Painkiller: Lost Alpha is a modification for the original game and the Battle Out of Hell expansion. The concept is simple: a recreation of an early game version, the one that the developers of People Can Fly originally conceived in 2002-2003. Lost Alpha returns cut and early content, recreates developers unrealized ideas, and uses material that has not been used. However, this is not the only thing: like any other mod, LA also tries to provide a good gaming experience, fix the original game bugs and give new impressions.

The goal of Lost Alpha modification is to show as much cut-out content as possible in one form or another, without impairing the gaming experience. The modification does not try to recreate old atmosphere and be
similar to any of the early game versions, does not try to comply with any canons. Therefore, there is a lot of authorial content in the modification used for reconstruction - how else can one or another cut-out thing be returned with only a meager textual description?

As a result, Lost Alpha is a synthesis of various developers ideas from different eras: from the earliest from 2002 to the latest from 2004. He pieced together almost everything that was known about the early version, and implemented everything that could be implemented from it.

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To begin with, I'll tell you a little about what this level was like in version 1.0. It was the most ordinary Painkiller level, which does not represent anything interesting. And the atmosphere of the level was completely different:Editor Screenshot 2024 09 14   1 4
Editor Screenshot 2024 09 14   1 1Editor Screenshot 2024 09 14   1

There was literally nothing interesting in Underwater Temple 1.0, nothing that a rework might be interested in. In addition, this version of the map was extremely unstable and constantly crashed the game. The reason was probably the wrong lighting. Fortunately, not so long ago, BlooDFloweR created lighting for the map from scratch. Then the level became almost completely stable, and such lighting was much more suitable for my idea of a rework.


Back in 2016, I wanted to create literally an Underwater Temple with swimming (or something similar) and an underwater atmosphere, but there were no ideas. But when I returned to modding in 2024, I saw a segment with swimming at the Drigva level in the Reload mod with underwater SFX suitable for me, and Astaroth also shared with me a special gravity box that can be placed on the level and create something like underwater gravity.


A lyrical digression. You may know that the engine has the IsUnderwater function, which creates the very underwater gravity. I'm almost sure that this was created specifically for Underwater Temple (the name speaks for itself), perhaps the developers wanted to show off their technologies even more by suggestion players underwater battles, but something went wrong, IsUnderwater was not completed, and the level was cut out. Gravity boxes from Astaroth are the same IsUnderwater, only not at the whole level, but in a limited area.


I started to have ideas about how to implement all this. I started by changing the atmosphere and arranging the gravity boxes. But it turned out that UT 1.0 was bad at absolutely everything, even in WayPoints. In short, this is what allows monsters to behave adequately at the level without getting stuck among objects. And in the first version of the level, there were problems with this. So I made new WayPoints from scratch, for which I had to create a simplified map geometry. I'll show you what the creation of WayPoints looked like:
Editor Screenshot 2024 09 14   1 3
Editor Screenshot 2024 09 14   1 2Editor Screenshot 2024 09 14   1 5

Then the ideas began to appear by themselves. Diversify the bestiary of monsters, add more objects, interesting secrets and easter eggs (the level with the Illuminati and the statue of Cthulhu a priori cannot be serious, like the old version of the level), limit the player's movements, because the map is large and he could get where he shouldn't; I added more diverse effects, as well as a little interest, connected to the statue of Cthulhu at the end of the level.

The final touch was the audiovisual design of the level. I took the underwater effects from the Drigva level, added steps on the water and background underwater sounds. Castle Fight was replaced with another one, and a remix was made for Monastery Music by Smoshed90 with also underwater sounds.


In total, the work on the rework took about two months. I spent a lot of time and effort turning a banal, empty, poorly functioning and unremarkable level into something completely different - unique, non-standard, but at the same time working. I am satisfied with the work done. It was one of the most difficult levels I've worked on, but not the only one.

Thanks for your attention!

My Discord server: Discord.gg

Editor Screenshot 2024 09 14   1 6

Making of Lost Alpha: MiniGun/Rocket Launcher

Making of Lost Alpha: MiniGun/Rocket Launcher

Feature 1 comment

The story of how three people (re)created weapon...

