This is one of the most ambitious total conversions ever attempted in the Marathon engine, and there is really nothing else like it!
It transforms a sci-fi futuristic shooter into a medieval “Braveheart” simulator!
The download came with an application entitled “Blauwe Vingers” which seemed to be a launch application, but as of 2022 it doesn’t actually work with Aleph One. Instead you should play this scenario by dragging a copy of Aleph One into the BlauweVingers_MacOsX folder and using that to launch the game.
The scenario was created in Dutch, but I played with an English translation by replacing the Dutch scenario file (Kaart.sceA) with an English language scenario, which can be separately downloaded from this same website:
http://simplici7y.com/items/blauwe-vingers-english
This allowed me to understand the gist of the story, although cutscenes, chapter art, and spoken dialogue were still in Dutch. But that’s cool, if anything it adds authenticity to this scenario. It’s apparently based upon real historical events that happened in Holland in the 1500s and I really liked how the player is given a pivotal role to play in the story as it unfolds.
The first thing you should do upon launching the game is to go into the Options menu (“Spel Opties” in Dutch) to enable weapon crosshairs and to set the graphics settings to “highest.” The crosshairs are useful because some of the missile weapons you’ll get are difficult to use without them. And pushing the graphics up really does make a difference.
When you launch the game you’ll be treated to a cutscene, the first of many. When transitioning between levels make sure that you don’t accidentally hit any keys or move your mouse, because that could cause you to skip a cutscene! After the cutscene you’ll end up in medieval Holland! You’ll see things you never thought you’d see in the Marathon engine, like slopes and many cool-looking 3D objects (not 2D sprites). You will also eventually see some really impressive rainstorms with lightning!
It did take me a moment to get accustomed to the new controls. Walking up to someone with a book or star over their head will trigger a dialogue when you press the spacebar. The map is enabled with Tab. And there are no save terminals, you can save whenever you want by pressing Control-S.
At first I was just walking around town, talking to people. It was basically a walking simulator with optional history lessons thrown in. But then abruptly the game turns into a “Braveheart” simulator! Dudes will be trying to stab you left and right, and you’ll be stabbing back! There’s a large arsenal of cool-looking medieval weapons for you to find and use.
I played on Normal difficulty and found the combat to be fun and fair; since you can save whenever you want no one should have trouble beating this scenario.
Fairly early in the campaign there is a branching path, which is clearly described to you in both dialogue and on the auto-map. You can choose to either go out into the rainstorm or keep exploring some underground tunnels. The rainstorm has no combat but it does have a x2 health power-up. The underground route has a lot of combat, but it will give you a rapier with a lantern several levels earlier than you would otherwise get it. The lantern is cool because it will light up the dark passageways for you! Since this is the only part of the campaign where that ability is useful, I STRONGLY urge you to choose the underground path. Or just control-S to experience both paths.
Later on I briefly got stuck on a mission in which you’re supposed to rescue someone from a burning building. I took too long and ended up suffocating from the smoke!
MINOR SPOILER AHEAD In order to get past that part you have to break some wooden barrels to move on. I didn’t realize those barrels were breakable at first. END SPOILER
After beating the story missions I noticed there were a bunch of multiplayer maps. I think Marathon multiplayer is mostly dead at this point, but if you’re curious you can use the standard level skip keys (Control+Shift+New Game on Mac) to see the multiplayer level design. Each of those levels has its own soundtrack, and the main menu also has a catchy tune!
This really is a stellar effort and deserves the maximum score of 5 out of 5 stars.
It's great, I'm not done yet, but I think I'm near the end and I'm loving it. The level design, the ambience. I love it.
I will update this rating once I actually make it past the first level without cheating but you get 5 stars based on the soundtrack alone.
May contain spoilers
After playing the original scenario earlier this year, I was pretty glad to give this a try once I heard of its release. I would say for the first two levels, it started out pretty strong, from then on though? I’d say that’s where the annoyances began. In my opinion, I feel like this scenario has the same problem that some others had too; it wasn’t tested much on Total Carnage, and this review reflects that difficulty.
