 |
| Ammo Packs |
ChainGun Ammo
 |
Chain Gun Ammo. For use with the rocket
launcher alternative weapon. Such a powerful gun
which pushes your opponent back. 15 seconds
respawn.
|
Stake Gun Ammo
 |
Stake Gun Ammo. Noisy to pickup. Stakes can be
very powerful if your aim is good, but their
curve makes them hard to use at distance. Ammo
10. 15 seconds respawn.
|
Grenade Ammo
 |
For use with the rocket launcher alternative
weapon. Found in larger crates than the rocket
launcher ammo, these handy little guys can be
used in your stake gun.
|
Rocket Launcher / Grenade Ammo
 |
Rocket Launcher / Grenade Launcher Ammo. For use
with the rocket
launcher and/or Grenade Launcher. 100 damage.
Ammo 8
per pack. 15 seconds respawn.
|
Electro Gun Ammo
 |
Ammunition for the Laser Gun part of the
ElectroDriver
|
Nitrogen Ammo
 |
Ammunition for the Nitrogen Capsule Firer (alt
fire of Shotgun)
|
Rocket / ChainGun Ammo
 |
Ammunition for both the Rocket Launcher and the
Chain Gun. 60 seconds repawn time.
|
Shuriken Ammo
 |
Ammunition for the Shuriken part of the
ElectroDriver
|
Shotgun Ammo
 |
Ammunition for the Shotgun.
|
| |
| Armour and Health |
Megahealth
 |
Megahealth. Adds 100 to your health each time, up
to 250. Value of 100h, respawn of 60secs.
|
Armour (Bronze)
 |
Bronze Armour. If you cannot pick it up use a
rocket/grenade to hurt yourself slightly to pick
it up. (You picking it up stops others getting it
instead). Value of 100 armour and respawn of 20s.
Damage absorbtion is 33%.
|
50 Health Pack
 |
Ouch, need some health, little green glowing
thing is going to help :) Value of 50h, respawn
of 20s
|
Armour (Silver)
 |
Silver Armour. If you cannot pick it up use a
rocket/grenade to hurt yourself slightly to pick
it up. (You picking it up stops others getting it
instead). Value of 150 armour and respawn of 20s.
Damage absorbtion is 60%.
|
Armour (Gold)
 |
Gold Armour. Yummy gold armour for maximum
protection. If you cannot pick it up use a
rocket/grenade to hurt yourself slightly to pick
it up. (You picking it up stops others getting it
instead). Value of 200 armour and respawn of 20s.
Damage absorbtion is 80%.
|
25 Health Pack
 |
Ouch, need some health, little white/yellow
glowing
thing is going to help :) Value of 25h
|
| |
| Maps |
DM_Sacred
 |
Good 1v1 map. Primary control will focus
around the gold armour with secondary control
around the silver armour. Megahealth should be
timed and controlled and commonly a lot of fights
occur in this room, so position yourself well
using the height to your advantage. Creator:
Andrzej "Virt" Poznanski / Textures: Robert
Wilinski
    
|
DM_Unseen
 |
Small map based on three levels. Barrels on the
roof provide entertainment by pushing them off
and using them to explode your enemy. Powerup
located in tower block. All action is
concentrated on main square with spamming from up
on high. Best use is for voosh. Created by Loki.
    
|
DM_Illuminati
 |
This is the largest map of the v1.0 release.
Perfect for high player FFA or maybe team games
depending upon spawn points. All of the weapons
are present inc 2 rocket Launchers. 3 powerups
exist (Rage, Invunerability & WeaponModifier)
Map is spread
over one main level with sections below and above
with less floor space. A very nice map on first
viewing. Created by Loki.
    
|
DMPCF_Tower
 |
One of two People Can Fly game mode maps. Both
very similar in construction with each being a
tube type shape. Decorated with murals of
religious individuals. Created by Loki.
    
|
DM_Fragenstein
 |
This map and DM_Sacred are the only real Duel
maps to ship with
v1.0. Only one major weapon is present (RL)
along with 2 armours (Silver and Bronze) and a
Megahealth. This map will be a race for the
Rocket Launcher with the loser trying to pick off
the winner with stakes. Creator unknown.
    
|
DM_Mine
 |
Medium sized map with the main area being a
central large cavern with Rage Powerup in the
centre. Smaller sub caverns linked from the main
provide weapons and armour. Quakeworld map DM4
comes to mind with Lava surrounding a Rage
Powerup.
A good FFA and Team map. Hidden Invunerability
Powerup :) Created by Loki.
    
|
DMPCF_Warehouse
 |
Second of two People Can Fly gamemode maps.
Tubular in shape. Giant fan at the bottom of the
map is decoration only. The sides being textured
with yellow architectural stone. Created by Loki.
    
