[WIP] Heretic Silverspring Fortress v0.2

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Conmeister
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[WIP] Heretic Silverspring Fortress v0.2

Post by Conmeister »



Introduction
I originally started making this back in late 2018 as a little gameplay mod that fixes some of the things I didn't like about Heretic. As time goes on over the past few years, it eventually evolved into a gameplay mod (albeit quite ambitious with the classes and RPG stuff) after several layoffs, burnouts and a few restarts later. Heretic Silverspring Fortress is an enhancement gameplay mod for Heretic, it aims to overhaul most of the gameplay with the addition of playable classes, RPG system, and some other aspects inspired from Heretic II and the rest of Hexen series. As of now, this mod is currently in W.I.P and things are subject to change as development goes on.

Features
  • Improved vanilla gameplay
  • New monsters with exception of the randomizer
  • 9 playable classes
  • Several new weapons
  • Leveling and stats
  • Spells system
  • Alt-fire for all weapons, tomed as well
  • A few new artifacts
  • Various additional particle effects
Classes & Weapons
Spoiler:
Bestiary
Spoiler:
RPG System
Spoiler:
Spells System
Spoiler:
Screenshots
Spoiler:
Download
Current Version: 0.2

Google Drive: https://drive.google.com/file/d/1keRdtw ... sp=sharing
Moddb: https://www.moddb.com/mods/heretic-silv ... g-fortress

Q:A
Spoiler:
Help Wanted!
Since this mod is still under W.I.P and the only person working on this, I really need help on 2 issues:
1. Sprites for player classes and weapons.
2. ZScript stuff for RPG system and other things.

Any kind of help will be much appreciated.
Last edited by Conmeister on Fri Sep 05, 2025 1:46 am, edited 12 times in total.
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Conmeister
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Re: [WIP] Heretic Silverspring Fortress

Post by Conmeister »

Hello Everyone!

It has been almost 2 months without any updates ever since I posted this thread back in October. To be frank, I was slowly getting burned out and decided to take some time off which you know, stuff happens. That and I was fairly busy with other things including college for a while. As of recently, I finally have some free time for now which I've been able to make a decent amount of progress with some of classes/weapons, pickups and bestiary part (half of the heretic's vanilla bestiary changes are done though). A more notable part is that I cleaned up some of the errors that I made in my thread so It looks at least better than before but, I still feel like the Bestiary section leaves something to be desired. Albeit, I'll be attempting to streamline it so only time will tell from there.

With that being said, this mod isn't dead yet. All I can really say is progress will get pretty slow sometimes especially the main 2 issues that I still have which is the reason why it's nowhere complete and ready for a release yet. I guess it's an unfortunate reality where some of this stuff aren't easy to come around with, let alone the RPG stuff as well. Then again, it's just me on that matter. Anyway, more updates are bound to come, whenever I make progress, that is.
Nihlith
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Re: [WIP] Heretic Silverspring Fortress

Post by Nihlith »

That looks awesome. I might have something you're interested in. A while ago I made alternate normal death sequences for some monsters. I think it's a bit much that every time you kill a chaos serpent, golem or ophidian the damn things explode into paste even when the bare minimum of force was used. I whipped up some new death animations so that the base death animations could represent exploding the monsters with big damage. Here's a video of what I'm talking about:

[youtube]https://youtu.be/eNhJcVuhi50[/youtube]

They're real rough, but I've gotten quite a bit better at image manipulation since I made them. If you're interested I could clean them up a bit and put them on imgur or something.
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Conmeister
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Re: [WIP] Heretic Silverspring Fortress

Post by Conmeister »

Nihlith wrote: Sun Jan 22, 2023 2:35 pm That looks awesome. I might have something you're interested in. A while ago I made alternate normal death sequences for some monsters. I think it's a bit much that every time you kill a chaos serpent, golem or ophidian the damn things explode into paste even when the bare minimum of force was used. I whipped up some new death animations so that the base death animations could represent exploding the monsters with big damage. Here's a video of what I'm talking about:

