I have toned down the overall saturation and glowing materials on weapons and environmental crystals. I have posted some of the new results in our discord server. Link in description! I will continue to make more necessary tweaks and changes to everything to not make things feel so fantastical and get back a little more of a grungy feel :)
Oh man, this looks awesome. I really hope it will be released some day. I can not praise enough the talented mod and indie creators who still care to deliver a decent SP game experience.
Wait.. Metroid Prime 4, Doom The Dark Ages and now this!!! Holy shit I Can't handle all this hype... Good luck with the project. This is gonna kick major ass
breathless.. this is absolutely amazing man, holy fucking shit, the particle effects, the weapon modelling, the texture work, the lighting, like.. if there was ever a MORE official looking version of a PainKiller Remastered, this would literally be it HAHA, this is fucking awesome man, i can't believe i didn't see this video sooner but holy shit is this awesome, whatever comes out, i will DEFINITELY be checking this out! incredible work everyone involved you're doing an absolutely phenomenal job here
Weapon models sway really adds some satisfying layer to the gunplay. I'm glad you didn't make that as it was in the original game, where the guns were stiff and static.
I appreciate that, but lets see what Saber Interactive has got up their sleeve with the upcoming PK project that is official. Revamped is just a passion project for my growth as an artist.
Thank you! A like and sub is more than enough :) I don't have a Patreon or anything. You can also join the discord server via link in description if you haven't already.
@@MSE7EN Sir, take my like and my sub. You should consider crowdfunding this project, you could hire ppl to work on it. Anyway, keep faith and strength!
The HUD elements started off as 3D meshes in Unreal that I took screenshots of. The stone trim pieces are all over in various levels. But they are just 2D images like before for the final HUD.
Like it has all the guns like 50% opacity in a row and you hold a button, and like. Hmm a gear would be cool. A rotate like gear button. Or like touch pad programmed
How cool, I hope this project will show itself again, maybe someone will be interested in this universe, otherwise Painkiller is unfortunately not as popular as Doom or Serious Sam (although Sam is also not so popular) I will definitely check it out when it is released!
Well, awesome work man. I wish you luck in the future! Hope, you guys gets an idea to work on a full game from zero, soon if you finish this. :) Maybe some game to kill the ugly Quake Champions and drop bomb on arena shooters.
I have several questions. 1. Is this intended to be a remake that would cover what would be the original game and Battle Out of Hell or do you plan to include Overdose, Resurrection, Redemption, Recurring Evil and Hell & Damnation as well? 2. Will there be the option to enable the classic models for weapons and the classic HUD? 3. Will there be more playable characters besides Daniel such as Belial from Overdose and Bill from Resurrection, although in the case of the latter you would have to overhaul his arsenal of weapons to play differently than Daniel's?
1. The campaign pretty much combines the original and Battle out of Hell into one. There will be 37 levels total. I am only changing the story a tiny bit, it will not be what H&D did. Also, Revamped's story will not be canon at all, as this is not an official project from the actual devs. This is basically a fan remaster of the original and BooH. 2. Yes for the HUD. No for the weapons. There may be other skins or something, but we won't worry about things like that until the very end. 3. We intend to cover the characters that appear in the first game and Booh. So Daniel (and his wife at the beginning), Eve, Sammael, Asmodeus, and the 5 bosses including Alastor and Lucifer.
CONSEJO (es de ayuda si no quieres cambiar nada esta bien igual se ven muy bien): mas partículas de polvo de roca para la escopeta y explosivos (en algunos te quedo impresionantes), las estrellas cámbialas de eso cristalino a algo de energía o electricidad , algo que se ve de magia oscura, las armaduras están re chetas (buenas) pero créalas de hierro y bronce nada más, por que las de oro y diamante brillan mucho y parece similar a minecraft, las estacas de arma déjalas de madera así se ven más antiguas, y una cosa más la gráfica es importante pero recuerda que el juego destaco por su física de ragdoll, destrucción de objetos y gore fuerte.
When it came to the whole crystal theme, I did go a little overkill with it. I have not posted anything on it, but I have already taken down 80% of the crystal structures in all of the levels. They are now only present in areas that make sense for them to be (Such as the Stone Pit level as it is a mine). As for the armor, I like the standard bronze, silver, and gold as they were in the original. The rare crystal armor was initially a more precious and strong metal (like platinum or titanium) in earlier pre-builds of Revamped. I may revert back to that design, but I still want to give it a distinct hue so that players understand it is a more powerful armor. I can try the same thing with the upgraded Stakegun, where it converts your wooden stakes to some kind of natural stone or something. Maybe something similar to obsidian. I just didn't want them to be so similar to the bolts on the Boltgun. I'll give it a try and see how it comes out!
