Template:PatchDiff/July 7, 2011 Patch/team fortress 2 content.gcf/tf/resource/closecaption schinese.txt

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2222"[english]#commentary\tf2-Comment006.wav" "[Iikka Keranen] We build our 3d skyboxes at 1/16th scale to reduce the memory used by the large spaces in them. This means we have to get a little tricky when dealing with trains moving between the skybox and the player space. There are actually two versions of each moving train; A player-scaled one for the actual gameplay space, and a tiny one out in the skybox. The small repair sheds on either side of the middle building disguise the point at which we swap between the two trains."
2323"#commentary\tf2-Comment007.wav" "[Andrea Wicklund] 在理想状况下,每回合结束时,应该分别有一队赢家和输家。 而僵局基本上就是指两队都失败了。 为了避免出现僵局,我们的地图设计中融入了两个关键的变量:队伍重生时间以及从重生点到前线的路程时间。 占上风的队伍,其重生的时间会更快,并且重生点也会向前推进,这样能制造正面的反馈循环效果,增加他们推进的机会,并赢得胜利。"
2424"[english]#commentary\tf2-Comment007.wav" "[Andrea Wicklund] Ideally, matches should end in a victory for one team and a loss for the other. Stalemates are essentially a loss for both teams. To avoid stalemates, our map design considers two key variables: team respawn times and travel time from the respawn point to the frontline. The team that's winning gets slightly faster respawn times and more forward respawn points, a positive reinforcement loop that increases the chances for them to push forward and win the game."
25N/A"#commentary\tf2-Comment008.wav" "[Dave RIller] 为了配合 Sniper,地图需要宽广开阔的空间、较长的视线以及提供保护的掩护点。 Sniper 的目标需要另一条路线,以便绕过 Sniper 的视线,虽然这通常要付出额外代价,例如行进的时间会变长。 这样能让玩家选择:他们要选择直接但危险的行进路线,还是选择安全但缓慢的行进路线? 在竞技场的另一方,通常会有与 Sniper 位置相对的敌方狙击平台,让 Sniper 可以彼此对抗,掩护位于暴露区域的队友。"
N/A25"#commentary\tf2-Comment008.wav" "[Dave RIller] 为了配合 Sniper 这个兵种,地图中需要有开阔的空间、较长的视野以及能提掩护的地点。 而 Sniper 的目标需要另一条路线,以便绕过 Sniper 的视线,虽然这通常要付出额外代价,例如行进的时间会变长。 这样能让玩家做出选择:他们要选择直接但危险的行进路线,还是选择安全但缓慢的行进路线? 在地图的另一边,通常会有与 Sniper 此时位置相对的敌方狙击平台,让 Sniper 可以彼此对抗,掩护位于暴露区域的队友。"
2626"[english]#commentary\tf2-Comment008.wav" "[Dave Riller] To accommodate snipers, maps need wide open spaces, long sightlines, and protective cover. Targets of the Sniper require alternate routes that bypass the Sniper's sightlines, though these usually have an additional cost, such as increased travel time. This leaves players with a choice: do they take the more direct, but hazardous route, or the safer yet slower route? Sniper positions generally also have a corresponding enemy sniper deck, positioned on the other side of the arena, which allows one sniper to counter another, offering cover for teammates in exposed areas."
27N/A"#commentary\tf2-Comment009.wav" "[Bay Raitt] 僵局通常出现在门口周围,队伍在门口两侧通常会安排较强的防御兵力。 为了防止这种情况,我们提供其他的路线,但行进时间必然会拉长,通常只有敌方在主要路线后方布下防守重兵时,这种路线才比较有吸引力。 进入敌方据点的入口数量是地图设计的关键,因为当敌人从多路进攻时,很难守住一个区域。 这让单向出口成为了有用的设计工具,因为这能让我们将敌方入口点的数量与友方防守路线的数量分开。"
N/A27"#commentary\tf2-Comment009.wav" "[Bay Raitt] 僵局通常出现在门口周围,因为双方队伍在门口两侧通常会安排较强的防御兵力。 为了打破这种情况,我们设计了其他的行进路线,但行进时间必然会拉长,通常只有敌方在主要地段布下重兵时,这种路线才比较有吸引力。 进入敌方据点的入口数量是地图设计的关键,因为当敌人从多路进攻时,很难守住一个区域。 这让单向出口成为了有用的设计工具,因为这能让我们将敌方入口点的数量与友方防守路线的数量分开。"
2828"[english]#commentary\tf2-Comment009.wav" "[Bay Raitt] Stalemates generally occur around doors, where teams have a strong defensive presence on either side of the opening. To help counter this, we provide alternate routes with high travel costs that become more attractive only when the enemy has strong defenses behind the main route. The number of enemy entry points into an area is crucial to its design, since it's extremely hard to hold an area when enemies approach from multiple fronts. This makes one way exits a useful design tool, since they let us uncouple the number of enemy entry points from the number of friendly offensive routes."
