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...
Where can I find your Steam gallery?
It is right here Steamcommunity.com
Khem, what this Moddb is doing with how all the links look... nevermind, it's there.
Hahahah.
Suddenly, Christmas lights!
everything looks EPIC! i dont have more works for this :D
May I ask a question? What's your idea of the main menu, HUD and GUI? Because most Half-Life 2 mod I've seen have failed in their attempt to make a nice custom UI.
Right now we don't do any work with it (well, except for the custom m.menu chapters pics). I have some ideas about custom menu with interactive vgui panels and other stuff, but it is too vague right now. There also were ideas about some weapons indicators, too (like the ones in Quake 4), which could bring more sense of interaction apart from the HEV UI system.
I'd like to say though that HL2 has pleasant HUD by itself, imho. What do you need to play through a shooter? an ammo counter, a health status, and a crosshair. HL2 HUD served players well for almost a decade (beta counted), so it will be better to not be in a hurry about UI experiments now.
Glad you said so. I've always loved the simple UI of Half-Life 2.
Yet I also love the early menu backgrounds of HL2, so I believe it would be nice to make the UI a bit like what HL2 was to be.
Anyway, talking about UI right now is way too soon. I'm already falling in love with what you guys have done.
you could use the airex, citidal, wasteland, weather control, traptown etc for backrounds; but yea, keep it simple for now
Oh, we already are using background maps. There will be seven of them, the same amount as in retail (and the same amount of chapters) - City, then Canals, then Zombie Town, then Wasteland (concept with a dry seafloor, gray skies and the Airex on a horizon), Hyperborea, Polar station and the view of Citadel from the ruines (similar to the first Ep1 background).
Holy ****.
New updates ==> Headsplode.
You're doing it right.
Oh G-d, it's REALLY AWESOME