Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3

“A few hours after Adrian Shephard and his squat got scattered allover the Black Mesa Complex, headquarter sent a rescue team to search the lost crew.

But as we all know even a military operation never turns out as planned…

Finding himself in the misery a soldier tries to do the best out of his lonely situation. Searching for allies he quickly becomes a major part in an issue he´s never been training for.”

Basic Details
  • Title: Focal Point
  • File Name: hl1-sp-focal-point.7z / of-sp-focal-point-MAPTAP-ONLY.7z
  • Size : 95.4MB / 54.7MB
  • Author: Dimitri Vujicic AKA Hundred
  • Date Released: 20 December 2012
Crashes and your help!

I used the MapTap and Opposing Force method (see below) and at the point with the waste containers moving up, the mod always crashed. I tried jumping etc but nothing help. I even tried using the manual Half-Life version, but the same thing happened. Eventually, I gave up and noclipped to the walkway I knew I needed to get to.

I have now reached the point where I need to retrieve a relay to get something working. When I collect it and return the mod crashes again. I have tried many solutions including noclipping but nothing worked. I desperately want to finish the mod and would love somebody to send me a save from just after this point. Either installation version is fine – Thank you.

Important Note about the files and mod

This mod was originally designed to work on a standalone installation of Half-Life. Since most people now have access to Steam it caused quite a few issues. There are two files below and both work on Steam. One is for MapTap AND Opposing Force, the other for manual installation and Half-Life.

Both run equally well, but I in this case I would recommend the manual Half-Life installation, due to starting the mod with saves. With MapTap you have to start any map and then load your last save, with the Manual installation it starts as all other mods do.

Of course, if you don’t own Half-Life, but have Opposing Force, then use that one!

MapTap Users

THIS FILE IS FOR USE WITH MAPTAP AND OPPOSING FORCE ON STEAM.

Download directly into MapTap [54.7MB]

You MUST have MapTap installed before using this link.

PlanetPhillip Download Options

THIS FILE IS FOR MANUAL INSTALLATION AND HALF-LIFE 1 ON STEAM. Thanks to Art for this solution.

Download to your HDD [95.4MB]

Manual Half-Life Installation Instructions
  • Copy the focalpoint folder into your half-life steam folder.
  • Copy the wondll.dll into your half-life steam folder.
  • Restart or start Steam.
  • Focal Point should now be listed in your Library tab.

If you require more help, please visit the How To.. page.

Screenshots

Click on the thumbnails below to open a 1024 pixel wide image.
Please note that due to the recent Half-Life update, all my screenshots from image 157 were corrupt – sorry.
WARNING: The screenshots contain spoilers.

Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3
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Reader Recommendations
11 recommendations, average score: 5 (out of 5), standard deviation: 0
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Meta Review Data
Statistics based on 9 comment(s) with meta review data.

Installed
Using MapTap: 1 Users
Manually: 8 Users

Time Taken
Average: 4 Hours, 20 Mins
Shortest: 3 Hours by m82sniper
Longest: 9 Hours by Filthy McNasty
Total Time Played: 39 Hours
Published

2nd March 2013

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88 Comments
  1. Phillip's Favourite

    This is an amazing piece of work. I have to congratulate the author. Yes, there are some issues, but for one person it's incredible.

    I haven't finished playing because I have hit a bug and hope that readers will read and respond to my call for help above in the main post.

    The mod itself is a nice combination of story sequence, action, puzzles and design. Some of the larger areas are really well put together.

    Voice acting varies between very, very good to "meh" and the general flow of the mod has been balanced and controlled nicely.

    This is without doubt one of my favourite HL1 releases and I will be adding it to the HOM soon.

    I'll write more once I finish the mod.

    Seriously, go play it, but check which is the best version for you to download and install.

    ENJOY!

    • I am playing on a Lenovo dual core 2327 Mhz processor, with 3 gigs ram, Soundmax HD Audio, and Intel GMA3100? not sure how to call out the display adapter. The game was running smooth as silk for about 20 min, until I went through the water, into the bldg, thru the dark pipes and came out up a ladder. It started stuttering and then stopped and the video and sound was looping and stuttering and now I cannot move. I have gone back to the previous save, but the problem of no movement or keyboard is the same. I also tried Megaman's fix but it did not get my keyboard and movement back –
      Surely a HL 1 mod will play on a computer built in 2010? Any ideas?

      ReplyEdited at 2:21 PM, 30th September 2013
  2. I downloaded this mod and followed the install instructions for it. There is no keyboard mapping section in the options menu. I started the mod and could not move in any direction. No keyboard response at all. Please help.

    • try using your standard backward movement key. I remember now the same happened for me but after that my standard keys worked.

  3. for the keyboard thing what I did is copy the file Half-Life\valve\gfx\shell\kb_act.lst file in the mod's "shell" folder at Half-Life\Focalpoint\gfx\shell and I got my keys back

    • Gangway! 22 comments

      2nd March 2013

      What should I do if there is no even Half-Life\valve\gfx\shell folder, please?

      • hmmm not sure why you wouldn't have those folders….maybe they were added with that update they did not too long ago or maybe you are using the CD version on HL1 ?