[youtube]https://youtu.be/eNhJcVuhi50[/youtube]

They're real rough, but I've gotten quite a bit better at image manipulation since I made them. If you're interested I could clean them up a bit and put them on imgur or something.
I don't usually consider about adding alternative death sequences for some monsters but this is something that I actually wished to have for not only golems, ophidians but chaos serpents as well. Although, what about the Undead Knight's extreme death frames? I wonder if someone made those before. Besides that, I'm interested with those sequences except I hope there an alternative sprite sheets that uses Heretic/Hexen color palette than Doom's. It's just a personal preference when it comes to custom sprites that wouldn't fit Heretic/Hexen very well to me.
Nihlith
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Re: [WIP] Heretic Silverspring Fortress

Post by Nihlith »

I don't think the undead warrior normally has an extreme death sequence but I can see what I can do and clean up the other ones. All of the sprites end up in global color pallet because I make them in GIMP and import them into SLADE but you can change them to any games pallet you want once you import them to slade. If you do end up using them make sure you put me in the credits. What do you think about alternate death sequences for saber claws? I always thought they should bleed when they die.
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Conmeister
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Re: [WIP] Heretic Silverspring Fortress

Post by Conmeister »

Nihlith wrote: Mon Jan 23, 2023 7:59 am I don't think the undead warrior normally has an extreme death sequence but I can see what I can do and clean up the other ones. All of the sprites end up in global color pallet because I make them in GIMP and import them into SLADE but you can change them to any games pallet you want once you import them to slade. If you do end up using them make sure you put me in the credits. What do you think about alternate death sequences for saber claws? I always thought they should bleed when they die.
That is mostly true so regardless, I still look forward with the results. Oh yeah, I did forget to mention about alternate death frames for Sabreclaws which if I have to say something about it: It looks odd when they don't explode from their original which I've been used to the original death frames but, I admit that some of them are pretty neat and I believe that has already been done before. I once considered using that for a custom variant for those alternate death frames which I don't have an answer for that, yet.
Nihlith
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Re: [WIP] Heretic Silverspring Fortress

Post by Nihlith »

Conmeister wrote: Mon Jan 23, 2023 11:06 pm That is mostly true so regardless, I still look forward with the results. Oh yeah, I did forget to mention about alternate death frames for Sabreclaws which if I have to say something about it: It looks odd when they don't explode from their original which I've been used to the original death frames but, I admit that some of them are pretty neat and I believe that has already been done before. I once considered using that for a custom variant for those alternate death frames which I don't have an answer for that, yet.
I broke out the old death sprites and saw that I made them before I started working in layers, which makes them harder to edit so I started over. I'm making progress but I've been a little more busy than I thought. I think I'm about 3 of 7 to 3 of 9 in.

[imgur]https://i.imgur.com/IE1SIAH.png[/imgur]
[imgur]https://i.imgur.com/yTpdWIZ.png[/imgur]
[imgur]https://i.imgur.com/fqeeHIl.png[/imgur]

If you wanted to mess with them, I remembered that I posted the old sprites on Doomworld a while back so you can check those out.

https://www.doomworld.com/forum/topic/1 ... nt-2418834

As far as the extreme death for the undead warrior, there's a guy called Logi who posted a cool monster called a converted legionary on realm667. the monsters extreme death sequence involves exploding into limbs head and torso. I think you could modify his extreme death sequence without too much difficulty. The editing is a cinch too, you just cut up the original sprites.
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Conmeister
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Re: [WIP] Heretic Silverspring Fortress

Post by Conmeister »

It seems that I have forgot about this mod in ZDoom Fourms for 2 years despite I released v0.1 and v0.2 on the moddb page for Heretic: Silverspring Fortress few months ago. Let's dust this off with a quick update.

To put it short, I begun toning down some features that were too much, mainly the with the player classes, RPG, and magic system that I previously came up with. I will be looking for other ideas or alternatives before I move forward in future versions. As far it stands, the mod is still basic but playable with 1 class, modified vanilla bestiary, some custom monsters, and randomizer at present with options to tweak around. There are still plenty of work to do but, I'm happy with what I have as is for now.

