Dark Interval is a campaign mod created as an alternate take on Half-Life 2, incorporating selected early story drafts and cut content. We're creating new maps, assets, characters and story beats to fill in the blanks, and to build a coherent story of its own. The mod is released in episodes, the most recent being Dark Interval: Part I - an intro chapter to the bigger picture.
Bad news: despite our earlier promises to release DI Part 2 as 17 maps going from Kleiner's Lab escape to the Depot, the first release will only contain the first 12 maps. It's either this, or never living to see Part 2 release at all.
This also means that Haven and Beach maps from the Wasteland Demo (available on our Discord) won't be included in the first release. Why? Because there are three more maps between them that are not completed.
Good news: we have a release window. And the trailer.
The mod is out of alpha, and in the next few weeks it will enter the final closed beta test, where we'll find and fix bugs, make final adjustments to gameplay and item balance, finalize all the story scenes. How long it will last depends on how many problems we find and how fast we can fix them.
Additionally, Part 2 will include all maps from Part 1, but they won't receive drastic changes on release.
Feel free to join our Discord server: Discord.gg
What we've been up to - gameplay changes, HUD elements, new props, new citizen model.
New creature animations and QoL things. Short media update to keep up update stats.
Everything is going well. Simple update with new media and talking about how things are going.
Recapping the progress made since the last official bit of news about the mod.
IMPORTANT: This is STANDALONE. You don't need 1.1 version of the mod and you SHOULD install this as a separate mod. We're releasing a revamp update for...
Ukrainian localization for Dark Interval 1.2 Thanks to this localization, you can enjoy the mod in your native language!
Dark Interval: Part I contains 4 new chapters - Prologue, Welcome to City 17, Manhack Arcade and Kleiner's Lab.
Unpack into \sourcemods\, overwrite existing files. This patch is cumulative - in includes changes from DI Hotfix #00. Patch info: - Added autosave triggers...
An extra quick hotfix for the English version. Fixes missing chapter title in the bonus chapter and missing dialogue captions in the Terminal.
ZIP archive contaning Dark Interval: Chapter I. Unpack in Steam\Steamapps\Sourcemods, download/install Source SDK Base 2013 Singpleplayer in Steam>My...
may i ask if this can be of use in your mod?
Garrysmod.org
It looks cool, but we'd rather make our own model than use a model made by someone else. Even if it looks perfect. Consider it some sort of rule, we just don't want to collect materials for our own mod from all over the web. The mod will become just a compilation of models and other things then. Our purpose is to make everything ourselves.
Moreover this is just a model, it doesn't have any animations. We can make a model, it's one thing. But to make animations for it is another.
You could always go for the best of both worlds include custom models that already exist in addition to your models ... I knows its a lot more work but its would add some variety to the game by not making all the models looks the same. It really makes the games atmosphere more immersive and thus in my opinion worth the effort..
Eh, and why would models that we made ourselves look all the same?.. do our maps look all the same? well yea, I know that they look similar since they are sharing a lot of obsolete materials and they are all showing that dark style, but really, how will that mixing of content from many sources help with atmosphere?
it adds variety pure and simple and it also saves you the trouble of making multiple versions of basically the same thing. Specifically when it comes to synths adding multiple versions fits in with the biological and experimental looks giving individual character to each one as if they are a series that is constantly evolving with each generation.
I hope that made sense :P
It's a bit quiet over here.
Actually, the development is going in cycles - intensive mapping, a lot of new content, new gameplay and plot ideas, then mapping slows down and a period of "wandering" in other games or movies comes, when I collect concepts, ideas, images, and do almost... nothing. That is what these 2 months since the last updates were. But now this period is over and the new cycle of mapping has began.
I'm working intensively right now on Vertigo, Streetwars, Canals and Depot maps, as well as I am constantly looking for new materials and concepts and adding new plot details. I just don't have enough time to summarize new content or polish maps to take some decent screenshots (or make a video), don't even have much time to just come here. But I can assure you that the mod is most certainly not dead and the update is coming.
post on the forum, make new threads, then this mod could be alittle more active ;)
This is marvelous! Are you guys planning on adding more screenshots soon?
Please don't die!
Never! I come here from time to time, maybe it's time to ask brush.titizen about posting some new screens..