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  |created    = [[Update 2.1]]
  |created    = [[Update 2.1]]
  |updated    = [[Update 2.2]]
  |updated    = [[Update 2.2]]
  |difficulty = {{ExtremeDemon}}
  |difficulty = [[File:ExtremeDemon.png|x35px]]
  |stars      = 10
  |stars      = 10
  |coins      = 2
  |coins      = 2
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  |objects    = 409,865
  |objects    = 409,865
  |copytype  = No password
  |copytype  = No password
  |downloads  = 454.7K
  |downloads  = 444.1K
  |likes      = 21.3K
  |likes      = 21.1K
  |rating    = Featured
  |rating    = Featured
  |artist    = '''Original:''' [http://veryinactive01.newgrounds.com/ Zimnyte]<br>'''Replacement:''' [https://dimrain47.newgrounds.com/ Dimrain47]
  |artist    = '''Original:''' [http://veryinactive01.newgrounds.com/ Zimnyte]<br>'''Replacement:''' [https://dimrain47.newgrounds.com/ Dimrain47]
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'''Apocalyptic Trilogy''' (also known as '''The Apocalyptic Trilogy''', '''AfterCataBath''', and abbreviated as '''APT''') is a [[Update 1.9|1.9]]-[[Update 2.2|2.2]] Extreme Demon mega-collaboration level hosted by Zimnyte and created by the members of APTeam, verified by polterghast on 24 December 2024.<ref>https://www.youtube.com/watch?v=RUBbpsTR5eU</ref> The level is a combined, super-buffed remake of the levels in the hell-themed Extreme Demon series of the same name: [[Cataclysm]], [[Bloodbath]] and [[aftermath]]. The original 1.9 decoration in these levels is redone with intricate, modern 2.0/2.1 decoration. The entirety of the gameplay is buffed from the original counterparts and was initially intended to compete for the hardest level in the game before [[Trick|Trick's]] removal from verification, after which it was nerfed to [[LIMBO]] difficulty. With its creation and verification spanning over eight years, Apocalyptic Trilogy holds the record for the longest known development time of a [[Geometry Dash]] level.
'''Apocalyptic Trilogy''' (also known as '''The Apocalyptic Trilogy''', '''AfterCataBath''', and abbreviated as '''APT''') is a [[Update 1.9|1.9]]-[[Update 2.2|2.2]] Extreme Demon mega-collaboration level hosted by Zimnyte and created by the members of APTeam, verified by polterghast on 24 December 2024.<ref>https://www.youtube.com/watch?v=RUBbpsTR5eU</ref> The level is a combined, super-buffed remake of the levels in the hell-themed Extreme Demon series of the same name: [[Cataclysm]], [[Bloodbath]] and [[aftermath]]. The original 1.9 decoration in these levels is redone with intricate, modern 2.0/2.1 decoration. The entirety of the gameplay is buffed from the original counterparts and was initially intended to compete for the hardest level in the game before [[Trick|Trick's]] removal from verification, after which it was nerfed to [[LIMBO]] difficulty. With its creation and verification spanning over eight years, Apocalyptic Trilogy holds the record for the longest known development time of a [[Geometry Dash]] level.


Apocalyptic Trilogy's reception has been mostly negative, with players noting its rough, inconsistent quality, poor optimization, and deemed unenjoyable gameplay.
Apocalyptic Trilogy's reception has been mostly negative, with players noting its rough, inconsistent quality, poor optimisation, and deemed unenjoyable gameplay.


==History==
==History==
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Zimnyte began Apocalyptic Trilogy in 2016 as his first mega-collaboration project. It was a redecoration of AfterCataBath, merging the infamous Extreme Demon levels Cataclysm, Bloodbath, and aftermath. Zimnyte gathered many creators he believed deserved much more for their talent and set out to create an opportunity for them to gain recognition. These creators eventually unite to form the APTeam, one of today's most well-renowned creator teams. Progress was steady, and Zimnyte uploaded the first level preview to his YouTube channel on 19 November 2016. [[Sunix]], a rising top player who had recently verified the infamous level [[Sonic Wave]], agreed to verify the level. Development continued through the release of [[Update 2.1]], and several videos showcasing the progress of decoration were uploaded. The project was finally completed, and a full showcase of the level was uploaded on 16 February 2018, around 1.5 years after the project began. The level became very popular and garnered the attention of [[Riot]], the creator of Bloodbath, who applauded the APTeam for the level's stunning decoration.
