another stretch of road on the opposite side of the room with the large window, as well as a bizarre crouchspace that lets the player move along the awnings above the road, with a ladder at the other end which may have been used as a stealth option. After reaching the end trigger of the level, a brief storyboard cutscene plays, followed by an ending overview splash screen. The outline is vague but doesn't give any indication of the parachute altercation having been written yet, nor that the jump itself was being used as a shoe-in for the opening titles yet. The game then reloads the map with the player spawned into an untextured dev room out of bounds used to teleport to checkpoints. This room dubs the two curved outdoor sections later reduced to the truck autoscroller as Outer Security and Inner Security, though the Dam Top and Level Start are also options, the latter of which also triggers the opening briefing and storyboards.

This map also has some oddities with backtracking throughout, mostly in that all trucks besides the ones in the spawn area and dam crest explode again (without sound) every time they are drawn on-screen. The first truck in the level simply reappears in its undestroyed form, but lacking the explosive gas tank to explode it again, while the crest trucks simply fade in and out without destroying themselves again. Backtracking to the checkpoint after having entered the next open area also triggers the helicopter sound to play, but as the helicopter itself doesn't respawn to fly away again, its sound effect drones in the air infinitely.

Facility - 1st Pass Trig#

Facility opens with an objective splash screen, but no storyboarding. The opening area is lacking an upper walkway for Trevelyan to be lifted up to, though the layout of the left side of the room may have the water pools in mind already.

The vents are starting to look a bit more like the final game, but have a branching path at the end of two different vents you can enter, which was changed before release but is still present in the DS version. This was likely cut as the vents ultimately lead to the same restroom. Coincidentally, the next room was also heavily refined but left alone in the DS version. The Wii version turned this office room into a pump room with an upper floor walkway instead.

Airfield - 1st Pass Trig&Art#

This map opens with a brief overview of the level and a single storyboard frame of Bond exiting a vent. The level starts in a sizeable warehouse, wherein Bond has to slalom between obstacles and take stairs up and down in order to take the longest possible path through the exploding building. Part of this obstacle course is a long conveyor belt with frequent destructible barrels. At the end of the slalom, the player interacts with a button to stop the conveyor belt in this small room, which opens up the next path. This conveyor belt that the player walks along leads to the main airfield, where the level actually starts in the final game. It's a shame all of this was cut, because it's a pretty fun area for hectic gunfights and doesn't take too long to get through either.

The first outdoor area is structurally similar, but it has an aircraft lying around on the road which was replaced with debris, and in a tiny hangar which was replaced with a guard tower in the final game. Aircraft can also be seen taking off in the distance, in the final game a helicopter can be seen leaving but the runway is empty aside from the plane from the level's outro. This plane is present in this prototype, but positioned slightly differently and can only be seen from the back of the hangar. A rough blockout helicopter (not the same model seen in the Dam first pass) spawns near the SAM turret, but the router to activate it is strangely completely disconnected from the launcher, in front of the raised platform that it's on. Using it causes the chopper to explode and disappear. The helicopter has a much shorter range and attacks less aggressively, as well as sitting by the turret instead of moving around. The turret itself is placed on the raised platform directly in front of the final game spawn point, it would later be moved to the upper level of the watchtower. The truck that spawns more enemies instead drives up the hill at the end of this area, it can hit the player but deals no damage. It can be destroyed by shooting its fuel tank, but lacks any animation or destroyed model and simply changes to entirely black. The luggage transfer vehicle was removed entirely while the standing motorbike was moved closer to the player spawn and knocked on its side.

The player then has two routes to the next area, and it's surprisingly identical to the final game. Bond can either run down the hill, turn the corner, and run up the hill, or he can go indoors on the left of the downward slope. Inside is a warehouse with a jeep in the middle of one area, and a crane arm holding explosives in the other room, which works as intended with placeholder textures. The player can leave through a door on the upper or lower floor, which both come out to the same area, and remain in exactly the same place for the rest of development. The outdoor area it leads to is also pretty finalised, the biggest difference is that the shutter door at the end is closed, forcing the player to take the door into a side room next to it. This door is still an option in the final build, but the shutter door is also opened.

