sK1p July - 16 - 2009 PainkillerADD COMMENTS


When Painkiller was announced as the CPL World Tour game, waves of anger and disapproval arose from the community. Most of the gamers criticized the CPL relentlessly for choosing Painkiller instead of their preferred game, and started to make hundreds of forum threads to prove their game’s superiority. After all there will be 10 CPL events held in 2005, with all of them featuring Painkiller as the main tournament game. This article is dedicated to the new players and spectators of Painkiller, and to hopefully make their understanding of the game a little better.

M o v e m e n t

Yes, we all have heard it before. Movement is an important aspect to all of the dueling games. That’s also correct in Painkiller’s case, but insufficient. Bunnyhopping is the most important aspect to Painkiller. At the Summer CPL finals, Vo0 literally ran circles around Fatal1ty, which greatly helped him come back and win the tournament. Although it has such huge importance, fluent and swift movement can be accomplished in a small amount of time.

Basic Movement

Painkiller’s movement involves none of the midair strafing or bunny hopping techniques that other fast paced FPS games involved. All you need to do to build your speed is to press your forward key, continue tapping your jump key, and move your mouse to wherever you want to go – it’s as simple as that! Maybe it’s not THAT simple, but once you get your basics down, you can zoom through the maps with unbelievable speeds.

Rocket Jumping

Rocket jumping is also a key factor in movement and map control. This is done by firing the rocket at a solid surface and then jumping immediately afterward. Rocket Jumping allows you to gain huge amounts of speed by propelling yourself forward or vertically to reach places faster. Combine this with a solid movement pattern and you’re suddenly jumping around at an incredibly fast pace.


2 of the 3 maps competitively played in Painkiller have teleporters, and using them efficiently is very important. You can rocket jump just before going through portals and your rocket jump follows through once you emerge. If you drop to a portal from a higher place, you gain speed once you exit. However, maintaining speed when going through portals can be tricky sometimes. To maintain your speed, try going into teleporters slightly angled, instead of head on. Teleporters also allow the opportunity to “telefrag” another person, by coming through the teleporter on top of your opponent.

W e a p o n s   a n d   I t e m s

Painkiller features five different weapons, three different types of armor, and two different health items. Some of these act differently than you would expect in other first person shooter games. As usual, if you’d like to succeed in Painkiller, you must completely understand the differences and master the techniques that make the game unique.


PainKiller (Melee Weapon)
This weapon is rarely used in Multiplayer, except to embarrass the opponent. “Pain” which is multiple spinning blades and “Killer” which is blades tucked in together that you can launch directly at the enemy, or stick in a wall and create a burning beam between you and the wall.

Stakegun / Grenade Launcher
The stakegun is the basic spawn weapon and does 200 damage per hit, an insane amount of damage for a spawn weapon. This weapon shoots similar to the Railgun in Q3 or the Crossbow in HLDM. With its high damage and fast traveling speed, this is the weapon of choice to start a comeback. This weapon also seems to be the fan favorite, as the Summer CPL finals showed great excitement from the fans every time a stake hit.

Shotgun / Freezer
The shotgun is rapid firing and often used to chase and hunt down enemies with low health. Since as the range increases, the trajectory of the shell also increases, ideally it’s easier to score kills in mid/close ranges. Shotgun also has a huge knockback from closer ranges and will render your opponent out of his usual movement. Secondary Fire shots nitrogen capsules which takes your opponents armor to 0 for a short while, which is a huge advantage too.

Rocket Launcher / Chaingun
The most used and most dominant weapon in the game. This is probably the deadliest weapon in any FPS game. Fight up close with rockets, and finish him off with the secondary attack when he tries to run away. Respawning players are easily killed, as the rockets do 100 damage on a direct hit. The Chaingun is also a great finishing weapon, dealing 24 damage per 3 rounds to an unarmored opponent.

Electro Driver (Lightning Gun) / Shuriken Launcher
This weapon is only available on 1 of the competitive maps played, but is a highly effective weapon. Unlike the other weapons, the secondary attack is mainly used. It emits a lightning beam very similar to the Quake series Lightning Gun, dealing 30 damage per hit and also transfers 7 health for every successful hit. Launching shurikens is also a great idea to do at an opponent running away, as it does the same amount of damage but has unlimited range.

Pro Tip

A cool trick in the game is that you can launch an arcing grenade and hit it midair with a stake, forming a stake-rocket which deals more damage than a regular rocket. This move is very tricky, but once mastered can be quite effective when a Rocket Launcher is unattainable.


Bronze Armor
Worth 100 armor, and absorbs 33% of the damage inflicted.

Silver Armor
Worth 150 armor, and absorbs 60% of the damage inflicted.

Gold Armor
Worth 200 armor, and absorbs 80% of the damage inflicted.

Pro Tip

Unlike other Deathmatch games, there are no armor shards or other ways of increasing your armor. The maximum amount of armor is capped at 200, and doesn’t diminish over time. All armor respawns after 20 seconds.


There are only 2 health items in the game, regular yellow health and the heart shaped mega health. The yellow health items reward you with an increase of 25 health, and the mega health increases your health by 100. The limit for possible health is 250, and whenever the current health exceeds 100 it slowly decreases back to 100. Regular health respawns after 20 seconds, and the mega health respawns after 60 seconds.

D e m o s   a n d   C o n f i g s

As with most first person shooters, the engine is capable of being tweaked to provide the best results for competition. Painkiller is no exception. Here we have provided information regarding PK++ Mod, the essential PainKiller modification; some of the most popular configuration settings for the competitive PK player; a demo guide; and other miscellaneous information.


At the moment, there aren’t any demo players for Painkiller. Because of this, it’s required to manually place the demo into the proper directory, and then load it once in the game. In order to do this, download and place the demo into the “C:\Program Files\Painkiller\Recordings” directory. If the demo is named something long or confusing, it may be helpful to rename it to something easier to remember. Then to play the demo, just type “demoplay demoname” without the quotes, and “demoname” being the name of the demo you’re trying to watch. It’s also common that there are third person demos recorded by spectators. In order to watch these demos in first person, you may need to use your scroll wheel to change from third to first person.

Original Article can be found here


Painkiller is a first-person shooter game released on April 12, 2004. The game takes place in Purgatory and Hell. The main character is Daniel Garner.