I've posted a new article over on ModDB about The Core and the small details we've included, as well as a brief explanation of the optimisation work that has been done in response to tester feedback. Check it out here: www.moddb.com/mods/the-cor...
Scornkeeper
@scornkeeper.bsky.social
A profile dedicated predominantly to posting Dark Interval facts and some Source Engine things. SFW. See https://www.youtube.com/playlist?list=PLhbfQEaWd5MPiSEm4Ll23inE7ClMBWpYG for a collection of Source Engine shenanigans.
New SLE (my fork of Hammer) release, with bugfixes, new displacement tools, and other workflow enhancements. github.com/Cvoxalury/so...
Release SLE 3.129 (Jul 2 2026) · Cvoxalury/source_level_editor
Source Level Editor 3.129. Updated beta release. Changelog: New: SLE now uses .INI file to store settings instead of Windows registry. If you want to keep using registry and not re-configure the e...
github.com
Took a couple minutes and added heat transfer to portals. Very simple, <30 lines of code. Portals just scan the environment for heat sources and transmit it to the linked portal. HL2's fire system is pretty old but still quite neat and, dare I say, underused.
Gunship Bays were cut from HL2's Nova Prospekt/Depot chapter, and E3 2002 has the gunship near the Depot. Valve's late 2002 whiteboard mentions "Strider production (vista)" for the Depot, and the "e3_depot_2003" map from the leak mappack includes a Strider. Wonder if there's a connection?
Also, please comment here if you use Source Level Editor at least, say... once a month? Or just however often do you use it. It feels there's barely any userbase, would be happy to know it's not the case.
Ah, freezing displacement vertices been on my mind for a long time and it's very worth it. This allows for more precise geo painting, avoiding detaching from edges, easy creation of things like tarps or domes - very glad it came together (and was easy to add). New version update should come soon.
New Map Labs - Mega Mania, themed around megastructures, is available. My map in it is "The Deep Afar". Special, huge thanks to @makkon.bsky.social and @a-shift.bsky.social for the textures, couldn't have done it without them. www.moddb.com/mods/map-lab...
DI Trivia. Building a custom menu hasn't been the simplest road ever, but it allows for much wanted flexibility. Ex., having main & alt keybinds. This was the case w/ HL1, and I'm not sure why they took it out of HL2. It wasn't hard to bring back either. I think it just makes sense to have, do you?
Going to plug this here. This video by @elephantsdocrack.bsky.social sheds new light on cancelled HL2 Episode 4 by Junction Point Studios. Includes interviews with developers and the project's history. youtu.be/hwMJtQ0fZxY
CANCELLED [Vol. 1] // Junction Point’s Fall of Ravenholm
YouTube video by Elephants Doing Crack
youtu.be
HL2: Episode 1 turns 20 tomorrow. I've prepared a little add-on to celebrate it (I'm releasing it a day early because it's a Sunday). You can get it on Steam Workshop, Gamebanana, or ModDB. Enjoy! steamcommunity.com/sharedfiles/... gamebanana.com/mods/681987 www.moddb.com/games/half-l...
Steam Workshop::Ep1 Evac Replacement
steamcommunity.com
News about Act II of TLG, covering the situation with Linux support and recent progress. #indiedev #modding #gamedev
With a Little Help from my Friends news - The Last Goodbye mod for Half-Life
Some good news about Act II and some not-so-good news about Linux.
moddb.com
HL2/DI Trivia: The Xbox 360 version of the game shortens the Scanner flash duration by a lot, from standard 3 seconds to just 0.5. In DI, to lower the frustration caused by scanners, we similarly lowered the flash duration from 3 to 1 second.
Do you have 'superstitions' when mapping/modelling? I've a few. Ex. when I want to rotate a brush, say, 90° but accidentally let go early and it puts it at, say, 82.5 (I usually use 7.5° snap), I'll rather undo and redo it. As if two 'non-round' rotations will secretly worsen the verts or something.
