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40k Space Hulk mission 1 Part 1 and 2

Archive: 30 posts


http://lbp.me/v/zpqn06 Mission 1 part 2
I love Warhammer 40k lore and models and made this game hoping it will be very popular, i have worked 2-3 months on it so far constantly updating and fixing glitches as well as making it as stylish and decorative as possible.
It is a 1 player only top down shooter mainly but i am working on incorporating different game play types for new missions to keep it interesting. At the moment i'm making a side scroller based Space marine terminator model.
I'm trying very hard to keep it dark and gritty like 40k should be and hope that people find it appealing.

So far there is a cinematic intro that leads to parts 1 and 2 of the first mission but this does not need to be played.
Part 1 you control a small space ship called a Storm Raven gunship and make your way to board the massive space hulk. Part 2 you have landed on the hulk and have 3 characters with different weapon load outs that can be controlled one at a time by simply using L2 And R2 to interchange between each one. All weapons have limited ammo supplies and ammo pickups are limited for extra challenge.
I have used a lot of complicated logic for this, some based from tutorials from this site and a lot i have made myself. Because of the complex logic to have selectable characters and other options some things are hard to really get perfect, like the mission map for instance, but this is early stages yet as i am getting more used to how logic works.

Any advice on game play or design would be greatfull. Even any ideas of what you would like to see in future missions. Because i'm using three movie cameras, one set for each character, i am limited to what i can do in the way of button mapping for different camera angles as you have to use L2 and R2 to change the movie cameras to view each character and so i have to incorporate one of those buttons in the removal of the mission map back to the character view. I have tried to do it with normal cameras but it does not work.

Here are the youtube videos of the level perfectly recorded by Memodrix

http://www.youtube.com/watch?v=K9rFNoV6-Io&feature=player_profilepage

http://www.youtube.com/watch?v=stl2EyALpXY&feature=player_profilepage
http://www.lbpcentral.com/forums/attachment.php?attachmentid=35014
http://www.lbpcentral.com/forums/attachment.php?attachmentid=35019
Gameplay Screen (SH 3 - Genestealer Attack.jpg)
http://www.lbpcentral.com/forums/attachment.php?attachmentid=33471
Cinematic screen
http://www.lbpcentral.com/forums/attachment.php?attachmentid=33470

http://lbp.me/v/zpqmfm

Here is link to the cinematic intro .
http://lbp.me/v/zq6w63
This pic is of a project i am currently working on
http://www.lbpcentral.com/forums/attachment.php?attachmentid=33459
2011-04-25 15:49:00

Author:
Lordwarblade
Posts: 761


As soon as the PSN is back up I'd love to see how this works2011-04-25 18:46:00

Author:
VampyreKai
Posts: 34


40k I love 40k (thing is i collect nids...)
I was thinking of recreating Dawn of War on LBP2 but I havent got around doing that.
Also what chapter are they? (they look like blood ravens but the chapter sign isnt blood raven)
2011-04-26 01:25:00

Author:
waaghgork
Posts: 160


ohgodohgodohgodohgod

I am a huge 40k nerd. This looks downright amazing. You should do a bunch of these, with different missions, but I understand why you chose space hulk as the level you made- SH is a true classic and how many veteran players got into the hobby. Amazing, AMAZING looking stuff. I will definitely be keeping an eye on this.
I was thinking Blood Ravens too, but it could jsut be the limitations in LBP emblem making that prevents a proper logo. In which case, I will be more than ahppy to come to your moon and make a blood ravens logo you can snap a picture of and use. I do a lot of cool work with neon shapes, and this would be an awesome project to help out in any way I can with.

Also are those Leviathan nids? I cant think of any hive fleet thats black and puprle, but I could be wrong.
2011-04-26 02:36:00

Author:
the Ion Pulsar
Posts: 172


I'm another 40k nerd, I'm looking forward to frying some nids once psn comes back on >.>. Only a couple playable 40k levels in lbp

oh Ion Pulsar these are like the classic colors for the genestealers in the spacehulk game, not sure bout the hivefleet
2011-04-26 04:07:00

Author:
Unknown User


AH, I see.

