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Deep Into That Darkness Peering
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Deep Into That Darkness Peeringcthulhu82 http://i7.lbp.me/img/bl/e5756bab40fc19c081cb7e896f73233cd0591cdc.pngSackbo y has just begun his first day of work at the local gold mine...unfortunately for him it is going to be one of those days Falling into an old system of caves during his first day at work in the local gold mine, Sackboy must use his wits and athletic (grabbing) skills to try and make it out alive. But as he explores deeper into the cave he will discover that he may not be the first person to have ever been down there...and he may not be alone. Deep Into That Darkness Peering is a 1 player game in which you must guide your little Sack-person through a cave which is simply the opening act to a planned series of levels. I really hope you check it out and leave your thoughts http://i20.photobucket.com/albums/b209/darkwriter/Little%20Big%20Planet/APhoto_2-1.jpg http://i20.photobucket.com/albums/b209/darkwriter/Little%20Big%20Planet/APhoto_4.jpg http://i20.photobucket.com/albums/b209/darkwriter/Little%20Big%20Planet/APhoto_7-1.jpg http://i20.photobucket.com/albums/b209/darkwriter/Little%20Big%20Planet/APhoto_6-1.jpg | 2010-07-24 23:45:00 Author: cthulhu82 Posts: 211 |
Hey man I just finish playing your level and it was good. The visualization was nice but a little off because you use many 1 big layer try using different layer the level will look way better and try using the corner editing tool. The Gameplay of the level was good but need some work for example try creating a puzzle it wound look incredible. Also the opening of the level was strange because you rid that car for 5 secs and they is no background. Also put some music in the level you started with music then no music. Overall score. Visualization: :star::star::star::star: Gameplay/Puzzle: :star::star::star: Originality: :star::star::star::star: Music/Sound Affects: :star::star::star: Overall I gave this level a :star::star::star::star: it was good but you need to work on some stuff | 2010-07-25 17:33:00 Author: Arnald23 Posts: 1843 |
Ok well I have started to add some more use of layers to the game and a puzzle but I am limited to what I can add because my thermo is close to full, still I shall see what I can do. I am also attempting to slightly increase the time spent in the car at the start but again I am limited by the thermo. As for the music the first song is supposed to be the car radio and the next song is the radio the miners are listening to. As for the actual caves I decided to not have any music as I felt the silence would be more fitting for the mood of the level | 2010-07-25 22:30:00 Author: cthulhu82 Posts: 211 |
Okay I have made some changes to the level and republished it so please check it out and let me know what you think Oh and don't forget to explore a bit to find all the hidden / off the main path areas for more points and some prizes | 2010-07-26 17:21:00 Author: cthulhu82 Posts: 211 |
looks coolio! ill have 2 play! | 2010-07-26 17:26:00 Author: lightningbug1 Posts: 515 |
The mine (Prologue) My observations: http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg To begin with, The title could be a lot more unique. A search for "The mine" turns up at least 2 pages of levels. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg If you are determined to have your level begin at the far left, then you should put in a facade wall to make it a better match. That will also take care of the gap between the ground and the edge of the level where the player can fall off the level. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg The jeep is a tad slow. While I appreciate that you want the player to see the titles, They will tend to get bored if forced to read them t...h...a...t.......s...l...o...w...l...y. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg If the player walks to the left (many will) after the cave-in, they will be plunged back into darkness and probably die in the first pit trying to re-trigger the lighting. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg If you die in the first pit-falls, you are re-spawned at the check-point above the elevator, making the level un-finish-able. There should be a check point after the elevator. At this point, many players will quit, vote "one star" and "rubbish". http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg Be sure to double-check for punctuation, spelling, and grammar (Especially at the beginning of your level, where a player gets a first impression of how seriously to take the level). You dropped a (comma/period) on "There, that did the trick.", for example. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg The button on the explosives box: If you change it to "One-shot", it will look much better than just having the emitter cycle over, and over. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg The pressure pad is fragile. If it gets broken, there's no way to finish the level. Consider making an alternate route, or re-spawning the pressure pad, if it gets broken, or even making it out of more sturdy material. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg The bomb puzzle is kind of slow-paced and repetitive. It would be better if you just deleted the explodable wall to the right. There's no real reason to make the player do the same puzzle twice, here. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg Parts of the level are flat, and dark. You make some interesting use of the global lighting, but you also need to complement it with sourced lighting. Think of it this way; Theater and film "dark" is not actually dark. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg In the booth above the stairs, The text reads "*****************************************" you are using some character combos that the game filter doesn't like. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg Just before the finish, you can pretty easily jump over the wall to the right, and fall off the level. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg Well, this level could use a little love, but it's not terrible, and some quick adjustments like these will take care of it's larger problems. It has some cool things going for it. I liked the "turn up the music" gag. The falling bridges and obstacles were were nice. The pressure plate puzzle was nice, too. I also liked that you used a lot of slanted geometry. ~ Hope that helps. When you get a chance, I'd like some feedback on COPYABLE: Gradient Work Shop 2.2 (https://lbpcentral.lbp-hub.com/index.php?t=t=14333) | 2010-07-28 05:15:00 Author: swanbrown Posts: 898 |
Average level. -the jeep is slow. -"THE MINE" letters' pistons are visible -Put a checkpoint in the lift and after falling down the dark hole. i was squished by the fall, restarted, then fell off a platform by accident, restarted. No checkpoints in these areas means you start at the beginning and cannot proceed because the lift is all the way down and its impossible to get past, so you have to restart. -some wonky visuals that stand out near the beginning, like pointy layers that are just there and don't add to the visuals, also the visuals elswhere are super-normal -make it so that the first checkpoint after the big fall is activated before the previous platfoms sinks- if one accidentily fell right before the checkpoint and the platform sank, the player would have to restart unless the platform unsinks. -the timed bombs are so slow. -the bigger explodeable material on the left just vanished when i press the timed block against it. -i liked the dialogue with the workers. if i think of anything else i'll let you know. if you're F4F'ing play my spelunking level in my sig. | 2010-07-28 18:00:00 Author: MegaBlob Posts: 291 |
First of all The jeep could go 1 speed faster. I like the opening of the level, try searching for font levels to make it look nicer I don't know your preference but i think the audio object on the jeep shouldn't be visible. I loved! how when you fall its all dark and then you light a flare! Ug well i just had to restart the level due to a glitch. Once you light the flare put a checkpoint before anything hazardous. if you die after putting the flare i got reset at the jeep so i couldn't go down the elevator again. i liked the vines, i'm not sure if that opening at the bottom was the only way to go but it helped me as my R1 is jammed so its hard to do those climb things i liked blowing up those walls at first but then it got annoying. Anyway those are the flaws but i liked it, I guess i will heart it and you to encourage you to make the 2nd :star::star::star::star: I will send you a Messege too but i will leave it here too Feedback this level please https://lbpcentral.lbp-hub.com/index.php?t=31451-The-Life-Of-Toys-Level-1 | 2010-07-28 18:35:00 Author: Snrm Posts: 6419 |
Ok first off thanks for the replies. here is my answers to swanbrown's bullet points which should cover your questions as well The mine (Prologue) My observations: http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg To begin with, The title could be a lot more unique. A search for "The mine" turns up at least 2 pages of levels. I have changed the title to "The Mine 1: Unleashed" http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg If you are determined to have your level begin at the far left, then you should put in a facade wall to make it a better match. That will also take care of the gap between the ground and the edge of the level where the player can fall off the level. I actually meant to do that...so I will. Thanks for reminding me. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg The jeep is a tad slow. While I appreciate that you want the player to see the titles, They will tend to get bored if forced to read them t...h...a...t.......s...l...o...w...l...y. I have made the Jeep much faster but you should still be able to read the title. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg If the player walks to the left (many will) after the cave-in, they will be plunged back into darkness and probably die in the first pit trying to re-trigger the lighting. I have moved the global lighting up a bit and shrank its radius so that should no longer be a problem, but I have also added a triggerable global lighting next to the automatic one so if it does happen the lights should come back on. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg If you die in the first pit-falls, you are re-spawned at the check-point above the elevator, making the level un-finish-able. There should be a check point after the elevator. At this point, many players will quit, vote "one star" and "rubbish". Ok I have added a checkpoint at the cave-in but to be honest the elevator was set to go back up to the top when the player stepped off the lift. It must have reset itself to simply being on / off when I have pressed rewind or something but I will fix that asap. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg Be sure to double-check for punctuation, spelling, and grammar (Especially at the beginning of your level, where a player gets a first impression of how seriously to take the level). You dropped a (comma/period) on "There, that did the trick.", for example. Okay I double checked and it looks fine to me but if you see any more (I fixed that dropped comma) then please feel free to point them out. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg The button on the explosives box: If you change it to "One-shot", it will look much better than just having the emitter cycle over, and over. Again it was set to one-shot and I have no idea why the emitter is cycling over and over...yet another thing I shall have to look at. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg The pressure pad is fragile. If it gets broken, there's no way to finish the level. Consider making an alternate route, or re-spawning the pressure pad, if it gets broken, or even making it out of more sturdy material. The pressure pad is now a sturdier material so it should be fine. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg The bomb puzzle is kind of slow-paced and repetitive. It would be better if you just deleted the explodable wall to the right. There's no real reason to make the player do the same puzzle twice, here. Okay you now only have to blow up the wall leading to the pressure pad. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg Parts of the level are flat, and dark. You make some interesting use of the global lighting, but you also need to complement it with sourced lighting. Think of it this way; Theater and film "dark" is not actually dark. I have tried to make the level a bit less flat and I have added some more lights in places which will hopefully make it look nicer. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg In the booth above the stairs, The text reads "*****************************************" you are using some character combos that the game filter doesn't like. Hmm not sure what the game filter likes. Still I have changed it so hopefully it should read ok now. http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg Just before the finish, you can pretty easily jump over the wall to the right, and fall off the level. Some invisible dark matter and that problem is fixed, lol http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg Well, this level could use a little love, but it's not terrible, and some quick adjustments like these will take care of it's larger problems. It has some cool things going for it. I liked the "turn up the music" gag. The falling bridges and obstacles were were nice. The pressure plate puzzle was nice, too. I also liked that you used a lot of slanted geometry. ~ Hope that helps. When you get a chance, I'd like some feedback on COPYABLE: Gradient Work Shop 2.2 (https://lbpcentral.lbp-hub.com/index.php?t=t=14333) again thanks for the replies and I will take a look at your levels very very soon | 2010-07-28 19:52:00 Author: cthulhu82 Posts: 211 |
Personally, I kind of liked the pistons on the titles. Also, I forgot to mention the cool bouncy signature in the titles. nicely done! Also, It happens, that I have a Font Compilation level called "Font Forest" that may come in handy! P.S. This thread may come in handy LBP In-Game Censorship List (http://https://lbpcentral.lbp-hub.com/index.php?t=26378-LBP-In-Game-Censorship-List) | 2010-07-28 20:26:00 Author: swanbrown Posts: 898 |
Ok I will take a look at your font level and see if there is anything there that can help. Funny thing is I meant to hide those pistons but I too have decided that I like them so I think they are there to stay. Still it has been republished with all the changes mentioned but that doesn't mean I will not be listening to more suggestions to improve it because I am always open to that, just bear in mind that the thermo is close to full (about 7 / 10 ) so I am limited as to what I can actually add, still I think there should be room for some stickers and decorations here and there. Oh and I shall take some new screenshots later (I shall even try ang match the ones in teh first post) so you can see some of the changes I have made | 2010-07-28 20:57:00 Author: cthulhu82 Posts: 211 |
7/10 is not nearly full. you have loads left. have a look at this. https://lbpcentral.lbp-hub.com/index.php?t=16840-Comprehensive-Thermo-Overview-and-Guide | 2010-07-28 21:29:00 Author: MegaBlob Posts: 291 |
Cool level with lots of detail put into it. I agree with what previous posters have said. I'd like to add that you might want to use infinity continue checkpoints. I had to restart the level because I was repeatedly squished by walking into a corner or something, and that was really frustrating. The ending seemed kind of abrupt... maybe put a To Be Continued thing? But other than the quirks like that it's pretty good! :star::star::star::star: When you get a chance, would you grab a friend and play Little Big Air Sockey (https://lbpcentral.lbp-hub.com/index.php?t=31385-Little-Big-Air-Sockey)? Thanks! | 2010-07-28 22:35:00 Author: Rantipole Posts: 13 |
Ok I have made all the checkpoints infinitle lives now as promised here are some new screenshots. Unfortunately the camera tool is not very good for picking up lighting and detail http://i20.photobucket.com/albums/b209/darkwriter/APhoto_8.jpg http://i20.photobucket.com/albums/b209/darkwriter/APhoto_4.jpg http://i20.photobucket.com/albums/b209/darkwriter/APhoto_9.jpg http://i20.photobucket.com/albums/b209/darkwriter/APhoto_10.jpg http://i20.photobucket.com/albums/b209/darkwriter/APhoto_7.jpg http://i20.photobucket.com/albums/b209/darkwriter/APhoto_5.jpg http://i20.photobucket.com/albums/b209/darkwriter/APhoto_6.jpg | 2010-07-29 06:15:00 Author: cthulhu82 Posts: 211 |