  4. Barricader

    2nd March 2013

    Just a heads-up: my anti-virus software detected a trojan in this mod. It (McAfee) identifies Focalpoint\dq2249.icd as a Generic.dx type trojan. This is in the manual install version of the mod; I have no idea if it's in the MapTap version.

    • I scanned with Comodo and found no threats. I trust all the files on my site, but the choice is yours.

      • Barricader

        2nd March 2013

        Further update: I looked around on the net and found out the file came with the original distribution disk of Opposing Force, and this false positive issue has been known about for years. My face is red with embaressment. Sorry if I caused anybody a moment of panic.

        • I copied the orginal Half-life config file to Focalpoint directory. It uses the keyboard mapping I setup for Half-Life games and it worked fine.

          • Gangway! 22 comments

            4th March 2013

            It works fine untill I try to change any key in settings menu. After that I must do copying again.

  5. Joepan 74 comments

    2nd March 2013

    How does one get to screenshot #33?
    BTW, I have deactivated the current, and hopped on crane, as in screenshot #32.
    FYI, I'm using manual HL install. in dev-mode: C:\SIERRA\Half-Life\hl.exe -game Focalpoint -dev -console
    map intro (runs fine)
    map intro0 (runs only the introduction)
    Any help will do…30 min. play, and still counting…

    • You have to jump onto the broken lamp pole and walk across towards the vents.

      BTW, please don't add the meta data until until you have finished the mod, then use the final time.

  6. Qwertyus 150 comments

    3rd March 2013

    Play It Now!

    Really amazing mod, very well mapped and scripted. The story is great too. But the combating part of the mod is a bit weak, IMHO. Nevertheless you definitely should play it, because at least it's really the best mod for Opposing Force and one of the best HL mods also.

    P. S. Completed on Hard, totally playable for me (manually installed for Xash3D engine) except of some minor glitches with sticking on elevators etc.

  7. I get a network error when I try to download the manual installation file. Tried Firefox, Chrome and a download manager. It doesn't matter, got stuck at 99% every single time. Any ideas?

    ReplyEdited at 7:56 PM, 3rd March 2013
  8. Anon_689535

    4th March 2013

    Stuck at screen 66-67. I can't get the scientist to open door (screen 66) and I don't know how to get to the area in screen 67. Don't really know the sequence of events here. Is there a walkthrough for this mod?

    • Gangway! 22 comments

      4th March 2013

      Firstly you should save him (screen 62) and then use him :-)

      • Ok, I shot the monster and saved the scientist but while on the stairs he stops and refuses to go any further. I keep nugging him but he won't move. What do I do???

        ReplyEdited at 12:43 PM, 6th March 2013
    • When you say you can't get the scientist to open the door, do you mean he just stands there? If so, I can only suggest trying loading from an earlier save and bring him along again.

      To my knowledge there is no walkthrough for this mod.

  9. I'm stuck at the scene where you're supposed to shoot the sample in the reactor chamber. I can't seem to shoot it and then I go to an island with a title that comes up saying stranded. Is there more game to play beyond this?

    Thanks.

    • Qwertyus 150 comments

      4th March 2013

      Click on spoiler to read.
      You should shoot sample only when scientist say you to do so. You should be attacked by horde of aliens before this :) . And It should be a second sample, obtained after visiting laboratories etc., not the first one. After successful shot game will continue with some epic scenes. The end is when you've finally met some friendly soldiers and a helicopter.

      ReplyEdited at 9:39 PM, 4th March 2013
  10. 23-down 63 comments

    5th March 2013

    Play It Now!

    Since it has become difficult to get mods running on Steam or at least this one here in particular I've installed it on good old WON Half-Life. If you like to try it yourself on WON then I recommend it to do it like I did. Please note the game unlike on steam crashed 0 times at all for me. @Phillip you may wanna try it my way to finish this mod. :)

    Installation: Make sure your WON Hl is patched up to v46/1.1.1.0 and that you have Blue Shift & Opposing Force installed as well.

    Then just make a copy of your Gearbox folder.
    Rename the mod folder "Focalpoint" to anything else you want.
    Now open up the original mod folder and copy following files and folders into your new copy of the Gearbox folder:

    events
    gfx
    maps
    media
    models
    sound
    sprites

    All files with the ending .wad. Just to be sure in case he used custom textures.

    titles.txt

    do not copy the pak0.pak as it is incomplete.
    libist.gam

    Once u selected all files just copied them into the root directory of your Gearbox copy folder. Overwrite everything.

    Once that is done as well rename the gearbox copy folder to Focalpoint and delete the older former Focalpoint which you previously renamed.

    Now there's one last step to attend to. During my first play through I noticed missing Animations of the Scientists. Copy all Scientist models (.mdl) of your Blue Shift folder into your newly created Focalpoint – models folder. I don't know why but he used the Blue Shift scientist models instead of the Gearbox Opposing Force Scientists after I replaced em they played the correct animations during the game.

    have fun the mod should be running now. When I tried the original mod folder the way he released it the game just wouldn't start on Hl1 WON. Some people said it's related to the client dll files within the mod folder but when I replaced those it still didn't work for me and thats why I started this whole deal in first place.