The final exterior area is also largely finalised, but is completely missing a guard tower. The SAM launcher is also a lot closer to the wall the player entered from, and sits on the floor. Hacking its modem seems to imply that Bond fires the missile at some sort of tower to make it collapse. In the final game, the helicopter from the first area returns and is shot down for good if attacked with both SAMs. If the first missile was fired, this second missile causes the chopper to lose control and crash into the tower, which falls onto a massive fuel tank. In this build, this opens up the shutter behind the fuel tank regardless of whether the first launcher was fired. The vague objective description of simply "utilise the external SAM sites" makes it unclear whether the helicopter is intended to be here or not. The shutter opens up another way into the control tower. The regular entrance to the tower has no destructible blockout marking where the decal can be shot down. Inside the tower is also very similar. Surprisingly, the objective for destroying the tower's consoles is active and completable, though mines have to be planted rather than shooting them out yourself, and there are less consoles in total. Like with the SAM launchers, the objective is always active but only appears in the pause menu once completed.

Moving through the door to the outside splashes an overview and then a very rough storyboard of the level's ending, which only really shows that the plane takes off. The actual end of the level is completely missing, however, this level's checkpoint loading triggers are slightly broken. Restarting the level, any checkpoint, or even exiting the level plays an early animation render of the level's finale section, where Bond drives the motorbike and then flies the plane. It's largely similar, aside from an action jump on the bike and Bond losing his P99 in the air which was cut (in the final game he simply puts it away before reaching the end of the runway). Once Bond pulls the plane up, it cuts to footage of the equivalent scene from the movie. There is no indication to whether this is all one cutscene or how playable this was intended to be. In the case of restarting the level, the player is instead spawned in a dev checkpoint room.

Zukovsky's - 1st Pass Trig (Non Deliverable)#

Begins with storyboards of Bond arriving by car to the Nightclub. The player spawns at a less fancy reception. The door to the dancefloor is around the corner. In the final game, the player can go through either of these doors because the platform outside is connected, but they are separate here, with a bouncer blocking access to the other door. The dancefloor is much smaller compared to final, but the layout is relatively similar. The dancers are all the same low-poly model, where in final they are all silhouettes. The club also lacks any kind of music. The final game uses a remix of I Remember by deadmau5 from DJ Hero 2, which came out around the same time as GoldenEye. Sgt. Garcia only has one spawn point (as opposed to spawning in one of three points at random in final) is represented by a stock image of a woman who is always facing Bond. When approaching her, the prompt for vaulting appears, but pressing A does interact with her. A speech bubble appears above her head saying "meet me at the bar", to which she heads to the bar down the stairs from Zukovsky's office and must be talked to again to head up, rather than going straight there as in final. This may have been cut due to being unnecessary. Bond is not checked by the security guard, nor does he respond to the sergeant, though these may have been intended and just not implemented yet. As an oddity, only the stairs on this side of the room are built correctly; the rest of the stairs in the level push Bond downwards slowly if he is not moving.

The office area is largely the same, but has some differences. On the left after entering is a small bar enclosure in the wall, the couches are about knee height and offer no cover, there is nothing outside the club windows, meaning the dev room hasn't been implemented yet, and there is a small gap in the floor by the stairs below the office. It is coloured blue, possibly intending the use of a small water bank, but Bond cannot vault out of it, requiring the use of the noclip code to escape.

Inside the office, most decoration is missing but there is Zukovsky's desk and a couch by the door. Another story prompt appears about Zukovsky's bodyguard killing him. In the final game, Xenia is a waitress, not his bodyguard. The subsequent combat breaks out while Bond is still in the office. There's also an enemy behind the bar which was cut. The fight in the dancefloor area is largely the same, besides the missing(?) upper level which enemies spawn from here and the placeholder snow guards that throw grenades. After going through the door, the level changes more dramatically from the final level.

Directly opposite the door is a cloakroom(?), with hangars that Bond can walk through. Through the opposite doorway is a corridor and two double-doors leading to a large red room. Bond can either go down the stairs to the main room, or head further down the balcony to a bridge above the room, which collapses down. Alternatively, Bond can go down the stairs to the right after the dancefloor, which leads to a breach into this room. To the left are the aforementioned stairs up to the balcony and the bridge. This room is large and has lots of lowered, circular seating areas for patrons. To continue into the next room of the map, the player must hack the router to unlock the shutter blocking the door.