Also. NECRONS!
http://ragetoons.com/cartoons/2010/20100705-warhammer-necron-revive-rage.png
2011-04-26 05:30:00

Author:
the Ion Pulsar
Posts: 172


I hope you all enjoy the game cause it was tough to make seeing as i started with LBP2 when it came out and never had LBP 1 till a few months ago but i hope it is playable and enjoyable.

The space marines are a chapter i made up just for LBP called Deciples of Omega. Not the best name but ok.

Like XRicochetX said the Tyranids are based on the original colour schem for SH Gnestealers back in the days before Tyranids even existed.

When it comes to table top models i always make my own colour scheems.
2011-04-26 11:14:00

Author:
Lordwarblade
Posts: 761


Dont get me wrong- I love armies that have unique and personal fluff and paint jobs! Thats what the hobby is about, creativity. Well, the hobby part is, anyway. So is the strategy part too. People are always amazed when they see my Necrons, because everyone just thinks "OK, Necrons are silver. Moving on." THey are in fact silver, but I gave them greenstuff arm cloaks that are black and purple with designs on them, and the pauldrons are painted black with purple trim. THe Necron Lord had to be chop-shopped to get the pose I wanted, and it took the parts from two lords to get it right. They are the Shadow Brigade, led by the enigmatic "Wishmaster" (Thats my Lord) and his retinue of Pariahs. Yes, I use pariahs. THeres nothing like seeing a SM player laugh when he sees them, then watching that grin vanish when they turn his terminators into steak.2011-04-27 02:44:00

Author:
the Ion Pulsar
Posts: 172


There not leviathen.. leviathen are white with black and purple carapace i collect leviathen
Also i looked in my space marine codex and your chapter you made have same colour and symbol as the sons of orar.
2011-04-27 03:41:00

Author:
waaghgork
Posts: 160


Waaaghgork i thought they were familiar just couldnt remember where i saw the scheme from. Thanks for reminding me.2011-04-29 11:12:00

Author:
Lordwarblade
Posts: 761


When PSN is up I'll DEFINATELY play this. I've been working on a side scrolling squad command shooter based on the combat system of Dawn of War 2 for a while now, it'll be interesting to see how you did it. It's not got anything to do with warhammer btw though, just similar combat. And i'll probably never finish it.2011-04-30 13:27:00

Author:
Unknown User


MAN! I WANT TO PLAY THIS! Actually, I want to play any level. Ill be sure to make this the first one I play though.2011-04-30 15:05:00

Author:
nk827
Posts: 193


Looks very cool , Q'd it, hopefully we'll be back online THIS week!2011-05-02 09:33:00

Author:
Blanchrocker
Posts: 142


Finally PSN is back up. I hope you all enjoy the level i cant wait to get feedback now that PSN is back.

I have updated the level in various ways to make it more user friendly.
2011-05-22 09:25:00

Author:
Lordwarblade
Posts: 761


Thanks for reminding me about this! I sort of lost it in all the PSN down time. It's queued and I will hit it up shortly!2011-05-24 13:32:00

Author:
Mr_Fusion
Posts: 1799


Vey cool level you have here, I dont really know anything about Warhammer, apart from space marines, so i didnt know wot to expect, but seriously, that was AWESOME, you totally nailed the huge looking armour suits, and the 3 different characters with different weapons was a cool touch, i totally recommend this to anyone who enjoys a very well created level, well done.
'yay' and a <3
btw I also loved your pirate level as well, the bar full of drunk pirates looked sooo cool.
All your levels are very good, so a big <3 for you too, cant wait to see more from you, and NEVER give up
2011-05-24 14:41:00

Author:
Blanchrocker
Posts: 142


Hey thanks for the feedback Blanchrocker glad you enjoyed it i really liked your steam city levels they are definately a must play as far as i'm concerned.2011-05-29 10:40:00

Author:
Lordwarblade
Posts: 761


So I finally got to playing this. I had 35 levels queued and your's went off of the screen. Which I feel pretty bad about, so huge apologies for the delay.

Great stage with some interesting ideas. But there were a few issues, this didn't take away from the enjoyment I had playing too much though. I should add that my knowledge of 40k is from when it was called Space Crusade and was a board game, well before it was a tabletop game. I also have only played the PSP game Dawn of War and SpackHulk on the Panasonic 3DO... so forgive my generic terms.