    ———————————————————–

    Wow this one was truly a masterpiece of work.

    Everything starts rather great with a good intro introducing the players into their mission which is nothing less than to search and rescue the Goose Squadrons which were shot down in the original Intro of Opposing Force.

    Be it as it is you and your men fall prey to the same bad ass Aliens which also shot down Sheppard's team.

    And here just starts your real journey. During the game you will encounter many obstacles and eventually unite with some of the Black Mesa personnel to rescue once again the world.

    Mapping: 5 of 5 Brilliant piece of work worthy to be in the top list of the best hl1 mods out there.

    Architecture 5 of 5 Also here the areas flowed and actually made sense the way they were constructed and connected to one another that means as far as it is possible for a fictional thing. By the texture choices it also was perfect. Expect to see some of the nicest areas possible in a Hl1 mod.

    Story 3.5 of 5: While the story is very good and also gets supported by some very nice voice acting it ignores some of the main events of Half-Life Blue Shift & Half-Life Decay and sets yet another approach on how things did turn out. It's not bad though just a new mod that sets a new perspective on things.

    Gameplay 4 of 5: The gameplay was very good and I wasn't even stuck once. All puzzles did make sense and were rather easy to solve as the game told you what you need to do in order to advance. Also the monster placement was fairly executed. Basically it was just a matter of finding certain things and activating those to advance. Nice work with the hints. Something each mod should do as it prevents possible frustration for the players.
    One thing I missed in this mod were scripted npc sequences while it had a lot early on -they became rather rare later in game (pure friendly npc scripts). Most friendly npcs (Scientists) were just standing there and didn't do much. Rather unusual considering they were in the midst of an apocalypse. But that was just a minor thing as the whole mod by itself was still very epic. One last thing I missed were the lack of support of fellow grunts & perhaps some fights against Male Black Ops. and where was the G-Man. I didn't spot him even once during the entire mod. How can that be?! A hl mod without the G-Man can't be a true Half-Life mod. :P

    Never the less play it right now people you wont regret it. And for some of you this may even become an ultimate favorite mod. Thanks to the author for this gem. :)

    ReplyEdited at 9:53 PM, 5th March 2013
    • Sparks 236 comments

      16th March 2013

      When I tried the original mod folder the way he released it the game just wouldn't start on Hl1 WON.

      That's interesting – I heaved the mod folder and the WON.dll straight into my c:/Sierra/Half-Life folder, activated it as additional content, and it ran ok for me. My current problems with this mod have just become video-related. OpenGL setting used to work; now it's broken, only on this mod! Arghhh.
      I note, though that I'm on 45/1.1.0.8, maybe that's it? Any tips on how to upgrade to 1.1.1.1 now that the update servers are just fossils? Ta!

      Nice "how to’, by the way, ailing mods need more nurturing like this, +1.

  11. dougjp 221 comments

    6th March 2013

    Can anyone help with this. I can't turn the power off, therefore its impossible to get to image 32. Shot out the grills up high outside, found the wrench and fixed the flow control, but in the generator room the input lever will not move. I reloaded from an earlier save twice, and tried doing things in a different order.
    I'm using the manual install HL1 version. Enjoyable mod so far, and I'd like to continue.

  12. 2muchvideogames

    7th March 2013

    my antivirus blocks this mod from downloading. Obviously there's some file in there that shouldn't be in there. Can someone clean this up a bit. Remove the dq2249.icd from the archive, and any other unnecessary replicated op4 files, plz

    ReplyEdited at 5:24 AM, 7th March 2013
    • It's clean, don't worry. It's a false alert.

      • Qwertyus 150 comments

        7th March 2013

        This file is unnecessary to run the mod. So it's better to remove it from archive. Yes, it's false alert, but why people should disable their AV software to download this file? :) It's the only right way to make people don't worry.

  13. 23-down 63 comments

    7th March 2013

    @dougjp: Normally it should work. Are you sure you fixed the machine with that wrench inside that machine room? It goes automatically.
    Also make sure you hold down the use key while pressing the lever.

    If it's still not working just noclip into the went. Normally you would disable the power by completing that puzzle and then entering the went through that tower and a lantern. So you wont miss anything when you use noclip.

    @2muchvideogames: My standard answer to you – get a decent firewall AVG or whatever it is you use is crap. I suggest Avast Viruskiller. There is no virus in that file. So ignore the warning it's just a false alert.

    • dougjp 221 comments

      7th March 2013

      Thanks, and yes the machine in the machine room was fixed.

      I must be confused, " hold down the use key while pressing the lever "? How is that possible to do two things? I have weapons in hand and the "e" use key is all I can use, as far as I know. Or shoot weapons at it while holding down the "e" key, which makes no difference.

      I have to figure a way to make it work normally or quit. I won't use no clip on any mod. Either its possible to play or it isn't.

      • dougjp 221 comments

        10th March 2013

        So I used noclip for the first time ever to get by the area with the power I can't turn off. How can anyone rate a mod at all after using that?

        Ran into another one, the blue access card in the drawer can't be picked up. I'm just sick of this kind of thing, and quit this mod. Why is anything that has bugs like this ever posted at all…..grrrr, just to aggravate people.

