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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E.T.E.R.N.A.L.
E.T.E.R.N.A.L. Mar 17 2014, 6:07pm says:

I was looking at your scrapland and air exchange screenshots, and had some thoughts. Will you be making a new skybox for AirEx, or use the one in the scrapland? I never personally liked that bright orangeness, really for one reason. The Air Exchange is pumping thick green gas into the air. I think it would be really foggy and dark the closer you get to it. Just an idea.

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Cvoxalury
Cvoxalury Mar 17 2014, 6:15pm replied:

I thought about making a separate Wasteland skybox like the one on the Wasteland concept, but I'm no texture artist so I'm gonna have to wait until I learn how to draw (till then I'm using other skyboxes, like Palace one). On the Airex skybox matter, I'd like to preserve it as legacy, it looks alright on the factory levels imo, and follows the concepts. It doesn't work very well with Wasteland maps, I'm with you on that one. I think you'll only see the reddish original skybox on the first two of the Airex levels, the later ones will have darker night skybox. The red lighting could be kinda annoying, bothering at times. It just doesn't work all that well for the eyes.

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JoeChief
JoeChief Mar 19 2014, 10:26am replied:

Why don't you guys hire a texture artist? Since your team page is locked for the public I understood you guys were just between 3-7 people?

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Cvoxalury
Cvoxalury Mar 19 2014, 1:59pm replied:

We're more like I who's involved in everything, another member, absent at the moment, who isn't involved in actual content making, another member who's also not involnved in the content making, and a guy who was a tester but left the team like 2 years ago.

I hope it doesn't sound stupid or arrogant somehow, but at the exact moment we just don't have much need for the additional personel. It's either that stuff like textures could wait until the project'll get to its final stages - and hopefully I'll learn how to do something by that time - or it is to early to be making things, like music, since there's too much undefined about levels and gameplay (so it's pretty hard to talk about setting the mood with the music). Although I don't have any hope I'll develop music talent some day, heh.

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austinzolo
austinzolo Mar 19 2014, 10:41pm replied:

Don't forget you'll also need lots of voice actors, that is unless you plan on taking all the unused soundfiles and piecing them together. (Which we both know won't work.)

+1 vote     reply to comment
JoeChief
JoeChief Mar 19 2014, 5:20pm replied:

So almost everything is done by yourself? I honestly admire your dedication, though I would've imagined so much work to be overwhelming on you. Though I'm sure that since you've made it this far, you really know what you're doing.

+1 vote     reply to comment
E.T.E.R.N.A.L.
E.T.E.R.N.A.L. Mar 17 2014, 8:04pm replied:

If the Air Exchange wasn't what it is the red lighting may not bug me so much. But those new screenshots look a lot better. Great work :D

+2 votes     reply to comment
austinzolo
austinzolo Mar 16 2014, 3:32am says:

Hey Cvoxalury, when might the next update be?

+2 votes     reply to comment
Cvoxalury
Cvoxalury Mar 17 2014, 3:35am replied:

I think it won't take much more time.

+3 votes     reply to comment
ParticleGhost
ParticleGhost Mar 6 2014, 11:33am replied:

And possibly the same with Marc Laidlaw and Viktor Antonov too.

+1 vote     reply to comment
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First Person Shooter
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Sci-Fi
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Dark Interval
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