Zimnyte began Apocalyptic Trilogy in 2016 as his first mega-collaboration project. It was a redecoration of AfterCataBath, merging the infamous Extreme Demon levels Cataclysm, Bloodbath, and aftermath. Zimnyte gathered many creators he believed deserved much more for their talent and set out to create an opportunity for them to gain recognition. These creators eventually unite to form the APTeam, one of today's most well-renowned creator teams. Progress was steady, and Zimnyte uploaded the first level preview to his YouTube channel on 19 November 2016. [[Sunix]], a rising top player who had recently verified the infamous level [[Sonic Wave]], agreed to verify the level. Development continued through the release of [[Update 2.1]], and several videos showcasing the progress of decoration were uploaded. The project was finally completed, and a full showcase of the level was uploaded on 16 February 2018, around 1.5 years after the project began. The level became very popular and garnered the attention of [[Riot]], the creator of Bloodbath, who applauded the APTeam for the level's stunning decoration.


However, just before the level was given to Sunix, the level became broken and unplayable when [[Update 2.1|Update 2.102]] broke the use of groups above 999. This update was catastrophic, and Zimnyte initially postponed the level until the release of Update 2.2. However, two years after this incident, the creator, Davphla, optimized and fixed the level, allowing it to function with up to 999 groups. The level returned to development. Sunix, who had at the time verified the original AfterCataBath, chose to drop the level due to inactivity and demotivation. However, the level's verification was picked up by [[Mycrafted]], who achieved 33% and 66-100%; he also dropped the level soon after. The level was passed to Crazen, who also dropped it after achieving a run of 54-100%. Afterwards, Zimnyte announced on 17 December 2020 that the level would be revamped due to its decoration having become somewhat dated.  
However, just before the level was given to Sunix, the level became broken and unplayable when [[Update 2.1|Update 2.102]] broke the use of groups above 999. This update was catastrophic, and Zimnyte initially postponed the level until the release of Update 2.2. However, two years after this incident, the creator, Davphla, optimised and fixed the level, allowing it to function with up to 999 groups. The level returned to development. Sunix, who had at the time verified the original AfterCataBath, chose to drop the level due to inactivity and demotivation. However, the level's verification was picked up by [[Mycrafted]], who achieved 33% and 66-100%; he also dropped the level soon after. The level was passed to Crazen, who also dropped it after achieving a run of 54-100%. Afterwards, Zimnyte announced on 17 December 2020 that the level would be revamped due to its decoration having become somewhat dated.  


After nearly three years of development, the level's revamp was finally completed, and a full showcase of the level was uploaded on 27 August 2023, seven years after the level initially began. The level was praised for being the best upcoming hell-themed Extreme Demon and one of the best upcoming hardest Demons. During this time, the verification passed through Toka and Saviorz before being taken on by Trick.   
After nearly three years of development, the level's revamp was finally completed, and a full showcase of the level was uploaded on 27 August 2023, seven years after the level initially began. The level was praised for being the best upcoming hell-themed Extreme Demon and one of the best upcoming hardest Demons. During this time, the verification passed through Toka and Saviorz before being taken on by Trick.   
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*'''34-36% ([[CuLuC]]):''' The triple-speed ship sequence involves manoeuvre-flying. The gravity changes rapidly, with a ramp at the end, which the player must fly towards and against to reach an open space.
*'''34-36% ([[CuLuC]]):''' The triple-speed ship sequence involves manoeuvre-flying. The gravity changes rapidly, with a ramp at the end, which the player must fly towards and against to reach an open space.
*'''36-41% (Zimnyte):''' The half-speed ball after the ship sequence requires precise timing; each hit is a note of the song. Each platform the ball lands on is attached to chains and made of red bricks at the corners and black blocks with two lines in the middle. Extra spikes make the section even more challenging, and hexagons adorn the platforms. A mirror portal flips the screen while the player is still playing, with no break to get used to the reverse orientation. After the mirrored segment, styled the same way as before, the ball is pushed into a line of gravity portals as the music crescendos and notes increase pitch.
*'''36-41% (Zimnyte):''' The half-speed ball after the ship sequence requires precise timing; each hit is a note of the song. Each platform the ball lands on is attached to chains and made of red bricks at the corners and black blocks with two lines in the middle. Extra spikes make the section even more challenging, and hexagons adorn the platforms. A mirror portal flips the screen while the player is still playing, with no break to get used to the reverse orientation. After the mirrored segment, styled the same way as before, the ball is pushed into a line of gravity portals as the music crescendos and notes increase pitch.
*'''41-45% (CDMusic):''' The music stops its hectic, fast pace and starts a more peaceful section in its original key (C minor). The level reflects that. The speed returns to normal, and the colour scheme changes to gray. The heavy flashing stops. An original cube sequence involving triple spikes and a gravity change occurs. Flickering torches are in the background, thorns are seen on the ground again, and chains hold up the platforms. A one-block space narrow ship sequence starts right after the last triple spike. Spikes make up the ground and the top. Then, there is a ball sequence after the ship, similar to the cube before. The ball will flip through a few one-block spaces with two spikes, reaching the platform at the top and bottom. A UFO sequence is next, similar to the ship. The trick is to click when a player is about to hit spikes on the floor. This challenging gameplay makes this part more difficult than the rest. Another cube sequence follows, with more triple spikes styled the same way as before, and a very tight wave follows, thus ending the 'hallway'.
