Template:PatchDiff/September 21, 2011 Patch (Beta)/team fortress 2 beta content.gcf/tf beta/resource/closecaption japanese.txt

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55{
66"#commentary\tf2-Comment000.wav" "[Gabe Newell] Team Fortress 2 9 gaben@valvesoftware.com  !"
77"[english]#commentary\tf2-Comment000.wav" "[Gabe Newell] Welcome to Team Fortress 2. After nine years in development, hopefully it will have been worth the wait. To listen to a commentary node, put your crosshair over the floating commentary symbol and press your use key. To stop a commentary node, put your crosshair over the rotating node and press the use key again. Some commentary nodes may take control of the game in order to show something to you. In these cases, simply press your use key again to stop the commentary. Please let me know what you think after you have had a chance to play. I can be reached at gaben@valvesoftware.com, and my favorite class is the spy. Thanks, and have fun!"
8N/A"#commentary\tf2-Comment001.wav" "[Jeremy Stone]
9N/A 
10N/A"
N/A8"#commentary\tf2-Comment001.wav" "[Jeremy Stone]
N/A9 "
1110"[english]#commentary\tf2-Comment001.wav" "[Jeremy Stone] In multiplayer games, the content players consume is largely generated by other players. To enhance this, we added features designed to promote relationships between players.
1211For example, the freeze-cam shot of a player's killer helps the player remember specific, troublesome opponents. The nemesis feature adds an additional reminder that certain enemies are more significant than others. It creates a small negative reinforcement loop by giving players an opportunity to score extra points with a revenge kill.
1312"
111110"[english]#commentary\tf2-Comment044.wav" "[Eric Kirchmer] Once we had a handle on the art direction for our world and characters, we turned our attention to the weapons and gadgets. While these objects have some grounding in reality, they usually diverge in significant ways. For instance, the soldier's rocket launcher fits the general mold of a shoulder mounted rocket launcher, but somehow manages to hold four rockets in a clip. To justify this, and play up our stylized Spy-tech fiction, we designed the weapons to look like customized pieces of hardware, personalized and modified by each character to suit his own ends. In keeping with the industrial theme of the game, we looked to 60's era product design principles for the primary weapons, then focused on musical instruments for secondary and melee weapons, thinking these would reinforce the connection between the secondary items and each character's personality."
112111"#commentary\tf2-Comment045.wav" "[Jim Hughes] "
113112"[english]#commentary\tf2-Comment045.wav" "[Jim Hughes] When designing areas for high levels of combat, we try to avoid complexity and chaos. Complex geometry confuses players, making it hard for them to track enemies, and interfering with their movement and aiming during combat. The most chaotic combat tends to occur when the size of the room fails to support the number of players fighting in it. In this final area of the map, we wanted a freeform battle to rage for some time before anyone could achieve a decisive victory. To achieve this, we built a wide open area with several entrances, and gave players a variety of attack and defense options at various heights. Rather than depend on elevators and ladders, we relied on ramps, since these allow freedom of movement at all times instead of confining players. Through playtesting we made many changes to the dimensions of the room, the size of cover elements, and the size of the entrances, thus ensuring the area could accommodate a battle of many players. "
114N/A"#commentary\tf2-Comment046.wav" "[Aaron Barber] 2fort Well TF Hydro 4
115N/A"
N/A113"#commentary\tf2-Comment046.wav" "[Aaron Barber] 2fort Well TF Hydro 4 "
116114"[english]#commentary\tf2-Comment046.wav" "[Aaron Barber] Unlike maps in TF such as 2fort and Well, which have progressively blue and red sides, Hydro's four main arenas can be owned by one team or the other. We needed an overall theme that justified structures like rock walls and tunnels, but which also had a neutral color scheme. We chose a desert theme with a palette of reddish-brown rock, cool blue sky and neutral light colors that complement the surrounding area. The colors of the seperate areas vary slightly but still key together.
117115"
118116"#commentary\tf2-Comment047.wav" "[Chet Faliszek] Team Fortress 2 Ellen McLain The Orange Box Team Fortress 2 Ellen 5 Team Fortress "