recursal/Fanatic-Fandom huggingface dataset:
E4M6: Interstate

* E4M2: Effugium
* E4M3: Turmoil
* E4M4: Odium Perfectum
* E4M5: Visus Labs
* **E4M6: Interstate**
* E4M7: The City
* E4M8: Sheath

**E4M6: Interstate** is the sixth map of Home at Last in SIC. It was designed by Adam. It uses the track "Untitled" and has a partime of 2:30.

This level has a secret exit going to E4M9: Mortal.

## Overview

You finally escaped from the ruins of the SIC’s Earth Base. Arriving at the interstate, you see the corpse of a familiar marine. Realizing that the only means of getting into the falling city is across the heavily-infested interstate, you trek forward.

## Walkthrough

Start by walking forwards and lowering the two bars.

Ahead you will see a few friendly marines, desperately fighting off the demons. They will die easily, however. A horde of monsters will attack you from the interstate and from below. Take them out and run to your right. You will enter a parking garage with a few Imps. Walk around up the southeast ramp until you collect the blue key. When you return, you will be ambushed by monsters, but on the bright side a door with a cache of weapons also opens, with the first non-secret BFG9000 and other weapons.

Return to the main area and find a way to the side of the interstate with the city. You can climb the later or trek up one of the hills. Either way, once you reach their go to the central alleyway and open the blue door. Inside, kill a Z-Sec and collect the red key.

Return to the interstate and jump down to where the red door is partially hidden. Open it and collect the yellow key, but watch out as a door will open revealing two Spectres. Run back to the city area and take the close-left alleyway. Open the exit door and press the switch.

## Secret exit

To reach the secret exit, you must find secrets #2, #3, and #4. Take the yellow key and go to the close-right alleyway. The door requiring the yellow skull is here, and the switch inside leads you to E4M9: Mortal.

## Secrets

1. In the start area is a marble wall with a Baron's face. Pressing it lowers a platform with a soulsphere.
2. To the north of the fenced area is a dark alleyway with some stragglers. One of the windows is a door leading to a somber, empty house. Inside the house is a living room, kitchen, and bedroom. There are some armor/health bonuses in the house.
3. In the bedroom of the house is a switch. Press it to lower a lift back in the previous alleyway. Walking over it will lift you up to a door.
4. Go through the door to find a room with some stairs and a steep drop, as well as a load of shotgun ammo. In the room, there is a lift. When lowered, it reveals the yellow skull key, needed for the secret exit.
5. The door at the end of Secret #4 leads to the ledge outside the fenced area. The ledge has plenty of health bonuses. Take the teleporter in the area to return.
6. In the room with the yellow keycard, go to the north monster closet and to a darker corner. Inside is a Plasma Rifle.

## Notes

This map, E3M3, and E4M9 are the only levels to contain friendly actors.
Pistol (SIC Remade)

The **LP-9 Pistol** (*Light Parabellum 9mm*) is a weapon and the first firearm acquired by the player in SIC Remade. Like its original counterpart, it is relatively weak and deals only 5-15 points of damage.

## Characteristics

The LP-9 is a chrome-painted handgun chambered in 9mm rounds which are fed from a magazine. It is recoil operated and can support a semi-automatic mode, meaning it fires one bullet per pull of the trigger, or a fully automatic mode, meaning it will fire as long as the trigger is held down. It is ideal against the weakest enemies, namely Troopers and Sergeants.

### Differences from Original

* This LP-9 is painted chrome/silver while the original was black.
* This LP-9 supports an alternate fire mode where it is fired in full automatic mode. The original does not have this.
	+ The standard fire mode is also slightly faster than the original’s fire mode.

## Tactical Analysis

The LP-9 is almost identical to its original counterpart for the most part. It is a weak weapon which should only be used of a .45 Pistol is unavailable or the player is low on chaingun ammo. The weapon features two firing modes: semi-auto and full-auto. Semi auto is nearly identical to the original LP-9 but is slightly faster. Full-auto mode is faster and will deal damage more quickly, but with a larger accuracy loss. Full auto mode will fire two shots if the fire button is pressed once. It is recommended to use the full-auto mode most of the time unless the player is using the pistol to snipe enemies from far away.
M49 Shotgun

The **M49 Shotgun** is a weapon featured in SIC. It is absent in Bloodbath, and is first found in a secret in E2M2: The Slough.

## Characteristics

The M49 is a very strong weapon that is over twice as powerful as the regular Shotgun. It is a full-length double-barreled shotgun.

## Tactical Analysis

The M49 fires both shells simultaneously. Its reload is very quick and takes about the same time for the player to pump the regular shotgun. It deals 11 damage per pellet, with a total of 10 pellets. The shotgun is useful against larger foes such as Barons and Pinkies, and can bring down a Spider Mastermind in a mere 15 shots.
Hellish Hatred

**Hellish Hatred** is the third episode of SIC. It takes place in Hell, the home of the demons.

Designed exclusively by Adam, these maps are generally larger and more open than those in Breakdown. Mazes are seen only occasionally, and there are more outdoor areas. There are virtually no base-related textures, and most of the seen textures are MARBLE, WOOD, CEMENT, BLOOD, or FIRE textures.

Tougher monsters are more common, with huge monsters such as Barons appearing regularly. Unlike the previous two episodes, the exit to the secret level is found in E3M2.

The boss of this episode is Hell’s mightiest soldier, the Cyberdemon.

## Levels

* E3M1: Infernal Corridor
* E3M2: The Visage
* E3M3: The HAAK
* E3M4: Leaning Tower of Death
* E3M5: Hill Of Hatred
* E3M6: Merde! (exit to secret level)
* E3M7: Growth Spurt
* E3M8: Cauldron
* E3M9: Throwback (secret level)

## End of episode victory

*Hell's mightiest warrior, the Cyberdemon, lies at your feet in a soupy mess. You cry tears of joy and chuckle as Hell begins to collapse upon itself. Suddenly, a door opens, and it leads to Earth!*

*You close your eyes and take a deep breath... but smell smoke.*
*You open your eyes to see your home city in flames, and screams echo throughout.*

*A lone marine corporal runs towards you and informs you of the situation. It's True. Hell has invaded Earth, and the entire human race is at stake. You beat Hell's ass thrice, now it's time for Round 4.*

## Notes

* The victory music uses the track "Sweet Little Dead Bunny" instead of the normal "Victory" music.

