Dark Interval
| This article is about a mod. | ||
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The subject matter of this article is an unofficial production that has been created by third-party developers. |
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| Dark Interval | |
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| Developer(s) |
Dark Interval Team |
| Release date(s) |
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| Genre(s) | |
| Mode(s) | |
| Platform(s) | |
| System req |
Windows XP or newer operating system, 1.7 GHz processor, 512 MB RAM, DirectX 8.1 compatible video card with support for SSE, Source SDK 2013 beta |
| Input | |
| Engine | |
Dark Interval is a free single-player modification loosely based on the cut content and early ideas from Half-Life 2's development.
Contents
Overview[edit]
Dark Interval takes place in an alternate continuity around 20 years after the events of Half-Life. The player assumes the role of Gordon, who awakens onboard the Borealis that is set to arrive to City 17. The mod generally parallels the plot of Half-Life 2, but features new locations inspired by cut content, like the Wastelands, as well as new characters, enemies such as the Hydra and the Crab Synth, and weapons like the OICW.
The mod largely follows the gameplay principles of Half-Life 2; one of the notable differences is friendly fire that can lead to retaliation from Citizens and Vortigaunts. New features include a driveable APC, HEV picking up Combine radio chatter, and various minor gameplay tweaks, such as grenade cooking.
Compared to other cut content mods such as Missing Information, Dark Interval does not directly reuse Valve's leaked maps and code, though it still uses certain assets from the Half-Life 2 leak. The mod uses an episodic release model, with the releases ("Parts") being cumulative.
Storyline[edit]
Part 1[edit]
After a brief surreal prologue, Gordon emerges from a cryosleep pod on the Borealis. Soon after he meets O'Dell, who helps him to avoid a Combine patrol and sneak out onto the docks of City 17. There, Gordon meets Barney, who directs him toward the Terminal Plaza. Getting there involves passing through the Industrial zone, where Gordon is required to free two Vortigaunts from Vorti-Cells.
After contacting Barney again, Gordon is directed toward the Manhack Arcade, and then toward Kleiner's lab. There, Gordon acquires the HEV suit and prepares to be teleported to Kraken base. When the teleport suffers an unexpected malfunction, Gordon is briefly teleported into an unknown Combine installation and is noticed by a Combine Advisor.
After returning to the lab, Gordon finds the teleport destroyed and Kleiner wounded. Barney advises Gordon to escape and gives him the Crowbar.
Part 2[edit]
Upon exiting to the lab roof, Gordon discovers that the Combine has been alerted to his presence and dispatched Metrocops and Scanners to the area. A bit later, Gordon rendezvous with Barney and Kleiner again, and is told to leave the city by crossing the Outer Wall, the city perimeter guarded by the Combine. In the meantime, police violence provokes riots among citizens.
Taking control of an APC, Gordon begins moving toward the Outer Wall. Once there, he engages in the final standoff with a Combine commander Faulkenbury. Defeating him allows Gordon to cross the wall and leave City 17.
After a trek through the Wasteland and a few battles with Combine forces, including Crab Synths, the Combine drop their pursuit. Gordon visits several small settlements, and eventually arrives at a cave hideout where he's caught and disarmed by Eli and Dog.
Eli offers Gordon shelter for the night. After falling asleep and seeing the G-Man in a dream vaguely hinting at past and future events, Gordon has a choice to watch Eli's slideshow.
Afterward, Eli takes him out to the Junkyard to teach him the basics of using the Gravity Gun. However, the training is cut short when a Particle Storm appears and sucks Gordon in, serving as a cliffhanger to the current storyline.
Enemies[edit]
Most of the new enemies in Dark Interval are based on cut Half-Life 2 designs with modifications to their appearance and behavior. These include:
- Bullsquid (including a later variety)
- Houndeye
- Hydra
- Cremator
- Crab Synth
- Mortar Synth, named Glider Synth in the mod
- Unnamed alien fauna, named Polyps
- Unnamed alien fauna, named Stinger
- Tripod Hopper
- Wasteland Scanner
- Early Combine Elite
- Elite Metro Cop
- Particle Storm
- Flocking Floater
- Xen Hornet, based on the Hivehand but "standalone"
- Xen Tree
Development[edit]
Dark Interval began development in April 2010 as a project aimed to fix leaked maps for Air Exchange and City 17.
In September 2011, the official ModDB page was created,[1] and the mod's scope expanded into a full storyline recreation. Various disjointed locations were prototyped, with map sources and a build from that period later releasing to the public.
In April 2016, an "Anthology Demo" was uploaded, featuring 5 maps from City 17 and Canals. Shortly after, the mod's development was rebooted and moved to Source 2013, with only a few City 17 maps being kept.
On October 31, 2016, Dark Interval: Chapter I was released on ModDB. It consisted of four maps, featured text-only dialogue and fade-to-black teleports between parts of the maps.[2]
On October 20, 2017, Dark Interval: Part I was released, with four chapters spanning from the Borealis prologue to Kleiner's Lab.[3]
In July 2020 and September 2021, "Part 2 Alpha" and "Wasteland demo" were released on the project's Discord server as previews of upcoming levels.
On June 14, 2024, a trailer for Dark Interval: Part 2 was published,[4] and the mod itself released on December 13, 2024, along with full map sources.[5]
On May 10, 2025, source code for Dark Interval was publically released on GitHub.[6]
Gallery[edit]
Concept art[edit]
Xen Flora.
Models[edit]
The OICW.
The Combine Dropship, based on the leak model.
The Xen Polyps, based on Ted Backman's concept art.
Screenshots[edit]
Kleiner's teleport, recreating concept art by Dhabih Eng.
A Xen-infested canal, based on concept art by Tri Nguyen.
A Glider Synth battling Antlions in the Wastelands.
References[edit]
External links[edit]
Dark Interval on Mod DB- Source code on GitHub