How beautiful everything looks! But it seems to me that the star icon on the painkiller weapon can be changed to yellow, since with its alternative attack it shoots a yellow laser beam. At 4:30 the stakegun is yellow on top and the alt fire is green effect. There is a small inconsistency with colors
Thank you! I understand what you mean. I could do that for the painkiller weapon! The only reason the upgraded stakegun grenades are green is to match the soul aspect since that is their function. But I can experiment with the colors and see what turns out better!
Hello, I'd like to suggest a change of the way the Boltgun's scope works - I would personally prefer to have multiple levels of zoom instead of just two and making it adjustable through mouse wheel, like a Sniper Rifle from Unreal 2. Hearing about this made my day. Greetings from Poland ^^
oh fuck yes!! this game is already shaping up to surpass the originals, imo. godspeed to you and anyone else who may be involed! ❤ my only concern for this game is - if you have such a large, powerful arsenal, how will the enemies be balanced around it to not feel like constant cannon fodder? also - how will the upgrade system be implemented?
Plz tell me this will have multiplayer in some shape or form. The world needs a new Arena Shooter, the last Real Arena Shooter we had was UT4 before it was cancelled and the half abomination Quake Champions.
Unfortunately, a multiplayer was never planned for this project. Maybe that will change somewhere down the line, but I have to say that it's not likely. I'm sorry
A hint - for future video demonstrations use CQP method of recording (in OBS, it's better than bitrate method, like CBR or VBR). For youtube's bitrate - please render in 1440p (or even 2160p) - no need in AI upscale, just simple stretching works, so YT would give you better bitrate. For rendering use CRF method (it's similar to CQP), available in free plugin called Voukoder (it works with Vegas, Premiere, etc). Both CQP and CRF should be set around value of 17-22 (the lower the number, the better the quality).
Wait, can you no longer stake your own grenades with the stake launcher in this project? That was one of the most fun aspects of the original launcher!
Dragon breath looks awesome. RL-MG shakes screen as if Daniel holds its handle in his teeth. And why its continues to shake even when ammo depleted? Trying to hear, is there any bullets left in mag, mb) Boltgun upgraded, fires 3 bolts, but on model 5 is loaded. Still, quite a nice piece of work! Weapon sounds good, looks even better. Only one disturbs me - lots of glowing multiple colors. Original Painkiller is bleak enough... so i hope, it doesn't turn out like Doom, when in grimdark environment you saw enemy in two halves, and freaking unicorn rainbow gushes out. It completely ruins all wibe.
Okay, these look GREAT. The Painkiller looks fantastic; that whirring feels bloody monstrous and that grapple beam now actually looks like it does damage. Electrodriver shurikens sound so much meatier to fire. Definitely feels like it'd ruin some days now. :D Although I'm concerned what "Combo attack enables" mean. Is the combo attack not available by default? I'm not sold on the weapon upgrades. While they can be cool, they seem to mostly function as stat boosts rather than drastic changes to the weapon. The shotgun's different ammo types sound like they can be neat but that seems finicky to work with in a high speed firefight and only the dragon's breath rounds seem that impressive. What I'm most concerned with is how they'd affect the balance of the game and how enemies and levels would be designed around their presence.
Thanks for the feedback! So this whole upgrade system idea was inspired from a mod of the original game made by Havcom, which is Painkiller: Reload. I have a series here on the channel. These weapon upgrades will only be found in hard secret areas. By hard, I mean you must solve a puzzle or find elements such as keys to unlock a hidden area and go through an intense battle once found. In terms of balancing, I will refer to him and other creators for guidance on that as I feel he balanced things out fairly well for each difficulty. I'll also run tests constantly to make sure things are good before release. If there needs to be a small amount of tweaking after, there will be patches of course. The upgrades specifically are not quite finalized yet and have some tweaking/additions that need to be implemented. This test video is already 2 months old and things have already changed a bit and will continue to do so a lot as we go on. As for what they do, they are primarily upgrades to the weapons' stats, yes, but will allow for extra abilities/functions for the weapons. Some of which may seem like it's a bit extra, but that's all it is. Extra. As for the shotgun, I will make sure it is easy to switch between the different shell types and make it clear on which type is currently loaded. For the Electrodriver, that was the case at first, but now I will allow the combo attack to still be available for the base weapon. If the upgrade is found, I will find a way to add a nice touch to the combo's ability or something. I'm not sure of what yet (I'm open to suggestions). The same thing goes for the ARFT, the combo attack of shooting a flaming tank may still be available on the base gun, but the upgraded version may change that into like a large scale fireball that has better stats than a regular fuel tank. I don't know, just throwing that out there for now. For the stakegun, you will be able to stake the grenades mid-air at anytime in the game no matter what. I just haven't implemented that mechanic in yet. There's still a long, long way to go. But I appreciate all the feedback and will continue to look closely :)
Painkiller on unreal engine is a bit exotic idea, if there will be a way to make lighting, colors less saturated, less bloomish, darker and grunger it would make sense but with default lighting, colors and engine default art direction it's more fortnitekiller in my opinion, niagara fx and bad chaos physics engine makes it significantly even more difficult, anyway cool job fingers crossed for this project.