1. ↑ The music changes to the dark tone here, at just the right moment.
Goodies

**Goodies** are various items that the player can acquire via **Goodie Machines**, which are small stations that can be found throughout SIC Remade. They are represented as small computers which, when interacted with, will give the player a specific item. Goodie Machines are generally not found in open areas and the player will usually find them in secluded areas or places that stray away from the main path. The usefulness of Goodie Machines depends on the level and the player’s inventory, though each Machine *does* provide some benefit. None of the Machines are jokes/completely useless.

## In Game

Goodies Machines take the appearance of a roughly cubic computer with two pointed edges facing the player. The front contains a computer monitor with a green grid, while the sides contain vents and other components. To use one, the player must press the front of the Machine. When a Machine is interacted with, a sound will play (the same as picking up a health/armor bonus) and a message will be displayed at the top left of the screen and in the console. The message reads “You got a goodie! Your goodie is: X” with X being the specific item. Goodie Machines can only be used once per level.

### Appearances

Goodie Machines appear three times per episode, except for the Bonus Levels. The first Goodie Machine in each episode is always found on the first level. The other ones, however, are scattered and not consistent between episodes. The following appearances, as well as what item is given, is as follows:

* E1M1 - .45 Pistol
* E1M4 - UltraArmor
* E1M9 - 100 .50 cal Bullets
* E2M1 — Rocket Launcher
* E2M3 - 50 Energy Cells
* E2M6 - M49 Shotgun
* E3M1 - SuperArmor
* E3M5 - SIC .50 Machine Gun
* E3M7 - 50 Shotgun Shells
* E4M1 - Plasma Gun
* E4M2 - M2130 Chaingun
* E4M7 - BFG9000

Note: When the player receives a weapon from a Machine, they will not automatically switch to the weapon and will need to do so manually. If the player already has said weapon, the ammo that is normally picked up with the weapon is given instead.
Lost Soul

The **Specimen WT-F**, also called the **Lost Soul** is a monster appearing in Doom and later in SIC. The specimen is exclusive to SIC.

## Appearance

The Lost Soul appears as a skull with a trail of fire behind it. The skull itself is tanned and is shaped similarly to a goat skull (goats are often used in Hellish environments).

## Attack

The Lost Soul wanders around most of the time. When it sees a player, it will quickly fling itself towards the player, and does so until it hits a wall or thing. The Lost Soul has 50HP, and can be shot down in one shot with the M49 Shotgun or two with the Shotgun. It is recommended not to use a Plasma Rifle on a Lost Soul, since the plasma balls will push the enemy away.
Breakdown

**Breakdown** is the second episode of SIC. It takes place on Titana, the only moon of Styxta, the most remote planet in the solar system.

Designed exclusively by Adam (with several inspirations from Justin), these levels are generally larger and more complex than those in Bloodbath. Textures utilize STAR textures up to E2M4. However, these textures are used more often in the maps: Hell textures (BLOOD and LAVA), MARBLE textures, GRAY textures (as well as ICKWALL), and GSTONE.

Breakdown levels contain more sophisticated secrets and tougher monsters. Similar to Episode 1, level 4 contains the secret exit.

Instead of the Cyberdemon as the boss, the Spider Mastermind is the boss of the episode.

## Levels

* E2M1: Lab Sector E
* E2M2: The Slough
* E2M3: Administration
* E2M4: Hallowed Halls (exit to secret level)
* E2M5: Maintenance Tunnels
* E2M6: Mess Hall
* E2M7: Lab Sector B
* E2M8: Lab X
* E2M9: Lost Dreams (secret level)

## End of Episode victory

*The giant mastermind that invaded the SIC bases has been slain. The world is hopefully safe now. Ahead, you see the teleporter... to Earth! What joy!*

*But as you walk towards it, the ground begins to crumble beneath your feet. Cracks in the ground prove that Titana is no longer in our dimension. Below lies Hell itself. You clench your teeth as you jump into the fires below.*

*Continue the SIC experience by playing Episode 3, Hellish Hatred, and Episode 4, Home at Last!*
E1M7: Central Pumping

* E1M2: Computer Hub
* E1M3: Power Plant
* E1M4: Control Tower
* E1M5: Military Unit
* E1M6: Cargo Landing
* **E1M7: Central Pumping**
* E1M8: Teleportation Hub

**E1M7: Central Pumping** is the seventh map in Bloodbath of SIC. It has a par time of 2:30 and uses the track "Sinister".

## Overview

This is where the water and other liquids of the Cyla base are processed. It is hidden underground and is only accessible through two parts of the base.

## Walkthrough

This map is interesting in the fact that it uses faintly lit lines that the player must walk over, in order to open doors to find the blue key.

In the starting room, there is a window to your left. Wait inside and alert the enemies in the pumping room. They usually will begin to infight, which is useful since Pinkies appear on higher difficulties. Once most of the enemies are down, open the door and kill the stragglers.

Now, the difficult part in actually opening up the doors.

In the large room, there are a total of 5 lines that the player can walk over, as well as a line that teleports the player to the blue key. Using the map, follow these steps:

1. Walk to the leftmost line on a platform adjacent to an identical platform. This opens up the eastern door.
2. Go to the eastern door and press the two switches. The latter opens up the southwest door.
3. Go to the pillars in the northeast and walk through the western one. It opens up another room in the Southwest.
4. Go to the southwest and into the room with four pillars. Press the switch to open up another hall.
5. Go into the easternmost room in the aforementioned hall and press a switch disguised as a wall. Go to the room across from it and step on the raised platform.
6. Head to the teleporter line (it’s visible on the automap) to get the blue key.
7. Go to the northwest and open the door. Upstairs is the exit.