For a majority of the scenario, it really feels like ammo is severely lacking. There are just too many instances where you’re trying to fight against a tough group of monsters, and you keep running out. I get it, it’s Total Carnage, it’s supposed to be a challenging difficulty. But there’s a difference between challenging, and annoying. I know some people have argued that you shouldn’t just have an insane boatload of ammo, and to a point, I understand where they are coming from. But at the same time, it’s not exactly carnage if you can’t fire much of your weapons because there’s no ammo for them! Especially if you are gonna have many instances of a large (more like insane in some instances) groups of Troopers or Hunters coming at you, you seriously need to consider giving more than it currently does. In All Things Uncertain, I literally just had to run to the end the best I could because I had next to nothing left to fight the insane amount of Troopers and Enforcers that were appearing, and attempting to would be fruitless. Kind of like Irons said, sometimes secrets were a necessity if you wanted to have a fighting chance, if that, in some areas. Some of these instances made me consider quitting the scenario without finishing it. But I kept at it because the review wouldn’t be very fair/accurate if I took that route.
And on that point, seriously, make some of the rechargers 2X. Not right at the beginning of course, but later on like most of the Marathon levels do. I know there’s canisters and such, but again, for how many groups of monsters some of these levels seem get, you should really consider giving a little more for the player to actually be able to stay alive.
Another thing Irons had mentioned was the sounds. While they weren’t bad by any means, they just seem to...I guess blend in too well and not stand out much. Like he said, it’s kind of hard to tell what’s going on in the environments. I also think the sounds for picking up a power up should be different from ammo, but maybe I’m just used to that. The sounds for the grenade detonations though just seems.....really off.
In a lot of the levels, the whole thing of all these hexagonal polygons for a majority of said levels seems cool at first, but it gets overused and pretty old very fast. I was hoping to see more variety in regards to that, but at least not all levels are like that. Once you get past The Salt Pile, this is where the scenario starts to pick up I think, but of course by that point, you’re a majority of the way through. The amount of ammo and such feels way more appropriate. But I gotta say, making the last level have you lose all your items, and the insane amount of monsters that appear on the stairs while you’re trying to beat the rising lava? Just no. Especially with how far back you have to go if you die, unless there was some pattern buffer I missed, which I don’t think I did.
Some other things here which have no effect on my rating. The soundtrack for The Great Fen? Horribly annoying. I’d really consider changing that. The sounds for what would be S’pht Doors I’m pretty sure are backwards, but that’s probably because of that whole thing with the 8 bit and 16 bit sounds. Simple fix anyway. Some platforms that should be ambient, aren’t. But that’s just a pet peeve of mine, and I know some can be easily missed. And some delays for some platforms are WAY too short. As soon as it stops, you have like less than a second to get off before it goes down again. I’m assuming that was done to allow the player to get on it since the engine sometimes will make the platform go up before the player fully gets on if it is not level with the floor. If I’m honest, I know it’s done for aesthetic purposes, but I really would just have platforms be level with the floor when down so that problem does not happen, and you can have a more reasonable delay.
All that being said, I will certainly give credit where credit is due. The smoother animations on the monsters is very impressive. Definitely the smoothest I have seen for this engine, especially for the Juggernauts when they go from their normal to dying animation. That really caught my eye. Most of the spaceship/space station levels are absolutely beautifully designed. In fact one of them is in the third image of this submission, and I really enjoyed that level. And for Sky Burial? Wow…..that really impressed me. For those familiar with Marathon, it’s easy to see what was done here for the space walking and such, but it really looks, feels, sounds, and plays like it is a damaged ship open to space. For someone who generally heavily dislikes vacuum levels, this is probably the best one I have ever seen. Admittedly that could also be because your oxygen level goes down at a reasonable pace, and you can easily refill when you need to. Too bad Acme Station wasn’t as nice in that regard.
If I were to rate this based on my overall enjoyability? It would have to be a 2 or a 2.5 (if that was possible for S7), but I am giving it a 3 because I know a lot of work went into this scenario, and I want to respect that. Sadly, I can’t say I finished this scenario on a positive note, but that’s just my experience. I’m not gonna say don’t play this, because it deserves a shot.