@@MagnitudePerson I hope they don't make the mistake that was hell & damnation worse gameplay-technical experience. Good games are distinguished by the fact that they have technology developed for them, nowadays people make a game for the sake of technology, not technology for the sake of a game.
I would also like to remind you that the original painkiller game was once sold for pennies, it was made by talented people, they prepared an engine, tech especially for this game, they got what they wanted, that's why the game was also a hit at a great price. Here I also pay attention to the price, in Poland it cost PLN 16.70, which is the equivalent of EUR 3.71 in 2004. The creators did not earn much on it, but they worked really hard. interesting fact: the black edition included making of videos. I recommend watching it, it should also be on TH-cam
I will do everything to make sure this game is done right. That is why I look carefully at all of your feedback. I have come to realize there is too much color and effects (I know there's a lot more to improve besides those as well). I will work on that. Also, this will be free! Even though this is kinda like a remake, think of it as just a really big mod project. No one will pay anything to play this when it comes out!
Absolutely fantastic! Can't wait to play it! BUT! Please, improve HUD design, purple looks awful! Design from Black Edition I think is the best one, just make it HD and it will look superb! Overall, fantastic job is already done and yet to come! Bravo!
Thanks! The initial idea for the HUD was to have different colors for each chapter, but after this test, I decided that I can also have just a grey or black version that is universal. I will also add in a setting that allows you to change the style of HUD back to the classic style if you want. You'll have the option of both :)
That is an interesting idea! Though, I still feel most will be more satisfied with pinning enemies. Unless I can figure out how to implement both of those features into one. I don't know, it sounds a bit clunky. I feel that glitches or something would happen if multiple enemies are pinned by one steak. I will certainly look into it though!
Thank you! Yes, I am fully aware. I am curious and excited for it, though I've heard absolutely no news about it ever since it was first announced. So I don't know how far they have gotten with it. Either way, I will continue.
I knew that when it was first announced, 3 years ago. The IP was acquired by a new label called Prime Matter, and Saber Interactive is developing it. I haven't seen or heard anything else about it since, and I can't find anything online about it that contains more recent news. So, I only know very little about its current state.
@frunk5623 Okay, I apologize. I believe I finally found what you are referring to. Someone sent me this link to an article talking a little more about it, and yes it states that Saber is now publishing it on their own. Here is a link to that article and a link to the IGN page, for anyone who is curious, that talks more about Saber pulling back from Embracer Group (which I believe is what THQ Nordic AB renamed themselves to) Article: gameranx.com/updates/id/495317/article/saber-will-now-publish-the-painkiller-game-they-are-developing/#:~:text=Saber%20Interactive%20has%20confirmed%20they,its%20premiere%20label%2C%20Prime%20Matter IGN page: www.ign.com/articles/saber-interactive-ceo-pulls-back-the-curtain-on-joining-and-leaving-embracer
Thank you! It's hard to say at the moment. We still have a really long way to go. Still have to assemble all the levels (37 total) then make the enemy characters and so on. But, we'll continue sharing our progress.
Well, this test was running with static lighting, not Lumen. So, it will not require RTX. I also ran this test with DLSS, though, so you'd have to use the TAA or FXAA settings for anti-aliasing. Plus, you'll be able to optimize other graphical settings to help give back some frames if needed. I will do my best to optimize for everyone!
@@MSE7EN Yeah, I always use TAA because it's better for performance. I still can't believe how much commitment and work was put into literally remake. I'm just a bit worried because I heard that it's difficult to optimize games for weaker pcs on UE, especially on UE5. I guess if you've done so great work so far then I have to put more faith in you and trust you 😶
There's quite a lot I still have to learn and figure out when it comes to advanced settings and optimizations for UE5. There aren't very many tutorials and such for that level of settings. But, I have faith as well, and I appreciate your support!