The other line that is farthest northeast opens up another door leading to a room with the yellow key. A line in the southwest opens up a hall in the southeast.

## Secrets

1. In the starting room, there’s a wall that can be opened to lead to a room with ammo.
2. In the southwest is a hall. Walking to the end of it will automatically open a door with a Sergeant and a soulsphere.
3. In the room with the yellow key, the north lined texture can be pressed to open a secret. The secret is in the southwest hallway, which is in the north of it. Inside is a box of rockets.
4. In the penultimate room, the yellow door can be opened to a secret with a Chaingun.

## Inspiration

This map is unique since it requires exploring to find the trigger lines, at least for players unfamiliar to it. The lines can be revealed through the automap, so Adam believes that discovering the lines by yourself is a better strategy.

## Trivia

* This map was originally called "Sewer".

* The music track was changed to E2M6’s "Sinister" because Adam dislikes E1M7’s regular track, "Demons on the Prey".
E3M1: Infernal Corridor

* E3M2: The Visage
* E3M3: The HAAK
* E3M4: Leaning Tower of Death
* E3M5: Hill Of Hatred
* E3M6: Merde!
* E3M7: Growth Spurt
* E3M8: Cauldron

**E3M1: Infernal Corridor** is the first level of Hellish Hatred in SIC. It was designed by Adam It uses the track "Untitled" and has a par time of 1:00.

## Walkthrough

Kill the enemies in the courtyard and head forward. Open the door and take a right. Head through the short hallway and into the titular corridor. Quickly run across and press the switch, then quickly run back and press one of the two wooden lifts. Go to the newly opened exit door and walk to the final door to leave the level.

### Secrets

In the small hallway connecting the infernal corridor and the outdoor area, there is a secret door that leads to a teleporter. It leads to a secret room with ammo and a Colt 45.
Tutorial: Wir erstellen ein Objekt - Skallieren / Modellieren

## 2.) Skalieren / Modellieren

Bevor wir nun einen neuen Cube laden, den wir zu einer Mauer modellieren
 werden, müssen wir zunächst die Maßeinheit ändern. Das geht ganz
einfach und bedarf nur ein paar Mausklicks.

1. Wir löschen die vorgegebene Cube, indem wir sie mit der Maus anklicken und auf unserer Tastatur >Entf klicken. Im sich neben der Cube öffnenden Fenster klicken wir auf >Löschen bzw. >Delete

2. Links wählen wir im Register unter >Create eine neue Cube aus.

3. Nun wenden wir uns dem rechten Register zu. Zunächst ziehen wir
das Fenster, wie auf Bild 1 hier beschrieben, ein Stück weiter aus.

4. Jetzt klicken wir auf das >Scene Symbol (s. Bild 2)

5. So dann ändern wir unter >Units die Einstellungen: >Unit Presets zu >Centimetres und >Length zu >Metric

6. Mit dem kleinen Kreuzchen, dass oben am Registerfenster haftet, ziehen wir nun das im Bild beschriebene >Tranform Fenster aus.

7. Im Transformfenster geben wir bei >Rotation folgende
Werte ein: X= -90 Y= 180 Z= 180. Dies wird jeweils als Grad °
angezeigt). Bitte vor der 90 das Minuszeichen nicht vergessen!

8. Bei >Scale die Werte X,Y,Z auf 100 setzen. Einfach in
die jeweilige Spalte klicken und 100 eingeben. Nicht wundern,- hinterher
 wird 100.000 angezeigt. Passt schon!

9. In der Option >Dimensions geben wir nun die Maße unserer Mauer ein: X=400 Y=400 und Z=37,5.
Hinterher wird es in Meter angezeigt wie wir es im Bild 3 unten auch
sehen.

10. Drücke nun Strg+A und klicke in sich nun geöffneten Fenster auf >Rotation & Scale.

11. Im Transform-Fenster findest etwas weiter unten die Einstellungsoption >Clip. Ändere dort den Wert >End auf 20m oder höher.

TIPP: Bevor du mit Punkt 11 weiter machst, empfehle ich jetzt erstmal, diese Einstellungen, die wir eigentlich für jedes für PlanCo zu erstellendes Objekt benötigen, zu speichern, so dass Blender immer mit diesen Einstellungen geöffnet wird und ihr nicht jedes mal diese Prozedur wiederholen müsst.

Geht dazu einfach oben links auf >File und dann auf >Save Startup File und nochmal im kleinen Fenster bestätigen. Fertig.

12. Zum Schluss scollt ihr das Transform-Fenster noch weiter herunter und ändert unter >Shading die Einstellung >Multitexture in >GLSL

Fertig! Nun könnt ihr noch die Wand mit dem Blauen Pfeil soweit nach
oben ziehen, bis sie auf der roten Linie "liegt". Damit sorgt ihr dafür,
 dass die Wand auch später im Spiel nicht halb unter der liegt, sondern
auf Boden.

## Seitenübersicht

Zum nächsten Kapitel: Ein Material erstellen

Kapitelübersicht

Home
SSM Lieutenant

The **SSM Lieutenant**, also called the **ZSec**, is a monster featured in the latter half of SIC. They are the second-strongest variant of human monster in the game. They do not appear in SIC Remade and are replaced by Commandoes.

## Appearance

Unlike the Trooper and Sergeant, these monsters wear a helmet. They wear black, bloodied armor and red gloves. They walk slightly faster than other former humans.

## Attacks

The Lieutenant is unique compared to its weaker cousins, since it has two different ranged attacks. The first attack uses a machine gun, which fires continuously and depletes the players health by 1-2% per bullet. The second attack uses a grenade, which the enemy launches at the player, dealing medium damage. The chance of either attack happening is random.

These enemies have 60HP, twice as much as their weaker cousins.
E4M3: Turmoil

* E4M2: Effugium
* **E4M3: Turmoil**
* E4M4: Odium Perfectum
* E4M5: Visus Labs
* E4M6: Interstate
* E4M7: The City
* E4M8: Sheath

**E4M3: Turmoil** is the third map of Home at Last in SIC. It was designed by Adam. It has a partime of 1:45 and uses the track "Deep Into The Code".

