This is a mod made by a Korean mapper. The read me is almost empty. It seems to be a remake of Half-Life! It starts with a ram tride, followed by collecting your hazard suit, then pushing the material into the test chamber and watch things go wrong.
Basic Details
- Title: Residual Point
- File Name: rp_pub_ver11.exe
- Size : 97.7Mb
- Author: Toxagen
- Date Released: 06 October 2007
- Download: Moddb
Walkthrough
A walkthrough for this mod is available. It is in PDF format. You may be able to open this directly in your browser, depending on which one you use and its version or alternatively you can download the free Adobe Acrobat Reader
- Residual Point Walkthrough PDF (483Kb)
Screenshots
Click on the thumbnails below to open a medium size image. WARNING: The screenshots may contain spoilers.
Reader Recommendations
Total Downloads
Please note: These statistics are valid from December 2010
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3,067Overall
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0Today
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0Last 7 days
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0Last 30 days
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2365 days
Meta Review Data
Statistics based on 10 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 10 Users
Time Taken:
Average: 18 Hours, 25 Mins
Shortest: 1 Hours by BlueShit199
Longest: 99 Hours by yagnos
Total Time Played: 184 Hours, 5 Mins
Using Gauge: Users
Manually: 10 Users
Time Taken:
Average: 18 Hours, 25 Mins
Shortest: 1 Hours by BlueShit199
Longest: 99 Hours by yagnos
Total Time Played: 184 Hours, 5 Mins
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Jump to a review
Even though I have only played the first few levels I am really enjoying this mod so far.I quite enjoy exploring and I have been able to do that. There has been no problems at all and the scripting is behaving perfectly.
I’ve yet to shoot anything but I sure that is about to change.
Although I request readers to finish mods beofre they make a recommendation I feel confident to break my own rule. Let’s hope I don’t regret it.
Is the language English or Korean??
Well the level titles are dodgy English. But so far there has been no text anyway, excpet for the Intro.
I am stuck in the first outside part of the game. Its that electricy “puzzle”
(electrified fences and powerboxes)
I tought I needed to detroy the power source but nothing seems to cut off the power? …
edit nvm … after some more searching I found this small ledge I needed to jump on.
The mod is quite well made, but it feels like; been there, done that.
The creaters copied lots of stuff from both HL1 & OPF. It seems as if they remade HL1 but seen trough the eyes of an other character during the same timeframe.
wen I try to install it it freezes at 16% do u know y that is
Try re-downloading the file. It is possible that it is corrupted. If it is not, make sure there are no other apps running in the background. Those can possibly interfere with the installer.
Those are a couple of general tips to try.
Mine “paused” at 16% but I carried on doing other things and when I checked again it had finished. I know that’s not much help to you but it sounds like it’s an installer issue rather than your system.
Has anybody elase had this problem?
thanks to playing ~!
NOTE::
this screen shot is old version map.
If Other stroy(map) play ,
select -> easy – hard mode
(or map ak01a _ (console) )
that happened to me too wnile downloading Hammy bob mod… Mabye you don’t have enough space
Yet sounds cool
Can’t even wait to kick NIHILANTH’s ass again
Yeah P.P., my copy also “paused” at the 16% mark for about 25 seconds, or alittle more, but then continued and installed fine. Like you said, it’s probably just a problem with the installer. I haven’t played all the way through it,so I don’t have an opinion…yet! However, from what I have played, it seems pretty decent.
I absolutly enjoyed this very well put together mod!! The only problem I had in the whole thing was a couple of doors not triggering, but that’s it! It had some stuff from HL1,BlueShift and I think Opossing Force. A little slow starting out but the action sure picked up! Toxagen, you guys/gals did a great job! Thanks from Minnesota! You even get treated to some Korean rock?? I have no idea what the song was tho!
All I can say is:
I really need a walkthrough on that part or something because I simply cannot find that ledge. I’ve been searching for it for about an hour and I still can’t find it.
I really need a walkthrough on that part or something because I simply cannot find that ledge. I’ve been searching for it for about an hour and I still can’t find it.[/quote]
It’s not very obvious. but after you pick-up the grenades etc. Time your run over to the far building with the large window over the door. Go upstairs cleaer out the room and break the glass, then jump down to the transformer box below the window, turn right and face the wall and jump toward the very small ledge. It’s hard too see but it’s there. Then slide around the corner, drop down in front of the door. Then go in and turn off the power. Hope that helps you.
this mod rockz the house!!!
you won’t be sorry trust me I just finished it! and it is awesome I must say!
I’ve downloaded the mod but I don’t played…Yet…;-)…
Anyway this worlds to thanks a lot to PP for the effort to seek new mods for all us to love this great game…!!!
HL1 is still alive and in good shape…HL1 forever….!
Downloaded about 3 or 4 hours ago and had that wait on 16% download. However, mod would not run and came up with Warning: Sentence LK00_SC_DEADTALK longer then 15 letters.
Any ideas?
I thoroughly enjoyed this mod and would easily put it in my top 10. Being that it’s pieced together from different sources, it is flawless in design. I’m pretty sure there is some new stuff in there as well and it’s HUGE! There are some areas that make you feel like you’ve been there before but it’s not quite the same and soon passes. It does start out slow so one can explore more than fight but shortly after, the pace is sure to quicken your pulse until the very end. Just one big gripe – please get rid of the headcrabs on crack!!
Great HL1 mod. Will definitely enjoy playing this one again!
My recommendation:
I Played the entire mod. But I didn’t saw those levels shown on the screenshots posted here… Whats happening?? There’s two paths on this mod??… Thanks.
http://memolog.blog.naver.com/toxagen/49
rp : hint and spoiler
This mod does not run in Softmode.
Oh, I’ll play this again on the alternative routes, also a non-linear mod is very rare. Good job you did on this one, took-me about 4 hours to win the game, its a really huge mod. Great Work!!!.
I receieved an email from the author and he said that I was using the old version. What I actually did was start the training room hpoing they had made a custom room but the mod just started.
I didn’t mention it in my description because I didn’t think it was important. When I get time I’ll try starting again and updating the screenshots.
It’s interesting though becasue it may mean that the mod could be reduced in file size if those levels shouldn’t be played.
In fact maybe I describe the mod completely wrongly based on the inccorect levels!
BTW, Ag3nt-X please don’t swear on the site.
This is a huge mod that’s very, very playable. That said, I have found one or two issues…While the majority of models are hi-res, a couple are not. Normally this isn’t an issue, but when you have a hi-res Barney standing next to a lo-res Otis, or a hi-res sci-zombie next to a low-res barney-zombie, it’s pretty noticable. It’s easily fixed (if you like Phillip, I can send you a small zip with the updated models I use), but a slight oversight.
The difficulty is a tad uneven. In some places it’s quite evil, in others pretty much a cakewalk. Overall it works out, but in a couple of places, it’s not pleasant at all.