Here, Bond faces another choice of how to progress. On the right are some stairs, and slightly further ahead to the right is the door to the kitchen. Atop the stairs and to the left is a vent Bond can climb into. After climbing in there's an immediate fall (raising the question of why it's necessarily to climb a box to climb into the vent in the first place). On either side of Bond here is vent grating, and slightly ahead is the choice of going straight or taking a left turn. The left turn has four grates, while moving straight leads to the textbox of enemies discovering Bond in the vent and shooting the vent down. If the player doesn't stop, they can reach the grating at the end and fall out of their own volition. This may have been cut due to its similarity to the exact same moment in Quantum Of Solace. In addition, Bond will not be spotted by enemies through the grates like in the final game, but the grates have no interaction animation and can be shot off with one bullet rather than two. Some grates fall through the floor, and it is possible for Bond to fall through sometimes as well. The kitchen layout is fairly similar to the final game, including gaps in the geometry for the yet-unimplemented explosive canisters. At the end of the kitchens, there is a shutter between the doors in the room behind, making the right door pointless. In the final game, both doorways connect to the final room. The final room of the map is significantly smaller and only has the one entrance in. The room is also another bar with likely private seating, but these seats and the red lighting are the only similarities to the final product. Unfortunately there's no way out of this level because there is nothing after it, which could be why the level is marked "non-deliverable."

Nightclub also has a running motif of clusters of upright rectangles that curve in their height. In this build it is seen on both sides of the DJ booth and as seating in the final room, and is and used as the level photo in the frontend. In the final game, this design only appears in the final area, in the seating next to the club's back door.

Statue Park - 1st Pass Trig#

Memorial's info splash screen is a big block of questionably-written text with a lot to unpack. Besides this version of the story having Bond enter the park through a hole in a chain-link fence, this overview indicts Zukovsky as having set up the meet with Janus (like in the film) but also having double-crossed him, with armed guards entering the park. There is no cutscene storyboard. Zukovsky still being alive by Memorial means he had not been written out in the Nightclub level yet. Either this treatment of the script is even earlier than the one the Nightclub first pass is using, or getting shot by his bodyguard wasn't fatal.

Like the Corona blockout, this map is almost entirely unrecognisable to its final iteration. It has no skybox but some kind of blueish tint throughout the level heavily implies nighttime. Bond starts on a hill adjacent to a road, watching over which are two cameras and a guard station with a destructible camera feed monitor. The cameras are visible on the minimap, but an aerial view map does exist for the phone. Bond can then follow the curve in the road past a wall, or climb through a vent, to get to a large, open area with a military vehicle sporting camouflague in the middle. The road is blocked by a large gate, leading Bond to take the large tunnel next to it instead. High above this entrance is an enemy behind destructible cover. The height of the balcony suggests this may have been intended for a sniper enemy, though every enemy in this build only uses AK-47s.

Archives - 1st Pass Trig&Art#

The level begins with a pop-up about Bond's interrogation in the level intro. Surprisingly little is different here, though there are some notable changes. Archives follows Bond and Natalya's capture in Statue Park, Natalya is explicitly written to "recognise" Ourumov as he enters the room, and the plural "guards" implies more than one. Bond is also said to "break free", prompting questions about why Bond technically could've walked around the room in the final level. Following this is a slideshow of sketches(?) as a visual representation of the scene. Bond and Natalya are sat on the same side of the table, arms tied behind their chairs. Ourumov kills Minister Mishkin and takes Natalya captive in the time it takes Bond to break out of his seat. While character likenesses are obviously not final, there are some strange oddities as Bond first appears as someone else, while Natalya's first two slides appear to be Camille from Quantum Of Solace. It's hard to tell if her likeness in the final slide is still Olga Kurylenko, though she is still wearing the same dress.

Bond spawns in the interrogation room rather than just outside. The area appears to be mostly final already, though the back of the room was moved back and an additional wall with a door was put into the room instead. The area outside the interrogation room is missing furniture/general decoration and the post-processing placed in front of the camera is totally missing in the level, but most of the textures appear to be in place already. None of the jailing rooms have windows yet, so parts of the later level are visible from the two rooms opposite from the start, while in the room parallel to the spawn point, the dev room can be seen. Between now and final, windows were filled in with blinding light shining through. Also of note in this starting area is that there are no doors besides the metal gate is impossible to pass through, and that the transparent glass between interrogation rooms is an opaque black texture. Though it makes even less sense to there being two interrogation rooms sharing a window, this may have been changed to make it clearer how to progress or to look nicer when vaulting through the glass. Either way, it doesn't explain why Bond and Natalya are being interrogated in a makeshift interrogation room in one of the holding cells when there are four actual interrogation rooms in the same hallway.

