Dark Interval is a total conversion mod, the new incarnation of the Original Storyline of Half-Life 2. You will find your way through the nightmarish world of devastated Earth. Starting from the suburbs of City 17, laying your path through the alien factories, the underwater Rebel base, war-engulfed city streets and the alien Citadel, you will feel that dark atmosphere of the Original Storyline. Development started on Apr 10, 2010.

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Miia
Miia Apr 28 2015, 7:04am says:

What's the situation with this?

+8 votes     reply to comment
Cvoxalury Creator
Cvoxalury Jul 6 2015, 9:51am replied:

Sorry for this overwhelmingly late reply.

The cituation is as follows:
1) I do continue working on this mod. Not dead/cancelled. Still waiting to release it one day.
2) I've got less free time now than when I started, so there's that.
3) I restarted the project several times, so the '5 years in dev' is more of a formal thing. You can say that all the relevant content I've got now is about 1 year old or less. Constantly redoing lots of things, improving or revisioning.
4) I'm also working on Raising the Bar mod (check it out, the guys are amazing Moddb.com) as a programmer, thus occupying two time-consuming positions on two mods. The experience I gain from this will come handy in the future, so I don't really subtract much from DI development!
5) Also waiting for Source 2, getting very tired of the old engine, hopefully with Source 2 there's much more freedom and convinience. And backward compatibility...

Thank you for still keeping an eye on my project, be sure to also check the RtB mod!

+6 votes   reply to comment
Marmalandolakes
Marmalandolakes Jul 9 2015, 5:49pm replied:

That's pretty awesome to hear, that despite creative differences regarding the hl2 concepts you still help out with their mod. Also good to just know that this is still being worked on.

Also just as a curiosity, is anyone helping you out? From my time following this mod it just seems like you're tackling it solo, in which case even more kudos man.

+3 votes     reply to comment
Cvoxalury Creator
Cvoxalury Jul 11 2015, 1:05pm replied:

It is a solo project but if needed I can always ask my friends to help out in those fields I'm not adept with, such as texturing or composing - I am a level designed and programmer, more than anything. But I am very interesting in learning that and completing this project myself.
As for other mods, I believe it is benefitial to both sides at the end - e. g. I can re-use and adapt code I wrote for RtB in DI, and vice-versa. I'm writing all the code from scratch to keep it clean, up-to-date and legit, and don't use leak code (other than for guidelines, so to speak). Mapping - from scratch as well. Same goes for RtB mod.

+3 votes   reply to comment
stuffedbear
stuffedbear Mar 29 2015, 1:02pm says:

cool looking mod keep up the good work!, can't wait to play it! :D

+3 votes     reply to comment
Doomhammer59
Doomhammer59 Feb 1 2015, 12:13am says:

Cvoxalury, in my opinion industrial zone has been closed zone. Or, am I wrong ?

+1 vote     reply to comment
Cvoxalury Creator
Cvoxalury Feb 1 2015, 10:39am replied:

It was fairly enclosed, not an open space, but I decided to make it more cramped, cutting off side streets which were problematic to optimise properly. Now it feels less open and empty.

+2 votes   reply to comment
E.T.E.R.N.A.L.
E.T.E.R.N.A.L. Jan 28 2015, 9:05pm says:

Any progress on this?

+3 votes     reply to comment
Cvoxalury Creator
Cvoxalury Jan 31 2015, 12:59pm replied:

A bit more than a month ago (Dec 24th) I've archived my copy of the mod and took a 'vacantion' from all mapping, coding, etc. A month later, i. e. a week ago, I resumed my work. (Also, in the meantime I played many other HL2 mods). I plan on releasing new updates in the nearest furute, although I still need some more time to pull everything together.

I can also say that I revised my Industrial once again, in favor of keeping it more enclosed, hopefully it'll help with both optimisatiion and the atmosphere.

What was hindering my progress in the past is lack of organised working scheme on my part; simply put, I didn't usually make any concepts or drafts, and I realised how negatively it affects the development. I would often become fixated on one portion of a map (even a small one), and that's something not to be repeated. This time, I need a plan.

Thank you all for still staying with Dark Interval, it's very much not dead.

+12 votes   reply to comment
E.T.E.R.N.A.L.
E.T.E.R.N.A.L. Jan 31 2015, 7:03pm replied:

Thanks for the update. Even if its not media, its nice to hear something about this.

+6 votes     reply to comment
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First Person Shooter
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Sci-Fi
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