Some of the level design is a tad questionable. The above mentioned ledge is one, and there’s another section later on which I was stuck at. For the most part, it’s pretty good, but there are one or two moments that warrent a “huh?’
But, even with those problems, it’s still one of the best Half-Life I mods I’ve played in ages, and I’d happily recommend it to anyone.
Sorry.
Yes, I think the description given doesn’t go with what the mod actually is. It’s not a remake of HL. You recieve the white helmeted bio hazard suit and no pushing test material into the chamber and no Nihilanth. It’s completely different from the original HL.
I never said it was a copy of Half-Life, more his version. In the first few levels I played you kinda push the material into the test chamber.
Once I play the “real” version I’ll change the description.
Residual Point
This mod is outstanding.
it’s one of the best HL mods I have ever played (and that covers a LOT of ground).
it’s very professionally made, it’s utterly epic (this is longer than Half-Life itself!) and it’s even got a few new baddies (‘smart” zombie soldiers, fast headcrabs and a few others).
The gameplay is very well balanced and never unfair.
Most of the environments have been seen before in various Half-Life’s, but the maps themselves are all-new (as far as I can tell, except for one room seen in HL, Opposing Force and even Azure Sheep!).
The scripted sequences are tremendous, too.
This mod is so big and so well made everyone should play it. By force, if necessary 🙂
Well, I finally finished it and I have to agree with 99.9% of the comments…it WAS great and, without a doubt, will be played again. I really can’t say anything about it that wasn’t already said. It is one of THE best mods I have played in a long time and my hats off to the creators. The only problem I had, which really wasn’t a problem at all, was the hesitation at 16% during the install. Hey give me a break, I had to find something to gripe about!!!LOL
Actually, can I just point out how much I despised the Xen section at the end? Not because it was Xen, but because it had all the enemies I hate. And those fast zombies don’t drop any ammo, which is irritating, “cause I kept running out.
And Phillip, may I suggest the following for a description:
“Residual Point tells the story of Jack Sohn, a research assistant in the Biodome Laboratory of Black Mesa. Once again, the resonance cascade has caused otherworldly creatures to run amok, and all you want to do is get out…
Featuring new enemies and over 110 maps, this is an absolutely huge mod you simply must play.”
This is definitely a well done MOD. I would not describe it as been there and done that. It would say this looks familiar but the level design and puzzles are challenging and complex. Has anyone tried the training ground (boot camp) besides Phillip?
I believe it is another entire story. It has a shorter tram ride and the scene where you put the materials in the test chamber. When you get to the teleport spheres, there are multiple paths. One sphere leads to an underground sewer, while the other takes you topside for a grunt fight.
+add/ old version pack is uploaded.
link
http://files.moddb.com/8817/download-rp-mod-old-pack/
I’m sorry, I don’t understand. Does the link you gave point to a newer version of your mod?
just olderest version pack
(+1 very short HL2 single mod)
Hi. I’m stuck at the point where there are 2 werehouses with cars and lots of enemies. The werehouses are connected only by the air conduit and I don’t know what to do next. Please help.
BTW, great mod! 🙂
Two scientists are locked in a shipping crate with a vent on top. Once released, they will open a pair of glass double doors, and various other doors on the way, so you can backtrack to the elevator with a truck in it.
This is where I need help. I led them back to the big door with an injured security guard, but I can’t get them to open it. At least, I think that is the way forward.
1. I dunno area
plz, can u show me a ploblem screenshot?
2.Gilfrarry
here?
http://www.narics.net/bulletin/view.php?id=b_modsingle&page=1&sn1=&divpage=2&sn=on&ss=on&sc=on&keyword=tox&select_arrange=headnum&desc=asc&no=8540
(first screenshot)
back and use elevator to next area.
and find and must cover least 1 sci back to this door. (;)
In my game, standing at the door shown in your picture, are two scientists, the two scientists who were hidden in a shipping container in another area. I led them right up to the door, and nothing happened.
hm, act by scripted_sequence,
do u open active(work) they to the …on the way :: use key? or another block , or shoot they?
Yes I found a blue shipping crate and above it there is a ventilation entry but there is no scientists in the crate. There is only one injured security guy and one dead scientist. I tried to kill the security guy but nothing happens – if I’d need him I suppose the game would something write like “Mission failed” or whatever. I don’t know what’s wrong. Maybe it’s a bug… 🙁
need walkthrough…
Tox, I really don’t understand, you’ve put a hint and spoiler in a comment, you seem to be the author, yet you have problems playing the mod? I will try making a walkthrough, but after you get me out of my confusion..
I don’t remember whether they got hurt. In any case, I replayed those levels from when I first found the scientists, and I got the scientists to open the door for me. Everything’s fine now. I must compliment you on your professional and very substantial mod.
Climb on top of the crate where you found the security guard, and take the vent to another room. In that room is a red crate with two healthy scientists in it. However, you have to enter it through a vent in the top.
I think Toxagen means a walkthrough is needed, not that he needs one himself.
That’s a wonderful idea. I look forward to it. If you like, I would be happy to proofread and format it, to submit it for publication here on PlanetPhillip.
Thanks Gilfrarry. 🙂 I didn’t notice that opening at the top of that crate.
You’re welcome.
I’m focusing on OpBT, but I’ll see what I can do.
He didn’t specify who, so “I” was implied..
Hello!Very, very good mod!I enjoy it very much!
I’ve just finished OpBT and I’m downloading the MOD as I write. I wanted to play this, anywayz. Hope I won’t get stuck, also ;))
Could someone else try the hazard course and figure out if there is a load of extra unneccessary levels or not?
Yes, there are a lot of extra levels but I’m enjoying them. Think of it as two mods for the price of one.
I am at “Into the Portal” point but can’t get into the Portal. Am I missing something?
Sorry that was posting #52. I was not logon.
Anyway, dont know what to do at the Portal.
[
OK I found the Portal, helps if you look in the right place. Long mod but very good.
movie of walkthought….
NO SOUND
http://www.narics.net/bulletin/view.php?id=b_modsingle&page=1&sn1=&divpage=2&sn=off&ss=on&sc=on&select_arrange=headnum&desc=asc&no=8589
Tox,
I don’t know about anyone else, but I haven’t been able to load any of your videos posted in the above link.
I’m quite curious about the electric puzzle as I had to noclip past that part to turn the generator off. If anyone could help, I’d really appreciate it.
Also, it was nice to see some of your maps for Residual Point in Sven Co-op.
EDIT: Nor can I get the videos Phillip has posted to play. 🙁
Hi Goddess.
Which electrical puzzle are you referring to?
The one after you crawl through the vent and have to pass the instant electrocution zone. I know once you pass that part, you make your way along a small ledge to reach the generator room to turn the electricity off. I just wanted to know how to get past that zone where you instantly die. I don’t know which map it’s in.