Around the corner, the second security grate has not been implemented and can be walked through, but the vents do exist. The grates cannot be destroyed like in Nightclub, and the door to the office cannot be opened. Despite no furniture in the office, the window parallel to the door cannot be vaulted in like the main game, presumably the table was planned already.

Railyard - 1st Pass Trig (1st Pass Art WIP - Non-Deliverable)#

Station opens up with a pre-rendered video file (see "CS_BX_RYD_010.THP" above). The video is followed by a context splash screen and a storyboard of the cutscene. The player then starts on top of a detached train carriage instead of the tank, though the video shows Bond getting down from the tank like in the final game. The railroad tracks lack collision so the player will fall through the floor if they drop down anywhere besides directly in front, but can still walk out off the floor behind the spawn point. The only way out of the starting area is a closed shutter which opens upon proximity; this was ultimately cut.

The layout of the map is identical to the final game, with most of the detail like textures, destructible items and multiple pathways already in place. In the penultimate area, interacting with the crane completes the "Destroy Munitions Carriages" objective; this is still doable in the final game, but is never treated as an objective nor pointed out to the player. This prototype map has a ladder down from the crane that was cut by the final build, but even here, it's missing a bottom and can only be climbed down but not up. Despite this, both versions have a ladder nearby that makes the crane accessible regardless of which route was taken, making it unclear why the crane was never enforced as an objective despite an interior being added between this build and release. Next to that ladder is another leading up to the top of some scaffolding. This is again in both versions, but in this build, a sloped slab of wood links this platform to the next; in the final game this slab was removed and a ladder was added to the next platform from the ground floor instead.

The final area underwent the most changes, though it's still close to final. Turning around to the raised scaffolding parallel to the "tunnel", walking up the boards causes them to fall down and land in front of the chain link fence. This fence is accidentally only one-way, letting the player walk through it but not walk back. In the final game, Bond boards the train from here, but in this build, the player has to keep moving alongside the train, fighting the enemies in the large area from outside the train rather than inside. The pile of rope wheels is missing, but one sits atop two sets of stairs carved into the far wall, which falls down when the explosive next to it is shot. Placeholder models for Natalya and Ourumov can be seen moving through a carriage. The collision for the floor extends to the train, allowing the player to hover over the tracks and interact with a vent inside the penultimate carriage, in turn causing the door on the far wall to fritz out of control.

Entering the final carriage brings up a splash screen summing up the quick-time event. The text specifies two enemies, though the associated video, "CS_BX_RYD_040.THP" (which does not play) shows three. After this takes place, the objective "Retrieve Helicopte Blueprints" [sic] appears. This is triggered by a console against the wall, which is difficult to see. The hack prompt strangely triggers a phone call, answering which completes the objective. Moving back a carriage brings up more cutscene storyboards, again using art of Camille in place of Natalya. The storyboard is not narrated but shows Trevelyan through a carriage door window while Bond and Natalya struggle to escape, as shown in-game by Natalya's placeholder model bouncing up and down by a computer terminal. The player can open the door and leave to "end" the level, though the door will not open if the vent was opened before the cutscenes. Leaving the carriage brings up a splash screen about the final cutscene, which automatically disappears in half a second. Nonetheless, it describes both Bond and Natalya running for safety and the train exploding, neither of which happens in the final game. The placeholder video ("CS_BX_RYD_050.THP") does not play as intended, though restarting or exiting the level makes it play, followed by the intro cutscene. The video seems to suggest Natalya is unconscious and being carried by Bond as they leave the train. When the splash prompt disappears, the train tracks still have no collision and the player falls out of the map.

Despite being surprisingly far along, this version of the script is much closer to the film's train scenes. At some point in 2010, the script was revised to move Statue Park after the St. Petersburg escape. Since the park is where Trevelyan is revealed to still be alive, this wrote him out of this level entirely, with Xenia present to kill Ourumov instead. This map also refers to the train as being Trevelyan's in the objectives menu, which was reduced to more generic wording.

Jungle - 1st Pass Trig#

Other Playable Deliveries#

AI Vantage Point System#

Prototype Helicopter 1st Pass#

Tank Spline Prototype [mt_tankchase.edb]#

Seems identical to Tank Chase - Blockout, likely loading the same map.

Tank Handling Prototype [mt_tankdrive.edb]#

Identical to Tank Chase - Blockout and Tank Spline Prototype, except the player controls the tank's movement. Its top speed moves a lot faster than the autoscroller maps and final game. The end of the map has no triggers to restart, meaning you can drive into the tunnel and fall through the floor.

