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

1 comment 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  (60 - 70 of 94)
Luigis_#1
Luigis_#1 Jun 1 2010, 9:41pm says:

If this mod goes down well, I swear I will buy Crysis just for it.

+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
Xul
Xul Apr 28 2010, 6:16pm says:

looks promising, just remember to remove the nanosuit entirely, it'll ruin the whole atmosphere.

+1 vote     reply to comment
evilmrsatan
evilmrsatan Apr 29 2010, 4:55am replied:

The nanosuit will be shredded and damaged providing only a damaged armor mode.

+2 votes     reply to comment
purevil89
purevil89 Mar 31 2010, 6:05am says:

To be honest I wasn't expecting much of the mod but it's looking really good. o.O

+2 votes     reply to comment
evilmrsatan
evilmrsatan Apr 1 2010, 7:27pm replied:

Thanks for the positive insight lol! We have been working our ***** off on this project in order to get it to the quality level we are shooting for. Keep in mind we have an extremely small team for a mod, yet we are still trying to deliver a polished and unique experience.

+2 votes     reply to comment
epiphany
epiphany Mar 13 2010, 9:44pm says:

Pressing "N" also brings up the map quickly so that the player can orient on the fly. (which is instantly)

There are more comments under the video section concerning the best way to do this with out compromising the atmosphere

+1 vote     reply to comment
Ekonk
Ekonk Mar 13 2010, 5:22am says:

That map system looks good, but might I suggest having it open faster, because when you get lost and have to check your map over and over again, waiting seconds for it to open will be very frustrating.

+1 vote     reply to comment
!!Nova!!
!!Nova!! Mar 10 2010, 4:06pm says:

Love the map system.

+1 vote     reply to comment
evilmrsatan
evilmrsatan Mar 10 2010, 6:55pm replied:

Sorry but I don't think it will. We have been porting stuff from Warhead into Crysis but they didn't release an updated editor for Warhead so we are stuck with Crysis. It would technically work with Warhead, but all the Crysis assets will be missing.

+1 vote     reply to comment
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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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Horror
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The Island of Cthulhu
The Island of Cthulhu
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