Template:PatchDiff/April 29, 2015 Patch/tf/resource/closecaption schinese.txt

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2828"[english]#commentary\tf2-Comment009.mp3" "[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."
2929"#commentary\tf2-Comment010.mp3" "[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.mp3" "[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.mp3" "[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。"
N/A31"#commentary\tf2-Comment011.mp3" "[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医生补充无敌能量。"
3232"[english]#commentary\tf2-Comment011.mp3" "[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."
3333"#commentary\tf2-Comment012.mp3" "[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.mp3" "[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."
3535"#commentary\tf2-Comment013.mp3" "[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.mp3" "[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.mp3" "[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。"
N/A37"#commentary\tf2-Comment014.mp3" "[Jake Nicholson ] 针对士兵,我们在设计空间的高度时特别注意。士兵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,因此士兵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,因为士兵需要依赖下面的医生才能保持他们的生命值。"
3838"[english]#commentary\tf2-Comment014.mp3" "[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."
39N/A"#commentary\tf2-Comment015.mp3" "[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。"
N/A39"#commentary\tf2-Comment015.mp3" "[Dave Riller] 为了配合侦察兵兵种,地图需要开放空间,让侦察兵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,侦察兵 在穿越时不会遇到任何非侦察兵的对手。侦察兵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.mp3" "[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.mp3" "[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。"
N/A41"#commentary\tf2-Comment016.mp3" "[Matt Boone] 间谍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,尤其是狙击手、工程师及医生。 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,使得敌方工程师必须守好他们的建筑。"
4242"[english]#commentary\tf2-Comment016.mp3" "[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."
43N/A"#commentary\tf2-Comment017.mp3" "[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。"
N/A43"#commentary\tf2-Comment017.mp3" "[Eric Kirchmer] 平衡工程师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,工程师就没有机会对抗技实力强大的玩家,这样就让工程师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。 这样使得工程师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.mp3" "[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."
45N/A"#commentary\tf2-Comment018.mp3" "[Andrew Burke] Scout 的设计目的是让玩家能快速移动,同时追踪目标。 其他战斗兵种依靠的是强大的杀伤力,但 Scout 则依仗高速移动以及双重跳跃的能力,从而避开敌人火力。 Scout 的战斗风格大多都是根据主要武器 - 机枪设计而成。 机枪能造成大量伤害,但其较大的范围使得 Scout 必须接近敌人才能发挥全部威力,而这样自己受伤的风险也很高。 机枪的攻击速率很慢,因此 Scout 必须暂时停住才能开火,接着闪躲,然后又暂停,重复这样的动作,敌人在停顿间有很大的机会可以打中他。 最后,机枪弹匣小,装弹时间慢,这是为了让 Scout 脱离战斗才能新装子弹,Scout 可以利用速度优势轻松完成这项操作,但也让受伤的敌人有机会在 Scout 回来之前逃走。"
N/A45"#commentary\tf2-Comment018.mp3" "[Andrew Burke] 侦察兵的设计目的是让玩家能快速移动,同时追踪目标。其他战斗兵种依靠的是强大的杀伤力,但侦察兵则依仗高速移动以及双重跳跃的能力,从而避开敌人火力。侦察兵的战斗风格大多都是根据主要武器——猎枪设计而成。猎枪能造成大量伤害,但其较大的散布范围使得侦察兵必须接近敌人才能发挥全部威力,而这样自己受伤的风险也很高。猎枪的攻击速率很慢,因此侦察兵必须暂时停住才能开火,接着闪躲,然后又暂停,重复这样的动作,敌人在停顿间有很大的机会可以打中他。 最后,猎枪弹匣小,装弹时间长,这是为了让侦察兵脱离战斗才能新装子弹,侦察兵可以利用速度优势轻松完成这项操作,但也让受伤的敌人有机会在侦察兵回来之前逃走。"
4646"[english]#commentary\tf2-Comment018.mp3" "[Andrew Burke] The Scout is designed for players who are able to rapidly move around while tracking their target. Where other combat classes rely on high amounts of damage, the Scout relies on his high movement speed and double jump ability to dodge enemy fire. Much of his combat style is crafted through the features of his primary weapon, the scattergun. It does a large amount of damage, but has a wide spread that forces him to get close to the enemy for full effect, where he's also at highest risk of being hurt. It has a slow rate of fire that encourages him to pause to fire, then dodge, then pause, and so on, which gives enemies a higher chance to hit him at intervals. Finally, it holds a small clip and a slow reload time to encourage the Scout to pull out of combat to reload, something which he can do easily with his speed, and gives injured enemies a chance to run before the Scout returns."