Always felt like this fence did a disservice to the vista at the Radio Tower in Ep2. More so when compared to earlier versions which either had nothing or used HL2 fence models. Replacing it with the thinner fences feels better, even if they look flimsier against the car - just will have to do.
HL2 Trivia: D3 c17 13 - the Striders maps - has 'lo' and 'hi' versions of the final street's geometry, that get switched as you jump down from the central building.
Using decals/overlays for blending between displacement terrain and brushwork is really great. I suggest every mapper to try it, and to learn various info_overlay tricks in Hammer - dragging corners, setting U/V tiling manually, using render order, and scaling.
I've put together a small addon that adds background maps to Dark Interval: Part 2 (by default, it uses static backgrounds). www.moddb.com/mods/dark-in...
Dark Interval Part 2 Backgrounds Pack addon
This is a pack of 6 menu background maps designed for Dark Interval: Part 2. These maps replace the static menu image and disable the menu theme playback.
moddb.com
I contributed multiple in-universe movie posters for this, and I recommend playing.
It's time. www.moddb.com/mods/the-las...
In Idyllic for Map Labs, I gave the thermometer 4 bodygroups so that I could set its temperature for 1) daytime, outside; 2) daytime, in the greenhouse; 3) night-time, outside; 4) night-time, greenhouse. I doubt most people noticed but I don't consider this a waste of time, never.
HL2 EP1 Hackfraudery: This background map in Ep1 depicts the Kleinercast with several bullet marks on the glass surface. Yet, once you approach it yourself, no damage is visible. I shall patiently await the fix for this inconsistency in time for the upcoming Ep1's 20th anniversary next year!
Trying Valve's Commentary Editor was underwhelming. Having in-game tools is pretty cool but it's cumbersome. You can't drag a placed node around, only replace it/set its coords by hand. Audio records at 11KHz, which sounds bad. Unless the map is loaded manually before the comm. file, it will crash.
New DI article with new media (that doesn't preview in embed for whatever reason😑) www.moddb.com/mods/dark-in...
2025 Status Update news - Dark Interval mod for Half-Life 2
An update on the status of things, work in progress, and the future.
moddb.com
Did you know November is the most Half-Life filled month of the year? Besides HL 1&2, November in different years saw the releases of: HL SDK (25.11.98) Opposing Force (19.11.99) Decay (14.11.01) Source SDK (5.11.04) HL:Source (16.11.04) HL2:Deathmatch (30.11.04) As well as Garry's Mod (29.11.06).
It would mean a lot to us if you posted it around, told your friends, etc. We've got another game coming down the tubes and it'd be neat to have some walking-around money for it! Help us make more stuff like this... Early investors will be rewarded... store.steampowered.com/app/2467100/...
Chiaroscuro Imago on Steam
A short piece of horror fiction about honey and lies; entomology and etymology; murky secrets and stark realities. Find out what happened to the moths.
store.steampowered.com
As mentioned, Lost Coast's 20th anniversary is soon (tomorrow). But I'll give everyone a head start and post now: My Lost Coast Anniversary Update! It fixes bugs and oversights and adds more detail. Readme: pastebin.com/S2ubYcxU Moddb: www.moddb.com/mods/half-li... GB: gamebanana.com/mods/629540
Half-Life 2: Lost Coast: 20th Anniversary Update mod
This fanmade update fixes numerous mapping flaws in the original Lost Coast and gentrly improves detail and lighting quality while staying true to the original. Can be installed on either modern Anni...
moddb.com
Lost Coast's 20th anniversary is near. For years it made it a little sad that it's filled with these small but noticeable flaws that'd take very little work to fix. The 2025 Anniversary Update mostly didn't touch LC. The flaws remain. But, and I have it on good authority, this is about to change.
DI query: How many people 1) notice in the first place, 2) appreciate or hate, that DI doesn't stop fall damage in liquids? Unlike HL1-2, you can land in a meter of water and still die from impact in DI. This is one of the times 'realism' was attempted as its own goal. How well did it work?