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Dystopia3: Re-Birth of Anarchy

   (60 reviews)
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About This File

A sequel for Dyst2.wad: 11 cool, action-full levels for single or cooparative play. See DYST3STY.TXT for Storyline.
- Detail has been applied.
- Special effect, and tricks included
- Levels are geard to ALL types of Doomers
- Well Balanced game play
- All around Excellent WAD


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P41R47

  

This wad start slowly, and even silly at some point. The first map is not a good seller, but when you reach map03 you will start to found some neat and interesting ideas.
Then this gradually unfolds in a excellent detailed and awesome looking mapset, with a lot of amazing textures and really good monsters encounters.


And the ending is the most hilariously serious of all the time!

 

Love it completely!

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SilverMiner

  

Cool and interesting wad, I've never gotten stuck

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JudgeDeadd

  

A pretty fun mapset, worth seeing for the imaginative visual design and layout alone, as well as the tough, challenging fights. Only gripe is that Iikka's maps tend to be very cramped and have uninspiring enemy placement, but they aren't terrible by any means.

 

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Gallic00

  

Still fun after 20 years.

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NuMetalManiak

· Edited by NuMetalManiak

  

in this day and age you really think this isn't that good, as it's rather cramped a lot. but for its time Dystopia 3 is a kick-ass set that shows off lots of techniques. the ideas that Keranen and Czerwonka have are quite wonky and directly contrast each other very often. look at Keranen's style, you'll be seeing vanilla Doom tricks that were awe-inspiring at the time, particularly the bridges as well as the mineshaft, reminiscent of similar levels in Requiem MAP08 and MAP13. but his gameplay ideals involve mostly linear progression and usage of high-tier monsters in claustrophobic spaces. meanwhile, Czerwonka does provide well-designed levels with new textures and such, not so snazzy progression however is a hallmark against his design though. there's quite a bit of backtracking, although since his levels are usually small in size it's a bit better off. MAP04 and MAP10 in particular standout because these same levels were in STRAIN as MAP09 and MAP23 respectively, with a few changes to both. then you have the race level MAP03 which can throw newer players for a loop.

 

Dystopia 3 really stands out as a historic testament to vanilla design and it shows easily here. if you're a gameplay kind of person this may not actually be for you though due to how thing placement and such is designed. it doesn't mean this is unplayable though. it's worth at least one whirl

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Zahid

  
For 96's its simply Awsome!!!!Map 3 marathon FTW....

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Doomkid

  
Let's get serious for a sec here - Considering the tools they had back in 96, this is awesome. For something so old, a suprising attention to detail is shown throughout. Some of the monster encounters are dickish, and I can just tell this would be a bit painful in cooperative, but it makes for an excellent SP megawad that is worth beating once.

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Guest

  
These levels contains most irritating and wrong balanced item placement I have ever seen in "classicaly" acclaimed wads. Died zillion times trying complete this in fda-style.

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Guest

Unknown date

  
5/5

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Guest

Unknown date

  
This would be great if it actually WORKED

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Guest

Unknown date

  
Deffinitive 5 stars. Great imagination in design displayed (something that modern maps sorely lack). Maps 6 & 9 were my favorites. Map 9 has a trully "dystopian" atmosphere. The only complant was the retarded endings for maps 7 and 8 (cyberdemon abuse)...

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Guest

Unknown date

  
Awesome work for 1996; of course that is expected from two of the early kings of wad designing. Nice blue sky goes well for the awesome city levels by Iikka (his style is VERY recognizable and consistent, but I didn't find it repetitious anyway). Only complaint is that 3 maps were used or modified in Requiem or Strain.

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Unknown date

  
Way supreme to other releases from its time, this mapset features two of the best level authors who graced the game. One should take ones hat of to the various special effects we've seen included tons of times since this releas. Real creativity and a good sense of scale, detailing and texture combinations is a rare talent in the doom scene, but this puts it on display. These guys also made the best of Requiem. 4/5 stars, make it a 4.5 tho. -Johnsen

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Guest

Unknown date

  
This wad is a classic, fine example of good solid level design.

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Guest

Unknown date

  
Absolutely fucking SUBLIME. I did a double take when I noticed it was released in 1996. A true classic.

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Guest

Unknown date

  
GOOD

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Guest

Unknown date

  
5 stars, but can't play map03. i keep dying to some invisible crushing.

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Guest

Unknown date

  
This is by far one of the greatest mods EVER in the history of Doom II, for just having 11 levels, this mod kicks all ass. I first played it back in 97 and lost it ever since a HD crash wiped out my mod collection. but since having it back i can say that it still provides all the action and suspense that it did seven years ago.