The menu is clean and has some ominous music… Not sure it needs the electricity noise. But the plasma select sound effect is good.

Control screen is clean and well laid out. The line art detail is excellent. I'm actually quite interested to see how you made that.

The mission screen is phenomenal, but the cut scene black bars cut off the actual start point on the map.

Really good design on the info cards. Actually I have to say that again. Really, really good design on the cards a lot of detail but nothing out of place or over the top.

The opening cutscene starts with a really nicely designed ship. I personally would use subtitles rather than a speech bubble here. Small bug… I make notes as I play and the first bubble popped up and I didn't close it as I was writing down my impressions of the ship. It stayed on the bubble and then jumped to a screen of pressed metal. So I had to restart.

The actual cut scene is succinct and gives a nice overview of the game elements for this part.

The ship you fly is well built, with some great detail, but it feels a little too snappy… like it jumps direction too much, the camera jumps each time this happens. Similar thing happened to a version of my DeLorean. I'll try and work out how I got around it and share it with you.

I do remember that I was using a DCS on some holo that was set to follow a tag on the car. If you moved too fast the game camera would jump and judder. Similar to what I'm seeing here.

If you fly the ship by pushing around (like you'd need to turn a wheel) it handles really well. The laser fire is great, it has a nice speed and sounds good. The little detail that it glows stronger at the front than the back is a nice touch. Personal preference again but I don't like the paint/impact counter noise on the debris. Although it works on the enemies… *shrug*

I was flying around and turbo'd into a bit of the large ship and got caught up on it. Lots of breaking noises ensued. (sorry to wreck up your nice ship). I restarted flew back to the spot to try and work out why it happened, and I think its actually your invisible barrier. I turbo'd into it and got caught again. Maybe make a holo bounding box? I know I'm flying the wrong way intentionally but it consistently happened 3 times in a row so it is a danger to have.


Your hit logic is very well done. Both shooting and getting hit the enemies and debris are clear and easy to see, nothing cheap here. They enemies can take a fair chunk of health of in a few shots so it pays to approach with caution.

I did have a little issue lining up the shots due to the snappy controls, and I also crashed into your bounding box a few more times. Maybe you could have a faint green line and if you pass it have a warning that you are leaving the mission field followed by a holo bounding box that will drain health if you stay in that zone?

The cockpit cut scene is nice with the chair design, and the sackbots facing away from the screen.

The internal marine part starts interestingly. The walking sound is good, but it's weird that the way they float isn't the same inertia method for your space craft. The detailing of the landing pad is really well done though. As is the map.

The marine part is good, but I didn't like it as much as the first half. Not overly sure why.

The layout is good as is your shooting/flame thrower logic. Especially the flame logic on the purple goo. The bullets also had a great effect and look.

I think it felt a little long (but I did play it several times in a row), and because it didn't really feel 'squad based' the switching was really well done, but I found that I just walked with one character until they ran out of amo and then swapped to the next one. Maybe you could have some sort of movement counter, that ticks down, essentially forcing you to switch as the bar fills back up? Or even less ammo (scary thought there).

I also felt that maybe it was zoomed a little close. But on the whole I really liked it and think that you did an amazing job with all the different gameplay parts in here, as it feels very cohesive and well put together. I think that the snappiness of the ship would be better suited to the on foot section, and the drift of the marines better suited to space though.

I did have several issues with the bounding box and some clipping of the ship with the ariels of the larger ships but I enjoyed playing it and all so not really anything overly negative to say, so I hope what I have written doesn't come off that way!
2011-06-02 13:22:00

Author:
Mr_Fusion
Posts: 1799


Thanks for playing Mr_Fusion.


Control screen is clean and well laid out. The line art detail is excellent. I'm actually quite interested to see how you made that.

I just took my models and flatened them and changed the material to VR Grid Green.


The opening cutscene starts with a really nicely designed ship. I personally would use subtitles rather than a speech bubble here. Small bug… I make notes as I play and the first bubble popped up and I didn't close it as I was writing down my impressions of the ship. It stayed on the bubble and then jumped to a screen of pressed metal. So I had to restart.

Thanks for pointing this out didn't even know this happened. This should be fixed now.


Personal preference again but I don't like the paint/impact counter noise on the debris. Although it works on the enemies… *shrug*

I've taken this off the Debris as i didn't like it much either.


