Originally Posted by
Metal Gear Rex
I can respect that opinion. I haven't played DK1 in some time that I've forgotten the real feel of building a dungeon and just how different it is from DK2, but I do remember having some more planning involved. Always tried to have multiple Lairs, build the Hatchery in a place where I knew would get a lot of attraction. Have to move the Library off to the side else Warlocks get unhappy or fireball Imps / others passing by.
DKII has that to an extent, but it's lacking. It really is the biggest problem of vanilla DK2, it lacks depth. It's simple, dumbed down everything, or almost everything. Playing and working with the game as long as I have, it's pretty obvious that the developers weren't that passionate of the game and were more interested in using the Dungeon Keeper name to sell a product.
I feel I've been able to expand on this a lot, but I can only do so much. Combat is improved, there's a level of strategy that makes the game fun and interesting, but dungeon building as you say is something that is severely lacking by simple comparison. This improves later on in the campaign in the form of traps and doors, but it isn't everything. I very much wish I could figure out a way to change this. I may not fully remember the exact feeling of Dk1 dungeon building, but I do remember enjoying it much more than DKII building, even with my patch, not that my patch adds too much in that aspect.
Perhaps I should try DK1 again to remind myself of that feeling.