At long last, here is the continuation of my surrealist total conversion, "Spatial Outpouring", the first chapter of which was developed back in 2015-2016, and released in 2018.
I had the idea of creating a 'psychedelic' marathon scenario with a highly otherworldly plot, and heavy use of bright colors and fractals.
I also used synthesizers to create copious sound FX and ambiences for the game, and included an original song of mine in the title screen (this second chapter contains a different original song than was included with the first).
This second chapter was mostly developed years ago, but progress slowed to a halt for a long time, as I was frustrated trying to make the bizarre levels a playable experience.
Public appreciation for the 1st chapter has now led me to finish what I started, and here you have it - 3 new levels. I am pleased to say that at this point, this new material is truly the natural continuation to the original, and goes deeper into strangeness than ever before.
Texture fix on level 2.
I can honestly totally understand the negative reviews, but this scenario absolutely BLEW MY MIND with its plot, labyrinthine design and overall mysteriousness when I was roughly age 12. It is indeed VERY hard, and I'm honestly amazed it was so difficult to find where to go even though I've played it before and I'm 2 decades older now. Though it can be frustrating, in my opinion it is off the charts creatively and truly incorporates design choices I've never seen elsewhere, many devices I'd never have even considered despite developing for Marathon for my entire lifetime. To respond to what others have said - no, A1 didn't break the scenario, it already had its very inconvenient, unforgiving style and very difficult battles.
I really appreciate this! It worked first try, and this game is one of my all time nostalgic favs.