I was flying around and turbo'd into a bit of the large ship and got caught up on it. Lots of breaking noises ensued. (sorry to wreck up your nice ship). I restarted flew back to the spot to try and work out why it happened, and I think its actually your invisible barrier. I turbo'd into it and got caught again. Maybe make a holo bounding box? I know I'm flying the wrong way intentionally but it consistently happened 3 times in a row so it is a danger to have.

Maybe you could have a faint green line and if you pass it have a warning that you are leaving the mission field followed by a holo bounding box that will drain health if you stay in that zone?

I'm not exactly sure what you mean by a holo bounding box but i'm trying different ways to solve this. I like the idea of the warning sign and the green line though unfortunatley the flying area goes right to the edge of the building area. I will atempt to solve this though. At the moment i'm just using dark matter at its smalest so that it goes invisible.


The internal marine part starts interestingly. The walking sound is good, but it's weird that the way they float isn't the same inertia method for your space craft.

Originally both used dual sticks but people didn't like two stick controls for my space craft so i changed them. For the marines i felt dual stick was better for aiming and strafing. Both used to use advanced rotators but people asked me to change the space craft to use a rocket rotator so thats what it uses now. I will try to make them move a litle simular though as the controls do seem too different.


The marine part is good, but I didn't like it as much as the first half. Not overly sure why.

The marine part is what i built the level for but i found i enjoyed flying my little space ship around more aswell. I might make a second flying part as a seperate mission at some point.


I think it felt a little long (but I did play it several times in a row), and because it didn't really feel 'squad based' the switching was really well done, but I found that I just walked with one character until they ran out of amo and then swapped to the next one. Maybe you could have some sort of movement counter, that ticks down, essentially forcing you to switch as the bar fills back up? Or even less ammo (scary thought there).

Originally there was less ammo but i thought it was too hard. I was actually thinking about incorporating certain obstacles that could only be destroyed with certain weapons like one of th doors i have already added. I wanted good controls for switching between the charracters so that it would be easy to take them all down seperate parts so you didn't have to go back and forth with the one charater over the level so i'm glad you liked the swaping system.

I'm not sure how to go about time based movement but it might be a good idea. Though the temperature is a little high so the logic might be too much for it. If you have any idea how i could implement this i would like to test it out.


I also felt that maybe it was zoomed a little close. But on the whole I really liked it and think that you did an amazing job with all the different gameplay parts in here, as it feels very cohesive and well put together. I think that the snappiness of the ship would be better suited to the on foot section, and the drift of the marines better suited to space though.

I made the zoom a little close on the basic idea that it made it feel more confined and close quarters like the dark corridors of a ship should be and so that people couldn't really see into other corridors too easily but i could pull the zoom out a little and see how it looks.
I wanted a variety of gameplay so that it wouldn't get boring and might also be incorporating a side scrolling mission, i have already built a marine from the side and it seems to work well.
Again people didn't like the drift feel when i originally had it on the ship so i'm not sure what to go with as everyone seems to like it different (Very hard to decide what to do with the controls.)


I did have several issues with the bounding box and some clipping of the ship with the ariels of the larger ships but I enjoyed playing it and all so not really anything overly negative to say, so I hope what I have written doesn't come off that way!

Not at all this is the type of feedback i need to improve my levels and my creating ability thanks for this great feebdback Mr_Fusion this is is very helpfull.
2011-06-04 10:38:00

Author:
Lordwarblade
Posts: 761


I'm not exactly sure what you mean by a holo bounding box but i'm trying different ways to solve this. I like the idea of the warning sign and the green line though unfortunatley the flying area goes right to the edge of the building area. I will atempt to solve this though. At the moment i'm just using dark matter at its smalest so that it goes invisible.


There is a good tutorial here (http://www.youtube.com/watch?v=2TcyNkqxMAA) about what I mean. I friended you so I can gift a quick example set up like I use in my level so you can see it in action if you like.
2011-06-05 00:59:00

Author:
Mr_Fusion
Posts: 1799


I played this yesterday and it was really fun. The only problem i had was that it was a bit of a pain aiming with the flying ship while it was standing still. I also believe that more variety in the space enemies would be better, since the only enemy in space were the round aliens and the turrets. I've also noticed that the secondary fire (the purple missiles) didn't work at all against the turrets.
Very nice level
2011-06-06 12:39:00

Author:
Vergil
Posts: 155


Hey thanks for playing vergil


I also believe that more variety in the space enemies would be better, since the only enemy in space were the round aliens and the turrets. I've also noticed that the secondary fire (the purple missiles) didn't work at all against the turrets.