## Walkthrough

Walk forward and open the door. Kill the imps in the hallway and turn left. Open the door to the east (your left). Walk through the hallways and kill the enemies. You will reach a dark room, with the blue key at the end. Collecting the key causes a monster closet to open as well as allow access to secret #2. Return to the first hallway you were in and take the door to the south.

In the new H-shaped hallway, there are three blue doors. The southern two lead to a dark chamber with a bunch of inconvenient Spectres. The door in the northwest leads to a dark room with a box of ammo in the middle. Pick it up and stand back as the walls open. An ambush of Zombiemen will present themselves. In the middle of the room is a Soulsphere, which must be picked up. Return to the H-hallway and go to the east to find a newly opened door.

At the end of the new hallway is a room with two nukage pits, a balcony, and a platform in the middle containing the red key. Walk up the platform and jump into the platform to collect it, lower its barriers, and lower a platform with some imps.

Now, return to the first hallway and go to the north, past the window. Open the door and press the switch to open two doors and the exit door. Press it again to turn on most lights to the level. Regardless, you can either deal with the small amount of Z-Secs or just walk back. Either way, go to the newly opened door across from the entrance. The final hallway leads to the teleporter exit.

## Secrets

1. In the first hallway, notice the computer texture is slightly translucent. A nearby door will be slightly different from the other textures. Open it to reveal a Chainsaw.
2. In the blue key room, wall into the monster closet and touch the corner. Go back near the key and you will notice an elevator. It counts as a secret.
3. Secret #2 will lead you here, which contains a Dual Laser and a Rocket launcher.
4. In the H-hallway, go around to the northwest side. There is a different-textured door. Inside is a small lab with numerous health bonuses.
5. In the room with the red key, jump into the north/left nukage pit and swim to the bottom. Inside is a small corridor with a SAR15.
6. In the same room, walk behind the stairs. Beneath one is a Berserk pack.
Imp

.

The **Specimen 16-H66**, or simply the **Imp**, is an enemy originally found in Doom and appears in SIC.

## Appearance

The Imp is a brown humanoid creature. It has a head roughly resembling an elongated skull, with a face of two red eyes and a wide mouth. It’s entire body is covered with spikes, the prominent ones being on its shoulders and kneecaps. The Imp has 4 abs around its stomach.

The Imp is slightly slouched, though not nearly as much as the Pinky.

## Attacks

Like most hellish monsters, the Imp has a ranged and melee attack. When up close, the Imp will scratch at the player and do moderate damage. At a distance, it will throw orange fireballs which are relatively harmless if the player has heavy armor.

## Strategy

Imps are never a challenge by themselves; however the problem is that they almost always appear in groups of 2-6, which can be threatening to a player without adequate protection.

The most useful weapon against Imps is the Shotgun, which can kill them in 1-well places shot. A Chaingun or SAR15 is also useful since they fire rapidly and trigger the monster’s pain chance. Using a Pistol or Colt 45 can be useful if the player is low on shells. Using any weapon stronger than a Plasma Rifle is pointless and a waste of ammo.
E5M2: Lab Sector C

* **E5M2: Lab Sector C**
* E5M3: Aww Hell
* E5M4: The Other City

**E5M2: Lab Sector C** is the second bonus level in SIC. It was designed by Adam. It uses the track "On the Hunt" and has a partime of 1:00.

## Walkthrough

Kill the trio of enemies in front of you and then the Imp behind you. Turn to the west and kill the other enemies in the room. Go to the southwest and open the green door. Walk down the stairs and take the nearby teleporter. You will be sent to a building with a Chaingun, a Cacodemon, and a switch. Kill the cacodemon and press the switch, then return through the teleporter back outside.

Now, go back into the starting area, and walk down the catwalk behind the now-opened center door. At the end, open the door and kill the small count of Zombiemen, Sergeants, and a Pinky. Press the switch at the end of the hall, then return to the starting area. The exit teleporter is now open. You can choose to kill the Pinky or not. When you’re done exploring, walk onto the teleporter.

## Secrets

1. To the east of the southwest stairs is a backpack. Make sure to step in the backpack as the secret sector is a narrow circle around the item.

## Other points of interest

On the opposite side of the backpack is a blue armor.
Pistol

The **LP-9 Pistol** (Light Parabellum-9) is a weapon and starting gun in Doom and SIC. It is a very weak weapon and deals only 5-15 points of damage.

## Characteristics

The pistol is chambered in 9mm rounds which are fed from a magazine. It is recoil operated and semi-automatic, firing one bullet per pull of the trigger. It is ideal against the weakest enemies, namely Zombiemen and Sergeants.

## Tactical Analysis

The LP-9 is a weak weapon which should only be used of a Colt 45 is unavailable, the shotgun is low on ammo, or the player lacks a Chaingun. The Colt 45 is a preferable alternative which beats the LP-9 in every aspect except a very slight slower rate of fire. The LP-9 can be useful in the first quarter of Breakdown, where Colt 45s are scarce and there aren’t new weapons to find yet.
Ein Objekt für Planet Coaster erstellen Wiki

## Willkommen in unserem Wiki!

Hier lernst du, wie man Blender und das Thememaker's Toolkit für Planet Coaster benutzt, aber auch und allen voran wie man ein Scenery Objekt für Planet Coaster erstellt und dort über das Toolkit hochlädt. Als 3D-Programm wird Blender als Erklärungsbeispiel genommen, da die meisten sicherlich dieses kostenlose Programm nutzen werden. Beachte, dass dich die Blender-Tutorials auf die Software-Version Blender 2.79 beziehen. Weiter unten um Abschnitt "Links" wirst du zur Blender-Homepage weitergeleitet, wo du dir das Programm kostenlos downloaden kannst.

