The Intern's Story, is a game set in the classic Call of Cthulhu setting of 1920s New England as described by the imagination of H.P. Lovecraft. 
The third chapter of the period story proposes to build a great looking set that is a fitting place to finalise the story from the fist two episodes that were built by myself with some excellent input from a small group of talented individuals.

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6 comments by Quinjet on Apr 28th, 2013

Hi everyone,

As usual, it has been too long since I posted a progress report. So here is something short and sweet to provide proof of life.

Solving the last problem of maps not loading due to en excess of the physics entity allowance by turning the many, many displacement brushes that I use into models, has saved me a complete reworking of the maps but still took a hell of a long time to get right. Thank you to the developer of 'propper' for coming to my rescue.

Then as you may have read I, ran into problems again
"Failed to start game (app already running)"
This was following another SDK update and for months, it prevented compiling of maps as well as continued crashing when running more than one Steam application at a time. I knew it was a local machine problem but could not fix it and I had to consider a reinstall of Steam. Not having a spare hard drive with enough capacity to back up my Steam folder, I borrowed one from a colleague and copied an awful lot of gigabytes across to it. I was just about to follow the recommended method which would completely delete the Steam folder when I decided to have one last search for a solution. And after many months of searching, what should suddenly appear in my browser list, this: which I post as a reminder to myself and for anyone suffering as I did.

So after all the grief and frustration, all I had to do was delete a bunch of files from the top Steam folder and click on the Steam exe and it was up and running again in a matter of minutes. Sigh!

Since then I have been able to pile on the coal and it has been full ahead with the mapping. Yep, I'm still on the mapping of TIS 3 as my original concepts seem to be a lot harder to realise than I imagined. As an example (and probably an indication of my poorly trained design processes), it has taken me a week to design a puzzle. In that time I worked out the idea, researched the entities needed to make it work, mapped the area, tweaked and tweaked until it worked properly. Then created new models and textures to fit the scene before more testing to find the things I missed. This seems like a lot of work for something to fox the player for a few minutes but who has ever read a paragraph of a book and actually considered how long it took to put down those words and get them perfect, so that you could read them in a few moments. It's something that you just have to do and it is very satisfying when it works.

So, how close am I to completing this marathon of mapping you may wonder. Well that is the good news. Even though I thought I was detailing out the final map I have discovered a natural break in the player progression. Yes, this is good news! The the map was getting a bit large and unwieldy due to (cough) more displacements and I can now expect to complete it in a few more sessions. Then I can say I have started on the last map, which should be relatively small but full of.... stuff. Naturally this is all likely to change when I get that killer idea, that needs to be added to make the concept complete but that's creativity for ya.

I hope this update and the few screens I have posted keep you intrigued and provides more questions than answers.

Till the next time,


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The Intern's Story (Redux)

The Intern's Story (Redux)

Feb 11, 2012 Full Version 8 comments

he Intern's Story, is a game set in the classic Call of Cthulhu setting of 1920s New England as described by the imagination of H.P. Lovecraft. The Intern's...

Post comment Comments  (50 - 60 of 166)
WukaWuka3000 Mar 9 2012, 6:40pm says:

freezes when i start a new game

+2 votes     reply to comment
LordXamot(Cavou) Mar 2 2012, 7:01pm says:

I just remembered that the narrative text trailed off-screen on two occasions- for the tablet in the first chapter that mentions the Book of Shapes and Forms, and at the alien painting that the player character speculates was drawn by a patient.

Just thought I should mention those since they will be very easy to fix to be included in a future update.

+2 votes     reply to comment
Quinjet Mar 5 2012, 3:30am replied:

Thanks for the info,
With TIS 3 on the go I'm afraid I don't have much time for updates at the moment but I will keep a note of them and one day...


+2 votes     reply to comment
LordXamot(Cavou) Feb 28 2012, 8:12pm says:

Part 1:

I remember playing The Intern's Story almost exactly 2 years ago, and that was before I was introduced to Lovecraft's works. I remember thinking about finding some of Lovecraft's works in a book store somewhere, though, after a quick Google search on while I left the game quickly to get the solution to where the keys were at the beginning of the mod, once I heard the mod was based on his mythos.