@@MSE7EN U mean for free? I know this not an official game(i mean more like a mod or remaster at this point) but looks better than many 2019+ games. Its like MMOD for half life but with fantastic graphics.
@@GWG_GameChannel автор явно профи, раз смог уже столько создать с нуля. Такой ответ устраивает? И да, это очевидно любительская разработка, потому что если бы было иначе, ты бы этого видео не увидел бы.
Everyrhing ia great, but too bright and shiny, and all those colors, painkiller shouldnt be that colorful, imo its better to remove the extra colors from weapons.
Already done. This was a common critique regarding this test :) Everything has been desaturated by about 30% (and the player will have the ability to change settings such as brightness, gamma, contrast, etc in settings menu). Glowing materials have been toned way down on many elements such as weapons and environmental parts (crystals and such)
Ha ha ha, you could just make them all at once with people in TH-cam, in the comments, on computers in other time zones, and with people using vr. Brat
One question. For what? After all, this is a violation of copyright. Didn't you have the brains to come up with your own lore? And make a remark that he was inspired by Painkiller. And expect lawsuits from the publisher soon.
I have toned down the overall saturation and glowing materials on weapons and environmental crystals. I have posted some of the new results in our discord server. Link in description! I will continue to make more necessary tweaks and changes to everything to not make things feel so fantastical and get back a little more of a grungy feel :)
Thank god, I HATE that lightsaber bright neon shit, it's soo tacky and gaudy.
@@SynthLizard8 That's why these test videos exist. The feedback is very helpful :)
@@MSE7EN yeah honestly weapons should not have neon stuff or even symbols
Oh man, this looks awesome. I really hope it will be released some day. I can not praise enough the talented mod and indie creators who still care to deliver a decent SP game experience.
Wait.. Metroid Prime 4, Doom The Dark Ages and now this!!! Holy shit I Can't handle all this hype... Good luck with the project. This is gonna kick major ass
If Serious Sam 5 is announced soon... Wow, what a good start for meat shooters!
Очень многообещающе! И отличный проект для ремастера! Так держать! Однозначно куплю если доделаешь
Thanks! It will be free when it's finally released.
@@MSE7EN когда же он выйдет?
@TEA_Chocolate. I don't know exactly. But it will be a long time. We still have to make all the levels and enemy characters.
@@MSE7EN is there any way I can participate in this project?
Excellent. Can't wait to play painkiller with these new graphics.
This game looks like a new one, keep up the good work.
breathless.. this is absolutely amazing man, holy fucking shit, the particle effects, the weapon modelling, the texture work, the lighting, like.. if there was ever a MORE official looking version of a PainKiller Remastered, this would literally be it HAHA, this is fucking awesome man, i can't believe i didn't see this video sooner but holy shit is this awesome, whatever comes out, i will DEFINITELY be checking this out! incredible work everyone involved you're doing an absolutely phenomenal job here
I just cannot wait, sir.
Weapon models sway really adds some satisfying layer to the gunplay. I'm glad you didn't make that as it was in the original game, where the guns were stiff and static.
Thank you! I've toned down the sway as it was still a bit strong in this test, but it is certainly still there currently
Finally! Someone is working on a remake! Fingers crossed guys!
HOLYSHEESH BRO YOU ARE SO DEDICATED ! NOT ONLY THE SOUND EFFECT WAS FAITHFUL, YOU MANAGE TO MAKE THE WEAPONS HAS A PUNCH AND KICK
I kind of wish this was a painkiller 2 project even if it wasn't official only because there's already a remake
I appreciate that, but lets see what Saber Interactive has got up their sleeve with the upcoming PK project that is official. Revamped is just a passion project for my growth as an artist.
Oh yeah, Baby! Come get some!
Looks great. Hope this project sees the light of day.
AMAZING!!!!!!!!!!!!!!
The weapons look and sound amazing, especially the chaingun.
Wow, amazing work, sir! 👌🤩🤩
Awesome work, I loved Painkiller when I was young.
Is there a way to support the project?
Thank you! A like and sub is more than enough :) I don't have a Patreon or anything. You can also join the discord server via link in description if you haven't already.
@@MSE7EN Sir, take my like and my sub.
You should consider crowdfunding this project, you could hire ppl to work on it. Anyway, keep faith and strength!
Amazing work
Класс игра выглядит обновлённым! :-D
Keep at it, looks amazing!
I wonder if Adrian Chmielarz's reaction on this will be like this: "The best Painkiller i've ever seen.".
