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-   -   Ultima Underworld - The Stygian Abyss (http://www.abandonia.com/vbullet/showthread.php?t=676)

Candy 13-11-2006 03:49 PM

<div class='quotetop'>QUOTE(Saphire @ Nov 12 2006, 07:06 PM) [snapback]266548[/snapback]</div>
Quote:

<div class='quotetop'>QUOTE(Vaikuntha @ Nov 12 2006, 07:51 PM) [snapback]266547[/snapback]
Quote:

A somewhat good news for Uw lovers.

Recently, while I was searching for stuff about Uw, I found that a game was meant to be UW3. Since they didn't get the autoral rights, they did one very much similar. The name is Arx Fatalis, I really recommend it. Although it is not a abandonware, being published around 2003, it is easy to find. I was nostalgic while playing the first level of it.

Farewell
[/b]
It's not close as good as the real Ultima Underworld games, though. The feeling is just not the same.
[/b][/quote]

I couldn't get the hang of Arx Fatalis... the controls were weird or something.
But as a World of Warcraft and Diablo player, i am proud to say that Ultima Underworld is still my favorite.

Guest_Talkie_* 01-12-2006 11:44 AM




I'm stuck.

Wonder if anyone read this and can help.


Spoilers ahead? Nothing dramatic though.


On Level 7 there is a portcullis in the NorthWest section that I must cross to reach the prison and I have no idea how to open it. I tried the massive door by the other side and of no key will fit it (nor knockings).

Searching through walkthroughs I came to learn that I'm supposed to get arrested at some point, but I cannot talk to guards or anyone on the other side ofr the portcullis. They simply try to attack me but are not opening the door.


Is this a bug? What is it I have been missing?


Thanks much for the help.

Mighty Midget 01-12-2006 04:51 PM

If you're talking about the portcullisses between the prison cell section and the guards' room: I think I recall that the moment you were trapped, the guard would automaticly talk to you. That is, unless you've already killed him.

If you're talking about the one leading into the guards' room, there should be a key somewhere on that level, and anyway, there is a backdoor into the same room.

velik_m 01-12-2006 06:04 PM

http://www.sircabirus.com/uw1walk/pages/level7.html

Guest_Talkie_* 02-12-2006 09:21 AM



Hello,

I had seen this excellent site already, thank you.


My problem is solved but the link above got me confused, here's why:


SPOILERS AHEAD, DO NOT READ IF YOU HAVEN'T PLAYED OR IF YOU DON'T WANT HELP ON LEVEL 7.



I couldn't get across the magical maze wihout dying. I had found the lava pit door, but mostly fooled around jumping into caverns instead of going down level 8 because I had my orb rocks already and thought I wanted to finish Level 8 later. That was my big mistake.


I had killed all the guards at 3 entrances to the prison while searching for the medallion. It is as simple as they never let me go away finding that medallion in the first place.

But I could never enter the "cells" at the end, and so because I was stuck between maze and cells (I had look everything else I could), I went to read a walkthrough to help me out.


Here is what is confusing about the walkthrough:

They say that the first thing to do is to reach the cells and get trapped. I did everything else cos they would not open the door. In the same paragraph they say you must defeat Tyball first to get keys to prison. So I though he was inside those cells somewhere and that the guards must trapped me first.

Reading it again I discovered my mistake about Level 8 and maze crown.

I went through everything until Tyball's death. That is where I got 2 keys, each for a different section of the prison. I came back, opened that darn door, and no one was willing to talk to me. It finished a bloodbash.
There was never a Dante either.

So basically the walkthrough should be adding a parenthesis saying "(you don't need to get trapped if you are able to find the crown for the maze yourself and reach the prison keys)". There is a way to finish that level without Troll and gold, and had I known I would have not panicked wondering If I had killed that Troll.


Thanks for all your help







Guest 02-12-2006 09:51 AM




By the way this game is such a legend, they could almost do a remake in contemporary 3d.
I really played it for historical reasons, when I saw the date that it was made.


To me it is the first game that is exactly like contemporary games, a mix of all sorts of things,
a little bit of killing, a little bit of treasure and clue findings, a little bit of adventure, all this in
full virtual 3d world.


Let me be more precise: I know you all think UW1 is the first 3d virtual world, that it beats ID's Wolfenstein 3D. Truth is that ID remains the inventors of full-textured virtual-world 3d. Its directors did it first with Catacomb Abyss (or Catacomb 3D) for another company at the time (late 1991-early 1992), and they were working on Wolfenstein 3D at the same time as UW1.

But UW1 is so much more than slash-shoot, and its design more complex for the time. I see the games of today, at least the best games, much more coming from UW1.


And if you're a newbie don't be discouraged by how tough it seems at the beginning. The big clue for winning this game is to keep killing soft enemies, bypasssing hard stuff and going down levels, until you gain strenght, experience and mana.


I've seen top 100 games of alltimes put Doom at number 1 and totally not mention UW1. I plea for future critics to play this and know what they are actually dealing with.


Cheera




Guest_Talkie_* 02-12-2006 09:53 AM



That was me above, I actually exist as registered as Talkie.

velik_m 02-12-2006 04:14 PM

From wikipedia article on Wolfenstein 3d (http://en.wikipedia.org/wiki/Wolfenstein_3d):
Quote:

According to id Software programmer John Carmack, the game's engine was inspired by a technology demo of Looking Glass Studios'/Origin's first-person CRPG, Ultima Underworld: The Stygian Abyss from 1991. Carmack claimed he could make a faster renderer. In this he was successful. The Wolfenstein engine lacks many features present in the Underworld engine, such as height changes, sloped floors and lighting, but it runs well on relatively weak hardware.
[/b]

Talkie 04-12-2006 02:38 AM




Right, and then:


http://en.wikipedia.org/wiki/Catacomb_3-D



So they took it from UW1 and release this very fast in 1991????


Whatever the answer, that was the first public-available 3D-textured Virtual World.


UW1 might have shown demos but their games was not complete yet. Let's be fair.


Cheers,

Talkie

Talkie 04-12-2006 03:01 AM



The concept of 3D exists in videogames since almost as long
as videogames were invented.

The people behind ID themselves had been experimenting with
3D since many years, but the big problem was how to get everything
textured and look like a real virtual world (walls, ceilings, shadows, accessories, etc).


So it is possible these people saw an EARLY DEMO of UW1 but they were
quite an advance in 3D so it is no wonder the guy said "wow I can make
these walls move faster". It's not like they were newbies.

Than by doing Catacomb 3D they reduced the memory to 16 colours and kept
it very simple, with very repetitive wall designs. But basically they merely added
textures to models they had already been working with, so it's not like they saw
UW1 and though "wow...the very first 3D game...". Nah, they were interested in
UW1 were able to get these nice textured surroundings move.

They simplified this to the max and released Catacomb 3D but in doing so they
released the first textured 3D world. They deserve this credit, because however "texture"
might have been a central problem at the times, for them it was still just the last problem
they needed to resolve.


In a sense you could say that both ID and UW1 are equal partners in this invention,
especially if Catacomb 3D was already exploiting UW1, but they both have different engines.

For the general public it remains that Catacomb 3D was the first offer, and to this date strangely
obscured by history.


Cheers,

Talkie



PS: not to forget the premiss of my first reply which was that UW1 itself is much neglected
by compilers.




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