Replaying the game now, in it's "redux" form, I remembered fully some of the flaws I pointed out on my original playthrough. First, a critique that is the most prevalent throughout the mod, is the use of the basic Half-Life 2 scrolling text to deliver what the character is thinking. This is a preference, but I do think it takes from the immersion a bit. The fact that, while the flashlight is in the player's possession, the text changes font, turns opaque, and becomes so large it is even more jarring than before. An alternative would be adding a journal activated by pressing a specifically bound key, so that the main character's comments would be optional to read and always accessible. I know some of them aren't mandatory or helpful to read, like the main character humming lyrics, but such lines could be voiced, such as dialogue with characters (although transcripts of the dialogue would also be available in the journal to refresh peoples memory on past events if they would wish so). I understand, though, if there is a story related reason that dialogue of the main character isn't done, so they remain very enigmatic in a way. Such a thing would be a large effort, requiring more voice acting and scripting, but it would improve the overall quality of the mod greatly, I assure you.

+2 votes     reply to comment
LordXamot(Cavou) Feb 28 2012, 8:13pm replied:

Part 2:

Another critique I have is the lack of direction in some areas. Finding the key in the beginning and opening the secret door to where Mother is can be frustrating to find. In this playthrough, I found the key easily due to memory but could not remember how to open Mother's chamber. There could be a journal entry or otherwise some indication that there is something of note beneath the stairs, and perhaps make an alternate way of opening the door to other's chamber. Another problem I have with the game is the re-using of Father Grigori dialogue near the end of the second portion is very corny and the mod would benefit from either removing the dialogue altogether, or replacing it with more relevant custom dialogue. That scene also feels drawn out, but it wouldn't anymore with interesting (yet still cryptic) dialogue.

Also, two odd details I noticed were how the credits momentarially flashed at the point where part 1 would normally end, the rock you were supposed to throw at the star-shaped gong was floating over the bowl it's supposed to be sitting in (but knowing this game it might be intnetional), and the transition between the strange mountains and the dock is jarring with the path to it as a 2-D image (but, once again, it may be intentional).

However, those details don't hold back this mod very much, but they are preventing it from being as amazing as it could possibly be.

+2 votes     reply to comment
Quinjet Feb 29 2012, 9:45am replied:

Thanks for making such a detailed comment, it's about time I was given a dose of reality.

I was tempted by the idea to have the revisited TIS voice acted but as the exercise was simply to get this old version up and running before returning to the real project, I chose the simple and slightly messy option. It would also have revealed a twist to the tail I am not ready to give away yet. As to the use of a journal, it's a great idea and if you now how to implement one in HL2, I would love to learn it.

The brick in the wall puzzle was actually made more subtle because of tester comments, sorry if it became too oblique.

The use of the Grigori dialogue was a speech made in heaven as far as I'm concerned, the references it makes are so very Mythos related it was too good to turn up. I attempted to disguise it with altering the pitch and echo but clearly not enough to provide the illusion that it was another character who was actually speaking the words through the supervisor. :(

Quote: "Also, two odd the credits momentarially flashed at the point where part 1 would normally end, the rock... was floating over the bowl... (but knowing this game it might be intnetional)"

I was not aware that either of these happened, The rock sits in the bowl for me as well as the testers and as for the flashing credits phenomenon... Most weird, appologies.

Thanks again for taking the time to comment, even if I have only confirmed the inconsistancies you mention.


+3 votes     reply to comment
LordXamot(Cavou) Feb 29 2012, 6:13pm replied:

I don't know of a journal script anywhere, but I remember hearing that the developer of Underhell was going to use something like that in Underhell chapter 1 for keeping track of found journal entries. I myself have little experience in scripting, so I can't be of much help.

+2 votes     reply to comment
Ankido Feb 23 2012, 9:59am says:

Right okey thanks, I will keep tracking then!

+2 votes     reply to comment
Fujjin Feb 21 2012, 4:48am says:

I can't wait to play Part 3. :D Awesome mod. Very creepy in some parts. Corny in others like the guy with the crowbar. xD All in all, a great mod.

+2 votes     reply to comment
Quinjet Feb 21 2012, 4:22am replied:

That's a question I cannot honestly answer at the moment. :(

I'm reviewing the maps now and will hopefully be able to post some sort of report in the next week.

+2 votes     reply to comment
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Released Feb 11, 2012
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Highest Rated (4 agree) 9/10

Cool mod with nice ambiance, it's worth the play.
EDIT : Part 2 is even cooler, this mod is a really nice piece of work, I was really pleased to play this, and can't wait for part 3 :D

Feb 13 2012, 9:34am by DarkShift

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