This one level scenario provides a really cool looking Inca-themed tileset. It includes new sounds and new terminal art. It really deserves 4 stars. But I had to subtract a star due to the final puzzle.
Level design is aesthetically pleasing. I felt like I was exploring a ruined temple. There are Pfhor to fight but the overall combat difficulty was low.
There are puzzles but I felt the difficulty level was acceptable. There are also deathtraps but they have hints as to their location so they aren't too unfair.
However, the map's final puzzle/deathtrap was simply ridiculous. Yes, there's a spoiler ahead, but you might as well read it because you'll never figure this out on your own.
In the final area you hit a switch which opens up a new area to explore. If you go explore it, you will be soft locked and unable to complete the level. Even worse, it will not be immediately obvious that you're soft locked. That's because the new area will have a switch protected by a deathtrap. But you can trigger the switch without triggering the deathtrap, leading to the idea that the switch opened up another area somewhere in the level. I wasted an hour combing through the already completed level trying to find what that switch opens.
Let me just save you some time, it opens nothing. The correct course of action is to find a hidden switch in a dark, obscure corner of the final part of the map. If you ever leave that area of the map you won't be able to get back to it, which means 99% of players are going to get soft locked at that point. Hope you have a recent save handy!
There is a clue about what the hidden switch looks like in the initial terminal message, but it's a moot point since most players will never even see the switch unless they know exactly where to look.
Basically, after you encounter the map's one blue hunter, you need to be keeping multiple saves so when you reach the final puzzle you won't get soft locked.
This is one of the most useful plugins for Aleph One, because it directly addresses one of the biggest problems of Marathon: getting lost with no idea of where to go or what to do.
During the 1990s, being lost with no idea of where to go or what to do was pretty common in first person shooters, including in Bungie's official campaigns. But modern shooters will usually give the player a waypoint to follow and a mission objective on their HUD telling them what to do when they arrive at their destination.
While some purists may disdain this modern-day holding of the player's hands, the bottom line is that unnecessary downtime sucks, modern shooters are streamlined to provide lots of action with little downtime, and Marathon falls short in that area.
What Eat the Path does is provide more streamlined gameplay by showing the player the location of their next likely objective. This can be depicted both on the auto-map, and visually with a trail of floating lights to follow. The player has to manually trigger these hints, so it can be used as much or as little as you please.
Although the plugin will not work 100% of the time, in my experience in using it on over a dozen different scenarios it has helped most of the time I have used it. It's not just helpful if you get lost; it can also help you find secrets. If you don't like the objective it sets you can choose a new one.
This is a huge help that will save you time and, if you're a completionist like me, it will help you fully explore every level!
So...this scenario was made quite some time ago (1997?) but it seems the conversion to Aleph One compatibility may have broken some things (or maybe they were already broken, I don't know).
And it's a shame because this is a pretty ambitious project that tried some things that I've never seen attempted before with the Marathon engine.
The first combat level starts you out with no health or ammo fighting troopers, hunters, and even a juggernaut in enclosed spaces. It was pretty unfair/hard, even on Normal difficulty. The pervasive lack of health, saves, and especially ammo becomes an issue later in the level, when you must stop an auto-destruct sequence from triggering by using grenades to smash some wiring. The idea is really cool, especially since if you're successful the computer console will display a big "OFF" message, but the execution sucked; I reached that area with almost no grenades!
In the next level, "Gemini B" I almost got soft locked because a door in the southeast corner of the map permanently closed which prevented access to parts of the level. This was after I accidentally fell off a platform that for some reason was set to only trigger once. I was however, able to find an alternate, if convoluted, route and complete the level.
There was also a juggernaut on this level that will completely ignore the player. However, if the player presses a switch it will create friendly drones that will attack the juggernaut. Creating allies is a cool concept, but once again the execution is flawed. If the neutral juggernaut is killed by the drones a new one will spawn in, and this time it will actually be hostile to the player!
