Review - Underworld Dreams 1.2 (Adamski)

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PaulH
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Review - Underworld Dreams 1.2 (Adamski)

Post by PaulH » 4-Mar-18 01:46

I'll cut straight to the chase - this is a work of genius. It is far, far beyond what most people could ever imagine from the RTC engine or DM as a whole: just as Benjamin (Zyx) twisted and contorted Paul Steven's CSBWin with Conflux, Adamski has done the same with George's RTC and created a masterpiece. The mechanics are simply breathtaking - I have been scratching my head for several weeks trying to work out just how certain things were done, and was continually amazed throughout the game as evermore new ideas were introduced. All this was combined with a story of great depth, a dazzling array of graphics, and a sound and music score that was simply wonderful. But it still managed to capture the essence of Dungeon Master, and remain true to what the original game was all about. As much as it delighted me, it equally frustrated me, but in a way that (mostly) had me coming back for more and rethinking my strategy. The gameplay itself has only been bettered by one other DM creation in my opinion...

At the start of the game you will be forgiven for thinking that it is some insane fusion of The Labyrinth and Alice in Wonderland. I found it a little difficult to get into, but as the story unfolded and my characters developed I found myself becoming much more immersed in this new world. Or worlds would be a more accurate term. The sheer size of the dungeon is incredible, and the way it all links together, with a variety of themes, it never leaves you feeling that it is bloated. Never seen before actions and interactions allows the gameplay to smoothly roll along, and lets the story envelop and intrigue you. And the creatures. Wow. There must be a few dozen new species here, with attacks and spells that are cunning to say the least. The set RTC monster AI is crude, but Adamski would have you thinking that these creatures really do have brains.

It is not without faults though. The sheer complexity of some of the mechanics and scenarios caused a few crashes, and I found myself dead ended a few times. It is possible to dead end in most DM games if you accidentally throw objects away, but I found a few scenarios where there seemed to be no logical way forward and/or I had tried some tricks or quirks that I thought were actually part of the puzzle. Food is a neccesary evil, however at times I ran short in areas that I had to complete before I could get back to a source. At times I thought some individual puzzle clues were a touch vague and left me randomly searching - though I can impatient. I would have also liked to have seen a few more weapons in the first half of the game (but is very possible I missed a few - I know I missed many secrets) as I used the same sword well into the second half (the standard thrust option is one of the most efficient in RTC) and I think a few more items in the shops would have added an extra dimension. All this is very minor though and is far, far outweighed by the gameplay as a whole.

GRAPHICS - 10
SOUND - 10
CRAFT -10
SIZE -10
STORY -10
PUZZLES -8
GAMEPLAY -9
REPLAYABILITY - 9

OVERALL - 9.5

Best part: Sivis. Totally unique in the DM world
Worst part: Kurgan battle. A little too long and frustrating!

Summary - without a doubt the largest, most expertly crafted an immersive DM creation and story we have ever seen, and are likely to see. Of course, it is a prequel to Tower of Champions which also features many of these attributes. Overall I feel that ToC was the better game from a pure gameplay point of view, though this runs it very close. A work of genius.

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Re: Review - Underworld Dreams 1.2 (Adamski)

Post by Zyx » 13-Mar-18 19:41

Oh wow, thanks for this review!, you complety sold me and my son the urge to play it! It could be our next "son and father" project! Congratulations, Adamski, we'll feedback you in a few months!

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Re: Review - Underworld Dreams 1.2 (Adamski)

Post by Chaos-Shaman » 13-Mar-18 21:42

I agree PaulH, there is no question about the skills involved with just about every aspect of it. I wait for Adamski's revamp of ToC, I will have another go at that one.
Let's hope he comes back and explains some of his skills.
OVERALL, I give it a 9.9 There were some features that were above 10 such as the spells

@Zyx, you'll love this game.
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Re: Review - Underworld Dreams 1.2 (Adamski)

Post by PaulH » 13-Mar-18 21:43

Yes, a new ToC will be worth waiting for!