Wait for the headcrabs to die then go straight across.Stay away from the wall and fence.
Sorry andyb, but that’s not the area I’m talking about. If you look up at the video section Phillip has posted under the screenshots, it’s the very first one. I just can’t get it to play.
There’s a chance I will be hosting the videos at some point in the future. The problem is the original are 4.41Gb and that will take a while to transfer.
Theres only one place I know of with that.Take a screen shot of where you die and send it to me.I’ll get you through.
OK it is the place I’m talking about.I just watched it.You come out otf the vent turn left while still crouched.Go through the vent and come out and bust a few boxes then enter the room there and grab some goodies.After that just walk straight through to the other side but wait for the head crabs to die that are on the other side.
In order to watch the video since it’s hosted at some asian site I had to click up where it says no sound on the gray border.Then it asks to put in your xp cd to download some asian characters then it played.
That’s a no-go andyb. Jumbles and I both just tried it and after the headcrabs die, you can’t go anywhere. If you take one step anywhere near the tower, it kills you instantly.
Also, tried what you said about the video and it never asked to download anything.
Follow the fence as closely as you can without actually touching it. It worked for me.
OMG … that worked Gilfrarry. Thank you and andyb for your help. I feel so silly now that we couldn’t figure it out!
Sry I’m being late with the walkthrough, I’ve been so busy these weeks and it’s such a long mod and I prefer shorter but packed with action instead of longer and action lacking parts. Still, the mod isn’t that hard, I’m finding most of the puzzles quite simple (the electric one was harder and I’m sorry I didn’t check the site for so long, I could have helped you in no time, GoddessAlyria), you just have to check more things, try more paths and know it’s not impossible..
I have a problem at the end of the parking garage levels. I watched the walkthrough video and it stops shortly before the place I’m stuck. It’s after you killed several assassins and where you can switch some security turrets on in the ceiling but I can’t continue because of an electrical fence. Any ideas?
Go through the electrified fence (just jump through the middle bars), it’s big enough and will cost little health.
If it’s the area with a small ofiice and a control panel inside then shot the button on the control panel.
Now I know what you meant, Wesp5, and I almost got stuck there, too, it it weren’t for mel (THX). I would have never shot a button, unless I was angry or desperate :)) The glass covering the button isn’t quite noticeable..
hmm.. I created steam community,
….
some hl2 mod project has been started.
http://steamcommunity.com/groups/radiation-studio
Arghhh! I’m sure I blew up everything in that room but I must have overlooked the breaking glass due to the explosions ;).
Uhm, I’ve just finished the mod and haven’t encountered the map with the strange sky, like in the second video.. Also, there was a map with sort of a dead end, meaning the scientist couldn’t open some door, 4 grunts came out and then, nothing, even though I could hear all kinds of enemies behind the walls, nothing happened, nothing would break or explode (then I just backtracked and went another way). Must be a bug or too 😐 Sry if my walkthrough won’t be complete, guys..
Gilfrarry, I sent you an e-mail last night with the WT. Let me know if you received it or if the Bulk got it..
I’ve decided to make a review because I really felt like I had something to say about this mod and sry for not agreeing with all of you who said “Play it” (some people just read about it and recommended it..).
Don’t know where to begin.
My game froze in some places and had to kill the process, which I’ve experienced very seldom in my HL years. Also, the 2 bugs I mentioned in another comment made me skip some maps, I think.
U know, a map’s length is limited for a reason. But here, that reason was ignored, meaning the map change brought same walls/textures, same enemies, same old battles. And the length! Oh, the length. Way too big. Seems like a rubber streched so hard, one more millimeter and it could break. The author could have just removed the double maps, then it would make some sense to me. And there’s no story! No cutscenes, no lines, no connection whatsoever, just some poor titles which don’t say much. Big, huge mistake!
The mod has new textures, new Barney which slows you down and shoots through you and 4 new enemies, all very rare & a nice surprise. Except the zombie grunts didn’t make any sense. If they were slow at walking, shouldn’t they be slow at firing, also? And sometimes I would see them in the distance in the next room, the door would close and 2 seconds later, they would open the door. Nice AI here, bravo, but it felt like they were teleported there or sumthin. The getting shot in the doorway thing, you all agree it’s really annoying. And all about the slaves popping out and no chance of ducking them and the super crabs and the zombie grunts often felt like I was in a disadvantage and not that the game was hard. Because I’m not ok with my hev dropping if I approach those enemies in any way. I often reload and try different approaches, such as angles, weapons & killing order to see which would save me more health & hev. With these guys, nothing seemed fair.
A plus represents the non-linearity, which is very important and the author knew it and used it as often as he could. And, for me, using the sound of a submachine gun on the background always wins me over (this time, it wasn’t enough).
The gameplay is overall good, but sucks in some places so bad, I got either bored or annoyed or lost my patience and at some point I really didn’t want to continue this mod (don’t remember ever wanting that) but I did only because I had to finish the WT..
Many pluses, megaminuses, unjustified longevity.
The bad parts, unfortunately, overcome the good ones, I give it a 2 out of 5 and I couldn’t live with myself if I would tell you to consider it (although most of you have already played it; why am I writing here anywayz :P).
Mod has a certain bug about the sentences text file
well, then it’s
what
Hey Ade thanks for the review I was thinking of downloading this but feared it would be exactly as you described it, so I can now skip without any worries thanks 🙂 .
This mod is amazing. I’m having just as much fun as I did while playing Gordon’s story. Sure, the settings are familiar – but that’s because it’s all at Black Mesa. Moreover, there aren’t any areas copied over. In fact, I think the “waste facility” level is superbly done, much better than Valve’s.
The only things that I have a problem with is that I get the “Warning: Sentence LK00_SC_DEADTALK longer then 15 letters.” error. I fix this by first running another mod game (like, run a Counter-Strike game or something). This lets me load up HL: RP games no problem.
I also sometimes get an error where the loading clean-suit logo is super-imposed over the game screen. I can move and shoot, etc, meaning the game loaded fine. To fix that, I ALT-TAB to the desktop, then right-click on the half-life on the taskbar. The game loads up, and I click “Restore” on the little window. Then it plays fine, with sound and everything. This is a mild annoyance, but what the hell. I use quick-saves and quick-loads anyways.
The overall level design is amazing, and Residual Point is a new and interesting angle on the Research Facility we all know and love. If loads up fine (or you’re willing to work a little bit) you’ll experience a huge and sprawling story.
Play it!