*'''41-45% (CDMusic):''' The music stops its hectic, fast pace and starts a more peaceful section in its original key (C minor). The level reflects that. The speed returns to normal, and the colour scheme changes to grey. The heavy flashing stops. An original cube sequence involving triple spikes and a gravity change occurs. Flickering torches are in the background, thorns are seen on the ground again, and chains hold up the platforms. A one-block space narrow ship sequence starts right after the last triple spike. Spikes make up the ground and the top. Then, there is a ball sequence after the ship, similar to the cube before. The ball will flip through a few one-block spaces with two spikes, reaching the platform at the top and bottom. A UFO sequence is next, similar to the ship. The trick is to click when a player is about to hit spikes on the floor. This challenging gameplay makes this part more difficult than the rest. Another cube sequence follows, with more triple spikes styled the same way as before, and a very tight wave follows, thus ending the 'hallway'.
*'''45-49% (Antares):''' A dual cube segment happens, but only briefly, continuing the gray colour scheme. The music continues to play its peaceful melody. A half-speed flying section occurs, featuring spikes and gears that cause the player to move slightly up and down in a wave-like one-space segment, with the background flashing to reveal additional designs and thorns. The ship turns mini halfway through and continues the same manoeuvring style. A mini-wave comes after the ship, and spikes serve as obstacles only at the top and bottom of the slopes. The correct path will be indicated when the background flashes. A regular wave follows with gameplay similar to [[Michigun|Michigun's]] wave part. A normal-sized UFO at normal speed follows, with rapid gravity changes and pink orbs. The UFO shrinks and, as the music accelerates and the drumbeat kicks in, thorns and a line of pink orbs appear. A spamming section is implemented, and the level returns to triple speed, accompanied by red and black.
*'''45-49% (Antares):''' A dual cube segment happens, but only briefly, continuing the grey colour scheme. The music continues to play its peaceful melody. A half-speed flying section occurs, featuring spikes and gears that cause the player to move slightly up and down in a wave-like one-space segment, with the background flashing to reveal additional designs and thorns. The ship turns mini halfway through and continues the same manoeuvring style. A mini-wave comes after the ship, and spikes serve as obstacles only at the top and bottom of the slopes. The correct path will be indicated when the background flashes. A regular wave follows with gameplay similar to [[Michigun|Michigun's]] wave part. A normal-sized UFO at normal speed follows, with rapid gravity changes and pink orbs. The UFO shrinks and, as the music accelerates and the drumbeat kicks in, thorns and a line of pink orbs appear. A spamming section is implemented, and the level returns to triple speed, accompanied by red and black.
*'''49-53% (ThunderDarkness):''' The song changes key, a full step-up (D minor), but continues to play the same melody as before, only faster and more urgent. The background changes to a blood-red colour, and the player enters a difficult triple-speed mini-ship sequence. The gameplay is a tough, chaotic manoeuvre-flying segment that is ridiculously difficult to fly through. After a brief normal-speed section with a gravity change, triple-speed resumes and straight-flying starts take the player through a Clubstep-like 'monster' with a tight space. Then, there is a section where a yellow orb and increasing speeds are inside a one-block tunnel. Afterwards, there is another long, triple-speed section that combines manoeuvre flying and straight-flying. Like Clubstep, the obstacles are a bunch of 'monsters' at varying heights, where the space between the teeth is the only safe zone to fly through.
*'''49-53% (ThunderDarkness):''' The song changes key, a full step-up (D minor), but continues to play the same melody as before, only faster and more urgent. The background changes to a blood-red colour, and the player enters a difficult triple-speed mini-ship sequence. The gameplay is a tough, chaotic manoeuvre-flying segment that is ridiculously difficult to fly through. After a brief normal-speed section with a gravity change, triple-speed resumes and straight-flying starts take the player through a Clubstep-like 'monster' with a tight space. Then, there is a section where a yellow orb and increasing speeds are inside a one-block tunnel. Afterwards, there is another long, triple-speed section that combines manoeuvre flying and straight-flying. Like Clubstep, the obstacles are a bunch of 'monsters' at varying heights, where the space between the teeth is the only safe zone to fly through.
*'''53-56% (Old Space):'''
*'''53-56% (Old Space):'''
*'''56-58% (AppleCr):''' Next up is a relatively easy mini-ball sequence with mostly memory-based gameplay at triple speed. More blocks than gears are found here, and the platforms use gray and red with black glow blocks. The platforms dim and glow brighter to the beat of the song. One part consists of nine blue orbs in a two-block space, like in some impossible levels such as [[Silent clubstep]], requiring more spamming.
