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...
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 :)
New content is ******* sick.
Congrats.
No really, great job.
Hey I got two questions:
1) Any idea how you're going to handle Weather Control?
I don't believe a definite concept for the facility exists (other then Images1.wikia.nocookie.net ).
2) Are you going to need playtesters? I still own the original Anon beta, and would be extremely exited to see how the styles and concepts have been finalized.
Just checked the maps, I was wrong about their condition, we have at least 15 gameplay maps and 30 more are in development.
But I still think it would be better to link some of them in one complete chapter and release as a demo.
Well that's good to hear.
If you guys need a prototype idea for any of the maps, I still have ~900 alpha/beta/concept maps from the original to give out; from the Air Exchange to the 'vert' maps.
Just give me a heads up if you need anything in between and I'll see if I got it.
Always looking to help.
@Disturbulator
1) Well, you are right, there is nothing left from Weather Control. If it was ever made. There is only demo_arctic, but it's just demo. We'll try to recreate the concepts as precise as we can, including the Weather Control vignette from RTB and some general ideas like how should an Arctic base look like and Arctic in general.
This text fragment has many small details like the appearance of the building, the enemies, the scenery, etc. You can easily extend it to a rather long map full of events.
The purpose of our mod is to recreate that atmosphere and style which was supposed to be present in the Original storyline maps and concepts. Of course we will add something according to our interpretaion of things or change some details, but we are careful with that and always check if this or that thing is on its place.
Also there is our old concept(pencil drawn) of Weather Control in the gallery. Maybe it's already a bit obsolete, but you can get the idea how we see it.
2) As for now - no, unfortunately we do not need testers, because there are not much things to test. Well there are some maps, but they are crude(gameplay wise) and we use them only for internal purposes. I suppose you don't want to see unfinished and unoptimized maps, do you? We should finish at least one chapter and then we think we'll use it for public testing or a demo.
Ahh, you do not need anon beta, because the mod is made on the Ep2 engine and runs on SDK Base 2007 libraries thanks to the that big engine update(you no longer can run mods with custom code on Ep2 engine).
P.S Sorry for such a long reply, lol.
Ask someone else. I do not have any answers anymore. Maybe Shifroval has them.
The creator of this mod should just release the mod with all the different visual styles and put them all as options in the options menu.
This way the player gets to decide for himself which one he would like the best and gets to play that one!
At first I read this as «cremator of this mod», lol.
And... that's an interesting idea. But this will be like, «Please select one of the following styles: cold, noir, slime etc», and this will make c_corr. on different maps similar, which is not what we are looking for - City must have cold, slime, totalitarian atmosphere, wasteland should be hot and dry, Kraken base should be cold and cryptic, and if one style will be selected, it will turn city AND wasteland into cold style or wasteland and kraken will be hot and dry; otherwise, if there will be some presets like cold city + dry wastes + cryptic Kraken and slime city + grey wastes + warm Kraken - still, someone may not like how presets exactly look like. But yes, we'll think it over.
It's really NOT another beta mod.
exactly...this is the... #4?
Take into consideration that this beta mod actually shows that its making progress, unlike almost all the others save for Missing Information. If this mod is released, it will be the ONLY beta mod that actually includes remade maps other than the Borealis, so stop yer yapping...