        • Whilst I understand your sentiments, I feel you are being too hard on the modder. Some things never appear in testing and some are impossible to anticipate. I didn't have trouble with the lever puzzle but the blue card was a bitch to pick up.

          In addition, I had two serious crashes that were game stoppers. I managed to look past those to the amazing work that was included.

          I urge you to continue because it really is worth it.

          • dougjp 221 comments

            10th March 2013

            I hear you, Phillip. So I went back and tried to get the access card. I spent 20 minutes trying, on top of what I did before. I even tried activating noclip and that wouldn't work. I just don't know how much aggravation is enough, but I think I have reached it now.

            • Unq 495 comments

              11th March 2013

              I easily got the blue key card once I "took care" of the guy watching me. I couldn't pick it up before I did that.

              • I was not able to pick the blue card at first. But I went over the area again and came back to it and was able to pick it up. I think you either have to kill you have to kill the guard first. I alot further along and I don't really remember but I think I was able to pick it up after I did that.

                • Sparks 236 comments

                  14th March 2013

                  Yes, that's it. I tried to pick it up with fatso still alive; he kept saying "Nope" to me and then some quip about repeating himself, but after a headshot he quietened down substantially and then the card picked up easily with "use". So, shoot fatguard first, then pick up card.

                  • Did you get to what I think is the ending sequeunce where the reactor is going crazy shooting at everything on the "Surface". After I wait until I can jump of the ledge with the doors at both ends that won't open and go back to elevator that takes you back to the "Lab" with the scientist. I get back to him and he just stands there. Is there something that I have to do before I go back up there.

                    Without screens to us as a reference it's easy to get confused.

                    • Sparks 236 comments

                      15th March 2013

                      Right, so you've jumped off the ledge (it's actually a HUGE alien ship that's shooting those beams at you – try briefly switching video modes from open_gl to software, to see it, but now your nightvision may be farked so switch back), taken the elevator (AGAIN!!) to the labs – do you see the sample going mad now & shooting beams? You should hear the scientist giving you specific spoken instructions at this point, which you must follow carefully..

                  • Unq 495 comments

                    15th March 2013

                    The trick is to get him to give up his Desert Eagle before you take him out. :)

                    • Anon_703563

                      16th March 2013

                      You don't have to Kill him actually. Once he appears, go to the staircase ,all the way down and press the fire alert button. Look what's gonna happen. When Otis is distracted and bothered with buying a candybarr, you should be able to take the blue card anyway.

                    • Sparks 236 comments

                      16th March 2013

                      Pretty sure (90%) I already had it by then; it's what I shot him in the head with. Can't remember where from, though.

  14. Play It Now!

    A pleasure to play, albeit a bit too easy, and the elevator rides were a bit tiring.
    Had to load it up with Opposing Force through because Valve decided to remove D3D from Half-Life, and my laptop doesn't handle OpenGL well. Luckily it was made for OpFor, I'm not so sure other mods would work as well with this method.
    Only issue I had were some missing scientist animations, sticking the scientist model files into the gearbox/models fixed the issue just fine.

    **Played it on medium, put easy by mistake
    ***It would seem editing removes the recommendation additional info..

    ReplyEdited at 9:57 PM, 7th March 2013
  15. Brian C

    10th March 2013

    Philip, Did you ever get the savefile you needed? I am locking up after I get the relay and try to use the Lab elevator. Anyone have a save just past that? I'm assuming I need to go see that scientist again. Thanks.

  16. Unq 495 comments

    11th March 2013

    Personal Favourite
    Installation

    First I tried the MapTap/Op4 version and had problems right at the beginning with the on-screen text being wrong and the custom voices not working. So I installed the full version including the wondll and that version ran fine for me, no bugs whatsoever in the pack.

    Review

    Overall I loved this mod. It is a thoroughly polished release which is simply not that common, particularly in mods made by a single person. Nice, creative puzzles abound, and I thought the voice acting was very good and clear. There isn't too much of a distinct story, but it fits in nicely with the Black Mesa story we're all familiar with and certainly has a satisfying climax.

    There is no shortage of "wow" moments here. I won't spoil too much, but the pack kicks off with a nice sequence outside Black Mesa involving alien aircraft, and you get to see quite a few other varieties of these craft throughout Focalpoint. There were a number of impressive setpieces and sequences that made this pack memorable.

    What makes this one of the best packs I've ever played are the details. Yes, there are some crates. But there are also a huge variety of other objects and details that help bring life to these maps and create a believable BMRF. Nowhere seems empty, even the wide open places you come across.

    This is one of the only mods that really captures the scale and grandness of Black Mesa. I especially liked the radioactive container area and the power station where you have to replace a relay, but I thought the outdoor areas were also superb.

    The only negatives I could mention about this pack is that I thought the pacing could have been improved, specifically in the last few maps where there is simply too much elevator riding. Other than that, I thought the maps flowed pretty well together. Combat is rather on the light side, but ammo and health are in short supply as well so for most of the pack I was on guard, having pretty low health. Be warned, especially if you take significant combat or falling damage: health is sparse and you can often go a couple maps until finding the next health pack.

    A must play.