+add show all (+hidden) unit
http://www.narics.net/bulletin/view.php?id=b_modsingle&page=1&page_num=30&select_arrange=headnum&desc=&sn=off&ss=on&sc=on&keyword=&no=8628&category=
I played this to kill the time for my sleep meds to kick in (gonna play it again, this time fully (hopefully)), and, I dunno if anyone else has or noticed this problem. I seem to encounter missing texture and sound errors during the tram ride. I looked in the console and saw them, and at one point, I saw pink and black checkerboard on the roof of some train cars. I checked the .wad and .pak files with GCFScape and everything seemed to be in place; dunno if I’ll encounter the same problem again. Besides that, it seems the mod works fine. I wonder if the install messed up at that point, or the game can’t read the files correctly…
PS: I also pause at 16%, but I notice it’s at the liblist.gam, which I believe is a big, important file for any mod.
Like Philip I’ve accidently been playing the hazard course, which is just a whole new mission, as it turns out. And on top of that it has 2 alternative paths, depending on which teleport you take. One goes to the sewers, the other to fighting grunts. In this one, eventually you end up in an area with explosives all around. At the end of that there’s a section with some water and a ladder, but it’s fenced off, and I don’t know how to go on… The walkthrough published by PP is useless here, since it’s the hazard course… Anybody know what I’m talking about, and can help me?
I’ll dl the mod again and try a walkthrough for the hazard course, but be patient
POSSIBLE SPOILERS…
Thanks. By now i’ve noclipped through the fence, and there’s nothing there, it’s a dud. So I’m thinking this is the end of the hazard course/teleport 2/ fighting grunts mission…
I’m now doing the hazard course/teleport 1/sewers misson and it’s huge… I had to use a cheat once, because I could not figure out how to get in the turbine control room, just in the beginning. You need to get in there, to turn off the underwater fan, and go on… Is there a legal way to do this I wonder? There’s only one door into the turbine control room, and it’s closed… So I noclipped in.
the training also starts with insecurity, are you sure it isn’t the same as the game? though the tram ride is different, ah well, I’ll carry on.
I don’t know, I haven’t played the mission yet. I could start it up, but it would be the same till the test chamber, right?
it’s not quite the same and i’m losing my patience here since I don’t know what to do next.
i don’t think i’ve come across the biodome complex, the locker room has a sohn locker but the suit is in the other room. few things are available, like a room where you have to wait a little for the 2 scientists to bring up some small machine and that’s it, no test chamber yet..
i’m just spinning round and getting stuck in elevators, must be a bug.. maybe i’m supposed to push that machine but it doesn’t work..
this is as annoying as the mod itself, man!
my bad, I just pushed it and it went fine.. I thought I was supposed to press the use button on it 😐
still an annoying intro
Well, that’s the training mission allright. Further on you’ll come to 2 teleports. First 1 goes to the sewers, the 2nd one to a grunt fight.
Allright, I finished hazard course / teleport 1 now. I know because there are credits at the end. It’s actually called White Force (alpha). Since this has a proper ending, I’m thinking the other one might have too…
then you won’t be needing a walkthrough anymore.
maybe you’ll write one for both endings 😉
Guess not. But what I’d like to know is, for boot camp / teleport 1: What was the legal way to get into the turbine control room (see ealier post). And is there a proper ending for teleport 2, or is it over after you’ve cleared out the section just after the courtyard with lasermines and explosives?
SPOILERS…
Okay, well I’ve finished the main mission now, so i’ll give my opinion on it. It’s very long, but mostly good. It gets a bit repetitive in some of the later chapters. Room after room of the same enemies, the same pickups, the same doors… But it’s got some good original things too… the armed zombie soldier… the xen tramride… No bugs to speak off. I had the usual trouble with elevators. And sometimes the magnum wouldn’t do damage. I skipped the boss battle, I wasn’t up for two spiders, and it’s the end anyway. Don’t forget the training mission (boot camp), because it’s an old mod from the same author.
well, it’s not over after the explosives part.
you just need to break a few boxes and find a laser trip and go back use it to climb a fence. not the dud one with the water and the ladder, the one just before it. and there are other grunts n some trucks behind it.
about the fence climbing.. just take a moving box and place it near the fence and place the trip mine on it, but lower so you can climb the trip mine and then the box and then the fence. I have a screen shot: http://rapidshare.com/files/81472120/sky01u0000.bmp.html
hope you won’t have any trouble from there.. as for the teleport 1, haven’t started it yet
Thanks. You’re right. I couldn’t find a box, but you don’t need it. Put the lasermine in the right place on the wall, and you can hop from the mine over the fence. This mission is a lot bigger then I thought…
you don’t have to open the turbine control room, just get a box of explosives from up there and take it back to the water, it will flow by itself in that underwater fan and explode and stop the fan 😀
then go into the portal and another level starts.
if you have any other problems, holler 😛
Indeed. This part (Hazard course/teleport 2) goes on for a while, and backtracks to earlier sections, opening doors that were closed before. Then there’s a train ride. After that however, it becomes identical to the main game. So it looks like this is an earlier version, with a different beginning. I can’t be sure, because I quit after about one chapter of this. Didn’t want to do the same thing again… So it could have a different ending. All in all it’s a bit confusing.
When I was only half way through this mod, I thought it was one of the best Half-Life 1 mods I had played in years. But no! It is hugely disapointing, because it has no ending!
There I was, stepping into a portal to what I thought would be the final ending sequence, or a movie with G-Man, or SOMETHING, but instead it is just a black screen and end credits! The player goes to Xen, kills aliens, but doesn’t accomplish anything! Or escape! Is it supposed to be part one, with a future mod continuing the story? It says “The End…?” But even so, it should have some kind of final sequence, some kind of pay-off, some kind of reward for defeating the LONGEST Half-Life mod ever. Not just a fade-to-black and end credits.
As an extreme Half-Life veteran I appreciated a mod that was a challenge, this mod is tough. I played on medium difficulty, but the high health of enemies and the fact that the female assassins could turn invisible makes me think he rigged it so that medium was actually hard mode. I didn’t mind, it made defeating all those enemies and getting to the end of the game without cheating really satisfying. And it was great that it included male assassins (Black Ops) from Opposing Force, and we got to see them fighting human soldiers. And even the weird zombie soldiers kind of made sense, cause the player could see the Xen aliens were doing some kind of weird experiments with humans. If this mod had an actual ENDING I’d give it a high score, but instead I got left with the feeling that the 2 days playing this mod were a massive waste of time.
Thanks to this page on the mod creator’s website http://memolog.blog.naver.com/toxagen/49 I knew about the other routes, I had a permanent save in the part in Xen where the routes split off. So I tried the other route, to see if it had a different ending. Nope. Got to fight a different way through Xen, it was quite cool and I think more enjoyable than the other route, but it still had the same non-ending, and this route didn’t even have a boss-fight.
