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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Feb 17 2012, 10:48pm Anchor

Браш-титизен, а это видел - Youtube.com  ?

Мужик прикольно модель консула сделал...

Ну и остальное тоже... кхм... интересно...

Edited by: psilocibinum

Mar 2 2012, 5:39am Anchor

Так это не модель Консула, да и не его, а Ред Катаны. Кажется. Рескин, не модель.
how many chapters have you (not 100% mapped, but a good start) mapped out?
Well, Airex was the first chapter that I started to work on and it's almost complited, except for the very final. And except for the train crush. Hyperborea is basically complited, it can be played through, although I continue expanding maps. City 17 chapter, from factories to steam tunnels (trainstation isn't completed, but it... let say, 50%). So you can count these chapters as completed in a sense that they can be played through. And there are many maps from almost all of other chapters. 2 maps of Kraken, 3 maps of Vertigo, some parts of Ravenholm, several Canals maps, Eli's colony, Depot.

Mar 10 2012, 2:51am Anchor
brush.titizen wrote:Так это не модель Консула, да и не его, а Ред Катаны. Кажется. Рескин, не модель.
how many chapters have you (not 100% mapped, but a good start) mapped out?
Well, Airex was the first chapter that I started to work on and it's almost complited, except for the very final. And except for the train crush. Hyperborea is basically complited, it can be played through, although I continue expanding maps. City 17 chapter, from factories to steam tunnels (trainstation isn't completed, but it... let say, 50%). So you can count these chapters as completed in a sense that they can be played through. And there are many maps from almost all of other chapters. 2 maps of Kraken, 3 maps of Vertigo, some parts of Ravenholm, several Canals maps, Eli's colony, Depot.

how will the train crash sequence go out?
according to the scripts in RTB, super soldiers and synth elites and cgaurds were supposed to be around

and conscripts are encountered in the airex, but dont help gordon rebel until the airex reactor is destroyed

i dont know if this is even possible, but could the airex serve as a playable demo for this mod later?

you said its about complete

Mar 12 2012, 10:50am Anchor
M0rg0n_Fr33m4n wrote:
how will the train crash sequence go out?
according to the scripts in RTB, super soldiers and synth elites and cgaurds were supposed to be around

and conscripts are encountered in the airex, but dont help gordon rebel until the airex reactor is destroyed

i dont know if this is even possible, but could the airex serve as a playable demo for this mod later?

you said its about complete

brush.titizen is.. Well..he is busy for now, so I'll try to answer.

We plan to make the train crash look like in RTB, I mean there will be an ambush, elites, Alyx comes to the train, then we flee from the battle, etc. You better wait for brush.titizen's answer about other details on the map, he can tell you real facts, I know this only because he told me this and I have seen some old screens of this map.

The conscripts in Airex will help Gordon, because they are assaulting the complex, they managed to break inside, but their tanks or whatever they use for transport and attack are damaged and they are stuck inside one of the buildings. Captain Vance will be there of course and Gordon will meet him. There will be another group, recon group, but Vance lost contact with them but assumes that they are still alive and hiding somewhere. Gordon will meet them too. That's how the general idea of Airex script looks like. At least for now, we may change something in future.

I can't answer the question about the demo, it will be a decision of a whole group, we need to think about it thoroughly, because it will be the first real playable thing you will see, it should be perfect in all aspects: gameplay, bugs, performance, scripts and everything else.

Edited by: Shifroval

Mar 16 2012, 12:09am Anchor

Will hunters fill the gap for the synth elite soldiers who never went past concept art?

Mar 16 2012, 7:57pm Anchor
TheZealot wrote:Will hunters fill the gap for the synth elite soldiers who never went past concept art?

there were no hunters in the beta universe, although i have reason to beleive the flechette darts that it shoots are the ammo that the combine super soldier should use, because the combine super soldier has similar attacks to the hunter, like the big arms to ram into the player, and a gun thats supposed to shoot pulse ammo (the hunter is essentially designed to be a mini strider, and the combine super soldier was originally supposed to fill this role as a mini strider, but more humanoid)

so basically the combine super soldier got replaced by the hunter in terms of concepts

also in hl2 ep1, the NPC for the hunter was called "ministrider"

it would be nice to see the super soldier shoot flechette darts instead of plain pulse ammo, so it can be in homeage of the hunter's common concept as a "mini strider"

Edited by: M0rg0n_Fr33m4n

Mar 17 2012, 12:51am Anchor

Мне непонятно, зачем Илай послал Гордона в аир-экс? Может приход Гордона должен был послужить сигналом к восстанию ?

