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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Guest
Guest Aug 23 2013, 12:03pm says:

Looks mindblowingly awesome. Please continue I love the leak content. However are you going to be modifying parts of the original story at all. Because I know some parts were not included simply because they were considered not to be very fun.

+1 vote     reply to comment
JoeChief
JoeChief Aug 21 2013, 10:50am says:

I found out about this mod not so long ago, I had always been a fan of the leak content, and seeing that you guys are working on this really makes me happy. I really feel like this mod can turn out to be one of the greatest, so I really want to wish you all of the luck with it. But I have a few questions too:

Will the mod provide all the weapons from the leak and all the enemies\characters? Because as you know, some were cut for being too similar to each other or not being very practical.
You say that the main focuss is the story, but are you going to try to keep the story as close as possible to the original or are you going to deviate in certain areas to try to improve it?
(This one has probably been asked before) Have you conssidered or tried merging with other teams with the same objective? Is just that seeing all this teams working on the original stroyline rather than working together bothers me a bit.
(This one is kinda big) Have you considered to release the final product in a 2 episodic way? My reasoning behind this one is that after reading through the original storyline, It seemed that this could be applied quite well. If it was divided in 2 episodes, it would not only take away the stress of the weight of the game and the story feeling too long in a single release, but also give room to certain enemys or weapons, that may seem too similar, to be applied in the different episodes, serving the same purpose but freshening the gameplay. Also it could allow room for improving the chapters as much as possible. I could actually imagine that the first episode would end, after the big battle from the Airex, in the Borealis been shelled by the sacksticks and gordon escaping from it having lost all the current weapons at that point, and the second espisode beggining from that point obtaining a new arsenal, and regaining the most iconic weapons (eg. gravity gun)

If you have a forum, would you mind giving a link? I would really like to post\discuss some ideas.

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Cvoxalury
Cvoxalury Aug 22 2013, 1:08am replied:

I'll start answering your post from its end. =)

1) The only 'forums' we have is the one here (a link is under the title), and a thread on a Russian gaming forum, which is kinda neglectable for an apparent reason.
2) The episodic idea, in a way you describe and justify it, actually does sound good. It indeed would be easier to release two separate parts, this way I don't have to complete all the mappack at once, and code for later enemies may wait. I'll think about it.
3) I do not have any current plans for merging. It would've been best if we all have just started our projects, but, for example MI was released for some years, we published about D.I. as it was 1.5 years in development already… there is too much custom stuff to accommodate in each of the team products, I'm afraid it can not work well.

4) some weapons truly are a case of uncomfortable similarity. As you take away MP7 grenade launcher, it becomes incredibly similar to MP5, crowbar & iceaxe work a bit better but still are very close to each other, and I fail to have actual fun playing with an iceaxe (at least in its original form). For the former case, a way to go may be balance tweaking, while for the latter, some new (attack) animations might make the things better. Overall, all the weapons will be included, I'll try my best to also include weapos that didn't make it into either the leak \ retail, like Pulse Shield. In addition, some of the weapons further will be (or are) improved, to make them a bit more modern.

5) I believe the story can not be told without some improvements, additions. Of course, when you do that, you instantly run into a problem with voice acting (also technical problems with Faceposer \ Horeographer tools). I won't change the plot itself, I'm not going to include some sub-plot or some twists, but additional characters, dialogs and scenes are going to me included to help players enjoy the game.

Hope that answers things for you!

+2 votes     reply to comment
JoeChief
JoeChief Aug 22 2013, 7:19am replied:

It really does. Thanks :)
And if I were you I would consider the creation of a forum once the development statrts getting closer to the release. Also, now that I see about compromising the work by merging, what about bringing members of the other teams into the DI team,since it seems that you guys have probably the most amount of work at this time. I know I may be stressing this idea a bit, but after looking through Moddb, I saw there were some teams that looked like the members abandoned their projects: (Old story, Cremation, The Origin), and this new mod: Raising the Bar that looks like it has potential too but is still very early development.

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Cvoxalury
Cvoxalury Aug 10 2013, 8:36pm says:

Heh, 333 watchers already. Gets difficult to remember all the names.

+3 votes     reply to comment
Capt.Host
Capt.Host Aug 3 2013, 11:32pm says:

Hey. I'm crazy about "leak-based" HL2 mods.

Will you guys actually rebuild the original 4 days storyline?
Will you kinda add events that were cut from the game, add people with gas masks because of the AirEx and stuff? Add children, new lines of dialog and whatever else?
By this I mean, will you really rebuild the original HL2 storyline based on all information available and add it all?

Anyway, I wish guys the best of luck ;) Can't wait to play

+3 votes     reply to comment
Cvoxalury
Cvoxalury Aug 4 2013, 4:18am replied:

Will we rebuild all that? Well, that's what this mod's for. Hopefully we'll get all the locations, the whole chain of events and adventures. And even as it is that we did not make a release yet (and it is coming, for sure), I think it would be better to 'warn' you all now.

Dark Interval is about the storyline in the first place. The mod also must deliver a good gameplay, that provides a player with motion, with vector to move along the story. I cannot say sincerely that HL2 gameplay is sharp enough by today standarts, so it won't be enough just to port cut weapons, create some enemy spawns in cut areas, etc. So what I'm saying is that the mod might stray a bit from general HL2 perspective. As D.I. is not a Leak recreation and not a mod aiming to recreate content in the first place, as the story is placed above all, this story will be told with some unavoidable 'author elements'. I'm telling all this so that you would be prepared a bit more and it won't seem for you that I've added too many features just for a show.

The big story like the Original one cannot, in my opinion, be efficiently told by the means of an obsolete gameplay, it would be too dull. But nonetheless, even while I change some gameplay and possibly even setting aspects to achieve my personal vision, do not worry: the storyline is to be recreated completely and untouched. Well, save for a couple of areas that aren't covered in RtB or the WC mappack.

+2 votes     reply to comment
95Navigator
95Navigator Jul 24 2013, 6:40am says:

Just a quick question: did you fixed the AirEx campaign all by yourself?

+3 votes     reply to comment
Cvoxalury
Cvoxalury Jul 24 2013, 1:56pm replied:

Ah, and to answer regarding a specific point of your inquiry — yes, I did it by my own; I never used custom maps, any maps beside the WC mappack ones.

+3 votes     reply to comment
Cvoxalury
Cvoxalury Jul 24 2013, 1:38pm replied:

At some point I had it all the way from airex_start to the reactor core, yes. Kinda like ШЛЫК's mappack but a bit more detailed. But now it's in an incomplete state, some new buildings don't let a player progress since the buildings aren't complete, some scenes don't have all the necessasary content, the Vance HQ is to be changed rather heavily in terms of walkthrough and level size. Next levels, the core ones, are also to be changed, made more complex, more puzzles implemented.
So… the chapter is not fully ready, and due to development process, is not currently walkable-through.

(though I think if I'll dig some older maps and put them together they indeed do form a chapter, it's just not enjoyable enough. And after all, I only 'fixed' it up to the extent of how it was ready anyway, so I did not made any levels after the core).

[sorry for rather big&bulky reply]

+3 votes     reply to comment
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