Also, if you activate sv_cheats 1 and then type map xk02r you can access some extra hidden bonus maps. It’s cool, fighting enemies in a totally bombed and destroyed Black Mesa with a Xen “portal storm” sky! Have to use the impluse 101 cheat to get HEV suit and weapons cause you start with nothing and it is tough combat right from the start. It has the chapter name “Residual Point”, the actual name of the mod. Some pretty good combat, and all of the enemies from the mod. When I progressed and found it was actually several maps, and I then got a new chapter name, “Final Escape”, I thought I had uncovered the real secret ending to the mod! But there is no way to escape from the Final Escape map, at the end it is just locked doors. (I even grenade jumped up into a high vent only to discover the vent was a dead-end, damn.) I noclipped around to check if I had missed something, but no, it is an unfinished map. Also, if you quick load while in Final Escape the game crashes (though you can start the game again and then load a save from that map).
The Residual Point/Final Escape maps should have been what happened after the last portal on Xen. That would have been a cool ending – returning to Earth and discovering it now having portal storms with a Xen sky. And the end of the Final Escape map should have been the player getting in a truck or train or aircraft and actually escaping from Black Mesa or something. It is disapointing to see a mod-maker with such obvious and amazing talent and skill end the biggest and hardest most epic Half-Life mod ever with such an anticlimax. To me it seems like he had decided he had worked on it long enough and decided to just release it unfinished.
If you want to have a long and hard Half-Life experience then play the Timeline series of mods. If you play Timeline, Timeline II: Iced Earth and Timeline III: Heart of Darkness one after another, you’ll have an experience just as long and just as enjoyable, and with an actual awesome ending. I suppose Residual Point is just about worth playing, but bear in mind right from the start that it doesn’t have an ending.
maybe for the mapper, the journey was more important than the ending and that’s why he made the mod so long
Yeah, it certainly seems that way. And I must admit I did enjoy the journey.
I’m not asking for an awesome epic ending or anything, it could have just been one minute long. Or even shorter – the old mod “Case Closed” is a good example. You open a door and are confronted by the G-Man and four soldiers, BANG black screen and cool music from The Terminator. That’s a three-second-ending, yet was more satisfying than Residual Point’s ending, which simply wasn’t an ending. It wasn’t even a “to be continued”. The bit where it said “THE END…?” made me hang around after the credits and listen to the music, and after five minutes it said “The End. (Really.)” The final room even included health and ammo pick-ups suggesting there was supposed to be something more, so what happened, the mod author just got bored and gave up?
Heck, the bit with G-Man and all the green lightning in the middle of the game seemed more like an ending than the final anticlimax. I almost got the feeling that entire mod was a gigantic sadistic practical joke or something, like Half-Quake: Amen. If you backtrack in the parking area once you have the scientists and Barney you come across a battle with soldiers and TWO gargs, and once you defeat them (only possible if you happen to have a ludicrous amount of explosives) you bring a scientist to a previously locked door and… he tries to use it but it is still inoperable. Scientist says “I expected this would happen” and then you are attacked by even more enemies. So that means the game actually PUNISHES the player for exploring an alternative route! You use up all your ammo, probably have very little health yet, then get ambushed. Lovely.
And it is weird that he didn’t make those “portal storm” maps part of the actual game, cause they were good fun – and hard – and would have made sense at the end of the mod after the final portal. The player returns from Xen to find Earth even more heavily infested and with a Xen sky. The ending could have just been getting in a vehicle and driving off. That way it would have seemed like the player had accomplished something. Or perhaps attempting to escape but getting killed instead, if the creator wanted the ending to be anticlimax. Would have been better than no ending at all.
The current ending in Xen doesn’t seem like any accomplishment, you’ve killed a bunch of aliens but as far as you can tell you haven’t defeated anything important and you haven’t escaped from Xen. Imagine if a movie ended like that – the hero spends the whole movie fighting for his life, killing loads of bad guys, in an incredibly stylish and awesome way with loads of big explosions and great special effects, and at the end he… walks into another area. End credits. Woohoo.
You can’t just stick end credits onto the end of a fight and call that an ending. So while I give this mod a massive thumbs up for most of the experience, but a massive thumbs down for pretending to be a complete mod when it is actually unfinished.
I’ve added the rating section – Not sure why it wasn’t there before.
Your evil twin – that’s a really nicely written comment. Thank you for taking the time to write something that adds value to the site.
I have sent you an email.
That punishment / dead end you were talking about.. I thought it was a bug.. it made no sense, just like you said and proves again the author lacks in creating a flow and a proper end.
Then again, it is a long one and maybe he did just get bored at the end :))
And thanks for reminding me of “Case Closed”. It’s worth a replay
Wheres the link?
Under the bar that says download
Great mod!
just started it (came to the electric fence so far) and I really like it. and the fact that it’s long seems to be good for me, too: i’ll just pop it in and play for 30 minutes when I need another dose of HL1.But there seems to be a lot of stuff that isn’t in the actual “campaign”. like the hazard course and the “map xyz” part.
Is that all or is there even more hidden? Has anyone got an overview over the levels here?
The hazard curse is like another story and it is long too
I very good game running parallel to the original game only falling down on a too long and repetitive Xen sequence and a near impossible boss sequence. Otherwise up there close to the best of the HL1 mods/maps.
hold on. so there’s three parts to this whole mod?
the hazard course has two paths, and there’s another story?
anyways, I took the sewer path for the “hazard course” and im stuck at a part where there’s an elevator, a bunch of explosive metal crates [one of which that is movable], and a scientist in a room with a shotgun. I don’t know what to do next!
-> rzx150
bring this create(box), just push (or fall) inside fan
to Ollo (9th March 2008 at 15:55)
> Is that all or is there even more hidden. Has anyone got an overview over the levels here?
List of maps can be viewed by command ‘maps *” in console.
By the way, two main path of hazard course merged back in level “ON A BASEMENT”
I realy like this one but:
To bad I get an critical error (in the middle of the mod I think)
“Mod_NumForName: /models/rbarrel.mdl not found”
This error comes after I shot down the transporthelicopter and go down into the “sewer”; somekind of kanal
and it colapses and then is a mapchange and then: Fatal Error.
I am realy sad – I tried it moar then once 8(
(nearly any other mod on this site works fluent)
But the 1 to 1 1/2 houres of gameplay are worth it!
One of the best mods around, and definelty the hardest ! Almost impossible in some places. I wish hed used more of tehe opforce nemeies though.
This mod is a mixed bag. While some chapters are well done and fun to play,others are tedious despite the fact that the player faces huge numbers of enemys. Good ideas and neat details are dispersed throughout the whole mod but somehow the composition is not coherent.
I 2nd evil twins opinion that Timeline,all three parts played in a row,is after all the better gaming experience but I also recommend to play RP – for the good things that are scattered here in this to huge mod.
Very enjoyable.
Forgot how much fun the original Half Life world was.
Think I will dig out my original Half Life and play it again after all these years.
Great mod, loved the variety of environment. Lots of areas reminded me of parts of Opposing Force and Half Life. Nice variety in headcrabs also. 😀
Quick fix to “Mod_NumForName: models/rbarrel.mdl not found” error:
Navigate to the “…Half-Life/value/models” directory and make a copy of mbarrel.mdl
Rename copied file: rbarrel.mdl
Continue playing game.
