Post news Report RSS Dark Interval 1.2 Update

We're releasing a revamp update for Dark Interval: Part 1. This upgrades the first chapters of the mods, adds visual overhauls, improved gameplay, bug fixes and more.

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Hello! Today we’d like to present to you Update 1.2 for Dark Interval.

What is this? Is it Part 2?!!

No! Unfortunately, not yet. We thought we could’ve released Part 2 in 2018 or in Spring of 2019, but real life got in the way, issues got in the way, things took longer than anticipated, et cetera.

Update 1.2 is a revamp patch for Part 1. It addresses many major issues and it expands on the first chapters of the mod - the intro, the city levels, the lab, everything from the 2017 release.

Originally we were going to work on these maps and release them - revamped - together with Part 2 maps; but, to make the waiting a bit less tasking, we decided to split it into its own patch, and release it *now*.

Dark Interval 1.2 Update


This is the full version - you do not need previous version of Dark Interval. It installs and launches separately.

To unpack the archive you’ll need 7zip or WinRar (both free). To launch the mod you’ll need Source SDK Base 2013 Singleplayer WITH “upcoming” beta option enabled!

Summary of the update

  • every Part 1 map went through bug fixing, scene enhancements, upgrades in performance, lighting and sound work
  • brand new custom scenes with voice acting and re-recorded VA for O’Dell and the vortigaunts
  • expanded shader effects, including parallax-corrected cubemaps and flowmap water technique
  • new main menu and interface changes
  • *NO MORE fade-to-black transitions* on any of the levels

Below is more in-depth overview of the update + comparison media.

PROLOGUE

We wanted to expand the prologue and eventually split it into two maps - one for the ‘dream’ sequence, another for Borealis.

The intro sequence itself didn’t get much bigger but it did see a number of changes.

path to awakening

the husk of a dream

BOREALIS

For Borealis, we invested our efforts into exploration and map detail. The revamp touched on the interiors, SFX, a bit of added interactivity, newly recorded voice acting, and the expanded city vista.

steel corridors

something on the horizon

DOCKS

Docks’ layout hasn’t changed but it received the much needed performance boost and a number of slight scenery enhancements.

INDUSTRIAL SECTOR

This map took us the most time to revamp. Level’s light and sound was improved whereas the infamous fade-to-black transitions (w/ teleporting the player) are GONE now. It’s been rebuilt as one continuous level, and vortigaunt scenes received serious rework.

boosting the industry

city bowels

major touch up

TERMINAL PLAZA

Terminal stayed mostly the same but with improved background, some light touch ups, and a new interior to explore.

CONSTRUCTION SITE

Construction got a modest scenery overhaul, bug fixes and a few touch ups.

CONSULCAST PLAZA

Consulcast received a lot of detail improvements, some building redesigns, updated graphics, and NPC interactions.

overseer

walk among them

ARCADE STREET

This map hasn’t radically changed, yet it saw enhancements in appearance, sound, reworked soundscapes and improved scenes.

MANHACK ARCADE

Arcade got a big overhaul: new visuals, soundscapes, optimization, plus reworked mini-games, with "Hackman" going through a BIG redesign.

pseudo victory

RADIOSTATION

Radiostation largely stayed the same, only with a bit of polish aimed to improve navigation and making exploration more rewarding.

SUBT

The biggest changes in Subt is replacing the fade-to-black transition at the end, with continuous and believable geometry. Plus, the level received some visual face-lift with lighting, vegetation, and prop detail.

KLEINER’S LAB

Originally, places where you get teleported to, were made in haste. Now we had time to finalise them. Another big improvement is an overhaul of choreography, which makes the characters feel more natural.

workspace

meat citadel

VIDEO PREVIEWS

Before shipping this update, we conducted a closed beta testing, and recorded exclusive preview streams with these YT channels - HL2 Project Beta and The Renegadist. The latter recorded a huge session with us, where we talked about the development process and done some bug hinting (again, this was a beta).

THAT’S IT!

We have a Discord where you can leave feedback, ask us anything, even preview some exclusives.

Tell us what you think of this update!

And thank you.

Dark Interval 1.2 Update


Comments
Chocolate-Helicopter
Chocolate-Helicopter

šŸ†

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BshiftCalhoun
BshiftCalhoun

Awesome, and just when I thought that the maps were where it's at, you guys made them even better! Don't sweat it about not being able to release part 2 yet, we'll be patient like always. Just don't tell cringe about it, haha.

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Krychur
Krychur

sweet! I can't wait to play this new update! please take your time with Part 2. rushing content is never a good thing. hahaha! this is gonna be great!

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pegran
pegran

ayyyy
what a surprise

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Blue199
Blue199

Some of these changes are really impressive, nice work.

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Doomhammer59
Doomhammer59

awesome update ! thanks dark interval team !

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iCrazyBlaze
iCrazyBlaze

Finally, a good beta mod.

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Egon-Houstuvk
Egon-Houstuvk

Well this is exciting! Everything seems much more real and alive.

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SpookyTheCuteGhost
SpookyTheCuteGhost

From great to awesome!

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EvilGenius
EvilGenius

But does this mod have the green titizens in it?

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BshiftCalhoun
BshiftCalhoun

Nope, you'll have to put them yourself in a custom folder

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overwatchprivate
overwatchprivate

Loving the work you guys put into this. It's by far one of the most impressive Beta mods around.

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TimeCrab
TimeCrab

The most impressive, i'd say. Not to belittle a lot of the other work that's been displayed in other projects, but the frequency with which DI gets updates (once every 18 months is really good by average hl2 mod standards) and the artistry and imagination that goes into the content of those updates makes it the leader of the pack imo

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Cvoxalury Author
Cvoxalury

I remember you as one of the first people to start following Dark Interval. Back then only a few people were following - well, obviously - and I could memorise everyone. (the number grew out of that quickly)

Actually if I head to the very first page of comments, I see this

Sun9-5.userapi.com

I want to thank you for staying here for THIS long. It's crazy!

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[MC]PimpĆ£o
[MC]PimpĆ£o

almost everything looks marvellous but i'll have to agree with the streamer in the video on those sunken ship textures during the dream sequence. i'm not sure those white-ish textures are supposed to convey the impression of frozen metal but they're not very convincing and just end up making the ship look weird. maybe just use 'normal' metal textures and sprinkle some snow on top of them. anyway, just a small feedback. best of luck with the project

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triop451
triop451

Goddamn this looks and feels good.

It's what I've always wanted out of a beta mod, please continue

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kitzel
kitzel

looks good ... but i can't play the mod ... every time i start it i get an error and it crashes .... any ideas?

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A-Shift
A-Shift

Enable '-upcoming' beta option for Source SDK Base 2013 Singleplayer. This can be done via Tools->Source SDK Base 2013 Singleplayer->Settings.

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wolfwithafreespirit
wolfwithafreespirit

Wait, I'm not Gordon Freeman?

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wolfwithafreespirit
wolfwithafreespirit

Oh, sorry, I am

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Cvoxalury Author
Cvoxalury

You are from Anomalous Materials lab? Yes, I recognise you.

Reply Good karma+1 vote
hf2epicgamer
hf2epicgamer

Weird, i get bad stutters every few seconds when i edited the settings..

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hf2epicgamer
hf2epicgamer

i changed the settings back but it still goes from a solid 74 fps to 0 fps then 74 fps

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