ok, i absolutely love mine themed levels for some reason, the idea of it just sounds really fun so this is going to be a very generous feedback thingy first of all sorry for taking forever to give F4F feedback. the level was good, the jeep was a little slow when i played it. Idk if you have fixed it or not. The gameplay and puzzles could be a little bit better. Also add infinite checkpoints, but I read in this thread that you fixed it so thats good . Overall I give this level 4 stars. Good job | 2010-08-02 19:04:00 Author: Stunkel Posts: 120 |
The Mine 1: Unleashed now has a new title if you wish to check it out (F4F is still valid) just do a search for "Deep Into That Darkness Peering" I have updated the thread title and the first post to reflect this name change | 2011-01-05 23:38:00 Author: cthulhu82 Posts: 211 |
i played your level like 20 mins ago so i'm going to review from memory, lol. pros: +multiple paths! excellently done! +i liked the intro after you get out of the jeep +i liked the atmosphere. cons: -i didn't like the intro before you got out of the jeep -it could use more lighting besides the red global lighting -when you hit the button to spawn the bombs they spawn too far away from tho box so it doesn't look like they're actually coming out of the box...if that makes sense -i think the lack of music was a decent choice for setting the mood but that high pitched noise gave me a headache x_x overall i gave it 4 stars! oh and that text still says *************. you might want to change it F4F: ginormo burger | 2011-01-06 05:22:00 Author: harbingernaut Posts: 126 |
Seeing as no matter how many times I change it the text still says "**********************" I have decided to leave it and simply say that it is creepy static....hmm I may add a sound effect to that effect I shall also see what I can do with the intro | 2011-01-06 15:25:00 Author: cthulhu82 Posts: 211 |
Ok the intro has been changed slightly and I have tweaked and added some more global lighting. I have also removed the music as I still feel it is more atmospheric without it and instead have put some more sound effects in | 2011-01-07 17:29:00 Author: cthulhu82 Posts: 211 |
+ "Battles" guy! + The whole story. I love that kind of stuff. No major problems. I suggest cleaning up a few rocks using corner edits to make them look more natural. Worked well with limited music. | 2011-01-08 01:57:00 Author: midnight_heist Posts: 2513 |
im requeueing this beast! mostly because i think i'll enjoy it more without the music i agree with midnight_heist. you did a good job with the rocks overall but there are a few flat sections that stand out. | 2011-01-08 04:23:00 Author: harbingernaut Posts: 126 |
Thanks, glad you are enjoying it so far. Ya I really need to work on my corner editing as it is not really a strong point for me and usually when something begins to take shape just the way I want it I get a "this shape is getting too complicated" message, lol. Still as long as it is just a few visuals I need to clean up and there is nothing broken or anything then I am happy. | 2011-01-08 04:25:00 Author: cthulhu82 Posts: 211 |
Okay Rounded and reshaped a lot of straight edges. I also added the remains of stairs as you go up the winch and created some water drips to give the illusion that the cave system is damp and yucky. | 2011-01-08 19:11:00 Author: cthulhu82 Posts: 211 |
First of all, thanks for playing Trick or Terror! and giving me such great feedback. I think the flaming thing that killed you at the bottom of that shaft was a candle that I for some reason placed there. I'm sure it was for mood lighting, but I bet I can do just as well with an LED without causing people who play the level to suffer cheap deaths. Nice level! I like that it's dark and creepy and has an Edgar Allen Poe reference in the title. When I first started playing and the situation started getting sci-fi, and knowing your name is cthulhu82, I was all set for some Lovecraftian freakiness. I think this is where we may be heading, as it's clear that you plan to make a sequel, and I want to encourage you to get going on that soon so I can play it! It would have been nice if there could have been a little stronger indication of what's going on within this level, though. I'm sure there's stuff I missed because this is so multi-path (Which is a plus, I think. It rewards multiple plays) I got that something was locked away behind those doors, and I caught a glimpse of *something* moving behind a rock near the start of the level, and the journal entry toward the end shed some light, but it would have been nice to have a few more run-ins with whatever is in the mine. Even if it's just more, creepy, blink-and-you-miss-it glances. + Great atmosphere. + Banter between miners was funny, and them not being able to hear the protagonist because of their loud music was a nice touch. + I like that the rest of the level is without music. That's realistic. If the thermo will allow it, maybe add more ambient sounds during the parts with no music. - When I moved the boulder and fell, it wasn't instant death, even though I think it was meant to be. Also, while I was down there, I could see the bottom of your level and all that junk down there you don't want your players to see. + Cool use of global lighting. + Rope swing/tree branch break was nice and with a great sound effect! - It wasn't clear what to do at the top of the winch. Maybe put a prize bubble or something on that right ledge that way people