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Guest

Unknown date

  
fucking vomit

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Guest

Unknown date

  
5 stars, even by 2011 standards.

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Guest

Unknown date

  
yep 5/5

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Guest

Unknown date

  
So amazing yet released in 1996 5/5

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Argent Agent

Unknown date

  
Pretty good mapset, though a bit rough in multiplayer: 4/5.

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Guest

Unknown date

  
5 stars just for blowing up microsoft.

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Marcaek

Unknown date

  
Pretty cool but flawed. I personally prefer the Keranen maps in this to his Requiem work but it's still fairly rough, mostly compensating for poor use of high-tier monsters with gratuitous cellpack placement. You can easily fuck up the Spider fight's line triggers in that one map with the "bio-tanks" and render that map unbeatable. Lots of STRAiN and Requeim resources to be found here.

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  • File Reviews

    • By AinuTheTaken · Posted
      Played and completed on ultra violence. It is actually really nice for what it is. As a small map, and no doubt it isn't large, it makes you feel tense but not completely and utterly cramped. You might or might not have to watch your ammo a bit despite the map being small. Difficulty is just easy enough to be called medium. This is a base map so the textures are appropriately industrial. Could be considered a 'correct' Doom 1 map and useful for study if you map by studying.
    • By AinuTheTaken · Posted
      Played and completed on ultra violence skill. Does what it sets out to do. You're in a water processing plant although it seems to be underground and the visuals reflect this. In general this map appears to be built with spaciousness in mind so most of the rooms with monsters in them are spacious (but not every single room). I wasn't able to figure out how to release the large grates to get the secret where the imps are but then again the switch or trigger is probably well hidden. A good map. A map that's more easy than hard if it had to be called one or the other. A mediumish sized map that takes a reasonably long time to complete. It feels substantial. 
    • By Fonze · Posted
      It's truly awe-inspiring what can be done in the span of 24 hours. Team Rocket 1 was a 24-hour streaming event held by 4 main mappers with 5 guests that produced a full megawad plus a couple bonus maps. Some few of the maps are simplistic, which can be a good thing, and a decent chunk are gimmick maps, also which can be good, but most are just well designed speedmaps that are worth a look.    A lot of the maps have interesting layouts with clever progression and good flow; it's fun to run around them and exploring is equally satisfying, even in such small maps. I liked the clever use of multiples of a certain keyed door in a couple maps to present what seems to be a nonlinear setup in what turns out to be a linear design, as the doors wind up being entrances or exits to/from previously cleared areas, creating a new linear path through an old one; it's a nice, concise way to add interest to the exploration side of things. Similarly with walls that lower and other stuff; not necessarily limited to keyed doors, though I think keyed doors are a bit less commonly seen on this general trope and are a bit more overt in that they add some extra level of intuitive conveyance to players that lowering walls don't necessarily bring to the table, so worth a mention.   Gameplay is really the largest mixed bag of these maps and it's such a shame because they are otherwise great maps in a hugely inspirational mapset. Ironically it wasn't the gimmick maps that hurt this set for me, though I also tend to like gimmick maps so grain of salt on that, heh, but more-so the maps which were far too overtuned in their supplies, permitting few mistakes on the part of players. Additionally frustrating was that some of these maps in particular didnt have difficultly settings implemented. I hate to be judgemental but that's just lazy and inexcusable, especially when hot fixes after the event are a thing, but also especially when it takes 2 seconds to add more health or uncheck a box for a troublesome monster to account for lower difficulty settings. I'm honestly torn between giving this a 3 or a 4 star rating because of this.   The other loss of points for me comes from that overtuning of some of the maps. To some degree I can see what was being aimed for and I'll also qualify this review by stating that I played through this on the touchscreen, so I was at a definite handicap when compared to if I had tackled this on the laptop using kb+mouse, but at the same time the goal of the game should be to have fun, not to throw players to hitscan rng with little health pickups to recover with, or smack in the face with cheap/dirty gotchas that only work the first time (without preknowledge), etc, and the maps that fit this mold constricted my ability to make my own fun into one particular playstyle that I just didn't enjoy. Honestly tho idk if this was more frustrating to me or the lack of difficulty settings in the maps that really needed it. Thankfully ITYTD is a thing, but even just halving the damage taken doesn't make some of these maps easy, and that combined with double ammo still doesn't make them much more fun. It did help a little though. I was under the mistaken assumption that this first one was a zdoom mapset so I played this in gzdoom; knowing now that I could have used prboom makes me cry a little knowing that some of the worst offending maps would have literally been easier without zdoom's differing behaviors.   That's really it for the negatives from me, I enjoyed most of this megawad. Even the maps I did not have fun with I can appreciate as good and well-built maps. Something funny about restaurant reviews can be similarly drawn to my experiences here: the worst reviews are most often from bad service rather than bad food, and even just looking at the food itself presentation is half of how it is received. The maps I didn't have fun with could have been fun to me with only minor changes; it was ultimately just the balancing of the maps that made them unpleasant. To some degree there was questionable monster placement as well, but mostly it was just the balancing. What a shame to ruin a good map with poor quality control on balancing. I think it would be good in the future to have better testing and qc wrt how the maps play as a whole and fit together for the next iteration(s) of these events.   My favorite maps were: 9, 10, 11, 16, 17, 21, 23, 27, 29, 31, and 34.   MAP09: Acceleration - Dragonfly - has a viscerally fun hot start
      MAP10: The Oppressor - AD_79 - has a nice concept and was well done, though a bit tightly balanced
      MAP11: Down With The Thiccness - Matt Tropiano - is a silly, punchy (not as in using the fist) sort of rocket map against midtiers