29N/A"#commentary\tf2-Comment010.wav" "[Jamaal Bradley] 为了游戏的目的,我们有时候需要抑制兵种的速度。 例如,设计这些中央门定时器的目的就是为了确保所有兵种可以在行动真正开始之前,抵达地图中段。 游戏测试标明,当门一打开时,让队伍以小组方式等待更有乐趣。 玩家对战斗的期待加上疾驰的火车,让中间的控制点极具冲突气氛。"
N/A29"#commentary\tf2-Comment010.wav" "[Jamaal Bradley] 为了游戏平衡性的目的,我们有时候需要抑制兵种的速度。 比如说,那些控制中央大门的定时器就是为了确保所有兵种可以在行动真正开始之前,抵达地图中段。 游戏测试表明,让队伍以小组方式等待大门开启,这样会更有乐趣。 玩家对战斗的期待加上疾驰的火车,让中间的控制点极具冲突气氛。"
3030"[english]#commentary\tf2-Comment010.wav" "[Jamaal Bradley] For gameplay purposes, we sometimes need to neutralize the speeds of the classes. For instance, these central door timers were created to ensure that all classes could make it to the middle part of the map by the time the action actually starts. Playtesting showed that it was more fun to have the teams waiting as a group as soon as the doors open. The anticipation of battle, combined with the hazardous moving trains, creates a great opening clash for the middle control point."
31N/A"#commentary\tf2-Comment011.wav" "[Matt Boone] 作为一种实用设计工具,防弹玻璃位于重兵把守的区域,例如控制点附近。 这让进攻方有机会看到敌方的防守兵力和步哨枪的位置,同时也让防守方能清楚看见敌人的集合情况。 如果进攻方正在等待 Medic 补充无敌状态,这样的设计通常对防守方很重要。"
N/A31"#commentary\tf2-Comment011.wav" "[Matt Boone] 作为一种实用设计工具,防弹玻璃位于重兵把守的区域,例如控制点附近。 这让进攻方有机会看到敌方的防守兵力和步哨枪的位置,同时也让防守方能清楚看见敌人的集合情况。 这样的设计通常对防守方很重要,例如进攻方正在等待 Medic 补充无敌能量。"
3232"[english]#commentary\tf2-Comment011.wav" "[Matt Boone] Bulletproof glass is a useful design tool in strongly defended areas, such as around control points. It gives the offensive team a chance to see enemy defenders and sentrygun positions, while affording the defensive team a good view of the gathering attackers. This is often crucial for the defense if the offense is waiting for a Medic's invulnerability charge."
33N/A"#commentary\tf2-Comment012.wav" "[Matthew Russell] 在攻/守地图上,僵局通常是因为攻方的队伍配置不佳,导致他们只能眼睁睁看着定时器的时间流逝。 为了避免出现这种情况,我们会设法让可能失败的状况像滚雪球一样迅速真正成为败局。 游戏一开始的时间很短,只要攻方成功占领一个点,时间就会增加一点。 这样一个回合可以尽快结束,让游戏过程充满高度紧张。 回合的时间太长就无法产生我们想要创造的紧迫感。"
N/A33"#commentary\tf2-Comment012.wav" "[Matthew Russell] 在攻/守地图上,僵局通常是因为攻方的队伍配置不佳,导致他们只能眼睁睁看着定时器的时间流逝。 为了避免出现这种情况,我们会设法让可能失败的状况像滚雪球一样迅速真正成为败局。 游戏一开始的时间很短,但只要攻方成功占领一个控制点,时间就会增加一点。 这样一个回合可以尽快结束,让游戏过程充满高度紧张。 回合的时间太长就无法产生我们想要创造的紧迫感。"
3434"[english]#commentary\tf2-Comment012.wav" "[Matthew Russell] On Attack/Defend maps, stalemates generally involve a weakly positioned attacking team beating its head against the wall as the timer bleeds out. To avoid this, we encourage likely losses to snowball into actual losses as quickly as possible. We start with a short time limit, and then add time whenever the offensive team succeeds in capturing a point. This way the round plays out in as short a time as possible and keeps the tension high throughout. Long round times aren't conducive to the sense of urgency we want to create."