47N/A"#commentary\tf2-Comment019.mp3" "[Dhabih Eng] Soldier 是核心战斗兵种,具备多种移动能力,以及优秀的远距离杀伤力。 他几乎能在任何战况下如鱼得水,而且是远距离反步哨枪的最佳兵种。 他的主要弱点是由于主要武器火箭发射器。 火箭发射器的弹匣小,这让 Soldier 必须谨慎控制弹药量,并且由于发射的是速度相对较慢的发射弹,如果在短射程内遇到动作敏捷的敌人,比如 Scout,那么火箭发射器就几乎没有用武之地。"
N/A47"#commentary\tf2-Comment019.mp3" "[Dhabih Eng] 士兵是核心战斗兵种,具备多种移动能力,以及优秀的远距离杀伤力。 他几乎能在任何战况下如鱼得水,而且是远距离反步哨枪的最佳兵种。 他的主要弱点是由于主要武器火箭发射器。 火箭发射器的弹匣小,这让士兵必须谨慎控制弹药量,并且由于发射的是速度相对较慢的发射弹,如果在短射程内遇到动作敏捷的敌人,比如侦察兵,那么火箭发射器就几乎没有用武之地。"
4848"[english]#commentary\tf2-Comment019.mp3" "[Dhabih Eng] The Soldier is a core combat class featuring versatile movement and terrific long range damage capability. He's designed to be comfortable in almost any combat situation, and to be the best long-range anti-sentrygun class. His main weaknesses are designed into his primary weapon, the rocket launcher. It has a small clip size, which forces the Soldier to carefully manage his reloads, and it fires relatively slow-moving projectiles, making it ineffectual beyond short range against any opponent who dodges well, like the Scout."
4949"#commentary\tf2-Comment020.mp3" "[Charlie Brown] 狙击枪是另一个伤脑筋的设计问题。 为了符合玩家期待,狙击枪必须能够在单发击中头部时杀掉对手。 另一方面,我们要确保狙击枪击中敌人臀部时不会造成同样严重的伤害,否则只要是经验老道的玩家拿着狙击枪,狙击枪就会变成游戏中最致命的短程武器,这会让 Sniper 完全没有了主要弱点。 为了解决这个问题,我们采用了攻击伤害计量器,这只会在 Sniper 将画面拉近时才会出现。 这个方法有几项有利的副作用:
5050在不拉近画面或刚拉近画面时开枪的伤害低,能确保 Sniper 无法临时轻松开火就杀死敌人。 攻击时间表示 Sniper 可以快速造成低伤害,或以缓慢的间隔时间发出高伤害火力,这让对手在同时快攻时可以压制 Sniper。 如果 Sniper 在计时结束前开火就能造成高伤害,这是对狙击行为的奖励,例如位于相当好的优势位置,充分准备后猎杀敌人。"
5353"
5454"#commentary\tf2-Comment021.mp3" "[Marc Scaparro] Pyro 被设计成最佳短程战斗兵种,目的是为鼓励玩家利用埋伏的游戏方式。 为了实现这个目标,我们让 Pyro 在空旷区时容易受伤,迫使玩家找寻封闭区域以及出入口。 为了增加 Pyro 的短程杀伤力,我们让火焰喷射器的视觉效果非常显眼,这样能帮助不知所措的对手找到火焰来源并猎杀对方。"
5555"[english]#commentary\tf2-Comment021.mp3" "[Marc Scaparro] The Pyro is designed to be the best short-range combat class, aimed at encouraging players to adopt an ambush style of play. To achieve this, we made the Pyro vulnerable in the open, which forces players to seek out enclosed areas and doorways. To add to the Pyro's short range lethality, we made the flamethrower effects visually noisy, which helps disorient opponents long enough for the flames to finish them off."