*'''56-58% (AppleCr):''' Next up is a relatively easy mini-ball sequence with mostly memory-based gameplay at triple speed. More blocks than gears are found here, and the platforms use grey and red with black glow blocks. The platforms dim and glow brighter to the beat of the song. One part consists of nine blue orbs in a two-block space, like in some impossible levels such as [[Silent clubstep]], requiring more spamming.
*'''58-63% (GD Endy):''' A difficult triple-speed normal-sized UFO with a different style than the rest follows the auto. The music sounds similar to that from Cataclysm in the first ship segment. It is slightly more artistic, with more decorations and glow used. Soon after, his name appears in block letters. The player must land on his name, hit a pink orb and undergo many gravity portals that contain orbs inside. Next is a normal-speed ship sequence. This part is easier, as there are only two blocks to fly through. Players must go below the gravity portal to avoid falling for a trick, land on the bottom, which is lined with fake spikes, and keep flying from there. The ship goes at triple speed for a second and approaches the next segment, a triple-speed UFO. The player must hit three blue orbs before hitting the fourth one inside a ship portal. This ship sequence features a very awkward straight-fly near the bottom, where the section is decorated in black, except for the tunnel the player's ship is in.
*'''58-63% (GD Endy):''' A difficult triple-speed normal-sized UFO with a different style than the rest follows the auto. The music sounds similar to that from Cataclysm in the first ship segment. It is slightly more artistic, with more decorations and glow used. Soon after, his name appears in block letters. The player must land on his name, hit a pink orb and undergo many gravity portals that contain orbs inside. Next is a normal-speed ship sequence. This part is easier, as there are only two blocks to fly through. Players must go below the gravity portal to avoid falling for a trick, land on the bottom, which is lined with fake spikes, and keep flying from there. The ship goes at triple speed for a second and approaches the next segment, a triple-speed UFO. The player must hit three blue orbs before hitting the fourth one inside a ship portal. This ship sequence features a very awkward straight-fly near the bottom, where the section is decorated in black, except for the tunnel the player's ship is in.
*'''63-68% (Salamander):''' A ball segment follows this time with orbs inside and outside the blocks. A mini-portal and a half-speed portal make the gameplay more difficult and implement tricky timing and invisible platforms to land on. The gameplay turns triple-speed after a second, and the player must hit four blue orbs as the signature 'HAVOK' appears, indicating that this is his part. An easier UFO segment follows, though it still features rapid changes in speed and gravity. There are sawblades, instead of gears, attached to the blocks, serving as obstacles for the UFO. Arrows guide the player along the right path, and the background pulses in time to the music. Next is a half-speed regular wave. Here, the player must manoeuvre through a one-block straight wave, changing heights here and there, similar to the final wave segment of [[Acropolis]]. The background pulses a brighter red once, in time with the music, before the next part. Afterwards, it starts as a difficult triple-speed, upside-down ship sequence. The player must hit orbs, and the flying is chaotic, with only 1.5 blocks of space. In the final notes of the segment, a lengthy 1.5-block straight-fly at normal size poses a threat to the player if the straight-flying skill is lacking. The next segment is a half-speed mixed dual with one normal-sized cube and a mini-cube. To avoid jumping with the top cube, the player must hit consecutive orbs and the blue one incredibly lightly. A small non-dual auto, lasting around two-fifths of a second, concludes this part and transports the player to the final section of the level.
*'''63-68% (Salamander):''' A ball segment follows this time with orbs inside and outside the blocks. A mini-portal and a half-speed portal make the gameplay more difficult and implement tricky timing and invisible platforms to land on. The gameplay turns triple-speed after a second, and the player must hit four blue orbs as the signature 'HAVOK' appears, indicating that this is his part. An easier UFO segment follows, though it still features rapid changes in speed and gravity. There are sawblades, instead of gears, attached to the blocks, serving as obstacles for the UFO. Arrows guide the player along the right path, and the background pulses in time to the music. Next is a half-speed regular wave. Here, the player must manoeuvre through a one-block straight wave, changing heights here and there, similar to the final wave segment of [[Acropolis]]. The background pulses a brighter red once, in time with the music, before the next part. Afterwards, it starts as a difficult triple-speed, upside-down ship sequence. The player must hit orbs, and the flying is chaotic, with only 1.5 blocks of space. In the final notes of the segment, a lengthy 1.5-block straight-fly at normal size poses a threat to the player if the straight-flying skill is lacking. The next segment is a half-speed mixed dual with one normal-sized cube and a mini-cube. To avoid jumping with the top cube, the player must hit consecutive orbs and the blue one incredibly lightly. A small non-dual auto, lasting around two-fifths of a second, concludes this part and transports the player to the final section of the level.
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