If loaded through the debug menu rather than the frontend option, the player spawns in a large dodecagon-shaped room; this is an equivalent checkpoint room as the player spawns in the tank despite going through a loading screen after entering a checkpoint. There are also small placeholder enemies who 'fire' at the player in this room, but it is merely a muzzle flash animation and no damage is dealt. The enemies disappear if shot with the tank cannon, oddly without an explosion from the tank shells.

Tank VFX Test#

A cramped arena space with cars, low stone cover, small shelters and large non-destructible shelters with breakable glass. To the right of the map is a turret that fires a missile at one of the shelters, which plays a destruction visual on impact though doesn't actually destroy the shelter in question. A bright light is emitted from the launcher for an unknown reason.

Tank Street VFX Test#

More tests for car destruction, in a cramped street that looks more like Siena from Quantum Of Solace than St Petersburg. Several explosions are triggered at the end of the street, which drops into stormdrains. It's only here that the explosions are revealed to have come from an untextured helicopter, which shoots at cars and support columns in the stormdrains and getting partially stuck along its set path in doing so. A few seconds of this map can actually be seen in the game's reveal trailer.

Zukovsky VFX Test#

Spawns the player in a medium-sized room loosely resembling the final area of the Nightclub first-pass. It is fully textured in the style of blue and purple that the final game uses for its main dancehall, but has far more lighting going on. Many big light tubes are played around the bar in the centre, with a bigger tube in bar itself. The bars are split into many horizontal sections with light running up and down them in unsynced patterns while changing colours between blue, green and occasionally yellow. On the back wall are many horizontal strips of circular lights, which rapidly move up one after another to create the effect of a singular, moving column of deactivated lights. Using noclip or freecam reveals that the lights are moving through the ceiling and can be seen above the room. The lighting is far more vivid than in the final game.

Through a set of windows behind the player, many large test rooms in a black void can be seen. The test rooms resemble those where the player is loaded into a corridor with several options and warped to the related test area, but is entirely empty. Even more interestingly, away from both this and the nightclub room is a test area based on the start of Solar. It is an excerpt of the curved hallway at the start of the level, with the water tanks along the side. One of the water containers cracks the glass and bursts water into the hallway on a loop. The Nightclub can be seen from one end of the hallway.

Something about this area for some reason also triggers the generic "daytime with mountain backdrop" skybox to render. This Solar area may have been the original purpose of the map before being repurposed for Nightclub testing.

Corona VFX Test#

Depicts a series of conjoined rooms (which are actually the watchtowers from Outpost) getting obliterated by a bright ray of light, then recovering and repeating. This ray of light was refined a lot and is used during the Natalya "defence" section of Cradle. The rest of the map lacks collision outside of the blockout starting area.

Dam Rain VFX (Non-Deliverable) [m_truck_rainroom.edb]#

An in-engine loop of the Dam truck interior from the passenger seat, showing how the rainfall hitting the truck windshield looks. Inexplicably, the truck seems to be taking the route in reverse to the first pass and final game layouts. The truck interior is completely mangled and non-sensical if viewed in Dolphin's freecam. The lighting is also darker, much more akin to the final game's nighttime.

The existence of this test is interesting, namely because the planning of the truck autoscroller and implementation of rain effects completely obsoletes the on-foot equivalent of this section in the Dam first pass documented above. The change in lighting and weather makes it look a lot closer to its final iteration already.

Helicopter VFX (Non-Deliverable)#

A weird testing ground map based on the Outpost test/multiplayer map. A helicopter is swaying around in the sky. It is presumably meant to be shot down by the very early SAM turret by spawn, which may be controlled by the vertical grey box next to it, but there seems to be no way of actually triggering this. There's also a lot of test space and assets behind and to the left of spawn, and the skybox fades out if the player moves closer to the helicopter.

Covert Jungle (Non-Deliverable)#

A circular arena space with a decent amount of cover and vertical tiers. The intention is a test space for showcasing and testing stealth, however the end trigger on the other side resets the map even if stealth was broken. The area itself is pretty refined and probably the most presentable map in this build.

Multiplayer#

This build offers splitscreen, LAN and online match options. The only gamemodes available are Deathmatch and Team Deathmatch, which were renamed Conflict and Team Conflict by the end of development. Attempting to host or join an online game attempts to create an account and then fails at DNS lookup, probably as it's searching for Eurocom's internal servers. The final game lacks a server browser and the ability to host online matches.