Heh, one can dream, can't they? It would be pretty awesome if he saw this.
Shotgun feel kinda too slow but overall this is a great project
Sem palavras para o seu Trabalho neste game ultra épico. Boa sorte nesse trabalho impecável e não vejo a hora de jogar neste gráficos .
Dang dude, i loved the original. Thanks for posting this and letting relive old memories bro
looks amazing!
Wtf, is that Skittles-colored ammo from the last Doom games? Don't bring that shit into Painkiller.
Noted :) I'll work on that.
Damn right. I second that, double.
as soon as the trial test is over, your modification will come out as painkiller revamped
a 3d model HUD would be kind of dope
The HUD elements started off as 3D meshes in Unreal that I took screenshots of. The stone trim pieces are all over in various levels. But they are just 2D images like before for the final HUD.
Kindof like gta?
Like it has all the guns like 50% opacity in a row and you hold a button, and like. Hmm a gear would be cool. A rotate like gear button. Or like touch pad programmed
How cool, I hope this project will show itself again, maybe someone will be interested in this universe, otherwise Painkiller is unfortunately not as popular as Doom or Serious Sam (although Sam is also not so popular)
I will definitely check it out when it is released!
Stakegun is cool, like an anti-vampire gun
cool! I like new sound effects
Well, awesome work man. I wish you luck in the future! Hope, you guys gets an idea to work on a full game from zero, soon if you finish this. :)
Maybe some game to kill the ugly Quake Champions and drop bomb on arena shooters.
I have several questions.
1. Is this intended to be a remake that would cover what would be the original game and Battle Out of Hell or do you plan to include Overdose, Resurrection, Redemption, Recurring Evil and Hell & Damnation as well?
2. Will there be the option to enable the classic models for weapons and the classic HUD?
3. Will there be more playable characters besides Daniel such as Belial from Overdose and Bill from Resurrection, although in the case of the latter you would have to overhaul his arsenal of weapons to play differently than Daniel's?
1. The campaign pretty much combines the original and Battle out of Hell into one. There will be 37 levels total. I am only changing the story a tiny bit, it will not be what H&D did. Also, Revamped's story will not be canon at all, as this is not an official project from the actual devs. This is basically a fan remaster of the original and BooH.
2. Yes for the HUD. No for the weapons. There may be other skins or something, but we won't worry about things like that until the very end.
3. We intend to cover the characters that appear in the first game and Booh. So Daniel (and his wife at the beginning), Eve, Sammael, Asmodeus, and the 5 bosses including Alastor and Lucifer.
CONSEJO (es de ayuda si no quieres cambiar nada esta bien igual se ven muy bien): mas partículas de polvo de roca para la escopeta y explosivos (en algunos te quedo impresionantes), las estrellas cámbialas de eso cristalino a algo de energía o electricidad , algo que se ve de magia oscura, las armaduras están re chetas (buenas) pero créalas de hierro y bronce nada más, por que las de oro y diamante brillan mucho y parece similar a minecraft, las estacas de arma déjalas de madera así se ven más antiguas, y una cosa más la gráfica es importante pero recuerda que el juego destaco por su física de ragdoll, destrucción de objetos y gore fuerte.
When it came to the whole crystal theme, I did go a little overkill with it. I have not posted anything on it, but I have already taken down 80% of the crystal structures in all of the levels. They are now only present in areas that make sense for them to be (Such as the Stone Pit level as it is a mine). As for the armor, I like the standard bronze, silver, and gold as they were in the original. The rare crystal armor was initially a more precious and strong metal (like platinum or titanium) in earlier pre-builds of Revamped. I may revert back to that design, but I still want to give it a distinct hue so that players understand it is a more powerful armor. I can try the same thing with the upgraded Stakegun, where it converts your wooden stakes to some kind of natural stone or something. Maybe something similar to obsidian. I just didn't want them to be so similar to the bolts on the Boltgun. I'll give it a try and see how it comes out!
Wow, awesome !
Класс, супер, кайф, любим painkiller, выглядит достойно
Insanely good!
What about the new medieval Doom, it looks like Painkiller.
How beautiful everything looks! But it seems to me that the star icon on the painkiller weapon can be changed to yellow, since with its alternative attack it shoots a yellow laser beam. At 4:30 the stakegun is yellow on top and the alt fire is green effect. There is a small inconsistency with colors
Thank you!
I understand what you mean. I could do that for the painkiller weapon! The only reason the upgraded stakegun grenades are green is to match the soul aspect since that is their function. But I can experiment with the colors and see what turns out better!
