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Early Design Concept


All about Painkiller

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Post Sun Oct 30, 2016 2:39 pm

Early Design Concept

I got some secret documents, thanks to Painkiller-Ivan about a quick guide from 2003 and a design document from 2002 written by Adrian Chmielarz, which reveals the initial concept of the game like monsters, levels, particularly levels of difficulty, weapons and more. And the storyline about Oscar Herrera!
See the attached file.

A Quick Guide to Painkiller’s Arch Enemies

Evil Monk
Known as: Evil Monk

Who am I?:
A hooded monk, servant of Devil Monk. Former member of blasphemous cult of Naamah, now serving the dark forces in his afterlife. You can never see his face, there is nothing but darkness between the folds. Lack of any armor and large size make him a relatively easy target.

Traits:
Being very strong, he tries to behead the player with his giant double-handed axe.

Sneaky tactics:
When low on health, Evil Monk desperately throws his axe at the player and dies right afterwards from exhaustion.

Time for death?:
Usually Evil Monk is dangerous only when you let him come close to you, so make sure you kill him before you get in the reach of his axe. However, if you choose a wrong weapon and just wound him instead of killing him, he might execute his special Throw attack – the good thing about it is you only need to avoid the flying axe; Evil Monk dies by himself right after the throw…


Psychonun
Known as: Psychonun

Who am I?:
Once innocent virgin, after being seduced by demoness Naamah turned into inhuman creature with big bloody scythe. As Evil Monk, she serves under the command of Devil Monk. There are two versions of Psychonun, one without and one wearing the iron helmet.

Traits:
Swing of the scythe is her basic attack, but she can also cast a curse that locks your weapons (so you are not able to fire any weapon) for a limited amount of time.

Sneaky tactics:
Most evil creatures walk and run, but she literally hovers right above the ground. This makes her faster, as no stairs or other such obstacles can slow her down.

Time for death?:
You cannot let her hover around freely, because her Curse spell will put you in some serious trouble. The best weapon against Psychonun is anything with quick reload time. Any hit stuns her for a while, buying you more time to run away or strafe.


Skull
Known as: Skull

Who am I?:
A bastard child of a demon and an undead: he carries some very serious demonic powers, but at the same time his soul is trapped in a human corpse. Despite this sad fact he is vain enough to treat all other creatures of the dark as inferior beings.

Traits:
To compensate his disability to cast spells he carries around double-barreled shotgun… He doesn’t just fire it at you, he can also shoot his own skull, setting it on fire and gaining temporary immortality.

Sneaky tactics:
One of his tricks of the trade is making (in)human shields of whoever is closest to him, including his allies.

Time for death?:
Whatever monsters you face, make sure Skull is your primary target. If you let him gain immortality or use his ally as a shield, he will become so much harder to kill.


Zombie Knight
Known as: Zombie Knight

Who am I?:
One of the soldiers under the command of Zombie Warrior. Once a great fighter on a side of good, when a battle was lost he committed a suicide instead of letting himself into slavery. It was brave, but foolish act, because his soul is now damned to serve Hell for eternity…

Traits:
Swing of his Morgenstern!!

Sneaky tactics:
Being a zombie he can still move for a while even when beheaded. He cannot see then, however, and that renders his Morgenstern attack somehow random: you are still in danger, but so are all his nearby allies...

Time for death?:
Any weapon should do, he is one of the easier enemies. However, some Zombie Knights are more “alive” than the others and have the ability to run. Just make sure they won’t run long enough to reach you.


Saphathoraél aka Thor
Known as: Saphathoraél aka Thor

Who am I?:
He's a demi-demon, one of Lucifer's less trusted generals, his specialty is inflicting drunkenness in humans. His real name is actually Saphathoraél, but his demon friends shorten that to Thor, mainly because Saphathoraél's unhealthy fascination with this Germanic deity. Thor, aka the Viking Thunder, was the god of thunder and lightning, with the power to conjure storms and control the wind and rain. He was famous for his giant hammer called Mjölnir. Saphathoraél is only a copycat of Thor, but in his mind this (becoming as powerful as real Thor once was) is the only to move up in the Lucifer's ranking list.

Traits:
He can smash you with his hammer, but he can also destroy anything in the range of the blow. You are fighting Thor in some forgotten ruins, and it’s really hard to survive with giant stone blocks blocking your way and falling on your head.

Sneaky tactics:
If he loses his hammer, he can hit the ground with his both fists so hard, that he sends dozens of stones up to the sky. “It’s raining stones”, and it’s the rain that can kill you in no time.

Time for death?:
Rumor has it he is nearly invulnerable, with one weakness, his own Achilles heel. Nobody seems to know exactly what is it, but unless you discover that for yourself, there’s no point in wasting ammo on him.


A QUICK GUIDE TO PAINKILLER’S LEVELS

Chaos Cathedral
The Low-down:
A huge, creepy gothic cathedral with a vast dungeon hidden underneath it.

Inspiration:
Many churches and cathedrals in Europe were used as a reference for this level. You might recognize parts of the architecture from Notre Dame Cathedral in Paris, stained glass from churches in Krakow, Poland etc.

Why the level’s so darn cool!!:
The magnitude of the cathedral is breath-taking. When you enter the main part of the cathedral you simply cannot see the ceiling or the opposite end of cathedral – it’s so far away. It’s even more breath-taking when you see a gigantic 'boss,' almost as tall as the cathedral, shaking the entire building!