Download links for v0.2 are available at the first post, enjoy!
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Conmeister
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Re: [WIP] Heretic Silverspring Fortress v0.2

Post by Conmeister »

Hello everyone! This is going to be an progress update for upcoming v0.3 release.

As I've been sidetracked with HeXen: Eternal Nightmare and Wolfenstein: Enigma (those are not here in ZDoom Fourms yet as of making this post) and the re-release of Heretic + Hexen that just came out recently, I finally found a solution over 3 main features that I've been struggling for a while since this mod started. After I put some thought about those issues, I decided to make these changes below:
  • The RPG system became more lite, least in HRPG/XRPG as it's somewhat convenient and simple (I guess). Leveling & stats.
  • The magic system is toned down into spells system for offensive & defensive spells like in Heretic II, and of course, skills for Heathen class. No, the inventory items will be the same as is than what Heretic II if those are wondering.
  • The player classes sharing the original game weapons at most while all will have their signature and other new weapons (varies on the class). This brought some relief as I still want a wide selection of player classes a thing but not in the like of Hexen as it really doesn't have to be that for Heretic. It is still going to be a challenge and I think it is possible now than before. There are a few classes that I'm uncertain about, mainly Enchanter (grants special powers to other players, alone if solo) and Blacksmith (repairs armor, some special powers) as the last 2 support classes. If you have any better ideas that could be better than what I'm uncertain with, feel free to make your ideas.
And then the last two features that I may or may not make it a thing. The monster soul essences from HRPG and elemental damage types that hinders enemies + players as well. Monster soul essences could be nice for some custom powerups for player classes but it'll be pretty tricky to make up something for all of them, could make the game easier but that's just me. The elemental damage types that can hinder both enemies and players; ice slows down, fire take damage over time, poison affects accuracy and thunder stuns in place. It could be a neat addition for sure but, it can potentially bring frustrations to the gameplay if it affects the player as well. Besides of implementation perspective, I'm not sure how could it be done.

I'm still taking time what to approach next for v0.3, aside from the usual fixes and so. Stay tuned for more progress, heretics.
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Conmeister
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Re: [WIP] Heretic Silverspring Fortress v0.2

Post by Conmeister »


Mostly finished showcase of Pagan class. Still lacking most of the alt-fires for regular and tomed, then I have to figure how to make the weapon spawners function as player classes will be a thing. Does anyone know how to make it work?
JPC
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Re: [WIP] Heretic Silverspring Fortress v0.2

Post by JPC »

Is it compatible with HXDD?
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Conmeister
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Re: [WIP] Heretic Silverspring Fortress v0.2

Post by Conmeister »

JPC wrote: Sat Sep 06, 2025 7:40 am Is it compatible with HXDD?
You mean HXDD: A Heretic and Hexen Wad Merger? Unfortunately no, I don't think it'll be compatible with it.
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Celegil
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Re: [WIP] Heretic Silverspring Fortress v0.2

Post by Celegil »

This looks great Love the pagans arsenal gonna be keeping an eye on this
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Conmeister
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Re: [WIP] Heretic Silverspring Fortress v0.2

Post by Conmeister »

Celegil wrote: Mon Sep 08, 2025 5:09 am This looks great Love the pagans arsenal gonna be keeping an eye on this
Thanks! Panga became my first proper custom player class to implement. I once failed on my first attempt a while back where I didn't finalize the concept of player classes in Heretic until recently.
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Celegil
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Re: [WIP] Heretic Silverspring Fortress v0.2

Post by Celegil »

Conmeister wrote: Mon Sep 08, 2025 6:13 pm Thanks! Panga became my first proper custom player class to implement. I once failed on my first attempt a while back where I didn't finalize the concept of player classes in Heretic until recently.
Ah yeah I can imagine it's a bit tough to do, I'm newish to doom modding, after seeing a few custom made character classes it really becomes clear they're tough to make and get right, especially when you wanna do different stuff compared to vanilla classes
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