Why is the training like another mod ?
In bootcamp, after the tripmines, you end up looking at a fence with two pipes and water.
Try walking ON the fence and looking around. The other fence is where you want to go.
I’m totally stuck in the underground railway where you first run from a turret and finally find these closed gates with soldiers on the other side.
Right above those gates on your side is a balcony thing with a switch and G-Man. When G-Man is attacked, he leaves. Apart from that, how am I supposed to hit the switch?! Surely that would open the gates! And I tried hurling a grenade into the window, but no luck.
I can’t go back where I started because the game always crashes at a specific spot.
To be more precise, the error I get is first:
S2_GetSpace: overflow without FSB_ALLOWOVERFLOW set on Server Datagram
After that error, I get from Visual C++ Library:
Program: …./hl.exe
R6025 – pure virtual function call
and this is in map sk03b whenever I go back to the turret I’m supposed to run away from.
Played this a while back so I don’t remember every detail. What I do remember was some pretty impressive stuff. The game play was great, although it was quite difficult atve played, and everyone should try it out. times. There were also a number of “this mod is awesome” moments. Expect some custom content, such as new enemies. this is probably among the greatest HL mods I’
Why the walkthorught is not working?
I have just tested the walkthrough and it opened for me. You did read that it requires an application to open it because it is a PDF file.
As Gilfrarry says, please be more specific.
Are you having difficulty downloading it? Opening it? Using it? Because it works for me. Can you be more specific?
Decisions, decisions…
Way too much of them, running through wrong doors, two or three are possible at every crossing. Running forth and back.
The way is hard to find often, look for the walkthrough.
It IS worth to play beauce beautiful ideas like the biohazard scientist ego, as long as the original game and retro-feeling in some areas seen before in HL an OF.
In poke 646, azure sheep, vengeance etc. you will find straighter, common gameplay, so play the mod residual point later.
Would love to try this but the .exe install file seems to be corrupted…all I get is gibberish random characters in the setup program and then a fail to install message because it is corrupted….tried downloading it twice and tried installing twice…
It is corrupt, thanks for pointing that out, although not because of the random-looking characters during setup. I think that is because the modder is Korean.
Try here until the file is updated.
Thanks Gilfrarry. I have gone to moddb in the past when a link didn’t work but for some reason I had forgotten all about it with this corrupt file. Thanks again for reminding me and for providing the link! ( I’m sure Phillip has better things to do than monitor posts on ancient mod pages)
You’re welcome. If nothing else you can google the file name and author, that’s why the original file name is posted along with the new file name, on most posts.
It’s not some much that, more that I get distracted too easily. Everything seems to be “I’ll do that tomorrow”.
Action-packed mod (prequel to “Residual Life”) from Korean mappers with interesting setting and well-done maps.
There is not only action but also some quite good puzzles and situations you’ve to sneak around carefully, so watch your step!
If you play the “hazard course” there is a…well, how to call it? “Second mod”, with several maps which are like unfinished and some parts are in the original mod too.
The maps are pretty good as they usually have a nice architecture, not looking boxy or so.
It contains also some cool outdoor areas and the lighting is just pretty.
As for the story you are a member of some research team in the BM facility as, of course, aliens invade it and the government send soldiers to kill everything that moves…
Pro’s:
-Pretty nice combat action
-Great mapping including outdoor areas; nice architecture and lighting
-Very good balancing – not too easy, not too hard
-Some good puzzles
-Almost every weapon and enemytypes
-Varied design – it never gets too boring
-Lot of nice scripted sequences
-Hours of playtime
Con’s:
-Maybe a lil too tough for beginners sometimes
-Story is neglectable
-“Hazard course” maps look unfinished incl. long walkways, many locked doors etc.
-Many locked doors
-Game crash in the middle (model missing), read above for fixing, but still.. lot of content missing if you don’t fix itthen
-Some design oddities and poorness
-Getting a simple run & shoot in the very last chapters – pity
This is the start of the “Residual” series made by korean modders, and well i’m givining it a Play it Now because of the pretty intense classic HL1 combat you find in here, but I have to say I tought of giving this a Play it Later or a Maybe?, the reason is the lenght of it, this mod is equivalent in lenght to the “Of Shore” HL2 mod, so is LONG, I think “Dopusk 31” for HL1 still is the longest but I don’t know for sure.
Talking about Long mods is to talk about not very polished fine mods, as this one, starts ok in the begining and gets repetitive specialy in the Black Mesa parts, untill you reach the xeninan maps, but also those xeninanspaces felt too repetitive in the mapping quite soon, the combat is great tough, and I think is mainly the combat which saves this mod.
The story is terrible and definitely is evident that the authors didn’t care at all from it, even in the very enhanced “Residual Life” mod the story is a totally void, it feels like I those characteres we’re playing just have gotten lost and forgoten in BM mess, that also could tell that specialy this mod was a big junction of maps instaed of a well orienteded mod.
In my opinion Residual life is a blast compared to this one, because maybe the authors learned the lessons of this mod.
I like this team is producing old school HL1 mods still, here in 2012, I really appreciate that as a gamer, but I only would ask this team to pay more atention in elaborate finer and better story plots, and then that’s it they could deliver great works in HL1, and all I can do is to thank the guys for not let HL1 classic Black Mesa-Xenian mods to die, particulary in this times where HL1 classic mods are fewer and fewer.
There’s so much potential in this mod, but so many quirks and annoyances that just make it a drag to play. It starts out well enough and sucks you in, but as time goes on it becomes progressively more repetitive and difficult and muddled to the point where you really want to quit (I came close several times).
One thing I noticed is that this mod, as time goes on, is that it throws more and more enemies at you until the point where you sometimes don’t have a chance even if you enter a firefight with full health and armor. It just throws huge globs of enemies at you to raise the difficulty when there are way better ways available to make a mod challenging.
I also noticed that while there were some creative map areas, the overall game world felt like it was recycling areas that were used in Half-Life, Opposing Force and Blue Shift. And not in a “oh look, you were here in another game” way. I also felt like it suffered from just not having a clear plot or narrative- which may be asking a lot I know. But it just felt like you had no sense of direction or clear objective. You were just running around for the hell of it.
That being said, I liked the custom models- especially the clean suit hands for all the weapons, and the clever idea of putting the protagonist in that suit. And it was always interesting walking in on a two or three way firefight between enemies. But in the end, the quirks of the game nearly got me and I was just trying to finish it for the sake of finishing it, blasting my way through areas as quick as I could.
Anyway: not the worst mod I ever played, but I liked Residual Life better than Residual Point (and will be playing that again shortly to review it).
Manually
Medium
7 Hours
Honestly, this mod is MUCH too long and, at the same time, quite repetitive in large parts.