**WICHTIG:** Dieser Wiki befindet sich noch im Aufbau!

## Wie man Blender benutzt

Um dir mal ein Überblick über Blender und dessen Funktionen zu verschaffen, haben wir hier ein paar von uns empfohlene Video-Tutorials gepostet. Sie sind auf Deutsch und gut verständlich von Jannick Leismann erklärt. Die Videos sind auf Youtube zu einer Playlist zusammengefügt und können hintereinander angeschaut werden. Ferner findest du ganz unten in der Link-Liste noch einen Link zu einer PDF-Datei in der alle Blender-Tastenkürzel aufgelistet sind!

Blender Kurs #1: Was ist Blender? (00:49)

Blender Kurs #2: Blender herunterladen (01:07)

Blender Kurs #3: Einführung (02:21)

Blender Kurs #4: Navigation (05:07)

Blender Kurs #5: Layout (04:07)

Blender Kurs #6: Koordinatensysteme (02:59)

Blender Kurs #7: Objekt- und Edit-Mode (01:54)

Blender Kurs #8: 3D Meshes (02:01)

Blender Kurs #9: Bewegen, Rotieren, Skalieren (03:09)

Blender Tastenkürzel (Online PDF)

## Wir erstellen ein Objekt für Planet Coaster (Anfänger)

Nachdem du dich nun über Blender schlau und ein wenig vertraut gemacht hast, geht es nun darum, ein einfaches Objekt für Planet Coaster in Blender zu erstellen, welches dann mit Hilfe des Thememaker's Toolkit in das Spiel hochgeladen wird.

(**WICHTIG:** Die Tutorials sind noch in Bearbeitung.)

**Blender: Wir erstellen ein einfaches Objekt für PlanCo**

**Toolkit: Wir importieren unser Objekt in PlanCo**

**Specials: Erstellen von speziellen Maps**

## Weitere Themenbezogene Tutorials (Fortgeschrittene)

(Für die folgenden Tutorials werden noch dringend Autoren gesucht!)

Blender: Erstellen von unterschiedlichen Materialarten

Blender: Erstellen von komplexeren UV-Maps

Blender: Erstelle ein Objekt mit Flexicolour (Recolourable)

Blender: Verschiedene Detailstufen (LODs) eines Objektes erstellen

Blender: Wie man ein Objekt animiert

## Links

Blender 2.79 Download (Kostenlos)

Blender Tutorials (Deutsch)

Blender Tastenkürzel (Online PDF)

Thememaker's Toolkit

Toolkit Benutzerhandbuch

Beispiel-Objekte von Frontier für Blender und dem Toolkit

## Sprachen

Das Blender/Toolkit-Wiki gibt's auch in anderen Sprachen:

Englisch Französisch

## Vorgestellt

Füge hier Inhalte ein, die du gerne vorstellen möchtest! Zum Beispiel ein Video, ein Bild oder einen besonders guten Artikel.

Datei:Placeholder
E5M1: Crosswalks

* E5M2: Lab Sector C
* E5M3: Aww Hell
* E5M4: The Other City

**E5M1: Crosswalks** is the first bonus level in SIC. It was designed by Adam. It has a partime of 1:00 and uses the track "Unused Doom
Music #23 (Sex Type Thing)".

## Walkthrough

Start by walking forward and going down the lift. Turn left and walk across the bridge to a two-way platform. Turn south and walk across that bridge into a small computer room, which has a switch. Press it, and return to the two-way platform. Now go west and then north, dropping down onto a lower platform. Cross the final bridge and feel free to collect the deposit of items. Slide down the slope and collect the items and blue key. Take the diamond-shaped teleporter to return to the tower. Open the exit door and exit the level.

## Other points of interest

Going south on the gray platform will lead to a large slide with a teleporter at the bottom. Trying to jump off causes the player to fall in lava, causing instant death.

In the final slope before the blue key, walking off from near the top of the slope will allow the player to jump into the large open area below, gaining access to a posse of Zombiemen and Sergeants.
Tutorial: Wir erstellen ein Objekt - Vorbereitung

## 1.) Vorbereitung

Zunächst starten wir Blender und entfernen
 (falls vorhanden) den Werbebanner in der Mitte der Arbeitsfläche.
Dahinter siehst du nun ein von Blender voreingestellen Würfel. Im
folgenden nennen wir ihn "Cube".

Generell empfehle ich, Blender in Englisch
 zu belassen und nicht in Deutsch umzustellen, da die meisten Tutorials
in Englisch sind, bzw. auch die Macher der deutschsprachigen Tutorials
die englischen Begriffe verwenden. Möchtest du dennoch alles in Deutsch
angezeigt haben, zeigen wir dir >Hier, wie man Blender in Deutsch
umschaltet.

Da wir aber nun ganz von vorne beginnen
wollen und die Arbeitsfläche von Blender neu skalieren müssen, löschen
wir diesen Cube erstmal und erstellen später einen eigenen. Dazu gehst
du mit der Maus in das Arbeitsfeld, wo sich der Cube befindet. Sollte
dein Cube noch nicht ausgewählt, bzw. selektiert sein, was du an einer
organgenen Umrandung siehst (s. Bild ), drückst du auf deine Tastatur zunächst die Taste A zum Selektieren und dann zum Löschen die Taste
Entf. Am Cube öffnet sich ein kleines Fenster, wo du nun auf das Blau
unterlegte >Delete klickst. Zum Schluss ändern wir die "Render"-Einstellung, die du Mitte-Rechts an der oberen Taskleiste findest von "Blender Render" zu "Cycles Render".

## Seitenübersicht

Zum nächsten Kapitel: Skalieren/Modellieren

Kapitelübersicht

Home
Easter Eggs

An easter egg literally is any type of egg, edible or not, used in the Easter holiday.

In the context of games, an easter egg is defined as, "***an unexpected or undocumented feature in a piece of computer software or on a DVD, included as a joke or a bonus***".

There are a select few easter eggs within SIC and Prey, as listed below.

## SIC

### I'm a Zombieman cameo

In E4M9: Mortal, Secret #2 is accessed by turning around at the start and opening the door. At the end of the vent, the player arrives in a toned-down replica of I'm a Zombieman's room. Zombieman initially is shocked by the player's arrival, but then chats with them shortly before asking them to leave.

