Description:
The purpose of this mod is create an atmosphere of tension befitting of an HP Lovecraft story. Shadows play a huge role and light even effects certain monsters. There are advanced and difficult puzzles mixed with some tense combat. Ammo will be scarce, so the few guns that are found will be quite precious. 

The setting takes place on an island, mostly within a cave. The player will encounter awesome sights such as subterranean rivers flowing with deadly liquids, an underground pyramid of the Aztecs, and much more!

Special Features Making This Mod Different:

The mod is EXTREMELY long. Over the course of three years it grew so much that we estimate it to be somewhere in the area of 10+ hours of play. This puts it's length as longer than most commercial titles.

Get a different ending based on how well the player explores and the choices made.

An emphasis on physics puzzles mean each time they are completed it will be different.

A tense atmosphere where the player can be attacked at any second, whether mentally or physically.

A custom map system keeping the player in the game and on their toes.

More than one way to complete an objective means that if one way becomes blocked, there should be another way to obtain the goal.

Custom weapons fitting the periods of history in the mod.

Music created specifically for the mod.

Different creative ways to die keep the playthrough fresh.

Multiple difficulties

Fearsome new enemies influenced by Cthulhu.

Created by only two dedicated individuals with a desire for quality with some help from friends and the internet.

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CultistAI AI Graph AI Points
Blog RSS Feed Report abuse Latest News: Progress Report: AI

0 comments by evilmrsatan on Apr 15th, 2014

One of the reasons why the game is taking so long has been the AI. To anyone who hasn't dealt with it, it is a nightmare. There is a reason why many commercial games have broken AI and tons of bugs. Still, I digress, let me tell you about our own AI.

When I first started working on the project AI was a problem that was very significant. Thankfully over the last few months I have hammered out all the problems allowing the AI Navigation to be calculated without errors. This has been an eternal blessing as it removed most of the problems we had been having.

In the screen below you can see how the AI points have to be individually placed because of the complicated and narrow interior which the AI has to interact with.

AI PointsAI Graph
CultistAI

The player is going to have to run as there are far too many attackers to engage. This meant that I had to make the AI very smart and not predictable. This was accomplished by a large amount of code and the layout you see above. The AI has the capability to leap gaps, hurdle walls and get around other objects in order to hunt the player.

This first chapter will hopefully remain the most challenging area to develop as the other zones have limited amount of AI to worry about. I am expecting the development of the areas to go much faster than chapter one.

I hope you enjoyed this look into the AI of the Island of Cthulhu and keep a look out for the video that is coming soon that will demonstrate their advanced smart capabilities.

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The Island of Cthulhu Part 1 - OLD VERSION

The Island of Cthulhu Part 1 - OLD VERSION

Sep 14, 2013 Full Version 3 comments

This is the old version. A much improved new one will be out soon. I urge you to wait for the new one.

Post comment Comments  (50 - 60 of 93)
funymunky
funymunky Sep 6 2010, 9:41pm says:

This is looking really good so far! I don't like the idea of the shredded nanosuit (i think you should just get rid of it), but other than that, it's great!

+1 vote     reply to comment
evilmrsatan
evilmrsatan Sep 30 2010, 5:04am replied:

It's been changed, it should be reflected in new screenshots and such.

+1 vote     reply to comment
NODsoldier
NODsoldier Aug 19 2010, 1:01pm says:

This looks really good, I just the vid on the Brain Spiders and they really are scary/freaky looking! Excellent job!

+1 vote     reply to comment
Valherran
Valherran Aug 6 2010, 10:27am says:

Nice...

+1 vote     reply to comment
Dredile
Dredile Jul 21 2010, 2:58pm says:

I can't wait for this mod! i love anything cthulhu

+4 votes     reply to comment
Misterpinky
Misterpinky Jul 12 2010, 8:48pm says:

Just curious, is this going to work with Warhead? Or am I going to need to pick up basic Crysis?

+2 votes     reply to comment
evilmrsatan
evilmrsatan Jul 13 2010, 2:04am replied:

We are looking into that. We might be able to release a version that works on Warhead, but as of now it is only working on Crysis. Warhead wasn't out at the time we started. The engine is Warhead is essentially the same, the problem would be if it's possible to pack up the assets from Crysis that are needed for the mod to work right.

We have actually extracted some of our assets out of Warhead so in a way it could be possible.

+1 vote     reply to comment
Conchobhar
Conchobhar Jul 12 2010, 12:37pm says:

Best of luck, this looks great!

+1 vote     reply to comment
Downpour
Downpour Jun 30 2010, 10:01pm says:

Oh... my... g-guerrillas! I can't wait for this to come out! I will love you forever 8D

+1 vote     reply to comment
evilmrsatan
evilmrsatan Jun 4 2010, 5:18am replied:

Don't worry, we have some awesome tricks up our sleeves coming soon. I can't wait to show you guys.

+1 vote     reply to comment
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Icon
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Platform
Windows
Game
Crysis
Developer
Ex Unitae Vires
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Official Page
Cthulhuisland.com
Release Date
TBD
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Theme
Horror
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Single Player
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The Island of Cthulhu
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