"In Partibus infidelium" had some really clever level design, including a system of pressing switches to toggle teleporter destinations, which would be reflected in a nearby teleporter "flag" which was actually a series of cleverly placed paper thin platforms. This level had problems too, though. Parts of it seemed like they should be reachable, but weren't (the entire northeast part of the map). Plus, flooding the hangar bays with radioactive goo would kill the player, but not damage any of the hordes of Pfhor at all. Surely that could not be intentional?
This level also had a clever ambush with a semi-new enemy type.
"Taurus = torus" was a fun level with no problems.
I got soft locked on "Aquae Perturbae" apparently because there were two uplink slots, and if you do not put your uplink chip in the slots in the correct order you cannot proceed.
Softlocked again on the next level "Deep Doodoo." Also, some of the bobs on this level are also neutral, meaning that no one will attack them and they themselves will not attack.
A cool concept on "Gauntlet." You have to run across the map while getting showered with grenades. You can escape on a waiting spaceship that is well designed (it hovers, even!).
Although this campaign does have some interesting concepts, as of 2022 it is broken and you have a high chance of getting soft locked while playing.
I can't add much to the positive reviews so far except for one comment. Apotheosis X loads incredibly fast on my iMac. This is in stark contrast to any other Marathon scenario I have ever played. It takes less than 10 seconds from the initial click to actually playing the game. That is amazing. Many other scenarios take upwards of 4 to 5 minutes to load and then when you quit playing, it takes another 4 - 5 minutes for the game to actually shutdown.
The gameplay is fast and smooth. The weapon systems feel right and are fun to use. I love how different the weapons are from previously published scenarios and how well they function in the game. I found myself using the pistol many times as it is actually very useful in this scenario. I really like the rocket launcher and main assault rifle with grenade launcher -- they felt different from other scenarios and yet were fun, functional, and felt right in game play.
The enemies are done well. They are far more interesting in how they react and fight you than in most scenarios I have played. There were enough differences to make them interesting and deadly if you did not take them as a serious threat.
This is truly an outstanding scenario to play. Definitely one of the best if not the best. I loved the map layouts, complexity, and sizes -- very interesting how the architecture always felt right for the sci-fi setting and I enjoyed the soundtrack playing in the background. I can't say enough good things about this scenario. Simply amazing to play.
My initial reaction upon starting this up and seeing the splash-art was pure giddiness, and then, "Wait, this is for free??!"
From the well made maps, to the nice graphics, and the cool scripted moments, this scenario was hard not to binge.
The atmosphere in every level is superb; probably the most immersive maps in Marathon, in my opinion. Even the simple things like the sound of a door whining open really grabs you and pulls you into the setting. The well made gun sprites really give Apotheosis X the edge over Rubicon X, which has pretty terrible and low-poly-esque sprites in my opinion.
The only issue I have, and it was something I pretty quickly got used to, is that the enemies are all a little bit too dark and colorless in appearance. It works well for the setting, but may impact gameplay and enemy recognition just a bit.
The story is pretty interesting too; about another long-forgotten Jjaro experimental species returning to glory and all that jazz. Neat. Personally I don't think the "noah" or the "angels" or whatever they are really got enough physical representation in the game. I would have liked to fight alongside or even against them a bit more, but usually when they appear they are walled off and intended to only be observed, so I didn't even fire a 'test shot' at them.
Oh! And the Pfhor Assassins! Marathon needs more fast, close-quarters enemies that really give you an adrenaline rush, and make you think twice about your next move. I loved their introduction in the original Apotheosis, and was so happy to see that big scary man go dashing across that hallway, silhouetted in the dark. That was the most memorable moment from the original.
Anyway, I loved every minute of this & I'd love to play anything else Hypersleep makes; these 25 maps are killer.
(btw I played on Major Damage, but will replay on Total Carnage eventually)
Apotheosis is worth playing for many reasons. The most obvious of these is how visually stunning it is. The architecture and textures look great and there are tons of incredible details everywhere. You can see in some of the screenshots where hypersleep has placed scenery objects with exactly the right lighting, at the right distance, to make them look like real wires or vines hanging down. In another instance, a huge turret object raises up at the edge of the ship. Objects like that in particular, such as the space ship from Infinity, can do more harm than good, but here hypersleep makes the most of them. Fires give off smoke and sparks; alien plants emit pollen. Even more amazingly, much of this is straight in the engine and could have been done in 1996. It's just never been done so well as in Apotheosis.
