Dark Interval is a mod project that aims at restoring certain parts of older drafts of Half-Life 2 - namely, various original locations, characters and plot points that didn't make it to the retail version. This mod is intended to provide a complete game experience; rather than restoring disparate bits and pieces, the team instead aims at building a complete and stylistically coherent world by drawing inspiration from many original concepts and drafts provided by Valve in their book Raising the Bar. This naturally involves filling some blanks and discarding some failed or played out designs. Dark Interval doesn't include original levels found in the "leaked" version of Half-Life 2, and instead features brand new maps which were built from the ground up - it was decided that this was the only way to make them both stand out and be actually modern and not just modernised fix-ups. You're welcome to try out the current demo - your feedback is welcome. And thanks for visiting.
|Various enemies discussion||Locked|
|Jul 16 2012 Anchor|
Will the particle storm play a role in the mod?
The synth super soldier should replace the retail super soldier, and act as a more advanced cgaurd
Will the dropship be retail or the slave1 one?
just to start some discussions
|May 29 2013 Anchor|
как продвигается мод ?
|Aug 30 2013 Anchor|
Will the desert launcher play a roll in the wasteland to prevent the player venturing too far, maybe along with the particle storms, or will it prevent the player to access certain parts of the game and take an alternate route, eg not accesssing the Airex main door by being fortified by combine launchers and the player being blown to pieces if he actually trys to go through there.
Will retail half life 2 enemies still appear in the game, like the overwatch elite or an actual resistance, not just conscripts, or will they be completely scratched and taken over by their beta counterparts.
Also are the elite metro cops going to make an appearence? I think they could have an interesting purpose: In the retail we are never sure wether the metrocops are sometimes enlisted humans or if they had their memory replaced, as their radio states. I thought what if in DI, the normal metrocops were to be normal people who enlisted to obtain more benefits and the elite are the higher ranks who chosed to have a memory replacement. This could make them an interesting characters, as not only would allow their progression along in the first chapters of the story, but also at the revolution, you could see some of the human metrocops fighting alongside the conscripts, maybe marked with a painted lambda symbol at their armbands, and the elites alongside the combines and maybe with some human metrocops too, who maybe chosed to remain with the combine.
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