His actor is friendly and will not attack the player. He will walk around if he is hit or a gun is fired, but never attacks. He can die.

The full conversation is as below:

***HEY, who do you think you are bargin in--***

***Oh, uh... Hi. I'm a Zombieman. Those 3 words are my name.***

***I made this wad. I'm the reason you're here now... hehe.***

***Don't worry. I made this little easter egg for you!***

***Well, thanks for coming by. There's some demons i laid out ahead for you. Have fun!***

***Adios amigo!***

—————

If the player waits around 10 seconds, they will get this message:

***Uh, you can leave now. Bye!***

If they wait another 12 seconds, they will get this message.

***Get the hell out of my room and play the level.***
Blender: Wir erstellen ein Objekt für PlanCo

## Einleitung:

In diesem Artikel beschäftigen wir uns mit dem Erstellen eines einfachen Objekts für Planet Coaster. Als 3D Programme steht dir hierfür Autodesk® 3ds Max, Autodesk® Maya, sowie das kostenlose Blender zur Verfügung.

Da sich dieses Tutorial in erster Linie an Anfänger richtet und diese höchstwahrscheinlich das kostenlose Blender nutzen werden, liegt auch diesem Tutorial Blender als Grafikprogramm zu Grunde.

Für Fortgeschrittene, die (mit Blender) komplexere Objekte erstellen möchten, aber hier und da noch Tipps und Hilfe benötigen, werden es themenbezogene Tutorials geben.

Hier wird dir nun Step-By-Step erklärt, wie man eine einfache Standard-Mauer, erstellt. Als Maße dienen uns die im Spiel für die große Mauer verwendeten Maße 4m x 4m x 0,375m. "Verkleiden" tun wir sie mit einer simplen Farbtextur.

Wichtig: Vom Vorteil ist, wer sich bereits in Sachen Blender Grundwissen angeeignet hat. Hierzu findest du zahlreiche Video-Tutorials sowohl auf YouTube als auch auf der Seite blender-tutorial.de.

Info: Das Tutorial befindet sich noch in Arbeit.

## Kapitelübersicht:

**1.) Vorbereitung**

**2.) Skalieren / Modellieren**

**3.) Material hinzufügen**

**4.) Texturing/UV-Mapping**

**5.) LODs erstellen**

**6.) Ein Hitcheck erstellen**

**7.) Modell exportieren**
Modell exportieren

Um das Modell erfolgreich zu exportieren solltest du sicherstellen, dass du

1. Die Materialien richtig benannt hast.
2. Die LODs erstellt hast und auch denen den richtigen Namen gegeben hast.
3. Solltest du beim modellieren die Größe des Objektes verändert haben drücke Strg + A und "Rotation and Scale"

Eine Hitbox anzulegen ist in den meisten Fällen nicht notwendig, da das später das TMT Tool automatisch übernimmt.

Wenn du alle diese Dinge beachtet hast, dann kannst du auf "File --> Export --> FBX klicken. Es rentiert sich die Experimentelle Einstellung (ganz links unten im Export Fenster zu finden) zu wählen: (Dadurch wird verhindert, dass das Objekt mit einer ungewollten Rotation exportiert wird.)

Jetzt gebt dem Objekt noch einen Namen, dann könnt ihr es in einen Ordner eurer Wahl speichern. Der Einfachheit halber empfehle ich einen Ordner pro Objekt anzulegen, denn zu dieser .fbx Datei müssen noch ein paar andere Dateien in eine .zip Datei angefügt werden, damit das TMT Objekt korrekt erstellt werden kann.
Tutorial: Wir erstellen ein Objekt - Material hinzufügen

## 3.) Material hinzufügen

In diesem doch sehr übersichtlichen Kapitel geht es darum, unserem Objekt ein Material hinzuzufügen. Dies kann man damit vergleichen, einem Mensch eine "Haut" auf seinem Körper aufzutragen. Dies ist nicht mit dem Texturing zu verwechseln! Das Texturing, also das aufbringen einer Textur auf einer Fläche, kann man mit dem "Schminken" der Haut vergleichen, um dem Material eine spezielle Farbe und/oder Muster zu verpassen. Aber dazu mehr im Kapitel "Texturing / UV Mapping".

Wie ihr sehen werdet, gibt es zahlreiche Einstellungen, die man beim Material auswählen kann. Bei unserem einfachen Objekt sind diese aber nicht wichtig. Wir werden nur ein Material hinzufügen. Und das geht ganz einfach:

1.) Wir klicken im rechten Register auf das im Bild 1 gezeigten Symbol (kleiner "bronzefarbener" Globus).

2.) Wir klicken auf >+New

3.) Wir benennen nun das neu erstellte Material um. Hier ist es absolut wichtig, folgendes zu beachten: Der Name des Material sollte, nein: MUSS der gleiche sein, wie der Name der Textur, die wir im später hinzufügen werden. Einziger Unterschied: Dem Texturnamen wird, je nach Art der Textur, ein Buchstabenkürzel mit vorangehenden Unterstrich angefügt. Was es damit aufsich hat, erfährst du im nächsten Kapitel.

Heißt deine Textur z.B. Ziegelwand, so heißt auch dein Material Ziegelwand. Nicht ziegelwand, nicht Ziegel-Wand o.ä. Hast du dich für eine Zahl als Zusatz entschieden, weil du z.B. mehrere Arten von Ziegelwandtexturen hast - z.B. Ziegelwand\_1 oder Ziegelwand-1 - so muss dann auch dein Material entsprechend Ziegelwand\_1 oder Ziegelwand-1 heißen. Achte also auf die exakte Schreibweise des Namens deiner Textur!

## Seitenübersicht

Zum nächsten Kapitel: Texturing/UV-Mapping

Kapitelübersicht

Home
GZDoom

GZDoom is a source port created by Christoph Oelckers, aka Graf Zahl.

## Usage

GZDoom uses the OpenGL renderer to allow advanced features not present in Vanilla Doom, such as jumping, free look, and colored sectors. It is recommended to run levels in SIC using this port, although most levels will run fine without it. Read more on the Downloads page.