Making of Lost Alpha: Hell Wars Content

Making of Lost Alpha: Hell Wars Content

News

If there is exclusive content, why not borrow it, right?

The first walkthrough of Lost Alpha 2.0

The first walkthrough of Lost Alpha 2.0

News

Well, finally, after more than 3 months, it happened!

Opening the Discord server

Opening the Discord server

News

Now the mod has its own Discord server. And why not?

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Painkiller: Lost Alpha 2.0

Painkiller: Lost Alpha 2.0

Full Version 22 comments

Install: NOTE: The mod is adapted for the Black Edition v1.64 version, the one that is available on Steam and GOG. Stable work on other versions is not...

Tough Break Update

Tough Break Update

Patch

NOTE: The mod is adapted for the Black Edition v1.64 version, the one that is available on Steam and GOG. Stable work on other versions is not guaranteed...

Hotfix #2

Hotfix #2

Patch

Installation: unzip the archive to the game folder and replace the files. If necessary, change the game settings for yourself.

Ascension Mappack

Ascension Mappack

Singleplayer Map

Required version: 2.0 Tough Break Update Hotfix #2 from 13.07.2024 Installation: unzip the archive to the Data folder

Riot Custom Level [NOT ACTUAL]

Riot Custom Level [NOT ACTUAL]

Singleplayer Map

Required version: 2.0 Tough Break Update Hotfix #2 from 13.07.2024 Installation: unzip the archive to the Data folder

Hotfix #1 [NOT ACTUAL]

Hotfix #1 [NOT ACTUAL]

Patch

Installation: unzip the archive to the game folder and replace the files. If necessary, change the game settings for yourself. NOTE: The mod may work...

Post comment Comments  (0 - 10 of 21)
bak
bak - - 78 comments

The blood mist puffs on gibbing look kinda overboard as compared to the rest of gore FX. Consider toning them down lest they are mistaken for thick red smoke.

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TranZit Creator
TranZit - - 22 comments

TBH, neither I nor other players had similar problems. The goal was to enhance the impact of gibbing by making it juicier. However, if this is the only claim to mod, then it's good :)

Reply Good karma+1 vote
bak
bak - - 78 comments

It's not juicier it's plain goofy.

Not as bad as Brutal Wolfenstein (look it up) but still.

The rest of gore effects are pretty cool but the crimson smoke keeps cracking me up.

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TranZit Creator
TranZit - - 22 comments

Okay, thanks for the report. I'll see what I can do about it.

Reply Good karma+1 vote
bak
bak - - 78 comments

If you really want to keep that much blood mist, maybe you should make it kinda slowly "settle down" on the floor, leaving a series of smudge decals. That would make the mist appear more tangible, like an actual gore aerosol. So far it looks like smoke because it dissipates without a trace and doesn't gravitate towards the earth.

The sprites that play the part of individual puff particles could use more alpha / be made look more like groups of drops/clots/sprinkled matter rather than smoke. This way the blood puffs would appear more like someone getting actually pulverized into a mush, not evaporated.

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TranZit Creator
TranZit - - 22 comments

Your words are true, but unfortunately, I am not an SFX master.

Reply Good karma+1 vote
bak
bak - - 78 comments

Maybe reach out to the community for help?

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TranZit Creator
TranZit - - 22 comments

When I get down to it, it will be seen.

Reply Good karma+1 vote
bak
bak - - 78 comments

By the way check out these two in terms of gore FX. Wouldn't call them perfect though, still too much stuff that looks like colored smoke. Still the closest thing to Painkiller aesthetic outside of Painkiller.

Steamcommunity.com

Moddb.com

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PsyWarVeteran
PsyWarVeteran - - 2,112 comments

I used to be really into Painkiller's cut content and unrealized ideas so seeing such a mod is exciting for me. Nice job.

But that name, it reminds me of a different mod for a different game that turned out to be quite disappointing in the end. Hopefully this one is the better of the Lost Alphas :)

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TranZit Creator
TranZit - - 22 comments

I hope you enjoy it!

Yes, 9 years ago I couldn't think of a better name :) And the mod you're talking about - in fact, its first version also disappointed me...

Reply Good karma+2 votes
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