Hello,
I'd like to suggest a change of the way the Boltgun's scope works - I would personally prefer to have multiple levels of zoom instead of just two and making it adjustable through mouse wheel, like a Sniper Rifle from Unreal 2.
Hearing about this made my day. Greetings from Poland ^^
oh fuck yes!! this game is already shaping up to surpass the originals, imo. godspeed to you and anyone else who may be involed! ❤
my only concern for this game is - if you have such a large, powerful arsenal, how will the enemies be balanced around it to not feel like constant cannon fodder?
also - how will the upgrade system be implemented?
Hell yeah !
Wow ! that's crazy !
Plz tell me this will have multiplayer in some shape or form. The world needs a new Arena Shooter, the last Real Arena Shooter we had was UT4 before it was cancelled and the half abomination Quake Champions.
Unfortunately, a multiplayer was never planned for this project. Maybe that will change somewhere down the line, but I have to say that it's not likely. I'm sorry
@@MSE7EN Either way those weapons are beautiful, I like how you stayed true to original designs, but still added your own flair to it. :)
Is this a map from painkiller resurrection? :))
Awesome job btw
I suppose it can be a small section of one from Resurrection. However, it's mainly meant to mimic something else from the original game :)
A hint - for future video demonstrations use CQP method of recording (in OBS, it's better than bitrate method, like CBR or VBR). For youtube's bitrate - please render in 1440p (or even 2160p) - no need in AI upscale, just simple stretching works, so YT would give you better bitrate. For rendering use CRF method (it's similar to CQP), available in free plugin called Voukoder (it works with Vegas, Premiere, etc). Both CQP and CRF should be set around value of 17-22 (the lower the number, the better the quality).
Thank you. I will try this when I record Serious Sam 2 in August:)
Мы тебя ждали
Wait, can you no longer stake your own grenades with the stake launcher in this project? That was one of the most fun aspects of the original launcher!
I promise that will be a feature! It just hasn't been implemented yet. I swear it will be! It is too satisfying to not be :)
can you add soul catcher from Painkiller: Hell & Damnation
I've thought about it. We shall see.
Dragon breath looks awesome. RL-MG shakes screen as if Daniel holds its handle in his teeth. And why its continues to shake even when ammo depleted? Trying to hear, is there any bullets left in mag, mb) Boltgun upgraded, fires 3 bolts, but on model 5 is loaded.
Still, quite a nice piece of work! Weapon sounds good, looks even better.
Only one disturbs me - lots of glowing multiple colors. Original Painkiller is bleak enough... so i hope, it doesn't turn out like Doom, when in grimdark environment you saw enemy in two halves, and freaking unicorn rainbow gushes out. It completely ruins all wibe.
Okay, these look GREAT. The Painkiller looks fantastic; that whirring feels bloody monstrous and that grapple beam now actually looks like it does damage.
Electrodriver shurikens sound so much meatier to fire. Definitely feels like it'd ruin some days now. :D Although I'm concerned what "Combo attack enables" mean. Is the combo attack not available by default?
I'm not sold on the weapon upgrades. While they can be cool, they seem to mostly function as stat boosts rather than drastic changes to the weapon. The shotgun's different ammo types sound like they can be neat but that seems finicky to work with in a high speed firefight and only the dragon's breath rounds seem that impressive. What I'm most concerned with is how they'd affect the balance of the game and how enemies and levels would be designed around their presence.
Thanks for the feedback!
So this whole upgrade system idea was inspired from a mod of the original game made by Havcom, which is Painkiller: Reload. I have a series here on the channel. These weapon upgrades will only be found in hard secret areas. By hard, I mean you must solve a puzzle or find elements such as keys to unlock a hidden area and go through an intense battle once found. In terms of balancing, I will refer to him and other creators for guidance on that as I feel he balanced things out fairly well for each difficulty. I'll also run tests constantly to make sure things are good before release. If there needs to be a small amount of tweaking after, there will be patches of course.
The upgrades specifically are not quite finalized yet and have some tweaking/additions that need to be implemented. This test video is already 2 months old and things have already changed a bit and will continue to do so a lot as we go on. As for what they do, they are primarily upgrades to the weapons' stats, yes, but will allow for extra abilities/functions for the weapons. Some of which may seem like it's a bit extra, but that's all it is. Extra. As for the shotgun, I will make sure it is easy to switch between the different shell types and make it clear on which type is currently loaded. For the Electrodriver, that was the case at first, but now I will allow the combo attack to still be available for the base weapon. If the upgrade is found, I will find a way to add a nice touch to the combo's ability or something. I'm not sure of what yet (I'm open to suggestions). The same thing goes for the ARFT, the combo attack of shooting a flaming tank may still be available on the base gun, but the upgraded version may change that into like a large scale fireball that has better stats than a regular fuel tank. I don't know, just throwing that out there for now. For the stakegun, you will be able to stake the grenades mid-air at anytime in the game no matter what. I just haven't implemented that mechanic in yet.