Animations are also breathtaking. Hunters block your shots with their armor; MOAHs absorb them using a force field; enforcers raise their weapons with deliberation; giant bugs skitter around fluidly. Then you have boarding parties blasting through walls; you have sparking gouges in metal. The list goes on and on. You already know this is Marathon's most beautiful scenario and you have to see it firsthand to understand just how good it looks.
I like the soundtrack and the sounds as well, although I'll get into the latter shortly. The soundtrack is subtle enough not to ruin the immersion. The sounds are all very different from what we know and on their own sound really beautiful.
All of this creates a unique atmosphere. Maybe some of the similarities in palette make me say this, but I think the scenario that comes closest is Rubicon. There's a grit here that you don't really see in any other scenario - ironically, something you wouldn't get without the polish and care the Apotheosis team put into the game's presentation.
The gameplay itself is good, too. Levels, although they can feel huge, are fairly linear and hard to get lost in. When I say "linear" I don't mean it in a bad way. You know where you need to go, either because a terminal laid it out clearly or because the design is very intuitive. I feel a little bit like I'm on rails, but I can't complain too much about it. When I listen to a great record, I'm not going to whine that I didn't pick the track order myself.
There are some things that keep this from being a "perfect" game for me. Most of them involve the game's difficulty. I played on TC and so expected a difficult experience. I quit playing the original out of frustration, but it's not so extreme here. It's small things. For example, the weapons for the most part look utilitarian, reinforced, heavy-duty, but in a lot of cases feel just a little too weak. A lot of the time I feel like I've almost gotten my ass kicked by a gang of 3-4 hunters. This isn't my usual experience. Maybe if I weren't seeing "fighters," "hunters," "troopers," and the like, I would adjust my expectations. The large scrabbling bugs planetside don't make me feel this way.
Ammo is a bit scarce at the beginning, to the point that secrets are almost required. I had to get into the habit of walking into just about every corner so that I could snag the occasional single clip of whatever was there. This definitely isn't the end of the world, but it can be frustrating before you get used to it.
And maybe that's part of my problem: I still haven't gotten used to things. Believe it or not, the most frustrating example of all for me comes from the sounds. I've said I love the sound design, and that's true. The sounds are all great in isolation. But I've found it difficult to identify what exactly is going on in my environment when I can't see it. More than in a lot of other similar games, Marathon relies on this - which is why it works so well without music. I'm not sure what it is about the sounds in Apotheosis that give me such trouble. Are they all crowding a certain frequency? Does stereo or some similar effect throw off what is otherwise a point-based composite sound image? I don't know. I do know that I've been taken by surprise again and again when a huge volley of fire seemed to come out of nowhere, or when multiple enemies walked right up to me from the side while I was too occupied to look at the motion sensor. Item pickups are also hard to gauge. How much did I just grab? Did I just waste that health can by getting it too early? I think in this case I might be too accustomed to the earsplitting sounds from the original games, but maybe they seem louder because they stand out better from the mix and not because of their amplitude.
Finally, in the early ship sections, I had a lot of trouble getting stuck on architectural features. I tend to back up a lot, or slide along walls until I can sidle into an opening, while I dodge incoming fire. For some reason, this bit me in the ass quite a few times. I would end up in a corner or maybe would slide right into the aesthetic wall damage, getting stuck just long enough that I got killed. Either I adjusted or the levels stopped having this type of architecture. Just something to look out for.
Overall, Apotheosis is an amazing achievement. You might not have the same trouble I've outlined above, and I would be just fine with that. I never thought I would see a Marathon scenario that I could recommend just based on "superficial" elements, but I think Apotheosis offers an experience above and beyond that provided by a typical Marathon game. I stopped caring much about story long ago, and aside from the above quirks, it's been a pleasure getting to know Apotheosis. Will I play it again any time soon? Probably not. Was it worth doing once? Definitely. Try it out.
