In our previous media update, we talked about postponing Dark Interval Part 2 due to sheer volume of planned new content. This update won’t include release date estimates or the “percentage” of work done so far. But we do have some tasteful and exciting things to show you.
First up is some of the Wasteland levels.
The wasteland is a dangerous place. Two decades since the Black Mesa Incident left it ravaged by cataclysms, populated with old and new alien species, filled with poison and death.
Most of the wasteland maps are quite big; at their least, they compare in size with Highway 17/Sandtraps levels, but less restricted and drawn-out. Though ultimately linear, they’re still built around exploration and wandering.
I know what you may think: the open world concept can fail hard on Source, when you get flat, empty maps that bore you and waste your time on having to traverse them. We’re well aware of it, and we’re doing our best to avoid it.
GAMEPLAY VIDEO
Below is a little demonstration of gameplay process, recorded on a map called “Scrapland”.
While the gameplay mechanics don’t differ from HL2 is any serious way, we feel that it captures our idea and mood of the wasteland that was cut from the final game.
Disclaimer: some of the shown content is present for demo purposes only, and everything is potential subject to change. This is still work in progress.
For the maps in the above screenshots - “Beach” and “Haven” - we drew inspiration from both old maps and some concepts. Beach is reminiscent of old Depot entrance levels, while Haven is inspired by prototype wasteland maps from 2002.
Scrapland, on the other hand, doesn’t have any one prototype. Instead, it reflects the general idea of having a vast desolate area filled with remnants of old tech, junk, ruins, sand, and danger.
MODEL GALLERY
We started using Sketchfab and uploaded some of our models for preview. Newest additions are Consulcast Device, retextured Dropship & Camo soldier, and Houndeyes.
Consulcast Device
by cvoxalury
on Sketchfab
Combine Camo Retexture
by cvoxalury
on Sketchfab
Dropship Retexture
by cvoxalury
on Sketchfab
Houndeyes + Alien vegetation
by cvoxalury
on Sketchfab
The alien polyps were already uploaded last year, though not shared on ModDB.
Alien Polyp (Young, Intact)
by cvoxalury
on Sketchfab
Alien Polyp (Old, Intact + Broken)
by cvoxalury
on Sketchfab
Since Sketchfab render is different from Source, the models often look a bit different from in-game (mostly they lack specialised effects).
TELL US WHAT YOU THINK
Our Discord is still there and you can join at any moment.
Tell us what you make of this update. We’re really looking forward to what the mod will achieve in the new year.
amazing
The size of those bridges give me the creeps, really sells the idea that the oceans of the post-portal storm world are wrecked beyond repair!
Maybe not the oceans, but just that one sea.
I love me some more of your Wastelands, especially that rainy dock area, very moody!
Amazing ! and fantastic work. Thanks Dark interval team !
I just nutted everywhere because of this, good job DI dev team!
This looks so damn good. For a second I thought a couple of those landscape screenshots were concept art at first because they look so good.
Awesome.
Your huge sandy wasteland really beautiful, it doesn't look empty.
Also, nice to see that player can interact with environment
Amazing work like always.
I love the new combine designs. Feel way more inhuman, somewhat goofy but that fits this slight... retrofuturist vibe you got going. Like, honestly, I'm getting Brazil and other dystopian movie vibes from it many other beta mods or retail game are deprived of.
Looking nice. Any plans for new demos?
Awesome.
Damn good! By the way, why none of houndeyes react like they got shot? They literally have no reaction to your shots, or they don't cut their beam in the middle when they get hurt...
houndeyes could use some sounds for their attacks but otherwise amazing demo
They have a sound for attack buildup, it's kinda quiet unfortunately. Temp stuff.
If you really try you should hear it, it's like this buzzing that builds up within 1.5 second span.
Btw i see some major problem with the skybox here that needs to be fixed!
I.postimg.cc
Other than that it looks absolutely stunning! =D
We're aware of it
It's not a major problem, it's an acceptable effect given this engine.
At this point this is a lesser problem than what you see in Steam version of Half-Life 2.
Also, it's impossible to fix it. Entirely impossible, since Ep2. The only way is to occlude it from the viewer, or tell them they will have to endure a tiny minor graphical artifact, which sometimes happen in a video game.
Absolutely ******* awesome!
I'm already freaking out when I see this beautiful OICW model in action! I LOVE It! <3
And if you archive progresses, please share the Scrapland demo after that part was released and maybe changed heavily!
I LOVE IT
stunning! great job guys!
So is this being made on a Different/modified version of source engine? Like BM:S or CS:GO?
No, it's regular SDK 2013
not a huge fan of the OICW, but the rest I really like, keep it up.
Now I get the idea of those polyp thingies, it looks unsettling making it feel more like alien creatures and I love it.
Making the Shotgun have a slight tweak of the animation makes it fresh but fire sound of the OICW could change more and compsring with this, I think Leak fire sound is much better.
But that`s just my opinion! Keep up the good work!
Is elite combine soldier going to use dynamic camouflage, akin to what you can see here: Youtube.com ? Because it would be really cool to see something like this in game.
This effect, to be fair, looks too gimmicky, and it only works well if there's a small distance between the soldier and whatever's behind him (it samples color palette from textures behind the soldier). We're going to have another effect.