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 ride, followed by collecting your hazard suit, then pushing the material into the test chamber and watch things go wrong.
- Title: Residual Point
- File Name: rp_pub_ver11.exe
- Size : 97.7Mb
- Author: Toxagen
- Date Released: 06 October 2007
- Download: Moddb
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)
Click on the thumbnails below to open a medium size image. WARNING: The screenshots may contain spoilers.
Please email me about a broken link and I will do my best to repair it as soon as possible - thank you.
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7th October 2007
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25th October 2007
Yes, there are a lot of extra levels but I’m enjoying them. Think of it as two mods for the price of one.
26th October 2007
I am at ‘Into the Portal’ point but can’t get into the Portal. Am I missing something?
26th October 2007
Sorry that was posting #52. I was not logon.
Anyway, dont know what to do at the Portal.
26th October 2007
[
26th October 2007
OK I found the Portal, helps if you look in the right place. Long mod but very good.
30th October 2007
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
31st October 2007
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.
31st October 2007
Hi Goddess.
Which electrical puzzle are you referring to?
31st October 2007
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.
31st October 2007
Wait for the headcrabs to die then go straight across.Stay away from the wall and fence.
31st October 2007
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.
31st October 2007
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.
1st November 2007
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.
1st November 2007
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.
1st November 2007
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.
1st November 2007
Follow the fence as closely as you can without actually touching it. It worked for me.
1st November 2007
OMG … that worked Gilfrarry. Thank you and andyb for your help. I feel so silly now that we couldn’t figure it out!
6th November 2007
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..
6th November 2007
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?
6th November 2007
Go through the electrified fence (just jump through the middle bars), it’s big enough and will cost little health.
6th November 2007
If it’s the area with a small ofiice and a control panel inside then shot the button on the control panel.
6th November 2007
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..
7th November 2007
hmm.. i created steam community,
….
some hl2 mod project has been started.
http://steamcommunity.com/groups/radiation-studio
7th November 2007
Arghhh! I’m sure I blew up everything in that room but I must have overlooked the breaking glass due to the explosions
.
7th November 2007
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..
9th November 2007
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..
10th November 2007
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
10th November 2007
Mod has a certain bug about the sentences text file
10th November 2007
well, then it’s
15th November 2007
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
.
11th December 2007
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!
16th December 2007
+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=
24th December 2007
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.
1st January 2008
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?
1st January 2008
I’ll dl the mod again and try a walkthrough for the hazard course, but be patient
1st January 2008
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.
1st January 2008
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.
1st January 2008
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?
1st January 2008
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!
1st January 2008
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
1st January 2008
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.
1st January 2008
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…
2nd January 2008
then you won’t be needing a walkthrough anymore.
maybe you’ll write one for both endings
2nd January 2008
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?
4th January 2008
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.
5th January 2008
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
5th January 2008
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…
6th January 2008
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
7th January 2008
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.
25th January 2008
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.