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[MOD] Eye of the Beholder: Waterdeep Sewers

Posted: Fri Sep 14, 2012 10:17 pm
by djoldgames
EOB: Waterdeep Sewers is attempt to complete recreation (remake) of first Eye of the Beholder game (1990, Westwood/SSI) as Grimrock Total Connversion mod.
I start with completely new wallset and objects textures (stil in progress) for first 3 sewer levels.
Project should be designed so close to original game as possible, for all EOB lovers, retro-players...

- Steam: ... d=95933537
- Nexus:
- Homepage: (non English - Slovak/Czech only)

Source code:
- GitHub:

Objectives of the project Waterdeep Sewers:
- identical game logic and puzzles
- 5x new wallset with hi-res textures on new models
- new textures (models) for objects (runes on the wall, decorations, etc...)
- items with equivalent characteristics, icons, models and textures
- enemies with equivalent characteristics, models and textures
- story line (cutscenes)
- character statistics, and skills so close as possible to original AD&D
- spells
- NPCs and interaction
- more...

Authors and contributors:
  • DJ - primary author (
  • JKos - Spellmaster, LoG Framework, EOB Spells
  • Thomson - maintenance and minor additions
  • Bifrost, Thomson - map generator from original EOB, objects, items
  • Tom - texture modifications
All skilled modellers, graphics artists, testers, EOB experts (like me :-)) are welcome! Post your comments here.

Project started with Grimrock Dungeon Editor beta - September/2012

... and of course please excuse my bad english ;-)

Image Image Image Image

Re: EOB: Waterdeep Sewers

Posted: Fri Sep 14, 2012 11:17 pm
by resonansER
djoldgames wrote:Check my EOB level1 (EOB: Waterdeep Sewers) recreation on Steam Workshop, with default Grimrock Dungeon wallset and enemies. All mechanics is implemented...
Very nice! I like this level. Please continue your recreation of EoB!

Re: EOB Custom Levels

Posted: Sat Sep 15, 2012 1:09 am
by DJK
I tested the level, some minor nitpickings...

- The "this rune is not recognised" messages are actually text that the party can read if they have a gnome on board. This is a flaw or not depending on how you see your standard party.
- The decision on what path that opens up (at door 2&3) seems to be taken at the wrong point in time. This also depends which version you are emulating as the Dos and Amiga version have a different trigger point.

Lastly, as a huge Eob fan, somehow it doesn't "click" with me :( Im guessing it's the wallset and snails mostly :)

EOB Wall Textures

Posted: Wed Sep 19, 2012 10:35 am
by djoldgames
I test the simple EOB wall textures, placed on the antti's example dungeon wall and ceiling model, by defining new wallset, and changing some materials (dif, spec and normal maps).
It is only test, in the mod it is unusable yet, because... needs a lot of work on new models for custom wallset ;)



Re: EOB Custom Levels

Posted: Wed Sep 19, 2012 12:32 pm
by Komag
HA! fun to see that 8-)

Re: EOB Custom Levels

Posted: Thu Sep 20, 2012 10:36 pm
by azidahaka
looks very good!

EOB: New textures and fog

Posted: Fri Sep 21, 2012 10:20 am
by djoldgames
Update wall textures, added new textures for ceiling and floor, and trying to create particle system for the sewers fog ;-)


Re: EOB Custom Levels

Posted: Fri Sep 21, 2012 12:53 pm
by Montis

Re: EOB Custom Levels

Posted: Fri Sep 21, 2012 1:00 pm
by Darklord
I think it'll feel more like EOB once we get Kobolds in those sewers! :)


Re: EOB Custom Levels

Posted: Mon Sep 24, 2012 8:41 pm
by thomson
It is great to see this work. It put me instantly in severe nostalgia, so I started playing the original EOB :) I'm playing it the proper way - with grid paper, pencil and map drawing. I've just completed the first level and compared my map with your dungeon. You got almost everything right! The only minor mistake I've spotted is marked (N) on the image below. There's one wall that shouldn't be there.

The new high res textures look great.


Thanks a lot for this. BTW: Can you rename this thread to "EOB 1 Custom levels"? I'm hoping there will be other similar threads in a near future :)

I definitely plan to test next levels as soon as they become available.