LAN games on the other hand can be hosted and probably joined (max player count is unknown but likely 8), but were ultimately cut from the final game. Five blockout maps are available; Archive [sic] and Statue Park (Memorial) are dubbed first passes. Zukovsky (Nightclub), Railyard (Station), and Facility are dubbed "FDM (Multiplayer)". Somewhat shockingly, considering the state of the campaign level designs, the five maps presented are geographically finalised and are only really missing textures and ambience. Archives, Nightclub, Memorial and Facility all have areas which are loaded in but blocked off. In the final game, some offline maps have secondary areas blocked off to keep the map smaller and more focused, though Memorial actually had its barriers removed. FDM seems to refer to the offline map variants, while TDM refers to specifically team matches.

Splitscreen works with options for 2, 3 and 4 players, as well as a debug option for 8. Respawning players have a blue screen flash indicating an invincibility grace period, although the player can still be damaged in this time. Respawning players also have a 2 button prompt at the top of their screen, the purpose of which is unknown. Splitscreen has four of the above maps (no Railyard), a blockout Test Map with coloured respawn zones, and five "Archive Dan Test" map listings. Despite the unclear names, these are actually the online versions of the five LAN maps.

The 8 player option in splitscreen was probably only used for offline stress testing and diagnostics of 8 player matches, as 8 players is the cap for online matches. Rather than trying to split the screen into 8, the match runs from a single-player perspective, with the player controlling all 8 people in the match, leading to some oddities like being able to shoot yourself with another player but still aim, fire and reload while dying.

Debug Menu Maps#

Like the GoldenEye 2010 build, BondX has a number of additional maps that are not normally available in-game and are only accessible through the debug menu.

Main List#

The following are the maps listed in the Level folder of the debug menu, below the subfolders.

mt_ai.edb#

Same as the version found in the GoldenEye 2010 build, even down to not having grenades in the grenade room.

mt_airfield.edb#

mt_archive.edb#

mt_archive_gfx.edb#

mt_archive_test.edb#

mt_archives.edb#

mt_corona.edb#

mt_dam.edb#

mt_dubai.edb#

mt_facility.edb#

mt_fight.edb#

mt_fx.edb#

mt_fx_props.edb#

mt_fxtst.edb#

mt_jungle.edb#

mt_jungle2.edb#

mt_phys.edb#

mt_pmove.edb#

mt_ra_dubai.edb#

mt_railyard.edb#

mt_ropes.edb#

mt_sb_sev01.edb#

mt_scale.edb#

mt_severnaya_ext.edb#

mt_severnaya_int.edb#

mt_solarpark.edb#

mt_statuepark.edb#

mt_tankchase.edb#

mt_tankdrive.edb#

mt_test.edb#

mt_zukovskys.edb#

Test Maps#

m_ai_squads.edb#

m_aitests.edb#

m_annex.edb#

m_annex_gfx.edb#

m_cam_test.edb#

m_column_test.edb#

m_corridor_dest.edb#

m_cutscene.edb#

m_dam_gfx.edb#

m_firing_range.edb#

m_jamie.edb#

Functionally identical to the White Box Test Range map found in the GoldenEye 2010 build, though the 'AI and Assault Course' area no longer loads correctly.

m_labs.edb#

m_labs_gfx.edb#

m_missions.edb#

m_monaco.edb#

A large blockout map with nighttime hues, no skybox, some triggers and plenty of enemies and burstable pipes. It's hard to tell what the layout is meant to be, as it manages to be quite cramped with much verticality, while also having distinct interior and exterior areas. The only landmark that ties this map to anything is the long military carrier which isn't actually connected to the starting point. Despite the filename of Monaco, this scene took place in Monte Carlo in the original story, and in the final game, Dubai.

m_nettest.edb#

Spawns the player in a long, thin blockout room with four wooden doors; the left three can be opened by pressing A while the rightmost opens as the player walks through it. Inside is a long room with lots of pillars. The left and right pillars against the wall denote distance from 1.0m to 1.7m in increments of 0.1m, the scale of which completely ignores the '1m' texture scales the room is made out of. The other side of the doors also have scales denoted above them, from 1.55m on the leftmost to 1.25m on the rightmost. It's not clear what this was used for, besides possibly for testing netcode and online lag.