Main Design Issues:
It was extremely hard to adapt the architecture of a gothic cathedral to fit into the game, because these cathedrals are usually one gigantic open space, limited only by outer walls and a sky-high ceiling. We had a lot of hassle with keeping polycount under control and with keeping gameplay interesting but the result was well worth all the work!!



Oriental Castle
The Low-down:
A large complex consisting of an oriental castle and temple at dusk, covered with delicate mist.

Inspiration:
Our texture artist is a specialist in oriental culture - he studied it at university for many years, so he had lots of knowledge and reference material. The level is a mix of authentic palaces and temples from around the world, naturally adjusted to suit the gameplay and real-time graphics requirements.

Why the level’s so darn cool!!:
We managed to create a very atmospheric level, the subtle lighting of the fading Arabian night sets incredible mood full of mysticism.

Main Design Issues:
It is one of the largest levels in the game, but originally it was almost twice as large! We had to cut it down, otherwise it would take hours to play through it, not mentioning that it would take months to texture it and render lighting with proper attention to detail. But what we left in the game is cream of the crop, and this level is one of the most beautiful and atmospheric parts of Painkiller.


City on Water
The Low-down:
It’s a mad dream of a private investor, who’s building himself an almost carbon-copy version of Venice. It’s still not finished, but the resemblance is striking and overwhelming. It might seem as a harmless extravaganza, but in reality the whole site it’s just a cover for something much more sinister...

Inspiration:
There are no surprises here: the art of Venice was the one and only inspiration for the level’s look. We needed to tweak things here and there, but generally anyone who ever visited Venice will recognize the similarity immediately.

Why the level’s so darn cool!!:
The most beautiful part of this level is not the exteriors, but the interior of one of the larger buildings, all with glass roof and giant fountain. We really showcase the particles system there…

Main Design Issues:
With City being one of the biggest levels, it took tremendous amount of work to model and texture it, but at the same time it was a great learning experience: after all we had the unbelievable beauty of real Venice to leech the inspiration from.


Abandoned Prison
The Low-down:
When Painkiller enters the prison, it’s the warden’s worst nightmare: chaos everywhere, prisoners rioting and killing each other, whole buildings on fire... With situation out of control this level is a little harder than others and is available only in later difficulty modes.

Inspiration:
Prisons are not the most pleasant places in the world, so it was a natural choice for the nest of evil. Cinema mostly presents prisons as a place of many “physical challenges”, and we kept such image during the design – it’s a level full of non-stop action.

Why the level’s so darn cool!!:
It’s a tight level, but every room is quite different, showing off some cool PAIN engine features like volumetric lights or glass simulation.

Main Design Issues:
We used Alcatraz as a base model and checked out how this prison was filmed or photographed through the years. I wonder how many gamers will find our references to some of better known Alcatraz movies…


Mountain Bridge
The Low-down:
Large three-level bridge in the mountains is just the beginning of this level: the bridge leads to the huge warehouse, which in turn leads through the tunnel to the mountain cable car that rides all the way up the mountain top to the astronomic observatory.

Inspiration:
One of us has a strange custom to walk on the bridges in Poland during the night and the level was modeled after this certain person decreed that we must have bridges..

Why the level’s so darn cool!!:
It’s a very original level with completely different surroundings every ten minutes. You get to skate on the icy top level of the bridge, ride a trolley, ride a cable mountain car, there is enough fun for at least three standard-size levels here.

Main Design Issues:
This level was meant to be a small village in the mountains! During the course of development the idea evolved, the bridge and other parts were added, and it no longer made sense to even leave the village to view from the bridge - we removed it completely. The level is still original and impressive, though.


Ruins
The Low-down:
The hideout of Saphathoraél, one of the game’s biggest bosses. The ruins are the sad remains of a once great temple of now forgotten gods. Despite the look, there’s still a lot of mystic power in the area, and that lured in our “little” Saphathoraél.

Inspiration:
There were two things we had to keep in mind during the design phase: we wanted to express the fact it is the area full of quasireligious power (hence the ruined temple theme), and we needed to remember the level has to be completely destructible (Saphathoraél carries a giant hammer and smashes everything in sight with it).

Why the level’s so darn cool!!:
No doubt about that: the fact that it’s completely destructible is a completely new thing in gaming.

Main Design Issues:
This level was a challenge not just because it’s destructible, but also because every part of the level is lit using real-time lighting, unlike Global Illumination technology used in most other levels. It was very hard to achieve good looking map with limited options offered by real-time lights, but we did it.
Attachments
Painkiller Design Document.pdf
Painkiller Design Document
(1.59 MiB) Downloaded 22 times
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Post Sun Oct 30, 2016 6:16 pm

Re: Early Design Concept

Thanks bro :P
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Post Mon Oct 31, 2016 10:23 pm

Re: Early Design Concept

AWESOME!
Thanks for providing this fascinating piece of info. :D :D :D
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Joined: Sun Aug 31, 2014 7:12 pm

Post Mon Oct 31, 2016 10:40 pm

Re: Early Design Concept

Interesting bonus information. Kudos to those who made this post happen!
GAME ON!
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Post Tue Nov 01, 2016 10:40 am

Re: Early Design Concept

Now quick guides to Painkiller's enemies and levels in doc format. Enjoy! :)
Attachments
Painkiller Quick Guides.zip
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