Raderofthelostark: I don't blame anybody one bit if they find the dungeons too absurdly huge, because they are (although you can find crypts and some others that are significantly more manageable in size). I love the game, but it is easy for me to see how other people wouldn't like it or would even hate it, even beyond the colossal dungeons.
timppu: The problem for me for the dungeons is that they are so twisty, and the automap is close to useless (in trying to understand in which direction to head to search parts of the dungeon where you haven't been yet). I had no such problems in e.g. TES Arena, even if its dungeons were usually quite huge as well.
I recall some Daggerfall FAQ suggesting some kind of systematic way to search the dungeons, like "always turn to left (or was it right?) when you can, and only change direction when you can't turn left anymore", or something like that... but I didn't really understand how that would help navigating the twisty dungeons and finding my objective.
A few times it also happened that I searched the lower parts of a dungeon extensively, only to learn later that the person/monster I was supposed to find (and slay?) was all the time in some of the rooms in the upper parts of the dungeon, that I had just missed when going further and further in the dungeons. God damn it.
Also there is this odd small, was it yellow, "scanner map" where there are two colored dots. I am not quite sure what that is supposed to be, are those two dots representing something, like one is you and the other is your current objective in that dungeon, or one is exit and another is the objective, or whatever...
Oh yeah, absolutely. The twistiness was part of what made the dungeon so crazy, beyond just the sizes in general. What an atrocious, clunky map. Arena was much easier because it was block-based and dungeons were separated by floors.
Yes, I believe it told you to go left as much as possible. Never tested it out for myself. I just tried to keep the map from looping over itself whenever possible. You can also click on segments of the map to make them blink, which helps a little to distinguish where points of interest are.
Haha, a couple times I was in the objective's vicinity and they would be stuck in a wall or just out of the way so that you couldn't see it. Not to mention some dungeons having places that are literally impossible to get to by normal means.
Yeah, I'm pretty sure the scanner with the yellow dots showed where you were and where your objective was. Not that it was helpful in any way, but it's there.
If you were curious to try again though, I highly recommend downloading Daggerfall with the latest community patches here (should be the download at the top): [url=http://en.uesp.net/wiki/Daggerfall:Files]http://en.uesp.net/wiki/Daggerfall:Files[/url]
It's got a whole slew of fixes and upgrades, from increased draw distance to changing erroneous character models (e.g. Barenziah originally looked like a Breton when she is supposed to be a Dunmer) to even fixing some of the litany of bugs.
Also--and this is the part that may get you to try it again--it allows for a few "cheats." If you make a slight edit to one of the file lines by changing "CHEATMODE 0" to "CHEATMODE 1" there are a few features you can use, including cycling through several parts of the dungeon. And most times this includes putting you right at the objective. It saves a lot of hassle.