I did want to add more enemies but because i based it on games workshops Space Hulk board game the storyline does'nt involve any other enemies until you board the Hulk. I suppose i could add some small alien bio-lifeforms though seeing as very few people even know what space Hulk is.

The purple missiles seem to work fine when i use them and they should actually destroy the enemies easier. Hmmmm i'll look into this to see whats going on. Thanks.

Update - Thanks for the tutorial Mr_Fusion i will test this out when i have more time. Be good if i could make it work with the level.

Update - I am currently improving a few aspects of the game including faster and hopfully more dangerous genestealers than the ones i've got and maybe even a servo skull helper who can also be controled like another character to open locked doors.
Here is a pic of my servo skull
http://www.lbpcentral.com/forums/attachment.php?attachmentid=34796
2011-06-06 23:47:00

Author:
Lordwarblade
Posts: 761


BIG Update

I hve changed the game in many ways now to make it better and more interresting and now i think i have it pretty well done.
Firstly

Thanks to Mr_Fusion i have changed a few thing inluding the invisible boarder in the flying mission so that you will no longer get stuck by replacing it to tell you you are leaving the mission zone and after a few secs it will desrtroy the ship.

A new character has been implemented to the squad It is a Servo Skull that can unlock doors for the terminators and will also in later levels be able to hack weapon implacments and some other things.
http://www.lbpcentral.com/forums/attachment.php?attachmentid=35017

I have added flying tyranids that spawn from brood nests on floating debris for the flying mission to give something different to fight.
The Storm Raven Gunship is now equiped with Hellstrike missiles that lock on to targets and are especially usefull against the gun drones. Also i have added mines that can be plaed behind the ship by pressing triangle. Both these new weapons are able to be used once then you have to wait 10 - 15 secs before they can be used again. (Might make it 20 secs for the Missiles)
Seeing as some people have had a little trouble aiming i have made two modes that the ship can switch between using the up and down Dpad.
The first is Pilot Mode - This allows you to fly your ship around and shoot enemies and lay mines like normal.
Second is Gunner Mode - In this mode you can't fly the ship around but you have a turret weapon that fires automatically and can be aimed with the right joystick. You can also fire a secondary weapon and Hellstrike missiles in this mode.
I have also added the ability to turn from side to side using L2 and R2 in gunner mode.
http://www.lbpcentral.com/forums/attachment.php?attachmentid=35014

As the space marines you can now look at you controls by holding L1. This isn't perfect yet as the picture is a little fuzzy but still usable.
Also i have added a beeping noise to the marines when they are near genesteallers (Like the scanner in aliens) I did this because i thought it might make it easier seeing as the camera is zoomed in to give the feel of an overall close crowded corridor enviroment.

The genesteallers are now deadlier and faster and the models have been modified to stop the arms breaking off all the time. They can now fit easier in corridors and move better.

There are some omega symbols scattered around the levels that act as points bubbles to give people something to collect. I have also added waypoints that show you where to go at certain times.
The controls screen has been updated and now looks better and so has the mission screen. The mission screen now show you your mission briefing and a small map of the level.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=35019
http://www.lbpcentral.com/forums/attachment.php?attachmentid=35018

There are also a few minor changes in gameplay and the layout.

I hope you all like these new changes as i have worked hard on this level for quite some time now and finally i think iv'e got it how i like it. If anyone has any ideas or issues with these levels please inform me so i can fix them. Thanks.
2011-06-16 01:54:00

Author:
Lordwarblade
Posts: 761


I played your level and was really impressed. Great aesthetics and the space ship mission was excellent.

I've never played or even heard of 40k (or any of it's variants), so for the walking around part I wasn't too sure at first what I was supposed to be doing, or any kind of strategy I should be using (since i had control of 3 different walkers). I wish I did know because it looks awesome. I got to the bit where I had to destroy the generators and didn't know how to proceed. It might be helpful to have more detailed help messages (maybe a cut scene) that trigger if a person has spent too long in a certain area without completing the objective. This would keep the flow of progress more fluid for noobs like me. Also, I think I would have found it a bit easier if the camera wasn't so close to the player.