## Downloads

To download GZDoom or ZDoom, click the following link:

Official ZDoom site: Downloads page
E3M4: Leaning Tower of Death

* E3M2: The Visage
* E3M3: The HAAK
* **E3M4: Leaning Tower of Death**
* E3M5: Hill Of Hatred
* E3M6: Merde!
* E3M7: Growth Spurt
* E3M8: Cauldron

**E3M4: Leaning Tower of Death** is the fourth level of Hellish Hatred in SIC. It was designed by Adam and uses the track "Nobody told me about id". It has a partime of 3:00.

## Walkthrough

Walk forward and press the switch to raise a set of stairs. Climb the stairs and pull down the lift, then enter the castle. Hit the switch in the northwest of the entrance room, which lowers down a wall. Press the second switch to open a door to the courtyard. Run forward and open the door at the east end. Walk north and press the two switches in the room. Run to the south part and hit the newly raised switch. Return to the courtyard and take the now-lowered lift.

Open the door atop the lift and walk around. Drop down to a hallway outside of the entrance room. Walk into a large, curvy room with a rhombus in the middle. Press the switch to lower down the platform, and take the red key. Walk across the bridge and press the switch.

Turn to the north of the courtyard and walk into the first tower. Ascend the stairs and take the door into the second courtyard. For the quickest route, take the northeast passage and open the door. Kill the enemies on the platforms and run into the next hall. Walk around the long hallway to reach the final courtyard. Walk around to the southeast pillar and press a nearby switch. Collect the blue key. Return to the large area and open the blue door. Take the elevator up to the final tower. Open the exit door and press the switch.

## Secrets

1. The first secret can only be accessed for 30 seconds after the level begins. In the entrance room, there is a door that will automatically close after the time period. Inside is a SAR15 and a Dual Grenade Launcher.
2. In the hallway behind the door with the Icon of Sin on it, there is a wall with a fiery blue texture. It is a passable wall, and behind it lies a box of rockets.
3. In the hallway after the first courtyard’s lift, there is a different-colored wall. Behind it is a M49 Shotgun.
4. In the room with the yellow key, two doors will open, revealing lots of enemies. The one to the west has a dark alcove which counts as a secret.
5. Inside the final tower is a central structure. The east side has gargoyle switches. Shoot them and return to the first tower. A door is now open, which leads to a secret.
6. The next secret counts as the secret tower.
7. The next secret is the hallway at the top of the aforementioned tower.
8. Using the yellow key, open a door to the south in the second courtyard. Run around and press the switch. The opened alcove contains a Soulsphere.
Specials: Erstellen von speziellen Maps

In diesem Artikel geht es um das Erstellen von speziellen Maps, wie Normal Maps, Roughness Maps, Metal Maps u.a., welche optischen Einfluss auf die Texturoberfläche nehmen.

Hinweis: Es wird dringend noch der ein oder andere Autor gesucht, der für diesen Artikel einfach zuverstehende Tutorials schreibt.
E4M2: Effugium

* **E4M2: Effugium**
* E4M3: Turmoil
* E4M4: Odium Perfectum
* E4M5: Visus Labs
* E4M6: Interstate
* E4M7: The City
* E4M8: Sheath

**E4M2: Effugium** (English: Escape) is the second map of Home at Last in SIC. It was designed by Adam. It uses the track “Donna to the Rescue” and has a partime of 2:00.

## Walkthrough

Press the switch in front of you to lower the lift. Open the door ahead of you, and walk down the dimly-lit stairs in the next room. Next, jump into the nukage below and go right. Run up the stairs and press the switch. This will make a teleporter available. Use it.

You will be at the opposite end of the room. Turn to your left and run around the corridor with the blue flames. Lower the lift and kill the Pinkies in the room. Open the door to be presented to the blue key.. almost.

Take either path into a backroom. From there, go to the center and open the door. Once you collect the key, four monster closets will open. Run to the southwest one in the back room and take the teleporter.

You will arrive in the room with the acid river. Jump down and go back up the stairs, or take secret #1. Either way will lead you to the blue door.

Behind the blue door is a hall leading to a large room. You can see the starting room from here. Before to snatch the red key, go to the other side of the room and grab the Chaingun - You will need it.

Grab the Red key. You will be ambushed by 6 monster closets and 3 lowering platforms. Stand back and slowly pick them off with the chaingun or chainsaw from Secret #1. Alternatively, if you are quick enough, you can take the stairs up to Secret #2 and pick the enemies off from higher ground.

Once they are dead, or you cowered out, open the red door. Kill the straggling Cacodemons and go to the right. Cross the bridge and open the final door, to reveal one final ambush. You can wipe them out or just run for the switch, whatever suits your fancy.

## Secrets

1. After collecting the blue key, teleport to the river room. Turn left and go down the hall you went down earlier, to find a newly opened door. Inside is a Chainsaw, SAR15, and ammo.
2. Once the ambush is activated in the red key room, turn south and go to the middle door. It has a staircase leading to the secret. The inside has health bonuses.
E2M6: Mess Hall

* E2M2: The Slough
* E2M3: Administration
* E2M4: Hallowed Halls
* E2M5: Maintenance Tunnels
* **E2M6: Mess Hall**
* E2M7: Lab Sector B
* E2M8: Lab X

**E2M6: Mess Hall** is the sixth map of Breakdown in SIC. It was designed by Adam. It has a partime of 2:00 and uses the track "Sign of Evil".

## Overview

This is the convenience staton of the base, where workers and soldiers would rest during breaks. It contains a large pit to the northwest and a prototype teleportation system.

## Walkthrough

You will start in a room with a dirt floor. Head straight and open the door. Inside the hallway, turn right and kill the imps. Open the door into the dark room and kill the enemies. Take the door straight ahead into an S-shaped hallway. At the end of the hall, open the door into a large room with a nukage pool and a hellish marble monument. Take the yellow key and return to the starting hallway.