35N/A"#commentary\tf2-Comment013.wav" "[John Cook] 设计可防御的建筑时,高度是一项有用的特征。 例如,Cap B 建筑需要防守方从各个方位防守。 建筑的高度加上四周的窗户,让建筑中的守方利于防守,尤其是从建筑内部发射火箭及榴弹。 某些窗户使用了防弹玻璃,让他们可以安全的看到接近的敌人。"
N/A35"#commentary\tf2-Comment013.wav" "[John Cook] 设计可防御的建筑时,高度是一项有用的特征。 例如,控制点 B 的建筑需要防守方从各个方位防守。 建筑的高度加上四周的窗户,能给予建筑中的防守方优势,尤其是从建筑内部发射火箭及榴弹。 某些窗户使用了防弹玻璃,让他们可以安全地看到正在接近的敌人。"
3636"[english]#commentary\tf2-Comment013.wav" "[John Cook] Height is a useful feature when designing defensible buildings. For instance, the Cap B building needs to be defended from all directions. The height, and windows on all sides, give defenders in this building an advantage, when launching rockets & grenades from within. Bulletproof glass in some windows lets them safely view approaching enemies."
37N/A"#commentary\tf2-Comment014.wav" "[Jake Nicholson ] 针对 Soldier,我们在设计空间的高度时特别注意。 Soldier 通常要居高临下向对手射击,这样才能发挥火箭最大的扩散伤害。 这里的屋顶让他们能有这种优势。 而屋顶的高度只有士兵利用火箭跳跃才上得来,其他兵种通常无法爬上屋顶。 因为使用火箭跳跃时必须承受扩散伤害,因此 Soldier 必须牺牲一些生命值才能换取空间高度的优势。 这样的折衷手段,以及在屋顶上缺乏治疗品,让我们可以保持这项强大优势,同时又不会破坏地图平衡,因为 Soldier 需要依赖下面的 Medic 才能保持他们的生命值。"
N/A37"#commentary\tf2-Comment014.wav" "[Jake Nicholson ] 针对 Soldier,我们在设计空间的高度时特别注意。 Soldier 通常要居高临下向对手射击,这样才能发挥火箭扩散伤害的最大效果。 这里的屋顶让他们能有这种优势。 而屋顶的高度只有士兵利用火箭跳跃才上得来,其他兵种通常无法爬上屋顶。 因为使用火箭跳跃时必须承受火箭的伤害,因此 Soldier 必须牺牲一些生命值才能换取空间高度的优势。 这样的折衷手段,以及在屋顶上缺乏治疗品,让我们可以保持这项强大优势,同时又不会破坏地图平衡,因为 Soldier 需要依赖下面的 Medic 才能保持他们的生命值。"
3838"[english]#commentary\tf2-Comment014.wav" "[Jake Nicholson ] For Soldiers, we design spaces with specific attention to height. Soldiers generally want to be shooting down at opponents to maximize the effect of their rockets' splash damage. The rooftop here gives them that advantage. It can also only be reached with the soldier's rocket jump, making it generally inaccessible to the other classes. Because of the splash damage from a rocket jump, soldiers have to trade health for the height advantage. This tradeoff, coupled with the lack of health on the roof, lets usmake the rooftop a powerful advantage without unbalancing the map, since soldiers will need to rely on medics down below to keep them healthy."