И еще неясно куда девается аликс после первой встречи с ней во время крушения поезда, ведь в аир-эксе  ее по сюжету уже нет...

Apr 12 2012, 4:04am Anchor

so any updates?
its been awhile

i've seen diologe for the skyscraper where Alyx gets captured while injured and even metrocops talking about the consul, will they be remade for the mod's skyscraper chapter?

love the work on the streetwars

this mod will definantly succeed

people, though will get skeptical on the status of this mod due to the lack of news posts

Edited by: M0rg0n_Fr33m4n

Oct 20 2012, 5:30pm Anchor

You people should make a different mask for the gasmask citizen more like the pictures and concept: Images.wikia.com

Images.wikia.com

Images.wikia.com

Images.wikia.com

Oct 27 2012, 5:08am Anchor

We aren't the authors of the current model, so this is a template and the mask will be changed anyway, not necessarily to that of the Valve's model.
And there was hardly a need to repost it here.

Oct 27 2012, 7:15pm Anchor

Ok. thnx for the answer.

May 22 2013, 12:42pm Anchor

а как будет выглядит консул приблизительна ?

простите что я спрашиваю столько дурацких вопросов я понимаю что вам итак не легко в создание мода прости меня не держи на меня зла .

прости , что я спрашиваю столько дурацких вопросов я понимаю что вам итак не легко в создание мода. прости меня не держи на меня зла  пожалуйста

прости , что я спрашиваю столько дурацких вопросов я понимаю что вам итак не легко в создание мода. прости меня не держи на меня зла  пожалуйста

прости , что я спрашиваю столько дурацких вопросов я понимаю что вам итак не легко в создание мода. прости меня не держи на меня зла  пожалуйста

Edited by: romanix199

Aug 30 2013, 3:05pm Anchor

I'm quite curious of how the Hyperborea chapter is going to play out, when I wrote in the comment section about the 2 episodic idea, without knowing much of the mod, I'd imagine that gordon and Odell would travel in the borealis, probably arriving there by his tug boat first, and head to the kraken base. But then however they would be shelled by sacksticks and Gordon would be forced to escape (I don't know if Odell would have escaped with him or stayed in the ship) by a life boat or sth, at that point he would also loose his current weapons (mainly to give space for the ice axe to replace the crowbar). And that later (which I'd imagine being the end of the first episode and the beggining of the second) Gordon would come back to the borealis. But when I checked through your gallery, I saw your picture of the Borealis which looked like it had stranded on the ice, so I thought you maybe inteded for the player to find the borealis already attacked, since it looked quite damaged. Unless the ship just followed its course and crashed in the ice and simply froze, after all odell left the ship to freeze.

Sep 14 2013, 4:03pm Anchor

Oh man, I'm deeply sorry it took so long for me to reply. Usually xDDGx is more active at community management than I am, but it seems he's in army now =(

Ok, so…
Gordon does find Borealis pretty much attacked already and this is not my decision by any mean — sound files and RtB strongly imply that the attack occured before the character gets to the ship (probably quite a time ago). It is implied in some quotes, e.g. Odell speaking about him discovering and utilizing one of sackticks' weakness (their vulnerability to cold), as well as describing seemingly long since occured attack of 'warships' that forced many of the ship's crew to try and leave on foot, across the ice, only to vanish. So the way I see this is:

Odell meets the player at the coast, and suggest travelling to the ship on a tug boat. (I think that for this time, the ship was to be one of the Resistance's bases, and Odell did not know that it is gone). While they are on a boat, he talks about the warships and stuff in the past. Then they arrive to the ship, and discover that the crew is gone, the place is in chaos, it has been shelled by sacktick pods or whatever (not sure that was an actual 'shelling' on Combine's side though), enemies are around them.

One thing to note here, is that the ship has been more or less inoperable for some time, it got locked in ice, it was a stationary base. And to avoid spoiling too much, I can only say that, in short, Odell and Freeman are first going to reactivate the ship systems and move towards the Kraken base, and later decide to evacuate the ship and get to Kraken on the submarine.

If anything, I'm trying to get the story on things like this as smooth and logical as it can get.