know they can swing to it. Or maybe change the camera angle. + Underwater bomb puzzle was cool! - Needs more checkpoints. At one point, I wound up down in a hole with the lights off. I had already climbed out of it once when there was more lighting, and it was clear that it wasn't supposed to be possible for me to be down there again, and yet I was. Somehow, I found my way out again but it was a frustrating 15 seconds. Great level! I gave it four stars. This is slightly off-topic, but have you ever seen a movie called The Descent? If you haven't, maybe watch it before you make your sequel to this as you're bound to get some inspiration! I look forward to playing more of your stuff! If you get a chance, please check out my Christmas level, Little Big Christmas. It's got a F4F thread of its own and it ends with an epic boss battle against Jack Frost! https://lbpcentral.lbp-hub.com/index.php?t=42985-Little-Big-Christmas -- BronchoNate | 2011-01-09 06:43:00 Author: BronchoNate Posts: 38 |
I forgot something: There's a bug with the bomb box. I pulled one out, then stopped to read something, and the next thing I knew, the box had exploded and what had been blown off had (I assume) taken the emitter with it. I had to restart the level, because there was no way I could get another bomb. I suggest making the bomb box out of a non-destructible material so this doesn't happen to anyone else. I would use the fill material tool to change it to a wood, stone or metal with a smooth texture that you've already used in the level (to avoid thermo overload). Then, you can always take a photo of the cardboard material and paint the new box with it as a sticker. -- BronchoNate | 2011-01-09 07:17:00 Author: BronchoNate Posts: 38 |
First of all thanks for the review. Glad you think the atmosphere works and yes the plan is for the story to lead to an encounter with Lovecraftian-esque monsters / aliens / creatures. Ok so I made the bombbox indestructible Added a couple of more check points Made it clear where to go at top of winch Added a few more 'close encounters' Added a bit more global lighting in places to add to the atmosphere Added more visual stuff Still need to fix the boulder / no-instant-death Been busy so I shall check out your Christmas Level ASAP Oh and on a side note...yes I have seen the Descent and the Descent 2, I own both on DVD | 2011-01-11 00:01:00 Author: cthulhu82 Posts: 211 |
Cool, I'll requeue it and play it again. How is Descent 2? I've been afraid to rent it because I expect it to suck and taint my love for Descent 1. | 2011-01-11 17:44:00 Author: BronchoNate Posts: 38 |
I replayed Into That Darkness Peering and I'm still a big fan. I noticed another "close encounter" that occurred shortly after the first. I was that freaky little red eye thing. Very nice. I guess this is a new one added since my last play. I also noticed that you changed the bomb box to an indescructible material. I think that will help, especially since there is a lot of text right there and some people (like me) might get distracted by it and let that bomb go off without realizing it and destroy the box, breaking the level. I'm not sure if you realize this, but your emitter on the bomb box is still visible. I don't know if that's intentional or not. I also noticed the new prize bubbles after the winch -- no way to get confused here now! Nice work. I don't know if there were more new close encounters that I missed, or if you only added that one. If that is the only new one, I highly suggest adding another one toward the end. You've got two right here and they are both very effective, and then nothing more (that I found). Something big and rewarding, yet still subtle, toward the end would be really cool. You've got me hooked on the story and I really want to know more about what's going on here. It would be nice to reward your players with another glimpse at the "things" right near the end of the level. Thanks for all your suggestions on Little Big Christmas. Jack Frost is an easier kill now, as I've slowed down the laser of death and changed its color to red so that it's easier to see. I also fixed a few other little things that other people have suggested, and republised Trick or Terror! as well with some minor tweaks, in case you're interested. -- BronchoNate http://lbp.me/search?q=bronchonate | 2011-01-17 07:58:00 Author: BronchoNate Posts: 38 |
First off thanks for playing it again. I shall see what I can do about an encounter near the end but I have to pint out that there is another one, to see it when you first reach the winch you can actually jump through an entrance in the wall to the left and if you make your way through there you will get another encounter. For a sequel I have preordered LBP 2 so I should get that on Friday so I will probably wait until I have that and make the sequel then I shall have another go of your levels ASAP Oh and as for Descent 2... not as good as 1 but worth at least a rental. I only own it because they were selling both movies together as a Two 4 One deal | 2011-01-17 16:22:00 Author: cthulhu82 Posts: 211 |
Ok I have republished this level with some improved graphics and I have replaced the cardboard cutout characters at the start with Sackbots. It is still the same game so if you have already played it you know what you will be getting in terms of gameplay / level design but please don't let that stop you from having another go and perhaps leave a comment either on here or on the game itself | 2012-09-07 01:09:00 Author: cthulhu82 Posts: 211 |
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