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...
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I have an offer to you.
Try to unite with Raising the Bar Redux team team. I think that'd be awesome.
Cause both of the mods (your one and second from Raising the Bar team) are stunning.
You definitely must be cooperated.
Yeah, your suggestion makes sense for some projects, like for the people who ended up making Black Mesa, and the ones still at work on Operation Black Mesa and Guard Duty, but not so much in this case.
I actually think the world stands more to gain from Dark Interval and Raising the Bar Redux remaining separate, because then we get *two* awesome mods, that are doing very different things (despite both being inspired by early hl2), and they can co-exist without that much overlap.
This is not how it works, both mods and their leadership have completely different vision for the projects.
I just recently played through the first part of this and while I like a lot of the ideas presented here I do have many criticisms as well.
-The starting ship actually looks nice and I like the strange visions the player has of different points in time it really gives the player an eerie feeling that they are not are not supposed to be there. Gameplay wise though it falls a bit flat. The combat encounters with headcrabs and zombies are not particularly fun or engaging and they are far too short to leave any lasting impression. Not to mention it seems a bit odd that the Odell and the combine aboard the ship are so nonchalant about headcrabs infesting the place, so much so that they even bring the ship to port. IMO I would cut out combat from the ship section, liven it up with more NPC's and possibly add more creepy visions.
-First impressions off the ship into city 17 were pretty good, I definitely like the way the citadel is designed. However after meeting Barney this mod starts to suffer from many of the same issues that Raising the Bar Redux suffers from. There is just too much walking and the combat in between is just not interesting enough to keep the player engaged. The two most egregious examples is the section with the vortigaunts and the short trip through a quarantine zone. The city 17 levels in general are rather devoid of life, very few NPC's are encountered and barely any will talk to you, but the two set pieces I just mention suffer the most from this. Why would the combine have an imprisoned vort out in the open streets unguarded? You'd think that there would be some metro cops patrolling the place no?. Second is the trip through the quarantine zone where you and another citizen fight off a hand full of zombies and crabs. The fact that this area is so empty it confuses me as to why the combine would need to bar off this area. A few metro police and some cremators could have gotten thigs under control easily enough. One more thing to point out with the C17 levels. I thought it was kind of strange how Barney warns the player that the combine are catching onto them, yet in the next area they don't even notice. I think a chase scene like the one through the apartments in HL2 would have been nice to add here to quicken up the pace a bit. So all in all the c17 levels really should be livened up and personally the vort section and the quarantine zone should be removed or significantly reworked.
-My last point of critisism is the voice acting. No nice way to put it, it's bad, none of the actors put much energy or emotion in their performances and Barney & Odell sound nothing like the characters they are trying to imitate. Kleiner sounds alright though, but he can still use some work.
Conclusion: The mod definitely looks nice and presents some good ideas but I think more work needs to go into fleshing out the gameplay as it is a bit rough in spots and better voice acting would certainly help too. I can't wait to try the later chapters where combat will start to pick up.
tbh barney does sound like barney, at least compared to rtbr
Dark Interval's Odell sounds pretty close to Odell in the leak
odell lines from beta link - https://www.youtube.com/watch?v=sAmYqtXxsJA Come to think of it he does sound close to the leaked audio files. I still stand by my statements regarding the other voices though.
Will there be any little update for the end of 2022?
Bit late for that now.
Uh, that is, there won't be any updates at all?
You're still not getting it chief.
You asked whether there will be an update at the end of 2022 in 2023.
So yeah, a bit late for that now.
There's nothing to talk about that could be turned into a media update or an article. We would have to either squeeze really hard to produce a few droplets of information useful to non-developers, or go into spoiler territory whcih we want even less. So, nothing.