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Dystopia3: Re-Birth of Anarchy

   (57 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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Gallic00

  

Still fun after 20 years.

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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. for me it's always a load of fun and MAP03 has quite a concept.

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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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Guest

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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Guest

Unknown date

  
Cool stuff, tons of cool new textures, interesting locations (nice 3d bridges & elevators) and fast (and not-so-hard) gameplay -- Brun Ohn

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Guest

Unknown date

  
Often overlooked, this early work by Adelusion and Iikka Keränen is some of their best, and deserves praise. Those of you who liked the style of Iikka's Requiem maps will not be disappointed.. There are many similar concepts and layouts here. Although a bit rough around the edges, these maps are filled to the brim with memorable designs and fights, and deserve to be remembered and enjoyed. A classic. --5/5

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Guest

Unknown date

  
The thing I like about the sky texture it uses is when you see it reflected upon itself (when you see below it) it looks a lot like the ocean. So it kinda works for levels like MAP06. A great WAD indeed. ~vf

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  • File Reviews

    • By Bobo-Robo · Posted
      It was PERFECT! I haven't seen a Mod/WAD like this in a like month! When you first start it you know is good when you see the starting menu! And these sound effects are the best all weapons and other sounds have been remastered I didn't even know that I was using the shotgun first time! I recommend this Mod/WAD and you can play it on any Source Ports like GZDoom, QZDoom, ZDoom. I recommend playing with GZDoom because in ZDoom you will experience some visual issues like Green Dots, Walls, Grounds and it's just dark but this is not a problem that ZDoom has if you want to you can change your brightness but it might change your gaming experience as well. And there is not just the regular old Demons and Monsters they have added a more hardly visible Demons/Monsters and it made it more buffed! I don't recommend for casual players to play too much higher difficulty even me died a bunch of times! So yeah I definitely recommend this Mod/Wad and I give it a rate of 5 Stars.         
    • By NuMetalManiak · Posted
      well I must be a filthy casual.   no matter what difficulty you play on, No Chance's title pretty much checks out. the encounters make it so that you have no chance at something, if you screw up slightly, you won't have a chance of survival, but in all difficulty cases, there's not a hair to be unscathed here. get ready to run at the start, although by run I mean "get a better weapon than the shotguns" because you'll want to get both a rocket launcher and plasma gun. it's hard to tell which is the better option, the dangerous route over the actually damaging lava (oddly enough, the only damaging lava in-game is in that area) or the one next to the arch-vile to get the plasma gun? then make sure that one key is grabbed to get that BFG. oh, and practically every dead-end will trigger a nasty teleport trap. the longer hallways are rife with arch-viles and mancubi in each and every nook imaginable. also it may be just me but I expect this map to actually be a lot larger. I dunno why.   now if you look at the thing placement, there's definitely room for the Doom gods on UV, just look at the DMMPST and the sudden rise of arch-viles and revenants between skills 3 and 4. oddly enough, there are no hitscanners unless you play UV (45 chaingunners), while the imp and cacodemon count lowers a bit (possibly to make room for more revenants), and only one spiderdemon shows up on UV. needless to say, prepare to get killed pretty much any second if you ever decide to touch this on UV. this is one of those maps you MUST play on a lower setting to ease into for the higher settings.
    • By NuMetalManiak · Posted
      well, you got me on the premise, but this is simply not a good wad. if you want to know just how much of a not good wad this is, well just take a look at what we got. the high-res TITLEPIC is very cool, as are many of the hi-res textures being put on display in many of the maps. thing is, these textures are huge, and so are the maps themselves. loads of open spaces to deal with, and despite being called Castle Doom a lot of the maps are indoors, or there's even some outdoor levels that don't resemble castles at all. heck, one was a techbase even. just look at the first map, a very slow-paced beginning rife with zombiemen in many places imaginable, ground-level, ramparts, just about everywhere, but no chaingun to speak of. the second level has these cross textures as "switches" which are easy to miss. it's easy to get stuck on some levels, like MAP06 if you neglect the yellow key (also there's like two imps that are impossible to even hit) also I got stuck in MAP11 when the key platform with the crusher raised up.   you wish many of the levels would get better, but in fact they only get worse. there's not much in the way of originality in design, just slapping on some pretty large textures here and there while unfortunately not doing as good a job with the other textures, and also some HOMs can be sighted. the arena maps are among the worst too, uninspiring, easy to dodge projectiles, other maps like MAP27 flood you with hitscanners everywhere. seems this was made quickly, and can actually be fully playable in short time, but wow this just isn't good to play or look at.
