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.
Time to update the screenshots section a little. Here are the new screenshots of the Canals map. The map development is nearly finished, only some tweaks are to be done — parts of ambient on the level, a couple of rooms, some loot. It takes some time since I'm pushing some new AI bits that are going to play part on the level, namely houndeyes. Not too new, are they? But they surely have evolved in the years past… as well as other lifeforms.
This level is set somewhere in the second quarter of the Canals chapter: Gordon already left the city through sewers, and is going to find the jetski later on. Meanwhile he must find his way through highly polluted, dangerous environment, both occupied by new harsh lifeforms and chopped by Combine outposts. The players have to learn to overcome lethal environment conditions and maximize their odds of survival, as the ground itself will wither them, and make them easy prey for enemies.