  17. The screens end before the mod ends. The last three puzzles are not included in the screens. Here you help the scientist in the "lab" get the reactor started. I'm on the finally phase after he gives me the blue access key. I go to the surface, into the vents and in the area with to machine gun turrents. After you knock out the turrents, what do you do?

  18. dougjp 221 comments

    15th March 2013

    Play It Now!

    First of all, I want to thank Unq for the tip early on in the mod about the keycard in the drawer. That allowed me to carry on. And to Phillip for urging me to keep going. This report is tough to write.

    OK so I'm at the point of shooting the sample, with low health, have done it maybe 20 times and swear I've accurately shot it, but it doesn't "take". Knowing it must be at the end of the game and being so fed up with this mod, I feel I qualify to rate it. I see very few people have rated this mod compared to others, which is likely due to them not finishing it for one of many reasons, and perhaps they just didn't say anything and quit.

    This mod is so buggy I would have rated it a Play It Later at best, however the sheer brilliance of this creation forces me to rate it higher. You can't expect better in terms of rating from someone who was stuck in a particular elevator sequence Twenty Five Times despite jumping up and down, changing positions etc. Finally broke free by going floor by floor instead of to my desired floor, and quicksaving, then restarting the game etc. In other words, eventually I got lucky. Too much to go through, its supposed to be a game and therefore enjoyable. I have played hundreds of HL maps with almost no such problems. Actually I recall the original HL game was worse than most for elevators. I've got to conclude the screen resolution may affect the elevator sticking, dunno. I play at 1920 X 1200.

    I mentioned sheer brilliance. Well its clear from the comments from others above and their ratings why that is. Its amazing really, so much time and thought must have gone into this. Problem detail fixing and/or testing time, not so much, apparently.

    I am glad I stuck to it for the experience. So would just say, be prepared for aggravation if problems happen to you.

    • Sparks 236 comments

      15th March 2013

      Well done for persevering, but really you'd save yourself a world of pain if you'd just give in and noclip out of being stuck! That's the intended function of the command; it's not cheating to free yourself from a sticky elevator! Bind it to a key, and keep your sanity. :)

      • Unq 495 comments

        15th March 2013

        Agreed, using noclip just to get un-stuck is not like you're cheating to get past an obstacle or anything. I think it's just a practical way to deal with bugs or architecture that you get stuck on.

        Sorry you had so many bugs, doug. I also play at 1920×1200 and didn't have any elevator problems. Did you play under WON or Steam? Steam for me.

      • Brian C

        17th March 2013

        How do you bind noclip to a key? I could really use that!! Thanks!

        • Sparks 236 comments

          17th March 2013

          For Steam HL/OF, make sure the option "Enable Developer Console" is ticked in Main Menu/Options/Keyboard/Advanced. In game (or start menu) open console with tilde key (for me it's the key left of "1/!" key) and at the cursor type sv_cheats 1 [enter] then bind[space]p[space]noclip [enter] which will toggle noclip in game when you hit "p". Or any unbound key you prefer, rather than p.
          For WON versions, you have to start the game with the -dev -console options, then quicksave/reload after setting sv_cheats 1 and then your "cheat" commands will work, e.g. noclip, impulse ### etc.
          Actually, from the horse's mouth:
          https://developer.valvesoftware.com/wiki/Developer_Console
          and
          https://developer.valvesoftware.com/wiki/Category:Console_Commands

          ReplyEdited at 2:25 PM, 17th March 2013
        • Unq 495 comments

          17th March 2013

          Either in the console, or as a line in userconfig.cfg: bind x noclip – where x is the key you want to bind. That will toggle noclip on and off every time you press that key. You also need to add +sv_cheats 1 to the launch options to make sure you can use noclip.

    • Unq 495 comments

      15th March 2013

      I actually had to shoot the sample a few times before it took, and was at like 8 health. It's also kind of hard to see with the bright glow and everything happening.

      I will say that even if you can't get past this section, you should manually load the next map just to experience your escape from the test lab – it's quite impressive.

  19. Sparks 236 comments

    15th March 2013

    Best-ending-ever! Although after that crazy ride, I'd have been happier if the squad offered me fresh underwear as well as an extraction.. wow, just amazing!

  20. Qwertyus 150 comments

    17th March 2013

    Sticking on elevators can by reduced by lowering of fps rate to 60 or less. Try to type into console: fps_max 60 before you are using an elevator.

    Noclip can be binded by
    typing into console:
    bind "key_you_want_to_use" noclip

    sv_cheats 1 should be enabled also

  21. Reply to Sparks from 3/15/2013:

    I went back to the labs and stood in from of the reactor. The sample is floating in the air with beams shooting from it. The scientist doesn't say anything. What is it you have to do? What needs to happen?

    • Qwertyus 150 comments

      17th March 2013

      You should visit surface and service levels to enable power for reactor. After you made it, you will return to testchamber for the final sequence.