3939"#commentary\tf2-Comment015.wav" "[Dave Riller] 为了配合 Scout 兵种,地图需要开放空间,让 Scout 能沿着其他兵种无法前进的路线进行双重跳跃。 这一区域有各式各样的屋顶和岩石,Scout 在穿越时不会遇到任何非 Scout 的对手。 Scout 通常能利用他们的速度优势撤退并恢复生命值。因此,我们在这里将治疗品放在封闭的小区域,让他们必须牺牲某种程度的移动自由,强迫他们承担一些风险。"
4040"[english]#commentary\tf2-Comment015.wav" "[Dave Riller] To accommodate the scout class, maps need open spaces that allow scouts to double jump along paths that the other classes can't navigate. This area features a variety of rooftops and rocks that a scout can traverse while staying above any non-scout opponents. Scouts often use their speed advantage to retreat and collect health, so here we force them to adopt some risk by placing the health inside a small, enclosed area, where they sacrifice some freedom of movement."
41N/A"#commentary\tf2-Comment016.wav" "[Matt Boone] Spy 是专为想要智取对手的玩家而设计。 如果水平够高,他可以在游戏中渗透进敌方队伍,在伪装下伺机行动,用他的背刺技立即杀掉敌人,尤其是 Sniper、Engineer 及 Medic。 他的隐形能力则是为了在两种关键情况中提供帮助。 第一种是通过前线;前线的玩家通常会非常警觉,并且很容易对行进方向不对劲的“队友”产生怀疑。 第二种情况是从敌方逃离时,在敌人领土上被识破伪装。 他的工兵能力能轻松解决无人看管的敌方步哨枪,使得敌方 Engineer 必须守好他们的建筑。"
N/A41"#commentary\tf2-Comment016.wav" "[Matt Boone] Spy 是专为想要智取对手的玩家而设计。 如果水平够高,他可以在游戏中渗透进敌方队伍,在伪装下伺机行动,用他的背刺技立即杀掉敌人,尤其是 Sniper、Engineer 及 Medic。 他的隐形能力则是为了在两种关键情况中提供帮助。 第一种是穿越前线;前线的玩家们通常会非常警觉,并且很容易对行进方向不对劲的“队友”产生怀疑。 第二种情况是从敌方区域逃离,尤其是在敌人势力范围内被识破伪装时。 他的电子工兵能轻松解决无人看管的敌方步哨枪,使得敌方 Engineer 必须守好他们的建筑。"
4242"[english]#commentary\tf2-Comment016.wav" "[Matt Boone] The Spy is designed for players who want to outsmart their opponents. At a high level, his gameplay flow is to infiltrate the enemy team, move around while disguised, and use his instant-kill backstab to take out key enemies, usually snipers, engineers, and medics. His invisibility cloak is designed to help him in two key situations. The first is in getting past the frontline, where players are most vigilant against enemies and most suspicious of friends not heading in the right direction. The second is in escaping from enemies who have seen through his disguise while he's in enemy territory. His sapper was designed to allow him to easily take out unattended enemy sentryguns, forcing enemy engineers to keep a close eye on their buildings."
4343"#commentary\tf2-Comment017.wav" "[Eric Kirchmer] 平衡 Engineer 由人工智能控制的步哨枪的优势,是《Team Fortress 2》中略显困难的设计问题之一。 如果步哨枪的威力太大,只有实力最强的玩家才能对付步哨枪。 如果步哨枪的威力太弱,Engineer 就没有机会对抗技实力强大的玩家,这样就让 Engineer 完全找不到首先建造步哨枪的理由。 为此,我们让步哨枪只能有两种反应方式:对于不找掩护的对手,步哨枪可以发挥致命威力,但是如果敌人以掩护方式突然出现,步哨枪则无法聪明地对付敌人。 这样使得 Engineer 必须使用他们的次要武器技能,弥补步哨枪的死角弱点,如果敌人试图硬冲过步哨枪,那么步哨枪将是难以逾越的屏障。"
4444"[english]#commentary\tf2-Comment017.wav" "[Eric Kirchmer] Balancing the strength of the Engineer's AI-controlled sentrygun was one of more difficult design problems in Team Fortress 2. If the gun was too powerful, only the most skilled players would be able to counteract it. If the gun was too weak, the Engineer would have no chance against skilled players, effectively eliminating any reason to build it in the first place. Our solution was to make the sentrygun essentially binary in the sense that it's lethal to opponents who don't take cover, but can't intelligently deal with enemies popping in and out of cover. This forces the Engineer to use his own secondary weapons skill to compensate for the sentrygun's corner weakness, while still making the sentrygun a formidable obstacle for any opponent simply attempting to sprint past it."