Adding yet another corridor, yet another room, and yet another enemy neither automatically improves a mod nor does it compensate for various shortcomings: This mod desperately needs more focus, a decent story, a stronger atmosphere, and some reasonable ending.
Without these things it feels more like a diligent but routine piece of (patch)work instead of a masterfully crafted mod. As another reviewer said, good ideas and neat details are dispersed throughout the whole mod but somehow the composition is not coherent, making you feel like running around in a semi-random assemblage of gameplay, instead of progressing in some story.
Surely, gameplay ist partly fun, but at other times you’re encountering room after room of the same enemies, the same pickups, and the same doors, which is boring and tedious, and which is making Residual Point ultimately a drag to play. Having headcrabs on crack or vortigaunts with doubled hit points surely didn’t help here, too.
As Savagely Random put it: “It starts out well enough and sucks you in, but as time goes on it becomes progressively more repetitive and difficult and muddled to the point where you really want to quit. … In the end, the quirks of the game nearly got me and I was just trying to finish it for the sake of finishing it, blasting my way through areas as quick as I could.” Which was exactly my experience.
A lack of some story may not be a big issue with shorter mods, but if you’re creating something as huge as this, you absolutely need some plot or narrative, some sense of direction or clear objective – and of course a much better and rewarding ending.
Please note that my playing time of 15 hours is including the additional one and a half mods that can be found in the “Boot Camp”. (It’s one mod with an alternative route in the middle, where this alternative route is spanning many maps, nearly making it a completely new mod.) Actually I preferred this Boot Camp content, because it doesn’t suffer from unjustified longevity as much as the main mod.
Manually
Medium
15 Hours
I haven’t even finished it, and have no intention to do so, because it’s so freaking frustrating.
Manually
Medium
1 Hour
Awesome game !
Horrible ending.
Residual Point is an overextended mod that tries too hard to replicate Half-Life. It tries to bring new things to the table, craft its own storyline, and it really let out massive hiccups in both departments. The mod follows a scientist named W. Jack Sohn, a scientist who works in the Biodome of Black Mesa. (The same place Shepard finds the alien weapons.)
The story of the mod is almost non-existent, Sohn just goes from place to place and absolutely no explanation about what should we be doing. There is no definite end goal, and the progression is really braindead as you subconsciously go through corridors and warehouses after corridors and warehouses. The locations and its chronological order seem to be copy-pasted from Half-Life’s original story, you start in a tram, do some tests, things go down, you get knocked out, you fight and end up in Lambda Complex, go to Xen. Some areas are so obvious in similarity, such as the office from both Blue Shift and original game’s Office Complex, the very same room Gordon and Shepard go to Xen, red portal, etc. It is also worth pointing out that Race X is only seen by some Pit Drone encounters early in the game, and are never seen again.
New enemies are introduced such as big Headcrabs that can take more damage and move faster, Vortigaunts that have the same health as an Alien Grunt, and Zombified Soldiers that move and shoot twice as fast. These ideas are neat, but the mod really throws them into the mix with the enemy incredibly often and sometimes overwhelming the players with these enemies alone. The enemies are also hard to distinguish from one another, like the blink-and-you-will-miss level of difference. You won’t notice they are new enemies until you see the body. The stronger Vortigaunt use HD model, while the normal ones use the original model, it was confusing and I was wondering while the Vortigaunts somehow resist a shotgun blast to the face. The zombified Marines are not fun to fight against, their DPS is stupidly high and it is near impossible to distinguish the variants.
Level design is also a mess in both puzzle and combat, some puzzles just do not make sense and some fights are incredibly brutal, with the mod spamming so many enemies there is very little breathing room. Some weird puzzles include crouching so that the electric current will somehow not hit you, and jumping through a fan blade to get down. Some combat parts are even worse. There is a part where you have to escort Scientists to open doors, the game thinks it’s a good idea to spawn enemies all around us. Then, there is the part where you get pinned down by a tank and an MG, with the area infested with both female and male Black Ops. Some levels are OK, actually, but the bad ones really stand out and they forced me to use Godmode almost every time.
It was exhausting to play through, I nearly regret playing this if it was not for parts that are still good and OK.
Manually
Medium
8 Hours, 30 Minutes
13 years later and after some recent digging about the lost, forgotten levels “Residual Point” and “Final Escape”, toxagen/togranigdo the lead dev has released an “addon” on moddb RP page, which features the way to a “true” ending this time, no abrupt/cut to credits, no map crashing.
I dunno if some of the 2008 members who talked about those levels and that abrupt red teleport ending (like hundreds or maybe thousand of players…) still come here but it may give you some sort of closure…
Wasn’t there an “edit” function before?
Anyways, I forgot to tell how to use the “addon” : Residual Point, like Residual Life, has no “maps” folder, everything is in the pak0.pak file.
So you have to create a “maps” folder, put the .bsp maps on the addon on it, and create an empty “graphs” folder, in the “maps” folder.
For the moment I just tested the maps by loading them with console, it works.
Dunno – but I hope we can start the mod from the beginning and it will just work out.
Korean dev team Radiation Studios led by Chulkyu “Toxagen”/”The toxin” Park began devlopment in 2001 of “White Force”, the beta version was you playing a soldier named Jack Sohn, not in Black Mesa but in River research facility.
It then began its alpha state (2002-2004) known as White Force (alpha), which is what you play when you launch the training level of Residual Point,in fact it’s the first “prototype” of Residual Point, what we can learn from this is that it all started as some “remake” very very faithful to the HL1 storyline, the Resonance Cascade was different for sure, but besides that it was the same thing,
but the more you play, the more you can see the dev’s become more confident and a few of their “gimmicks” can be discovered here, such as a love to put Black Ops as enemies, fight against Black Ops Osprey and Copters, Vorts teleporting out of nowhere and often behind your back, etc…
The so-called “White Force” is in fact the hero wearing the white cleansuits we’ve seen in OpFor, complete hazard suits for toxic places.
For dev. story it was White Force beta 2002 – alpha 2004, then Survivor 2004, Residual Point 2004-07, then Residual Life started 2008, 1.0 2012 then 1.4/1.5… until 1.9 2020.
The ending on Xen is abrupt and ends as a failure for Jack Sohn the protagonist, the same in RP, I don’t think “White Force” can be counted as a true part of the Residual stories, it’s more a first, rough draft of what RP will become, in the end, I guess the dev’s were young and inexperimented but it’s always interesting to see what was their first steps into the industry, especially when they worked for nearly two decades on other mod projects which were in fact the same, “remake” of HL1 but more and more customized to their own vision/version.
Because the mod and the dev is korean, for years it has been ununderstood, be it the ending, or the fact there were 2 alternative paths on Recession chapter. Below is a list of each chapter, I’ve put the dev commentary translated from Korean, and my personal feelings, but overall I don’t care about how it is somewhat difficult, unbalanced, this is the first big release of amateurs who work for two decades on their own mods, dedication should be rewarded :
1) Intro : tram ride, the dev tried to make it less “boring” than usual as some people sometimes feel it this way.