      If you already did it, maybe something goes wrong for you…

      ReplyEdited at 1:15 PM, 17th March 2013
    • Sparks 236 comments

      17th March 2013

      Hmm, sounds as though something is stuck for you. When you take the elevator to the test chamber (only option; all other buttons broken) you should see the sample going crazy. Over the Tannoy the scientist tells you to shoot it WHEN HE SAYS SO; within a few seconds of that message, all hell breaks loose & half of Zen warps in to spoil your day. Tip – climb the ladder to the platform (where the 'start rotors" button used to be in HL) as the vorts can't zap you through the floor of the platform, leaving the controllers & alien grunts to be dealt with.)
      Did you hear all the other custom messages from the test lab scientist? If you don't get the final one, the last battle may not trigger, I don't know, and you probably won't hear the prompt to "shoot the sample" the timing of which is fairly critical…
      Did you use MapTap, manual Steam instal or manual HL WON instal? Unq says his MapTap instal had no custom voices, this could be it for you too. Persevere – it's well worth the trouble!

      ReplyEdited at 2:03 PM, 17th March 2013
  22. dougjp 221 comments

    17th March 2013

    I wanted to say thanks so much for all the help, and I learned some things about the game too (eg; bindings, frame rate limitation as a solution to the elevator problem – I'll test that one next time).

    Managed to experience the awesome train ride which in itself would have taken a lot of work to create!

    • Sparks 236 comments

      17th March 2013

      *Round of applause from everyone*
      Well done! Even though you seemed to have had the hardest time with it, I hope you think it was worthwhile.

  23. I just finished the mod and it is indeed one of the best I have ever played, great layout, gameplay and of course the train ride at the end tops it all! Still I got the same dying problems as Philip and had to noclip at the waste containers and in elevators often too. Also the section outside with the female agents was completely off balance! They hurt me much harder than normally possible and there wasn't any way to raise health and armor for the final battle.

  24. One word review: masterpiece

  25. Personal Favourite

    FINALLY…It's complete. This by far was the best HL mod I've played. It's difinitely up there with mods like "They Hungar". I'm not much of a reviewer but this one is one of the best. It had just the right amount of ammo reloads and health at the right times. The best part was the ending sequence with the rail car ride. Shades of "Indiana Jones and the Temple of Doom".

    Thanks to all the guys in the PlanetPhillip community for all the help.

    ReplyEdited at 6:35 PM, 18th March 2013
  26. Sparks 236 comments

    19th March 2013

    Play It Now!

    Clearly, this is an exceptional achievement. The sheer scale, intricacies and level of detail are just fantastic, certainly right up there with retail releases; since it kind of has Zen (well, its denizens, anyway) then the comparison to HL1 is easier still – I think Focal Point is ahead, just in terms of complexity & detail. It's more condensed as well, which is perfect. A marvelous achievement!

    The objectives were pretty clear, there was even on-screen instructions (not necessary if you look as you go), the combat was pitched at a good level and the progression "puzzles" were well thought out. Some say the sewer was obscure, but by then you have a feel for how Dimitri thinks – you know there's going to be a slightly obscure passage, and if you found the combination lock before, you know to look out for the code (as you're not going to get anyone up there to let you in). You do need to keep your sense of direction, though! The sewer whirlpool was great, as were all of the various mechanisms and physics-based set pieces for that matter, which is what made this so much fun for me (Ok, so I like plant rooms with pipes); I felt right at home traversing the various sub-basement passageways, crawl spaces full of gear & cramped pump rooms – they felt really realistic and nicely crafted. Full marks on design.

    The UFO's were just fantastic! Beautifully crafted, and well scripted – the big circular one was awesome; I felt quite sorry for the hapless cargo "plane, but the Big Daddy on the surface level was the most daunting of all, especially with that blasted death ray, quite formidable! More brown moments, leaping off as it zapped away..

    My only real peeve was the deliberate time wasting, which really let this masterpiece down. It was obvious, tiring, predictable and extremely tedious.
    At the risk of a long post, just to make everyone's point quite clear to the author, I'm listing the journeys necessary in the main section of the campaign – bear in mind there's already been a mini version of this nonsense in the radioactive liquid transport section. Sorry it's long – if people object I will ask Phillip to delete it.

    Potential SPOILER ALERT.

    Start

    Storage level
    Main elevator
    Labs level
    Service elevator 1
    Test chamber
    Control room (yellow keycard)
    Test chamber
    Service elevator 1
    Labs level
    Level B – Hydrofauna (Air bottle/Test sample)
    Labs level
    Service elevator 1
    Test chamber
    Control room (Drop sample/Spectrometer false start #1/red keycard)
    Test chamber
    Service elevator 1
    Labs level
    Main elevator
    Surface level (Collect relay)
    Main elevator
    Service level
    Service elevator 2
    Service elevator 3
    Control room 2 (Kliener/Replace relay)
    Service elevator 3
    Service elevator 2
    Service level
    Main elevator
    Labs level
    Service elevator 1
    Test chamber
    Control room (Initialize spectrometer/Collect sample)
    Test chamber (Insert sample)
    Control room (Spectrometer false start #2/Blue keycard)
    Service elevator 1
    Labs level
    Main elevator
    Surface level
    Cal1: 24s
    Cal2: 27s
    Cal3: 29s
    Cal4: 15s
    Main elevator
    Labs level
    Service elevator 1
    Test chamber (Shoot Sample!)
    ‘Brown" ride
    Extract

    So, I reckon that's a total of 17 ELEVATOR JOURNEYS (many of which 'stuck’; thanks for that, Valve) and to add further insult, about 1m 35s of standing there holding my knob(s) during "calibration’! Even the Scientist was apologetic on the last pointless errand, recognizing perhaps the absurdity of the situation.