There's still a long, long way to go. But I appreciate all the feedback and will continue to look closely :)
awesome project, congrats! wishlisted 🤘
Any chance that this phenomenal work of art is coming to Xbox Series X|S and PS5?
Unfortunately, I'm not planning on it
Круто! Подписался на вас, жду продолжения!👍✌
Will this be on Steam?
Painkiller on unreal engine is a bit exotic idea, if there will be a way to make lighting, colors less saturated, less bloomish, darker and grunger it would make sense but with default lighting, colors and engine default art direction it's more fortnitekiller in my opinion, niagara fx and bad chaos physics engine makes it significantly even more difficult, anyway cool job fingers crossed for this project.
+1. I hate these neon-ish bright colors of Unreal Engine.
Painkiller 2 will be on UE5
@@MagnitudePerson I hope they don't make the mistake that was hell & damnation worse gameplay-technical experience. Good games are distinguished by the fact that they have technology developed for them, nowadays people make a game for the sake of technology, not technology for the sake of a game.
I would also like to remind you that the original painkiller game was once sold for pennies, it was made by talented people, they prepared an engine, tech especially for this game, they got what they wanted, that's why the game was also a hit at a great price. Here I also pay attention to the price, in Poland it cost PLN 16.70, which is the equivalent of EUR 3.71 in 2004. The creators did not earn much on it, but they worked really hard. interesting fact: the black edition included making of videos. I recommend watching it, it should also be on TH-cam
I will do everything to make sure this game is done right. That is why I look carefully at all of your feedback. I have come to realize there is too much color and effects (I know there's a lot more to improve besides those as well). I will work on that. Also, this will be free! Even though this is kinda like a remake, think of it as just a really big mod project. No one will pay anything to play this when it comes out!
first time i hear of this game. graphics looks so clean, is it really made in 2004?
The original one is, yes. People Can Fly made a masterpiece.
@@MSE7EN noooo waaay. how come i havent heard of this game before. is so smooth looking
Absolutely fantastic! Can't wait to play it! BUT! Please, improve HUD design, purple looks awful! Design from Black Edition I think is the best one, just make it HD and it will look superb!
Overall, fantastic job is already done and yet to come! Bravo!
Thanks! The initial idea for the HUD was to have different colors for each chapter, but after this test, I decided that I can also have just a grey or black version that is universal. I will also add in a setting that allows you to change the style of HUD back to the classic style if you want. You'll have the option of both :)
@@MSE7EN AMAZING! Thank You!
Se ve genial me muero por jugarlo😱😱
would be cool if upgraded stakes could penetrate several enemies in a row like a railgun
That is an interesting idea! Though, I still feel most will be more satisfied with pinning enemies. Unless I can figure out how to implement both of those features into one. I don't know, it sounds a bit clunky. I feel that glitches or something would happen if multiple enemies are pinned by one steak. I will certainly look into it though!
Maybe I can try this with the upgraded bolts instead since they fly much faster, are smaller, and the weapon overall acts like a sniper(ish)
Serious Sam meets Doom: The Dark Ages
The graphics are indredible.
Daniel approved :)
Oh fuck YES sir
This mod looks amazing and i will be playing it when it releases but are you aware there is painkiller game in development by saber interactive?
Thank you! Yes, I am fully aware. I am curious and excited for it, though I've heard absolutely no news about it ever since it was first announced. So I don't know how far they have gotten with it. Either way, I will continue.
@@MSE7EN there was some recent news that saber will publish the game
I knew that when it was first announced, 3 years ago. The IP was acquired by a new label called Prime Matter, and Saber Interactive is developing it. I haven't seen or heard anything else about it since, and I can't find anything online about it that contains more recent news. So, I only know very little about its current state.
@frunk5623 Okay, I apologize. I believe I finally found what you are referring to. Someone sent me this link to an article talking a little more about it, and yes it states that Saber is now publishing it on their own. Here is a link to that article and a link to the IGN page, for anyone who is curious, that talks more about Saber pulling back from Embracer Group (which I believe is what THQ Nordic AB renamed themselves to)
Article: gameranx.com/updates/id/495317/article/saber-will-now-publish-the-painkiller-game-they-are-developing/#:~:text=Saber%20Interactive%20has%20confirmed%20they,its%20premiere%20label%2C%20Prime%20Matter
IGN page: www.ign.com/articles/saber-interactive-ceo-pulls-back-the-curtain-on-joining-and-leaving-embracer
@@MSE7EN No problem and good luck with your project.
