Dark Interval is a restoration/revision mod that lets you play Half-Life 2 as it could have been: with custom maps, new voiced dialogue, new models and textures, all based on Valve's early concepts. The mod is released in episodes, the most recent being Dark Interval: Part I - an intro chapter to the bigger story.

Report RSS Dark Interval - Kicking things off in the new year

Some of the latest developments in maps & models department. Updated Sketchfab gallery. And a gameplay video!

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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.

beach plant

beach under

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.

beach soldier

beach view

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.

docks

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.

The alien polyps were already uploaded last year, though not shared on ModDB.

Since Sketchfab render is different from Source, the models often look a bit different from in-game (mostly they lack specialised effects).

cluster ingame

camo ingame

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.

Comments
SpookyTheCuteGhost
SpookyTheCuteGhost

amazing

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flippedoutkyrii
flippedoutkyrii

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!

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Blue199
Blue199

I love me some more of your Wastelands, especially that rainy dock area, very moody!

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Doomhammer59
Doomhammer59

Amazing ! and fantastic work. Thanks Dark interval team !

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NOVλ
NOVλ

I just nutted everywhere because of this, good job DI dev team!

Reply Good karma Bad karma+7 votes
Dune_Jumper
Dune_Jumper

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.

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Zorro_de_la_noche
Zorro_de_la_noche

Awesome.

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Musie_(MyCbEH)
Musie_(MyCbEH)

Your huge sandy wasteland really beautiful, it doesn't look empty.
Also, nice to see that player can interact with environment

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yeepbandit
yeepbandit

Just discovered this today. Awesome stuff.

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Vanixty
Vanixty

Amazing work like always.

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DarkShift
DarkShift

I like how it is still that dark, deeply sad and pessimistic ambiance throughout those Wastelands map’s, the same feels as part 1.

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Tleno
Tleno

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.

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Apollyon094
Apollyon094

Looking nice. Any plans for new demos?

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LeoJFC
LeoJFC

Awesome.

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ubilambda
ubilambda

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...

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scootyscoot
scootyscoot

houndeyes could use some sounds for their attacks but otherwise amazing demo

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Cvoxalury Author
Cvoxalury

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.

Reply Good karma+1 vote
Buddyconnor331
Buddyconnor331

Dude this is looking incredible! Very excited to see more!

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Fyrlakith
Fyrlakith

The areas from screenshots look freaky awesome!

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☢AlieN☢
☢AlieN☢

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

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A-Shift Creator
A-Shift

We're aware of it

Reply Good karma+1 vote
Cvoxalury Author
Cvoxalury

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.

Reply Good karma+1 vote
rataje
rataje

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!

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franrc124
franrc124

I LOVE IT

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E8S
E8S

stunning! great job guys!

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PRinceBhai
PRinceBhai

So is this being made on a Different/modified version of source engine? Like BM:S or CS:GO?

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A-Shift Creator
A-Shift

No, it's regular SDK 2013

Reply Good karma+3 votes
Stevie-Akers
Stevie-Akers

not a huge fan of the OICW, but the rest I really like, keep it up.

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Citizen17.mdl
Citizen17.mdl

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!

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franzw1553282698
franzw1553282698

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.

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A-Shift Creator
A-Shift

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.

Reply Good karma+2 votes
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