    So for this reason, an easy PF is downgraded to PIN, however painful flaws aside, this is indeed a real masterpiece. Please make more, but preferably, with NO ELEVATORS!!!

  27. Personal Favourite

    That was incredible! Firstly, let me say that I played on the Half-Life mod version, and I experienced no serious issues (other than the blue key card mentioned above), and only a few minor clipping bugs that noclip can solve.

    This has to be one of the most detailed and convincing interpretations of Black Mesa ever, trumping even Half-Life in places. In most mods, these environments seem to exist only as individual corridors and rooms with no purpose. In Focal Point, the world seems like an interconnected, and very much alive, place. The architecture is exquisite, every room filled with pipes or machinery that never seems out of place. The mod is not heavy on combat, and instead allows for loads of exploration and some nice puzzles, which makes a great change from the HL1 norm and makes the most of the mapping.

    We start off in the desert after some introductory cutscenes; I love this type of environment and it sets things up well with some great scripted sequences. Also introduced are some huge new alien ships which prove to be a threat throughout the mod. Subsequently we enter Black Mesa through a vast dam and explore many other areas. They are each equally detailed, even the classic ventilation ducts have been spruced up a bit. I also love how much the environments link up – you will often return to a previous area hours later, armed with a new route forward. It was interesting how a plot is gradually introduced through the later segments of the mod, so that by the end you have a definite goal.

    Before we get there though, there are lots of fantastic puzzles, with a very Valve-esque chapter involving fixing a waste processing plant being one of the highlights. There was all kinds of technical wizardry involved in a lot of places and I have no idea how some things were done in Goldsource.

    Finally, we arrive back at the original Sector C test chamber, albeit a little modified. Definitely an atmospheric spot for a conclusion, but as Sparks notes above, the pacing is really killed at this point. The player has to carry out a lot of separate tasks which involve going back-and-forth an extremely large amount on a slow elevator. Whilst there were some great set-pieces here like a huge array on the surface and others that I won't give away, there are some almost filler levels. An encounter with a lot of ceiling turrets and fighting Black Ops in some very out of place fir trees were some of the very few low points of the mod. Despite this, the incredible grand finale, when it finally arrived, made it all worthwhile and secured it my very rare Personal Favourite!

    This is definitely a must-play and I found it to be better than some of the classics. It is worth getting around the bugs!

  28. Joe_freeman

    29th March 2013

    Ok, so I am trying to ride the waste container up to level D as in screen 84-85 but I get to the top (screen 85) and I die instantly. Any tricks to get this to work? I'm sure I could just noclip but it kinda takes the fun out of it. I am using the manual half-life steam installation and I didn't try to change video mode or anything like that yet…. just wanted to see if there was anyone here that had that problem first. Thanks.

    • If you die then you have to "noclip". I died well over 20 times and it either seems to happen and there's no solution or you get past it immediately.

      • Sparks 236 comments

        30th March 2013

        Seems I was lucky enough not to get this problem. Would either of you guys like savegames?

        • Joe_Freeman

          1st April 2013

          Thanks for the savegame offer Sparks but I guess I'll just noclip. But who knows I may need a savegame later on…..

      • Joe_Freeman

        1st April 2013

        Phillip, I guess I already knew I would have to noclip but thought I'd check in case I missed something. I tried several times but always died but not always at the top of the waste container lift. Sometimes I died at the bottom of the lift just sitting in the container. Also, I died a few times on the elevator ride too, for no apparent reason… just splat!…I was dead….

        Thanks for the input!

  29. Hec 1030 comments

    6th April 2013

    I WANT TO CUT MY FREAKIN VEINS!!!!, due to the recent HL update I can't play this mod even a bit!!! when I try to launch at steam it deplys a window stating: Fatal Error: could not load library c:/program files (X86)/steamapps/common/half-life/focalpoint/cl_dlls/client.dll

    PLEASE HEEELP!!

    • Hec 1030 comments

      6th April 2013

      I was able to fix the problem, appparently I didn't place the won.dll file right, but i'm still in trouble I AM TOTALLY UNABLE TO MOOVE!!!!!!!!!!!!! ALSO THE KEY EDITOR IS TOTALLY DEAD SO I CAN't FIX THE W,S,D,A KEYS IN ORDER TO MOVE I CAN't MOVE AT ALL IN THE GAME HOW CAN I FIX THIS!!!!

      • Joe_Freeman

        6th April 2013

        I believe someone else already mentioned it but what I did was copy another half-life config.cfg into focal point. Then I had to make a userconfig.cfg with all the keyboard settings because the game will rewrite the config.cfg and put it back to the way it was without the keyboard stuff. I was not able to get the options keyboard menu to work

        • Hec 1030 comments

          8th April 2013

          Yeah. I did exactly that, what you said with the config file and I solved it gladly, but the problem is that i'm afraid im unable to launch some hl1 mods still, because they crash inmediately when I atempt to start a new game. That happens to me with the intolerable threat mod.