Full disclosure: I did sounds, scripting, and testing for this. Nonetheless, I feel safe in saying it may well set a new standard for Marathon scenarios. The original already ranked among the best conversions ever created for Marathon, and this surpasses it in every way. The design is astonishing, the gameplay is consistently superb, and the atmosphere is otherworldly. The rest of us are going to have to step up our game. With all luck, this will go down along the likes of Tempus Irae, Rubicon, Eternal, and Phoenix as one of the best Marathon scenarios of all time. What are you waiting for? Download it already.
this guy has written compilers. but eat the path is his greatest accomplishment.
Turnabout Intruders - masterful staircases, good flow, narrow ledges, satisfying gaps for viewing landscape texture around the perimeter of the map, interesting use of colours and textures and a sensible size for current multiplayer games style.
Inaugural Trams - masterfully crafted height map. Perfectly spaced towers in proportion to platform height. Dull grey dystopian feel with odd bits of snow (or ash?) looks cool.
Channel Z - a rather attractive compulsory sewer level.
The Tremelo Call - You know this map has some promise but doesnt seem finished. Good 5D staircase to build around. Something fishy about basalt columns, not your best work here, consider how they are generally in a field of similar size columns and the height can vary widely the base shape spacing not so much. Something to think about.
Nice work
It adds so much to the story!
lol
This level is perfect. Peak Marathon. Light combat with enemies because the map is the primary antagonist.
Needed more of this.
This level is everything "Charon Doesn't Make Change" should have been.
This scenario is so interesting and the maps look great using mechanics like stealth to spice things up.
Then the game gets ruined because you can't find the uplink chip to progress.
If the developer of this scenario is still alive they should go in, give the terminals some much needed brevity, and provide some maps to the uplink chips that this scenario relies heavily upon.
This makes old scenarios playable because while the occasional scenario will have interesting maps the vast majority are ass when it comes to conveying what you're supposed to do.
I just got finished playing through Marathon Dissent and I definitely could have used this plugin to find the one chip, in the one closet, in the one room, mentioned in the one sentence, in the one terminal, hidden in a hopelessly cluttered map screen and glaciers of terminal text.
I really enjoyed the look and feel of these maps. They are impressive in size and detail and the story is well-written, even if predictable.
Here are some minor observations though:
1) The scenario doesn't seem to be balanced for Total Carnage, as there were many moments when I had completely ran out of ammo, I had to bump the difficulty down a notch to make it bearable.
2) There seem to be some minor visual glitches and issues in some parts, I don't know if it's because of the conversion or original bugs of the scenario itself. I haven't played with any plugins, and I used the OpenGL rendering.
Almost all of them seem to be present in Deep Doodoo, where certain walls display what Doom players refer to as a "halls of mirrors" effect, quoting the Doom wiki: "a shimmering mass is visible in the empty space outside, composed of parts of previous frames of animation".
The airlock that connects the normal and underwater sections also suffers from this, in fact it's acting in reverse from what I can tell, since the room gets flooded when the underwater section is closed and becomes breathing-friendly when the door leading to the flooded reservoir is open (which is both taller than the airlock and filled to the top with water).
Another issue for me was that during the first playthrough, I got softlocked on Aquae Perturbae. I think I grabbed an uplink chip earlier than the game would've wanted me to, because no matter what I did, I couldn't place it in one of the slots, no access hatch was opened and I couldn't progress, this was aggravated by the fact there's no spoiler guide available, so I kept wandering for about an hour before I loaded an earlier save and was able to finish the level. Aquae Perturbae also sometimes crashed the game, but it seems to have only happened when the level got bugged.
So both of these levels seem to have some issues. I haven't noticed anything else so far, but I just played it once, so it's possible I might miss some other bugs or glitches.
Edit: found one more bug, on The Gauntlet reloading the fusion pistol is broken, your ammo gets set to 1 shot after reloading.
This scenario has so many mapping tricks but it does a piss poor job of conveying where you're supposed to be going and what you're supposed to be doing.
"Oooh, that's a cool lighting trick." "Where do I go now?" "What am I supposed to do?"
Awful. Having no idea where to go next is the kiss of death for any scenario.