With your new key, open the door to the east and kill the enemies inside the large room. At the end of the hall, open the yellow door and kill the zombiemen and pinkies behind it. Take the north door to a room with four teleporters. The northeast teleporter takes you to a room with a berserk and a secret switch. The southeast will take you to the yellow key room.

Take the northwest teleporter to go to a large room with blood and two switches. Press the west switch to lower a wall and the east to be teleported back to the room. Now, take the southwest teleporter into a room with a door. Hit the switch facing you and the switch on the opposite side of the wall. Take the north door and kill the enemies inside the cage. Next, walk around and get the blue key you behind the wall opened in the large room. Exit the area by taking the same teleporter you used to get there.

Return to the southern area of the first hallway and open the blue door. Turn to the right and press the switch to go up to a vent. Hit the switch at the end of the vent and kill the ambushing enemies. Then, drop down to the lower floor and kill the final enemies. Take the exit door and hit the switch to proceed.

## Secrets

1. Press the north side of the hallway to open a lift with a berserk pack.
2. Take the northeast teleporter. Press the switch inside to open a door leading to an outdoor area with a Chainsaw.
3. After hitting the vent switch, return to the starting room. A door will have opened revealing a Plasma Rifle. Press the switch to return to the vent.
4. In the blue room with two switches, press the kebob of heads. Return to the starting room to discover a secret hallway with ammo.
5. In the lava room, head around to the northwest switch. There is another switch hidden on the north side that will teleport you to a hallway with a Dual Laser.
Alien Pistol

## Attributes

* Single Shots
* Ricochet
* Area Damage

## Gameplay Information

The **Alien Pistol** is a Backup weapon introduced in the 19.4.0 update.

## Appearance

It is a futuristic handgun with a white body and baby-blue stripes and a magazine. On top exists the unusable scope.

## Strategy

It deals decent damage, and has good fire rate, average capacity and high mobility. Its fair travel time renders this weapon effective up to medium ranges.

### Tips

* Use this in close to medium range due to this having a scope that does NOT work, unfortunately.
* Use it like the Alien Cannon but with a slightly smaller splash damage.
* Seeing that it does not fire a hitscan projectile, it is useful up to medium ranges.
* Don't stop dodging left and right while jumping and attempting to get a kill, especially against weakened players who use weapons that aren't the best against strafers.
* Keep moving, as this is key for reducing vulnerabilities from afar.

### Counters

* Pick off its users from long ranges, where it is useless due to travel time.
* Use area damage weapons against its users.
* As its ricochet effect becomes useless in open areas, any Primary weapons can outfight its users.
* Try to avoid narrow hallways, since he will take advantage of that environment.

## Performance Analysis

 Fire Rate
 Capacity
 Mobility
 Accuracy
 Range
 Cost to buy

*Cost to buy is dependent on the ease of obtaining*

## Trivia

* It looks like a much-detailed version of the Alien Blaster.
Nozuchi

Nozuchi are one of the earliest known yokai recorded in Japan histories. They are powerful and ancient snake-like spirits of the fields known for their bizarre shape and habits. They are short, fat creatures shaped like mallets, about fifteen centimeters in diameter and just over one meter long. They have no eyes, nose, or any other facial features save for a large mouth located on the top of their head, pointing towards the sky. Their bodies are covered in a bristly fur, much like a hairy caterpillar.
Matsuda Nagahide

**Matsuda Nagahide** is the elder and one of the four samurais in the Matsuda Clan. He has served as a kendo instructor for the Hojo Clan for many years already. Hojo Ujizane was also one of his disciples.

He is a pretty uptight and old-fashioned person, but that isn't necessarily a bad thing for Kagami Lily as he tend to maintain a certain distance from her.
Rokuhara Tandai

One of the strongest forces protecting the Imperial Palace of Heian Capital

Rokuhara Tandai (六波羅探題) was the post of the chiefs of the Kamakura shogunate in Kyoto whose agency, the Rokuhara (六波羅), kept responsibility for security in Kinai and judicial affairs on western Japan, and negotiated with the imperial court. Despite keeping security, the Rokuhara were also a sort of secret police and widely feared.

Rokuhara Tandai was set up after the Jōkyū Incident in 1221. The two chiefs were called Kitakata (北方) and Minamikata (南方). Kitakata was higher-ranking than Minamikata. Like shikken and rensho, both posts were monopolized by the Hōjō clan. The agency was destroyed with the fall of Kamakura shogunate in 1333.
Ashikaga Clan

*From Wikipedia, the free encyclopedia*

The **Ashikaga clan** (足利氏 Ashikaga-shi) was a prominent Japanese samurai clan which established the Muromachi shogunate and ruled Japan from roughly 1333 to 1573.

The Ashikaga were descended from a branch of the Minamoto clan, deriving originally from the town of Ashikaga in Shimotsuke province (modern-day Tochigi prefecture).

For about a century the clan was divided in two rival branches, the Kantō Ashikaga, who ruled from Kamakura, and the Kyōto Ashikaga, rulers of Japan. The rivalry ended with the defeat of the first in 1439. The clan had many notable branch clans, including the Hosokawa, Imagawa,[citation needed] Hatakeyama (after 1205), Kira, Shiba, and Hachisuka clans. After the head family of the Minamoto clan died out during the early Kamakura period, the Ashikaga came to style themselves as the head of the Minamoto, coopting the prestige which came with that name.

Another Ashikaga clan, not related by blood, and derived instead from the Fujiwara clan, also existed.

## Members

* Ashikaga Kiyoshi (Eldest son of Makoto)
* Ashikaga Makoto (Mother of Kiyoshi and Naoto)
* Ashikaga Naoto (Younger son of Makoto)

## Vassals

### Imagawa Clan

* Imagawa Yoshitada
* Imagawa Ujichika
Daidouji Takano

Daidouji Takano is one of the examinees that took part in the Genji Dojo's samurai qualification test, he scored 151 kwan in the Penetration Test and passed, but failed in the archery test.

He blamed Lily for making him lose concentration and left grudgingly to take the test for Martial Monk in Maple Institution.