m_nme_test.edb#

A section of the Outpost test/multiplayer map, with two rows of buttons on the floor to spawn enemies. The first row of five blue tiles spawn one enemy each, while the second row of four green tiles each spawn five enemies. All 25 enemies can be spawned in at once, making for a frantic gunfight.

m_peter.edb#

m_propsroom_gfx#

m_sb_dam.edb#

m_sev_gfx.edb#

m_sev_main.edb#

m_sscreen_proto.edb#

The test map listed in the splitscreen multiplayer frontend. This map was probably used to test things in a smaller environment, but booting through the debug menu loads the map without multiplayer properties.

m_streamtest.edb#

m_sun_room.edb#

m_tank_fx_props.edb#

m_tank_fx_street.edb#

m_tank_rpg.edb#

m_tankenemytest.edb#

m_tanktest.edb#

m_toolbox.edb#

m_truck_rainroom.edb#

m_weaponsroom.edb#

mt_statuepark.edb#

Art Test Maps#

ma_airfield01.edb#

ma_archives01.edb#

ma_corona01.edb#

ma_dam01.edb#

ma_dubai01.edb#

ma_facility01.edb#

ma_facility02.edb#

ma_jungle01.edb#

ma_props.edb#

ma_protoheli.edb#

ma_railyard91.edb#

ma_sev01_ext.edb#

ma_sev01_int.edb#

ma_solarpark01.edb#

ma_statuepark01.edb#

ma_tankchase01.edb#

Completely empty, spawning the player falling infinitely in a black void.

ma_zukovskys01.edb#

Visual Maps#

Versions of the single-player maps without enemies, objects, triggers, music, and usually ambience.

mg_airfield.edb#

Airfield, without objects or triggers. The level does not end when leaving the control tower, meaning the player can take the fire escape back to the lower level of the tower. Looking back at the first exterior area from the stairs reveals a large amount of missing scenery around said open area.

mg_archive.edb#

Fails to load, citing "no spawn point could be found for player."

mg_archive_test.edb#

Loads the player into an early version of Archives. Despite a more condensed layout than the final game, the level is completely textured in the same style as the final version and computers and computer monitors are destructible, though many destructible objects (like the one that destroys a wall) suffer from rendering issues.

The player spawns outside an interrogation room on the left side of the security checkpoint, completely skipping the first few hallways of the final map. The hallway to the left of Bond leads to stairs, but moving to the other side of the checkpoint takes the player upstairs and through a server room office. One exit from the room leads to the checkpoint gate with the destructible wall, which is also where the stairs to the left of spawn take the player, but another exit from the server room office takes the player through an attic. The gate room path plays out like normal, but with only one doorway out of the yellow upstairs room.

Whichever path you take, the server farm is completely skipped and both paths lead directly to the library. The latter path leads to the lower floor while the former path takes the player to the upper floor, though the entryway is on the other end of the same wall it's on in the final revision. The layout of the library is very similar but missing all of its windows besides the big one featured in the final game's level select. The door out of the library is completely missing, effectively ending the level here.

The different pathways for the map make for an interesting exploration of the map, if largely redundant and understandable why the final level is completely linear. Technically the final game has three points where the path can deviate a tiny amount, though they still reconverge very quickly again.

mg_archives.edb#

The Archives first-pass map, but completely missing world objects and vault triggers. It is finalized in layout up to the server farm. Rather than going downstairs from a corridor out of the upper floor, the player moves through the ground floor door Ourumov takes Natalya through in the final build. This skips the corridor where Bond gets a call from Tanner, and leads into the library in the same place as the above map. Not only are windows added throughout the library, but they have visible balconies that were cut before release. Due to no triggers, it's not possible to tell whether the path through the bookshelf was intended, so the player has to cross the bridge instead. The arena defence room is completely different, as it is significantly smaller, rectangular in shape, and only has one staircase between the upper and lower floors which is out of the way. The elevator is in place but does nothing, ending the map before the tank bunker.

mg_corona.edb#

Fails to load, citing "no spawn point could be found for player."

mg_dam.edb#

This is the Dam first-pass map without any objects or triggers, though it does still have rain ambience. No elevators work so it's impossible to return up to the crest once any of the lift shafts have been fallen down. The level does not end once the platform is reached, allowing the player to fall through the Dam.

mg_dubai.edb#

Fails to load, citing "no spawn point could be found for player."

mg_facility.edb#

mg_facility02.edb#

mg_jungle.edb#

mg_jungle_sk.edb#

mg_railyard.edb#

mg_severnaya_ext.edb#

Fails to load, citing "no spawn point could be found for player."

mg_severnaya_int.edb#

Fails to load, citing "no spawn point could be found for player."

mg_solarpark.edb#

Fails to load, citing "no spawn point could be found for player."

mg_statuepark.edb#

Fails to load, citing "no spawn point could be found for player."

mg_tankchase.edb#

Fails to load, citing "no spawn point could be found for player."

mg_test.edb#

Fails to load, citing "no spawn point could be found for player."

mg_zukovskys.edb#

Fails to load, citing "no spawn point could be found for player."