56N/A"#commentary\tf2-Comment022.mp3" "[Wade Schin] Demoman 是能力最全面的战斗兵种,能快速从强力进攻转为防守状态。 他是游戏中唯一具备间接火力的兵种,能在角落解决步哨枪,而利用黏性炸弹能进行黏弹跳跃,类似 Soldier 的火箭跳跃技能。 他的黏性炸弹也能防止敌人从出入口移动、掩护撤退行动,即使不在控制点附近,也能防守控制点。"
N/A56"#commentary\tf2-Comment022.mp3" "[Wade Schin] 爆破手是能力最全面的战斗兵种,能快速从强力进攻转为防守状态。 他是游戏中唯一具备间接火力的兵种,能在角落解决步哨枪,而利用黏性炸弹能进行黏弹跳跃,类似士兵的火箭跳跃技能。 他的黏性炸弹也能防止敌人从出入口移动、掩护撤退行动,即使不在控制点附近,也能防守控制点。"
5757"[english]#commentary\tf2-Comment022.mp3" "[Wade Schin] The Demoman is the most versatile combat class, capable of rapidly switching from strong offensive pushes to defensive area denial. He has the only indirect fire capability in the game, allowing him to take out sentryguns around the corner, and his sticky bombs give him a grenade jumping ability similar to that of the Soldier's rocket jumps. His sticky bombs can also prevent enemies from moving through doorways, cover a retreat, and defend control points even when the Demoman is somewhere else."
5858"#commentary\tf2-Comment023.mp3" "[Keith Huggins] Heavy 的转轮机枪火力范围广,玩家即使没有精确瞄准的技能,也能冲进激烈战斗区拼杀。 为了补偿玩家在精确瞄准上的欠缺,我们增强了其他技能的重要性。 例如,开火前的准备时间以及 Heavy 开火时速度会降低,使得玩家要学着预测战斗开始及敌人来袭的攻击时间。"
5959"[english]#commentary\tf2-Comment023.mp3" "[Keith Huggins] With its wide field of fire, the Heavy's minigun lets players who don't have great twitch-aiming skills still wade into the thick of combat. To make up for this reduction in the value of the player's aiming skill, we amplified the importance of other skills. For instance, the wind-up time before firing and the heavy's reduced speed while firing force players to learn to anticipate both the start of combat and incoming enemy attacks."
60N/A"#commentary\tf2-Comment024.mp3" "[John Morello] Medic 是主要的支持兵种。 我们以前设计的支持兵种有很多问题。 以前的支持兵种不怎么强调技术运用,因为他们主要在防御区的后方,也就是远离游戏中最有趣的部分。 最糟糕的是,这意味着他们没什么用,因为他们通常不会在最需要治疗的玩家附近。 通过让他们留在交战区内,我们在《Team Fortress 2》中解决了 Medic 的这些问题。 此外,我们设计的医疗枪使用非常简便,因此 Medic 可以在求生的同时为队友提供治疗。 医疗枪几乎不需要瞄准,让 Medic 可以专心跟随他们的医疗目标,而这些医疗目标也为 Medic 提供了强有力的安全保护。"
N/A60"#commentary\tf2-Comment024.mp3" "[John Morello] 医生是主要的支持兵种。 我们以前设计的支持兵种有很多问题。 以前的支持兵种不怎么强调技术运用,因为他们主要在防御区的后方,也就是远离游戏中最有趣的部分。 最糟糕的是,这意味着他们没什么用,因为他们通常不会在最需要治疗的玩家附近。 通过让他们留在交战区内,我们在《Team Fortress 2》中解决了医生的这些问题。 此外,我们设计的医疗枪使用非常简便,因此医生可以在求生的同时为队友提供治疗。 医疗枪几乎不需要瞄准,让医生可以专心跟随他们的医疗目标,而这些医疗目标也为医生提供了强有力的安全保护。"
6161"[english]#commentary\tf2-Comment024.mp3" "[John Morello] The Medic is the main support class. Previous support classes we've designed had a variety of problems. They didn't require much skill, because they stayed back in defended areas, which also kept them out of the funnest parts of the game. Worst of all, this meant they weren't even terribly useful because they generally weren't near the players who most needed to be healed. We designed the Team Fortress 2 Medic to solve these problems, primarily by focusing on keeping them right in the thick of battle. Additionally, we designed the medigun to be as easy to use as possible, so that Medics can focus on survival while healing teammates. Virtually no aiming is required, which lets Medics concentrate on following their heal target, who has a huge incentive to keep his Medic benefactor safe."