P.S. And you shouldn't take somewhat obsolete screenshots too, err, seriously or what, e.g. with the ice, I'm quite likely going to revise that part and make the ice thinner and stuff. Just saying.

Sep 28 2013, 12:05pm Anchor

Oh alright, that clears things for me, though I'm still wondering how do you plan to implement the ice pick, and even wondering if you plan to introduce the metrocop's baton too, and are you going to allow the player to hold all of the melee weapons at the same time or each one of the three will replace each other eventually.
And don't worry about answering quite late, most of the comments here are quite far apart in time, though I do suggest you to check the enemies discussion, there's 3 unanswered questions that have never been answered in years. I will lurk around here and post some questions and ideas from time to time though.

P.S. That screenshot is considered obsolete? Wow, I wonder how the final product will look like. 

Sep 28 2013, 3:16pm Anchor

allow the player to hold all of the melee weapons at the same time or each one of the three will replace each other eventually
Weapons (th ones you named as well as most of another ones) are going to be presented at separate parts of the story so it'll be unlikely to get them at the same time, since the player loses much of his inventory twice in the game (during the Airex train crash and the Vertigo plane crash). Furthermore, I implemented a weapon limit system which only allows the player to have up to 2 weapons in each category (with an exception of 'tool' weapons — the fire extinguisher, the binoculars, also explosives). The limit is completely optional, though. So anyone willing to play in old style shall be free to disable the limit system (it will not prevent the loss of the weapons during the crash episodes, though).

Although, in the end it should only affect some weapon types, not all of them. I.e. you'd be unlikely to find any MP5k and stunbatons past the Canals, since Combine troops are equiped with more advanced weaponry and metrocops are last featured in the Canals. In the same time, OICW rifles, shotguns, grenades are carried by troops pretty much the entire game, so no lack of those in most chapters.

Sep 28 2013, 5:01pm Anchor

I always imagined the mp5k was going to be a rebel weapon along with the ak, and the mp7 would be the metrocop's weapon of choice, also, I think a good way to replace the crowbar into the ice pick, would be at the borealis, in a type of scene where gordon and odell enter a room with some sort of enemy that they cannot beat, maybe sacksticks,  and they try to run away, and odell closes a door and tells gordon to use his crowbar to hold the door, and if he doesn't the door is opened and they both die, and after that gordon finds the ice pick or maybe odell gives it to him himself. 
Also now that you made it clear that  the borealis was already attacked when you arrive to it, and you loose your weapons at the train crash, I guess the idea of the episodic development won't really work, as when I suggested the idea I imagined the airex would be the eoic finale of the first episode and the borealis would be the slow start of the second.
Also I just read about the boss fights in the oher pages of the forum, which ones do you have planned so far?

Sep 29 2013, 5:16am Anchor

Regarding the bosses.
Well, I can't really speak about a half of them (spoiler issues). But I guess it's not surprising that the Hydra is going to be one of them, as well as Combine Guards in all likelihood (rather mini-bosses for some locations, becoming more of a common enemies later in the game). I don't really now what exactly is going to happen with Antlion king, I see it as something too big for an ordinary fight, so Gordon will probably have to just escape the king rather than fight and kill him, collapse a cave to prevent chasing him or something. But again, I am yet to work on the caves at all.

The important thing is, I want the bosses to be 'real' bosses, since HL2 rather lacks this, especially in comparison with HL.

Sep 29 2013, 7:37am Anchor

That sounds really promising, I always wanted to know how fighting a hydra would be like, they seemed very hard to fight, so I guess that they're not going to be harmed by conventional weapons right? I always imagined that was the reason why they were scrapped. I think a nice approach for them would be to make them similar to the tentacles of HL, the "seer" would be a sound sensor and when you try to crawl past it, the "smacker" would smack its rurroundings trying to find you, and once it does, it would stab you with its head.
For the boss fight, I think it would be great again to do it in a way that echoes the tentacle battle, by having more than one hydra coming out of some sort of hole that you need to go down in order to proceed, and in order to kill them, you need to go around the are trying to activate a broken gas pipe that's next to them, and then you would head again near to the hydra to activate a power box that activates a broken cable next the gas pipe, causing it to spark flames and burn down the hydras. I think this would be nice, not only as a boss fight but also it would show that the hydra's are not as powerfull as they may seem and that they are susceptible to heat, which could be reinforced later in the game again by seeing a cremator burning a hydra with it's immolator and maybe having the player been able to do the same later.

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