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Painkiller: Resurrection

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Title Screen

Painkiller: Resurrection

Developer: Homegrown Games
Publishers: DreamCatcher Interactive (US/EU), N3V Games (AU)
Platform: Windows
Released in US: October 27, 2009
Released in EU: November 6, 2009
Released in AU: February 25, 2010


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.


Painkiller: Resurrection is a standalone expansion pack for the Painkiller series. It features a brand-new story with a brand-new character named William "Bill" Sherman, who has been sent to purgatory as a consequence of his greatest sin.

Leftovers

5f68c546a692.jpg

PainkillerResurrection 5f68c546a692.jpg

An image file found in Models.pak once it is decompiled. The image itself was taken from a totally different game which shows the player having in both of his hands some kind of tools like pickaxes or axes, he is placed in a cave above a dead monster, the cursor can still be seen on the screen. The purpose of this image is unknown, maybe to create a yet unimplemented monster into the game, possibly being the Gargoyle.

Misplaced Enemies

The games contains some misplaced enemies which make 100% completion impossible.

cityambush229

cityambush229 seen from the editor perspective.

This enemy can be found out of bounds near the Sewers at coordinates (68.1775, -17.8711, 207.9938). This might have happened because of the missing "1" at the beginning of the X coordinates. It will spawn a Corn_greenparticles.CActor with a delay of 3 seconds. This monster will be triggered by the cityspawn055 when the cityambush225, cityambush226 and cityambush227 are already killed. When this enemy spawns, he will fall in the void getting killed overtime.

cityambush350

cityambush350 seen from the editor perspective.

These enemies can be found out of bounds near the Docks at coordinates (601.1315, -28.3125, 525.9784). This might have happened because of the bonus "2" at the beginning of the Y coordinates. It will spawn 3 Pirate_V2.CActor with a delay of 2 seconds and a delay of 2 seconds between each enemy. These monsters will be triggered by the cityspawn080. When these enemies spawn, they will fall in the void getting killed over time.

cityambush360

cityambush360 seen from the editor perspective.

This enemy can be found out of bounds near the Docks at coordinates (679.1149, -15.0938, 548.3451). This might have happened because of the bonus "1" at the beginning of the Y coordinates. It will spawn a Panzer_Spider.CActor with a delay of 1 second. This monster will be triggered by the cityspawn083 after the Elyahim dialogue is finished. When this enemy spawns, he will fall in the water and get killed instantly, activating the End of the level portal. It is amazing how careless the developers were with an end level boss.

Unused Enemies

Gargoyle

A scrapped enemy which can still be spawned using the Resurrection Editor, it has a finished model and texture and having only 1 animation, the flying one, but its script is unfinished, currently using the Black Demon's template. Concept arts of Gargoyle can still be found in the game's code which one was later turned into a map icon for the level, Hangar, due to the rush of the game to be released, the "sketch_wing.dds" one. There is still "sketch_demon.dds" which shows a face, arm and some sort of tail very similar to the Gargoyle, the name of the file will prove that the Gargoyle was supposed to be a demon in the first place.

Earthworm

The Earthworm is a scrapped enemy, the only thing that proves its existence is a leftover concept art later turned to be compatible as a map icon, it is unknown for which level.

Crab

The Crab is a scrapped enemy which can still be spawned using the Resurrection Editor, it has a finished model and texture but it is lacking the animation and AI. It is an enormous giant blue crab which will not move or even rotate at all, maybe supposed to appear in the level High Seas.

Unused Levels

Angels Dust was supposed to be the seventh level which would have been added in the next update but was scrapped in the later versions and ultimately deleted. It is the Sammael's Lair map from Painkiller Overdose with Sammael (or Ramiel) and Astaroth as bosses. The entire map consists on defeating them while small golems keep spawning to assist them. When you defeat both of them, the end portal would appear in the void which requires a jump to reach it.

Unused Soundtracks

The game contains a lot of unused soundtrack, either by duplicating some of them by renaming them and forgot to delete the old ones, either by being unused or scrapped in the first place.

battlesong.mp3
A variation of battlesong_4.mp3 with lower volume which starts 3 seconds forward and stops halfway. Purpose unknown; maybe it would have been used for some parts of the level?

battlesong2.mp3
A variatio of battlesong_4.mp3 which starts halfway and fades away at the end, its purpose is unknown, maybe it would have been used for the other parts of the level.

battlesong3.mp3
Literally ear breaking statics, statics with extremely high volume. It would have been created when messing with the bitrates.

WARNING HIGH VOLUME

C9L1_Cathedral light side music.mp3
An ambient soundtrack file which would have been used when Bill was at the Bell Tower or near the Entrance. Because of how it is named, suggests that it was a placeholder. The music itself gives a sensation of holiness and peace.

C9L1_Cathedral dark side music.mp3
An ambient soundtrack file which would have been used when Bill was in the Hellish version of the Cathedral or in the Underground. Because of how it is named, suggests that it was a placeholder. The music itself gives a sensation of corruption, ominous environment and fear.

c9l02ambient.mp3
A piece of music belonging to a band which has not yet been identified. The music would have been another placeholder because of its name but strange enough the fast tempo and the black metal genre doesn't make a very good ambient soundtrack. At some point of the music, a black metal style grunt can be heard suggesting that the music itself has been edited to be a soundtrack.

c9l02fight.mp3
Another piece of music possibly belonging to another band which has not been yet identified. Oddly enough, this counterpart has a slower tempo than the ambient counterpart, and is less black metal and more like an electronic/metal combination.

C9L2_Forbiden valey (underground).mp3 - An ambient soundtrack file which would have been used when Bill was in the Undergrounds where the Rituals was held, in the bunker/storage and in the Sewers.

C9L2_Forbiden valey.mp3
An ambient soundtrack file which would have been used when Bill was at the surface.

C9L03_fight_music.mp3
A variation of the battlesong_1.mp3 which starts 1 minute forward and fades away, it would have been a placeholder until the Gloomy Mountains would have got an unique fight soundtrack.

C9L4_Haunted_City_Music.mp3
An leftover file before it has been renamed to C9L04_Haunted_City_Music.mp3, there are no differences within the files.

C9L04_Haunted_City_Fight_Music.mp3
The full version of the battlesong_2.mp3 and battlesong_3.mp3 with lower volume. This file was supposed to be the full version of the Haunted City, but its end got cut and put in the Gloomy Mountains with the name battlesong_3.mp3 but with higher volume, the rest has been put in Haunted City under the name battlesong_2.mp3.