2) INSECURITY: Classic Black Mesa, the dev. talks about exploring “useless” areas, indeed you can go to an uneventful and worthless office, for nothing.
Main innovation here is an elevator that can move without a loading screen.
3) INCOMING : For the dev, this place has “unnecessary but curious areas”, but the Biodome Complex is a far more pleasant place to wander than Anomalous Materials, with big water tanks filled with leeches or placid Ichtyosaurs, pre-catastrophe.
This is the Resonance Cascade, our role is less direct than in White Force (pushing the crystal cart), here we are the guinea pig in the experiment.
4) AMONG THE RUINS : “Unforeseen Consequences” rip-off, the dev acknowledge that we can quickly get lost here in this labyrinth of collapsed parts, and regrets it…. Indeed too many doors and corridors, there are even two observations areas looking virtually identical.
5) OFFICE FACILITY : a sometimes disliked but essential part of HL, “office complex”, this one is a big rip-off of the original level.
6) OBSCURE TRUE : HECU’s arrival, “We’ve got hostiles” . Dev is proud to have created the complex staircase in the center, this foreshadows their love of deeply interconnected levels as we see later in this mod and then in Residual Life. It was inspired by Blue Shift.
7) RESIDUE PIT : The “Residue Processing”, created for the purpose of having at least one long puzzle, featuring pumps and machines to activate, of course with many hazards and enemies on the way.
One lift at the end has the property of rewinding.
8) BOMBING SURFACE : mix between “surface tension” and “Forgot about Freeman”, air strikes destroying parts such as bridges…
It is left to the player to fight or not the ospreys, I choose to destroy one of them but running away is the best option to not waste ammo or health.
There are sand fields full of headcrabs… foreshadowing “Chaotic Butcher” of Residual Life.
This was supposed to be a flooded part, with Ichtyosaurs.
Two alternatives paths :
9a) RECESSION “PARKING ROUTE” : Dev. tells how he managed to make bigger maps by using change_target instead of changelevel.
This map is full of black ops, they are the “left overs” after Marines evacuated the site.
About the transparent barnacle, it was to show why people suffer inside… indeed you can clearly see them inside the creature and then only the bloody skull is left ha ha.
You have to escort a scientist and it is annoying to save and protect his 1998 A.I. …
9b) RECESSION “SEWER ROUTE” : Rip-off of HL2’s canal. Flooded zone with Ichtyosaurs everywhere and you don’t have enough ammo, so it’s more trial and error… a nightmare for those who were and are still terrified by this alien Jaws lookalike.
Some complex path where you have to use O2 systems underwater otherwise well you die… it’s a big “trial and error” map but somewhat unique, I’ve never seen in 2 decades of playing goldsrc maps, something like this.
The dev has nothing to say about the complains that there are too many Ichtyo.
10) DISTORSION : an interesting twist about the tram ride where you have to fight on the way… I liked that idea of doing this map post catastrophe.
There is no proper comment or explanation about Gman’s appearance…
11) UPPER YARD : for the dev, a very long (maybe too much) chapter in terms of scale and number of maps.
This is just fights after fights in regular Black Mesa, harder than ever.
12) COURSE TO LAMBDA : it was planned to be a straight course with not too many enemies as we are so close to go to Xen, indeed it last only 15 minutes of fightings.
13) INTO THE PORTAL : The dev says this is the only time a map from HL1 is directly used in this mod, the big portal zone leading to Xen, after Freeman went through it, much like when Shephard went to it.
Xen’s maps were created through “trial and error”, and as in Residual Life, we have very large maps but not so many oppositions, in fact we walk and run for a long time but there are a few battles. However, it’s one of the most polished work
14) DREAD PLOT : Nothing interesting in the dev comm, but there is here interesting things, it’s a rip-off of Interloper but it’s not a Alien grunt factory, it’s here you witness how Zgrunts are made, and you also see them in RL… There is also a very fun tram ride but with alien stuff and alien trains and tracks.
The only and final boss fight sadly comes out of nowhere and puts you against 2 Gonarchs, it’s not that hard compared to some previous battles…
The red teleporter was the original ending, but now this is where you can get access to the 2 last levels, by destroying the 2 purple cells on the back of the teleport.
15) RESIDUAL POINT : the eponym chapter of the mod was originally a cut level… you are back on Earth but the sky is Xenish and/or portal storms, Manta Rays flying freely in the sky… you face Black Ops, HECU, Zgrunts.
16) FINAL ESCAPE : The very last chapter is surprisingly short and features an escape by riding a serviceable military truck.
Originally seen by the dev to be “an unnecessary waste of time”, finishing on Xen was seen as “not too bad”, and so it has been deleted (available through console… but the very end was broken until today…). The ending will bring some closure to those who played it 12 or 13 years ago and wondered if this was truly worth it in the end.
To be continued with my Residual Life review, their “magnum opus’.
Full walkthrough available on my YT channel, tap my name on research bar.
Manually
Medium
15 Hours
i played it a while ago and took me from 2 pm to over 12 am to finish it.
Very long and quality maps but way too difficult, you to save and quick save very often which is why it took me so long to finish.
Play it but on easy or medium so you won’t lose impression on this great mod.
Manually
Hard
10 Hours, 20 Minutes
Definitely a must try for those seeking more of vanilla Half-Life! Map quality basically surpases the original’s and OP’s, while still maintaining a feel of a brand new expansion pack!
Hovewer, my main problem with this mod is how long it drags on (It’s longer than the main campaign!), which is personally too much for me to take in in a time I did (a period of a couple of days). If you are looking for an experience that’s fully digestible in a couple of hours (OP for ex. is of ideal length for me), this is not recommened, hovewer, it’s nice if you plan on spreading it out in hour or two format for a period of, let’s say, a week. A case of having a nice, but short, gaming experience after tiring day at work or school.
Also, I don’t want to spoil anything, I’ll just say that story kinda deviates later and becomes lore unfriendly, and I also want to point out how weird are some enemy variants. Maybe that’s the problem of the version I was playing at, but the way Vortigaunt and Alien Grunt variants differ is by using HD models instead of regular ones. Like wtf? You’ll get a group of Vourtigaunts for ex., and two of them would be HD modeled and three would have normal models (HD modelled have a bit more health). Also “redder” (or “reddier”, ain’t sure) headcrabs with faster movement and more health are a thing.
Manually
Hard
11 Hours
Also forgot to point out how HARD this mod is! I mean, it’s not like “I Wanna Be the Guy!” type hard, but it can definitely get you frustrated on more advaced difficulties. DON’T play on hard difficulty if you’re opting for “nice gaming experience after work” case I mentioned earlier! You’ll regret it!
no
Manually
Easy
99 Hours