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...
Do not let this die, looks amazing!
The mod looks very promising. It's high time for someone to recreate the old storyline. Best of luck to you guys. Hope you succeed where the leak community failed. :D
So you're going to modify some of the episodic maps in terms of their original concept?
Re-using the Re-used maps....
We need to go deeper....
This looks goddamn amazing. Here's to hoping it doesn't die. Tracking!
Now are you planning on also adding in the antlion cave maps from the Wasteland chapters/Proto_citadel_core/ any other maps that were 'reused in the Episodes'?
Or are you guys just looking to nail the concepts as is?
I meant that these maps are very incomplete and empty in the WC-mappack, but since they were re-used in the episodes, we can use them (the new ones) as some sort of control point, re-use the re-used maps. It's not just adding them as they're in episodes. And Ep3 should be near already and probably we wiil be able to «absorb» some concepts of Kraken, Wheather Control… Although it is a bit obsolete idea since we already developed some unique design and storyline ideas.
So I'm not saying that we (with Alyx) will stole some infro from the Citadel Core or that she will be injured in caves and this whole thing with larvae extract, but some features of episodes maps could be useful.
Will this mod:
a)Integrate into the current HL2,HL2 E3,EP1 & EP2 maps where applicable and add more/change story?
Or
b)Is Standalone and only recreating the missing areas?
I hope its the first one, and you plan to merge it all into one massive game but amending/adding to it to create the original story..
Forgot to mention integration of lost coast (as afaik this was another area and map that was part of the original story ?
LC was rather a part of more retail-like storyline, from 2002 - that was a storyline without Airex, Kraken, that was basically the early retail one with some of the original entourage (dried sea, but clear sky), and it is not what we're looking for. Although e3 2002 mapack includes Borealis... well, it is a mess and we are not looking in this way. Your first option is correct (if I understood it correctly), and we're using Hl2\episodes maps where it is applicable - it is rather a simple logic: if episodic maps is the ones that was cut, but restored, therefore it can be used in some kind of reverse development. And we are not changing storyline and aren't adding anything on a global scale, but we are adding multiple minor details and scenes. In fact, on global scale the Original storyline doesn't have any white spots, the player's route is clear and main events are well-known.
Ok interesting thanks for the detailed reply :)
Very much looking forward to the mod
Some kind of hybrid game with old story but implementing some of the new story levels (Lost Coast, Beach) etc i think could also work well.
P.S. Where is the forum/website for this mod, I can't see any links on this moddb profile
The only forum is here, at ModDB. Well, there is also a thread on Hl2 forum on playground.ru, but I doubt that this is a suitable option for you since it is a Russian forum.