          ReplyEdited at 11:48 PM, 7th April 2013
  30. Qwertyus

    12th April 2013

    LOL, guys, just forget about Steam and use Xash3D Engine to play almost any HL singleplayer mod. Xash3D makes all things much more easier. I've personally played over 200 different HL mods and loads of maps with using of Xash3D Engine, and now I never use Steam or WON HL to play any SP mod, except only if this mod has really serious problems with Xash3D. But actually only few HL SP mods are incompatible with Xash3D among of about 500 maps and mods, that have been tested already. Once you have Xash3D properly installed, you will also forget about those freaking Valve's updates.

    ReplyEdited at 9:28 PM, 12th April 2013
  31. Hec 1030 comments

    22nd April 2013

    Personal Favourite

    Well, I guess my recomendation will balance the kind of "rating" this mod has so far… when i'm writing 4 blue PF and 5 green PN. And though this is not a competition for recomendations, I guess this mod definitely deserves great palms at the end, and as a whole.

    The fact is created by just one single guy, is just awsome itself, a little bit like the "g string" mod feeling. Now, one of the things I liked about this mod, is that it feels as a classic from the beggining to the end, I mean, the intention is clear, this is heavely inspired in the HL1 old school projects from the first 2000's years, I mean i'm reffering to "Sweet HL", "Life's End" and other classic mod titles.

    The maps are huge and the story fits really nice into the HL1 universe, as the old school clasic mods do, now the creativity of the author is all the way in the mod. From new alien spaceships, to little details involving clever puzzles. I normaly freakin hate backtracking, but here those main backtrack parts, are just integrated so well and they don't feel hectic, tough the last elevator rides at the ending maps could be kind of annoying.

    The only weak points I think many of you in this recomm. post have stated. Low ammo and health provition, kind of low combat but strategicly well planned, and some sttutering thech problems, which I don't think is the author's fault, I think those wierd bugs are due to the last HL1 valve's freakin update. And maybe there are 2 main parts where is just really easy to get dissoriented and lost, but I think if you're careful in the environment details you can figure ot the route and go on.

    In conclussion, this is a solid mod, you should definetely try it if you love HL1 nostalgia, and if you think there are no more old school classic HL1 mods to play, well you have to play this and be satisfied.

    ReplyEdited at 8:46 AM, 22nd April 2013
  32. Personal Favourite

    Incredible quality in this mod. I wasn't sure what to expect from the screenshots and description, but once I was in-game I was blown away. Yes, there were some problems, but I can't say much more than other reviewers have already said. The little bugs can be frustrating at times, but I think the positives far outweigh the negatives.

    While a lot of the voice acting wasn't that great, the story itself was really quite stellar and I love how it tied into the original Half-Life story. My favorite part by far, however, is the mapping. Some of the best mapping I've seen in the GoldSrc engine in any mod. All the areas just felt so believable. The scripting of NPCs and scenes were also very well done.

    Aside from the occasional bug, the one problem I had was that certain areas made my game lag significantly. And I'm on a pretty decent system that can run games like Battlefield 3 or ARMA III at high settings, so it boggled my mind as to why it was happening. It was limited to a few maps only however, and it didn't keep me from finishing the mod.

    What are you waiting for? Play it! (Just be prepared to bust out "noclip" if you have to.)

    ReplyEdited at 9:49 PM, 22nd April 2013
  33. Good lord, will someone please help me. I'm standing right at screen 68. I have almost no health, and certainly no rad suit. Jumping in there is death. Did I miss something earlier on?

    • Sparks 236 comments

      22nd May 2013

      Yes you have. If I remember correctly, there's a bunch of Scientists working in a remote computer lab up at the very top levels of the residue processing area, maybe 6 of them or so together in a quiet office area with glass doors & consoles, I think it's either at or around image 63. On one of the consoles there's a switch you can operate, I think it has a relevant label. It drains the radioactive goo allowing your passage through the tunnel.

      You'll know when you're in the right area, due to the perverse nature of the mapper – it'll be the furthest possible distance away from the tunnel requiring the absolute maximum of backtracking and returning!

      n.b. it's been a while & I might be completely wrong. With this mod you need to keep your eyes peeled and the rule of thumb is that if it looks awkward or tedious, you'll need to do it sooner or later. Enjoy!

      • Faaantastic. You were right. Thanks a ton Sparks.

        • Sparks 236 comments

          26th May 2013

          Cheers! You're welcome.

          Advance warning – elevators figure HUGELY in this mod – if you find yourself experiencing the "stuck elevator" bug (where you can't move) take Qwertyus" suggestion of lowering the fps to 60 via the console. Enable then open the console, type fps_max 60 then enter, escape to close console. (Of course if you never get 'stuck" you can ignore this.) Either that or bind noclip to a key (see previous posts above) so that you can unstick yourself with ease.

          You will need patience playing this one, but it's well worth it! Also, if you are only seeing parts of things it may help to switch video modes depending on your card & drivers (I had to flip back & forth between opengl & software to properly display 'moving things in the sky" which is all I'll say without spoiling it).

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