Overall a very well designed series of levels with some cool gameplay features, solid logic, and great use of materials and decorations - they deserve a lot more plays.
2011-06-21 10:40:00

Author:
fluxlasers
Posts: 182


Thanks for the feedback fluxlasers i have just found out how to add playstation icons for the controller buttons with the magic mouth so i will be adding a bit more description to what needs doing as i do realise it may be a bit complex seeing as the map is relativly sizey.


I've never played or even heard of 40k (or any of it's variants), so for the walking around part I wasn't too sure at first what I was supposed to be doing, or any kind of strategy I should be using (since i had control of 3 different walkers).

Basicly each charracter has their own weapons that can open different doors or have different functions needed throughout the level. Although it will be in other levels that each charracter will be more useful for different reasons.

It might be helpful to have more detailed help messages (maybe a cut scene) that trigger if a person has spent too long in a certain area without completing the objective. This would keep the flow of progress more fluid for noobs like me

I'm not sure how to make cutscenes for the space marine squad part as i am using movie cameras for the marines. I will try to find another solution though.
I will add some more detailed messages but i really am trying to avoid the level becoming one large tutorial with constant tips and help screens, though i can see that it may be a little hard for people if i don't. And i hate getting lost myself.


I got to the bit where I had to destroy the generators and didn't know how to proceed

I was just wondering though if the waypoints made from imperial eagles was any help seeing as they are a new thing i have added to help people find the generators. Did you actually find them and just didn't know what to do or couldn't you find them?
Maybe i should make them appear better on the map or something, not sure.

Just one thing did you find the servo skull worked or was their any problems with its part in the level.

Thanks for the play and feedback.
2011-06-21 13:04:00

Author:
Lordwarblade
Posts: 761


Reminds me of StarCraft, my favorite PC game of all time. I'll be sure to queue this up Lordwarblade.2011-06-21 13:13:00

Author:
LoVeRiCe
Posts: 90


very cool, I've played tonight, great 2011-07-01 08:32:00

Author:
Unknown User


I was really expecting to be alienated by the whole Warhammer lore thing, knowing next to nothing about the series and whatnot. But you really deserve a heaping of credit for not drowning your level in the content of what your level was inspired by (alot of levels do that and alot of levels are worse for it.)

Anyways, the top down controls just felt really, well, good. It's hard to describe, they were loose but not in a too bad way because obviously it isn't a frantic fast paced shooter.

Some things that i personally found a bit bothersome were, the turning speed, and also the feel of the lasers when you fire them. I think they were aligned improperly. However perhaps it was simply because i was moving and firing.

ALSO, big big +

+

For the control layout menu. That looked really awesome, definitely seemed like a PSN demo and not a LBP level.

Keep polishing and keep up the good work There's some really good ideas in there.
2011-07-05 07:47:00

Author:
Nightshade_games
Posts: 76


Glad you enjoyed it nightshade94123.
The controls are still being worked on as i still havent got them just right yet.

I really didn't want to make a 40k level and have people think "Oh god another 40k nerd" so thats why i kept the story simple and added gameplay features that i thought would entertain none 40k lovers. It originally was just called space hulk as i thought people would attempt to avoid warhammer levels but then i thought anyone looking up 40k games would find it easy if i put that in the name.
I don't know if you played the second part where you control a three man squad or not but the gameplay in that part is actually completley different and even maybe harder to control.

I really wanted this level to stand out from other 40k levels i have seen on LBP so i made it look very warhammery but also none warhamery compatible for those that have no idea what its about thats why i chose space hulk in the first place all it is is powered superhumans boarding an alien infested ship and scourging it of all life. Very simple and interesting at the same time.
Although hard to make unfortunatley.
2011-07-06 12:06:00

Author:
Lordwarblade
Posts: 761


hey, i just played your level a few hours ago, i left my feedback ingame though, just posted here for a thank you bump. It's very absorbing, but i think even more so with afew tweaks2011-08-07 16:10:00

Author:
gigglecrab
Posts: 232


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