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Re: Review - Underworld Dreams 1.2 (Adamski)

Post by Saumun » 14-Mar-18 10:46

I think he said he’s going to revamp it, and add the nine worlds part.
That would be great. I was pretty invested in Alexei’s story and finding out who Nadir was.
“That which can be asserted without evidence, can be dismissed without evidence.” - Christopher Hitchens

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Re: Review - Underworld Dreams 1.2 (Adamski)

Post by Chaos-Shaman » 16-Mar-18 16:24

When people work ideas together, we all benefit. What's needed is someone(s) that can co-ordinate a group of like minded individuals together to function as one, like a family of ideas that have found each other, can suggest and test their family's ideas. It long overdue to bring back that beauty which once thrived here. I have stated this before, we all have a unique set of skills, if ever put together they would make something that could be launched at retro gaming sites that would bring the in the interests of the old and new. This would benefit everyone, I wish that this happens, soon. we're not getting any younger, :D :idea: :? :shock: :roll: :mrgreen: :wink: :oops: :P :lol: :!: 8)
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Re: Review - Underworld Dreams 1.2 (Adamski)

Post by PaulH » 1-Apr-18 22:09

Indeed - there was the Team Dungeon from many moons ago which jump started a lot of interest within the community. New graphics, stories, editors and so on. Would be great to carry this forward into a wider audience.

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Re: Review - Underworld Dreams 1.2 (Adamski)

Post by Chaos-Shaman » 2-Apr-18 12:18

PaulH wrote:
1-Apr-18 22:09
Indeed - there was the Team Dungeon from many moons ago which jump started a lot of interest within the community. New graphics, stories, editors and so on. Would be great to carry this forward into a wider audience.
I think I missed the team building, I was here in 2000 and vanished for 7 years, was reading hard and practicing shamanism, working with plants and others, learned about the spirit world, basic psychology. I didn't even know about RTC, what I worked with before that was the that old editor, name eludes me right now.

Underworld Dreams was missing one element, the monsters were predictable, a few spots there were interesting ideas, like with the dragon.

Paul, I have some work on a fix for this, the monsters are not predictable, and have their own intelligence which is random. I am nearly done AI 4, started it 5 years ago as AI 1, and it's small in size, takes about 100 objects and it can affect dozens of monsters behavior. I do not know RTC well enough, not sure how some stuff work.

UD was so amazing, Adamski said there was not much room left after he put it together, what an amazing dungeon.
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Re: Review - Underworld Dreams 1.2 (Adamski)

Post by Zed5Duke » 15-Jul-18 09:51

from beginning 100% lost and confused I had no idea where am going and what is this all about, I found no idea how navigate in forest and after few weeks I cant remember what I was even playing because didnt catch even bit from it

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Re: Review - Underworld Dreams 1.2 (Adamski)

Post by Adamski » 15-Jul-18 11:10

Paul, thank you for you beautiful review :D
When you reviewed ToC wrote its biggest defects were the ending and the fightings, not very challenging. I tried to remedy in UD, but perhaps I overdid it a bit with some monster strength :)

Chaos, I'll answer your PM and questions shortly, I got really busy last few months :wink: Would you like the txt file to examine it? The same question goes for Paul too.

zed, you should be ashamed if got lost in a little forest like that. My seven years old nephew tested the first part without too much trouble. UD is just for smart players. Keep making your carbon copy dungeons and have fun with them.

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Re: Review - Underworld Dreams 1.2 (Adamski)

Post by Chaos-Shaman » 16-Jul-18 18:34

Hi Adamski, YES, I have been waiting for your return. I can't wait to review your dungeon mechanics, and I thank you for that crazy dungeon, beautiful work.
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Re: Review - Underworld Dreams 1.2 (Adamski)

Post by PaulH » 23-Jul-18 20:09

The Dungeon Master is back! I hope you are well, Adamski.

The 'worst parts' are still a long way ahead of most other games better parts! I was thinking more relatively to the rest of the game lol. I shall update my review when I have finished the game again - I too have been very busy, not much dungeon mastering going on for me lately, but I had a quick go at the DMII The Darkness - some quite impressive stuff going on here too.

I'd be delighted to have a look at the txt file - but as above, I'll need to finish it again first. Would be good to see Chaos-Shaman's monster AI too, looks intriguing.

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Re: Review - Underworld Dreams 1.2 (Adamski)

Post by Chaos-Shaman » 24-Jul-18 15:54

Thank you Paul, I will be working on that stuff in the fall as promised in conjunction with those who want to try something new.
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Re: Review - Underworld Dreams 1.2 (Adamski)

Post by Chaos-Shaman » 12-Sep-18 18:37

Thanks for the files and dungeon Adamski. I spent an entire day looking at your work and it is beautiful. I learned some stuff that never had tried before. Lot's more to check out with it especially level zero with a lot of the mechanics in it.


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