    • By seed · Posted
      "We will remember them!"   And now, Legacy of Heroes has endeth, played through GZDoom 4.1.3 on UV difficulty. A real nice little medieval/fantasy themed adventure, so what else is here?   LOH is an 11-map wad designed with pistol starts in mind. It takes influence primarily from Eternal Doom and Heretic, with a fantasy/medieval theme. It comes with new sounds, textures, menu background, status bar, intermission screens, music, and one new enemy, the Maulotaur from Heretic. As suggested by its theme, the action takes place mostly inside and outside of caves, medieval buildings, and even villages.   The difficulty curve is the traditional kind, starting easy and the difficulty gradually increases in steps with each map, the difficulty coming primarily from the good use and placement of the enemies as well as a lack of generosity with resources on a few occassions, meaning that if you mismanage your resources, it can be tough to fight your way through. But there are Berserk packs on various maps which can be very useful if you choose to conserve as much ammo as you can. This is further encouraged by the fact that most of the time, the players find themselves facing low and mid tier monsters, with an increased presence of high tier monsters only in the later half of the wad. No monsters are underused or overused, and the enemy count is fairly low, going no higher than 350 in the more combat intense maps, but it's otherwise below the number the majority of time.   The levels are usually well designed, with good navigation and aesthetically very pleasing, full of atmosphere and magic. They also make use of destructible objects that block the progress in places, which can easily fool an unsuspecting player the first time they see such instances, as they tend to assume they might be missing a switch when the answer is right in front of them. Quite literally. There are, however, some issues with the navigation and puzzles in the last few maps. MAP08 for instance has 2 blue keys (1 keycard, and 1 blue skull) for some reason, although the card seems to be the one required for progress. This is because the way to gain access to the room of the keycard is cryptic, or unintuitive. The player needs to cross a certain line outside a building, which reveals a timed switch inside the room leading outside. Without previous knowledge, this part of the map can prove to be troublesome and frustrating. MAP09 also has a bit of a confusing layout which can lead to players running around the map repeatedly without noticing what changed, but this time around, there are clues and indications at least, unlike the blue keycard room on MAP08. Apart from those maps, there are no other major issues going on. The journey ends on MAP10 where 60 enemies are encountered, with 2 bosses from Heretic: Maulotaurs. A fitting conclusion to an epic wad. MAP11 acts as a short "Thanks for Playing" level with no enemies or items.   The music used in LOH is great in itself, however it doesn't fit all the maps and there are some poor choices in places. Most of the music is fantasy themed, which makes it a fitting choice in general, but there are exceptions such as MAP09 which uses a track from Doom 64. It does not fit the mood of the map and fails to conjure up a strong atmosphere, let alone inspire any sort of horror, tension, or dread. It does not work in a clean, bright, and not-so-hostile-looking or oppressive environment.   Regarding enemies, although all vanilla enemies are kept and used, some of them have new textures which do not work at all. The Imp is now dark brown with yellow eyes, but lacks any kind of organic touch, feeling like a paper enemy.   All in all, LOH managed to be a solid, albeit short fantasy themed wad. It has some dick-ish moments every now and then but these instances are very rare, and some frustrating parts on MAP08 and MAP09, but shines in all the other areas. If you're looking for a fantasy themed wad, this is a very good place to start. In fact, I'm surprised that at the time of writing this it has almost 1000 views but only 65 downloads, it deserves more attention. Yours truly would be definitely interested in a sequel. But until then, pick up your sword and march to the battlefield warrior.
    • By Ziad EL Zein · Posted
      I am beating it on UV ... Note must save and load a ton ... IT CAN be Beaten but one must use Monster infighting to beat this map  Basicly  Try Fail Load Try Fail Load again till you beat this really enjoying ... I like the Map design as well 
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