MultiPlayer Maps#

Maps used for the multiplayer mode. All mp_ and mpg_ maps besides sb_test fail to load due to spawn point errors, while mpt_ files are the maps loaded by the game in the frontend. only half of the final game's maps exist yet, but as noted earlier, the map layouts are almost completely finalised. The offline (_fdm) map variants have areas of the map blocked off but the areas behind them are still loaded, just like the final game.

mp_archive.edb#

Fails to load, citing "spawn points not in map!"

mp_archive_bw.edb#

Also fails to load, citing the same issue as above.

mp_sb_test.edb#

Loads the player into a blockout map a generally interesting but small layout, featuring doorway gates, cramped stairwells, lots of bookshelves and verticality to almost every room (excluding the small basement room.) It's not immediately obvious what the area is meant to be, but the bookshelves imply it may have been themed around Archives, or even a modernised Stack/Library/Basement map from the original game. Also of note is that red and blue flags spawn on each side of the map, as Capture The Flag is not a playable gamemode in the final game.

mp_statue_park.edb#

Fails to load, for the above reason.

mpg_archives.edb#

Fails to load, citing "no spawn point could be found for player."

mpg_facility.edb#

Fails to load, citing the above reason.

mpg_railyard.edb#

Fails to load, citing the above error.

mpg_statpark.edb#

Fails to load, also citing no player spawn points.

mpg_zukovsky.edb#

Fails to load because, you guessed it, no spawn point could be found for player.

mpt_archives_fdm.edb#

Offline splitscreen version of the Archives map. Team spawn rooms are closed off.

mpt_archives_tdm.edb#

Online multiplayer version of the Archives map. The player starts in the NME team spawn area.

mpt_facility_fdm.edb#

Offline splitscreen version of the Facility map. Team spawn rooms and the whole back area on the higher floor are closed off.

mpt_facility_tdm.edb#

Online multiplayer version of the Facility map. The player starts in the NME team spawn area.

mpt_railyard_fdm.edb#

Offline splitscreen version of the Station map. Unlike the previous maps, the team spawns are not blocked off.

mpt_railyard_tdm.edb#

Online multiplayer version of the Station map. The player starts in the same spawn as the offline variant, implying this map is currently just a copy and paste of the above.

mpt_statpark_fdm.edb#

Offline splitscreen version of the Memorial map. Team spawn rooms are blocked off, as are the bunkers. The bunkers had these locked doors removed from the offline variant in the final game.

mpt_statpark_tdm.edb#

Online multiplayer version of the Memorial map. The player starts in the NME team spawn area.

mpt_zukovsky_fdm.edb#

Offline splitscreen version of the Nightclub map. Team spawns are not blocked off.

mpt_zukovsky_tdm.edb#

Online multiplayer version of the Nightclub map. The player starts in the same spawn as the offline variant, implying this map is currently just a copy and paste of the above.

Other#

Maps of unknown purpose, as every single one fails to load, citing "no spawn point could be found for player." A list is included below:

  • io_airfield.edb
  • io_archive.edb
  • io_archives.edb
  • io_corona.edb
  • io_dam.edb
  • io_dubai.edb
  • io_facility.edb
  • io_jungle.edb
  • io_railyard.edb
  • io_severnaya_ext.edb
  • io_severnaya_int.edb
  • io_solarpark.edb
  • io_statuepark.edb
  • io_tankchase.edb
  • io_zukovskys.edb
  • md_airfield.edb
  • md_archive.edb
  • md_archive_test.edb
  • md_archives.edb
  • md_corona.edb
  • md_dam.edb
  • md_dubai.edb
  • md_facility.edb
  • md_jungle.edb
  • md_railyard.edb
  • md_severnaya_ext.edb
  • md_severnaya_int.edb
  • md_solarpark.edb
  • md_statuepark.edb
  • md_tankchase.edb
  • md_test.edb
  • md_zukovskys.edb