|
DM_Psycho
 |
Medium sized map staged within a lunatic
asylum. Main area is the lobby with the
outside "front garden"
close by holding an RL and Powerup. Hallways
around the building provide other weapons and
sources for Armour. Deathtraps if you come
across others with RL :) Good fun for Voosh and
FFA. Not sure on team games. Creator:
Andrzej "Virt" Poznanski / Textures: Robert
Wilinski
    
|
DM_Cursed
 |
New large map added in v1.1. Set in an
outdoor/indoor arena with all weapons and
powerups present including 2 weapon modifiers.
Spread over 1 level with balconies and rooftops
to explore also. Suitable for high number FFA
matches and 4v4 TDM. Created by Loki.
    
|
DM_Fallen1
 |
DM_Fallen1, TDM map. It's fair to say this map
has not been fully tested, but the signs are it
should make for interesting 4v4. The map itself
is similar to parts of Fallen2, with the
exception of a much larger area for quad.
Pentigram resides in a high wall hollow which
requires a degree of skill to reach.
    
|
DM_Fallen2
 |
DM_Fallen2 1v1 map, used at ESWC and summer CPL.
A fast-paced map which offers up RL, LG and SG,
as well as a difficultly placed Gold Armour which
requires some skill to get to. Elsewhere Silver
Armour keeps Lightning Gun company, and
Megahealth lives on an island in the lava pool.
The map originally comprised of a deathpool and
lava trap, which were toned down to a pool which
hurts a lot, and a lavatrap from which it is
possible to escape.
    
|
| |
| Powerups |
Rage
 |
Quad type weapon. Increases weapon fire by 4x.
Screen goes negative and players are viewed in
Red. Teamplayer colour is yet to be checked. 60
secs respawn.
|
WeaponModifier
 |
Weapons Modified as below:
Pain: TBD
Killer: Beam always shows even if not looked
at
Painkiller Combo: TBD
Stake: Catch fire earlier, fly straighter
Grenade: Napalm effect on explosion. Fire
remains for period of time
Stake/Gren Combo: Combination of above
Shotgun: Pellets fire in tighter spread
Nitro: TBD
Rocket Launcher: Rockets fire faster
ChainGun: TBD
Rocket/Chain Combo: TBD
Driver: Shurikens have explosive properties
on
hitting object
Electro: Seeks nearest player within a
specified
distance of aim
ElectroDriver Combo: TBD
|
Immunity
 |
Pentagram type powerup. Player cannot be killed
whilst
using this powerup. Beware the Quad Pent man! :)
3.5 mins respawn.
|
| |
| Weapons |
Pain / Killer / Painkiller
 |
Pain = Spinning Blades
Killer = Grapple type weapon with Beam
enhancement. This puppy is the game's base
weapon - but don't let that fool you. The bottom
firearm in many FPS titles is either worthless or
useful only in isolated situations (like when
you're out of ammo and about to be blown to
bits). But the Painkiller holds it own throughout
the entire game.
Painkiller Combo - combination of both firing
schemes. The Pain sections whirls up and then
fires out like the Killer. Range is less than
the Killer secondary fire and is slower to fire
out. Can produce good effects in a crowd :)
|
Stake Gun / Grenade Launcher / Stake Rocket
 |
Hitting the Grenade with the stake while in
flight causes the stake to speed up and become
explosive on hitting anything (single player).
Hitting the
grenade on the floor with the stake causes
instant explosion. Demo to follow. Non-flaming
stakes
cause 200 damage, flaming causes 250 damage.
Grenades are spammy like most games.
Firing reload time of 1.5s for stake.
|
Shotgun / Nitrogen Capsule firer / Instant
Shot/nitro together combo
 |
Shotgun fire is standard pellet spread. Not too
wide. Nitrogen removes armour from the enemy.
Combo is instantanteous shotgun
fire and nitro capsule fire. Will strip the
enemy bare after a few shots :) Shotgun has 80h
damage, firing time of about 0.5s
|
Rocket Launcher / Chain Gun / 4x damage combo
 |
Combo seems to be fire a rocket at a player's
feet and send him into the air, then shoot him
with the chaingun for 4X damage (in single
player). RL is 100 damage max. On pickup RL ammo
is 5, chaingun is 0. RL
reload is about 0.75s, chaingun fires about 15
rounds a second. Direct rocket hit is 100h
damage, minimum chaingun hit is 25 (2 rounds?).
|
Nail Gun / Lightning Gun / Electric-Nail Combo
 |
Combo comes in 2 flavours. If you hit the floor
with the nail whilst firing Electricity also, it
embeds and zaps whoever gets close enough within
5 seconds. If you hit a person, lightning
radiates from them to the nearest people for 5
seconds. Demo movie to follow
|
| |
|
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