      MAP16: Frank Lloyd Wrong's Aqueduct - Matt Tropiano - has an interesting progression and fun gameplay
      MAP17: Petrichor Gardens - Jimmy - has a great atmosphere and feels good to explore

      MAP21: Jog On - Dragonfly - yes. Maps like this are good. I came into this map on easy difficulty and was happily surprised to see monsters present blocking the path when I bumped it back up. I love this type of concept and it was well done here.
      MAP23: Bug Collection - Jimmy - what a cool gimmick for a map. I mean I guess it's been done enough times to be a clear enough trope when you see it to figure out what's going on intuitively, though the map also does a good job of conveying that in the first room. What I like about the implementation of it here though is the essentially neverending supply of bugs, which adds a nice layer of complexity to an otherwise simple map. The timed door was mean tho ;p

      MAP27: Snow Problem - Matt Tropiano - I actually liked the ice physics here; I guess fitting with my like for gimmicky stuff I generally don't dislike ice physics in most general cases, but it was certainly fun to play around with here. Fairly lowkey use of it too; there isn't a whole lot of action that really happens on the ice; just grab the rl and return later to clean turrets. Doing circles was fun tho, as was moving at super speeds ;p
      MAP29: Papyrus Containing the Spell to Summon the Breath of Life Enshrined in
      the Collected Scrolls of Sheryl Crow - AD_79 - is a fun, chaotic slaughter map centering around the bfg; nice!

      MAP31: Sleep Forever - Dobu Gabu Maru - is a good challenge map but it made me learn the final encounter and I found the process of one of the few neurons left in my brain forming a new connection to another painful so 0/10
      MAP34: Vermilion - AtronxGH - is a fun, small map   Also special mention to the cool IoS setup used for map 30.   I loved the music choice in all of these maps; so on-point and from many talented musicians that I respect. Couldn't ask for a better track listing.   I guess that's enough ranting and gushing for one review; the main point is that this megawad is good and it's so inspirational to see what can be done in just 24 hours by a group of well-practiced, highly motivated artists. Simply amazing.
    • By Tindalos · Posted
      I prefer this one to its predecessor, the levels are not as small and don't feel as rushed as some of them were in Scythe and I really enjoyed the theming and the different aesthetic styles. Having to start over in each group of 5 maps was a nice challenge that I didn't mind, but I didn't like some of the other gameplay aspects: those super fast plasma gun marines are a nightmare, but at least they're used sparingly, and the balancing takes an interesting turn from Whispering Winds (map 23) onward when the difficulty suddenly spikes and the design spirals into slaughterfest maps with hundreds of challenging enemies crammed into confined spaces forcing you to rely on invincibilitys and BFG spam. I revisited this one on a lower difficulty (HNTR) after many years to compensate for my abilities withering away in the absence of playing and the progression felt even odder with the juxtaposition of how easy and chill the maps in the first 2/3 of this pack are and the 500+ demon spam and archvile/revenant/cyberdemon orgies that followed. However it is mostly high quality stuff and the 30 maps breeze by faster than they seem
    • By Percy T · Posted
      These levels perfectly fit the episode 1 narrative, and have some unique level design choices. Also, b e a n s.
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