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.

Media RSS Feed Latest Video
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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  (80 - 90 of 94)
evilmrsatan
evilmrsatan Aug 10 2009, 1:58am says:

Posted new videos to make up for the time we have been quiet. I have some other awesome videos to show as well, but I am gonna hold off for a little bit after this media barrage.

+1 vote     reply to comment
Spartz
Spartz Aug 9 2009, 7:23am says:

the mod lives and its going rlly rlly great i cant rlly w8 for release...!!!!!!!!

+1 vote     reply to comment
evilmrsatan
evilmrsatan Aug 9 2009, 5:00am says:

Post tons of new pics. We went underground for a bit so we could polish it up. Some things were not working so they got dropped, other things weren't optimized, so they got smoothed out. Atmosphere has been cranked up a notch and the game overall has come a long ways.

+1 vote     reply to comment
evilmrsatan
evilmrsatan Aug 9 2009, 5:08am replied:

We added a custom gun: The Savage 1907. This took some time to figure out how to get animations and everything working correctly for it. What we have now is rough but will only get better.

+1 vote     reply to comment
Bitznpieces
Bitznpieces Jul 12 2009, 10:38pm says:

i hope this mod isnt dead

+1 vote     reply to comment
evilmrsatan
evilmrsatan Jul 27 2009, 6:12am replied:

We aren't dead, should have a media blitz soon. We went into sneaky mode while we fixed things, optimized, added other mods, and much more improvements. Check back soon for info.

+1 vote     reply to comment
astupiddvdcase
astupiddvdcase Apr 29 2009, 2:58am says:

Hopefully the entire game would be very dark in tone...

+1 vote     reply to comment
∆DeltaStride∆
∆DeltaStride∆ Apr 29 2009, 12:58am says:

This has some great potential, good luck.

+1 vote     reply to comment
Jokerme
Jokerme Mar 28 2009, 11:01am says:

If Lovercraft is the deal, I'm in.

+1 vote     reply to comment
itchylot
itchylot Apr 10 2009, 5:21am replied:

Once I saw that spider come at the screen, I lifted both of my feet off the ground and put them on my chair.

+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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Adventure
Theme
Horror
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Single Player
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The Island of Cthulhu
The Island of Cthulhu
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