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...
Great stuff you've posted here! I hope to see more soon :)!
I'm looking forward to trying this. I'm going to enjoy going through the Air Ex and the Manhack Arcade (Will you be able to control the manhacks to kill citizens just once when your there, so you can give the player a choice as whether to play the game before meeting Barney?) And I'm also looking forward to exploring the dark, original C17. :D
I'm also pretty interested on whether they're going to go with the 'Palace' or the 'Vertigo' approach to the C130 crash.
I have started the forum board where you can find the answers for both your quetions. I also suggest to other people to go and post their questions on that board instead of doing it here, so we could leave comments free of too long posts.
so old consul model will be back 2 ???
There are no signs of the original Consul's model left anywhere, except for just the name of Breen's model in the beta (Consul.mdl) and the statue (Consul_statue.mdl). The same is with Maxwell's model, nothing left from it, if the model ever existed in the first place.
Both Consul and Maxwell can only be seen on concepts. And their voices can be heard in audio files.
You are making alex from scratch 2 right, with her pet skitch ???(nice work).
Could you perhaps make Consul, or modify Breen ???
I would gladly do some voicework, since raising the bar also shows alternate scene with alex taken hostage and gordon having the consul in a tight spot :)
Actually I believe there's a Dr. Breen reskin that changes his appearance to that of the Consul's.
No model of Maxwell.
And I believe there's an old Source Map redux of the Consul's room floating around the internet somewhere.
Also, I believe at the end of the beta:
As you said, Gordon has consul in a tricky spot while Alyx is at gunpoint.
Gordon eventually stops whatever the consul was trying to start up.
Alyx gets shot anyways. Its fatal.
Gordon fights off the guards and kills the consul.
Chort (Kleiner) shows up via his ressurected teleport to send you back successfully to his lab.
But the teleport malfunctions during the transmission sequence whilst Chort is inside, killing him.
Yes, some folks tried to reskin Breen. I don't believe that it is the right way of resolving this problem. And Maxwell probably had model, because you can find some test maps where cycler_actor is supposed to speak audio files of Maxwell. This cycler_actor has eli.mdl model in its parameters.
And yeah, Kleiner died during the teleport malfunctioning in his lab, so... no Kleiner in the final point of storyline. And we already have our own version of that scene.
Sweet. I'd love to see that when you finish.
I always imagined that as the final tragedy to show how many people sacrificed themselves to save their dying home planet and race, and how easily things could always go wrong.
Beta was dark and tragic; which is why I love it.
Damn, that really was a grimm and black version of the Half life saga :0
(it would have possibly ended the saga if you ask me)
I just hope you make it as close to the original as possible. dont rush either :)