Are you gonna remake all levels from orginal game ? Or you gonna do your lvls ? :D Btw, good job, its looking soo good ❤
Pretty much all of them and some extra ones. There are 37 total levels planned overall. So yeah, lots of work ahead, but that's the plan! Thank you!
@@MSE7EN u mean lvls from original + booh ? Or new levels ?
@@artiveno530 Yes, original + booh and 5 extra levels that are similar to the extra levels in Havcom's PK Reload mod
@@MSE7EN cant wait bro, keep up great work
good work, when is the final launch of this project?
Thank you! It's hard to say at the moment. We still have a really long way to go. Still have to assemble all the levels (37 total) then make the enemy characters and so on. But, we'll continue sharing our progress.
@@MSE7EN wish you good luck in that, you're doing a great job.
Nice can u make tutorial how u make this on udemy i can pay for this tutorial :D
Any behind-the-scenes footage or anything similar to that will just be posted here and/or our discord server. No need to be anywhere else :)
Are you open to suggestions? Maybe via e-mail?
You can join our discord server to share more in-depth thoughts on this and see smaller updates. Link is in the description :)
Painkiller Remastered? :)
M He moves too fast and I can't change his movement speed.
😮😮
please tell me that i'll have normal fps with my gtx 1660 😭
Well, this test was running with static lighting, not Lumen. So, it will not require RTX. I also ran this test with DLSS, though, so you'd have to use the TAA or FXAA settings for anti-aliasing. Plus, you'll be able to optimize other graphical settings to help give back some frames if needed. I will do my best to optimize for everyone!
@@MSE7EN Yeah, I always use TAA because it's better for performance. I still can't believe how much commitment and work was put into literally remake. I'm just a bit worried because I heard that it's difficult to optimize games for weaker pcs on UE, especially on UE5. I guess if you've done so great work so far then I have to put more faith in you and trust you 😶
There's quite a lot I still have to learn and figure out when it comes to advanced settings and optimizations for UE5. There aren't very many tutorials and such for that level of settings. But, I have faith as well, and I appreciate your support!
It will be on steam?
I will try. If not, then ModDB or something like that.
@@MSE7EN U mean for free? I know this not an official game(i mean more like a mod or remaster at this point) but looks better than many 2019+ games. Its like MMOD for half life but with fantastic graphics.
@danygeo7365 Yes, for free. Yeah, it's kinda like a really beefy version of what MMod was for Half-Life. And thank you!
@@MSE7EN Keep up good work, bud!
What music name in background?
It is the Haunted Valley ambient music from PK Overdose, though it has been used in other expansions as well.
@@MSE7EN One of the coolest soundtracks in Overdose!
Весь готический стиль Пэйнкиллера потерян
*Это любительская разработка?*
Может быть какая-то другая?
@@Havcom Игры делают профи и любители. Интересно, какой же ещё вариант?
@@GWG_GameChannel автор явно профи, раз смог уже столько создать с нуля. Такой ответ устраивает? И да, это очевидно любительская разработка, потому что если бы было иначе, ты бы этого видео не увидел бы.
Everyrhing ia great, but too bright and shiny, and all those colors, painkiller shouldnt be that colorful, imo its better to remove the extra colors from weapons.
Already done. This was a common critique regarding this test :)
Everything has been desaturated by about 30% (and the player will have the ability to change settings such as brightness, gamma, contrast, etc in settings menu). Glowing materials have been toned way down on many elements such as weapons and environmental parts (crystals and such)
Not first but first
Why make this, when we're getting Painkiller 2 soon next year (?) You'll just get your project cancelled by Sabersoft.
Ha ha ha, you could just make them all at once with people in TH-cam, in the comments, on computers in other time zones, and with people using vr. Brat
you must be delusional to think we're getting an official continuation of the painkiller franchise.
Source: Dude trust me
@@notimportant3033 real
Lol do you expect pk2 to scratch the itch of original pk? Legal isn't problem for such projects, you'll all pirate.
I hated this game, boring and insulting my inteligence with idiotic AI
One question. For what? After all, this is a violation of copyright. Didn't you have the brains to come up with your own lore? And make a remark that he was inspired by Painkiller. And expect lawsuits from the publisher soon.
Looks great!