I approve of your taste, sir, and would enjoy continuing this conversation

EOB2 is step based but slightly less real time than Dungeon Master because the game occasionally freezes for a tiny moment to animate. I don't understand really why they had to put the direction arrows to be clicked on the screen, that just encourages people to use them which is less enjoyable than playing with one hand on the keyboard for movement and the other hand on the mouse controlling fighting and inventory.
It's also that much slower which is bad for a real-time game, no? See this policy crashed when they ported some of the genre features over to early real-time 3D games like
Menzoberranzan and
Ravenloft which have gorgeous pixel art for the sprites sprites, some of the most charming character portraits I know, and me and Helm would argue the best looking paper dolls in an RPG. The thing is the games feel like controlling a tank because they really didn't tweak the controls for the whole real-time 3d thing. It feels really cludgy and awful.
I've never ever liked randomly spawning enemies. Once you've cleared an area it should bloody well remain cleared. In Zelda games I always got fed up with that after a while and in the end just ran past enemies. And FF's random encounters.. don't even talk to me about it. I don't remember how it was in Oblivion..
Much agreement about randomly spawning enemies. Oblivion didn't have randomly spawning enemies, and you could clear dungeons. They would come back after a matter of days, though.
One thing I like about these games is that they are so compact. No randomly generated dungeons or any crap like that. There's so much fighting and puzzles packed per each square meter.
Funny you mention this as I was going to mention
Dungeon Hack which is basically Eye of the Beholder...with randomly generated dungeons.
Dungeon Master is really a pretty clever game though, ahead of it's time in a lot of ways, and well, one of those games where it looks like the developers didn't feel too hindered by what other RPGs were doing. They just went ahead and made their dungeon game!
There was another game I wanted to mention on the subect of graphics, because I couldn't think of the name earlier, and that's this old Psygnosis game
Obitus. It's not a very good game, not much of a dungeon crawler, and the levels are seperated by awful sidescrolling sections (oh, Psygnosis

) but it's notable because the tiles use 8 directional movement. This is a cool idea, and it makes the forests seem a lot less mechanical (even when you're running into impassible bush walls all over).
Anyway, about for the challenge. I'm glad you mention Eye of the Beholder because that's what I've been building my template on. I started free-handing it in the same 176x200 sized viewport as is common to the Eye of the Beholder games (and a few others, oddly) but when I overlayed what I had drawn on an actual screenshot it lined up almost exactly

I guess a lot of these decisions are kind of intuitive when you're looking at how to assemble the tiles on that black canvas. For example: making the lower edge of the walls a 45 degree angle to the horizon is pretty convenient. After that I pretty much just traced the wall sizes as accurately as I could.
So this is bascially how everything lines up, but it's kind of hard to look at (in my image file it's all layered, thankfully):

This is it seperated into the different image files you'd need to build a wall set:

"E", "F", and "G" were a little surprising because I hadn't considered them, but of course walls parallel to the player should be visible off to the sides as well and the perspective is notably different. In EoB games they usually fade to black by "D."
So tenative restrictions are to do this: a wall set (16 colours, image size...variable), a background (same colours as wall set), 4 character portraits (16 colours for all, 32x32 pixels each), an interface (16 colours again, basically a full 320x200 screen that this viewport and the portraits would fit into somewhere), and maybe a monster set (4 directions at 3 sizes, or whatever). Or maybe do a few wall sets (wall, door, ruined wall, etc.) and some overlay objects like torches or grates or what-have. Roll the palette for the overlays into the one for the monster set.
Anyway, this is very flexible and I'm just describing it so you have something to chew on. I very much want people's input on this if they're interested in participating. Colour restrictions are just theoretical. The games are actually 256 colours and it looks like often they use a global palette, but I usually find it more difficult to be clever with virtually no restrictions like that, so I think it's a good idea to make it something a bit challenging.