62N/A"#commentary\tf2-Comment025.mp3" "[Aaron Halifax] 我们设计医疗枪的主要目的是在 Medic 和治疗目标间建立深厚关系。我们想知道,如果专注于建立两个玩家间的关系会是什么结果,而不仅仅是设法让大型队伍展开团队合作。医疗枪的设计能确保 Medic 以及他的治疗目标意识到彼此的存在,关注他们的生命值和相互位置,同时谨慎制定战略。我们希望玩家利用技巧让自己成为有意义的治疗目标,这样 Medic 才愿意找出并治疗有作战技术的目标。这将有助于构建我们希望看到的关系。"
N/A62"#commentary\tf2-Comment025.mp3" "[Aaron Halifax] 我们设计医疗枪的主要目的是在医生和治疗目标间建立深厚关系。我们想知道,如果专注于建立两个玩家间的关系会是什么结果,而不仅仅是设法让大型队伍展开团队合作。医疗枪的设计能确保医生以及他的治疗目标意识到彼此的存在,关注他们的生命值和相互位置,同时谨慎制定战略。我们希望玩家利用技巧让自己成为有意义的治疗目标,这样医生才愿意找出并治疗有作战技术的目标。这将有助于构建我们希望看到的关系。"
6363"[english]#commentary\tf2-Comment025.mp3" "[Aaron Halifax] Our main goal in designing the Medigun was to build a strong relationship between the Medic and his healing target. We wanted to see what we would get if we focused on creating a tight loop between two players, instead of just thinking about getting the larger team to cooperate. The Medigun's design ensures that the Medic and his target are extremely conscious of each other, watching their health and relative positions, and making tactical choices carefully. We wanted there to be skill involved in being a good healing target, so that Medics would seek out and latch onto skilled targets. This helps foster the relationship we were after."
64N/A"#commentary\tf2-Comment026.mp3" "[Jakob Jungels] 无敌状态考虑进了多人游戏速度的因素,否则会让多人游戏的情绪起伏不如设计优秀的单人游戏。 进入无敌状态的 Medic 和队友进攻会让玩家觉得很刺激。 这对防守方而言也是紧急时刻,因为他们必须抵抗住 10 秒,直到无敌状态结束。 当敌方队伍退缩但又拒绝离开基地时,无敌状态能帮助队伍推进防御僵局,从而加快游戏进度。 如果不是缺少防御的零散兵力,攻方就比较容易在没有干扰的情况下补充无敌状态的能量。 此外,无敌状态也是 Medic 的得意目标,是作为他进行有效治疗后的奖励。 为了鼓励这种行为,Medic 治疗受重伤的队友时,重伤伤员获得的能量会比轻伤伤员多。"
N/A64"#commentary\tf2-Comment026.mp3" "[Jakob Jungels] 无敌状态考虑进了多人游戏速度的因素,否则会让多人游戏的情绪起伏不如设计优秀的单人游戏。 进入无敌状态的医生和队友进攻会让玩家觉得很刺激。 这对防守方而言也是紧急时刻,因为他们必须抵抗住 10 秒,直到无敌状态结束。 当敌方队伍退缩但又拒绝离开基地时,无敌状态能帮助队伍推进防御僵局,从而加快游戏进度。 如果不是缺少防御的零散兵力,攻方就比较容易在没有干扰的情况下补充无敌状态的能量。 此外,无敌状态也是医生的得意目标,是作为他进行有效治疗后的奖励。 为了鼓励这种行为,医生治疗受重伤的队友时,重伤伤员获得的能量会比轻伤伤员多。"
6565"[english]#commentary\tf2-Comment026.mp3" "[Jakob Jungels] Invulnerability adds an element of pacing to the multiplayer experience, which otherwise tends to have fewer emotional highs and lows than a well-crafted single player game. When an invulnerable Medic & his friend come running in, it's an extreme high point for them. It's also a rush for the defenders, who know they've just got to hold on for 10 seconds until invulnerability fades. Invulnerability also sharpens pacing by helping a team push through a defensive stalemate, when the enemy team turtles up and refuses to come out of their base. Without a lack of defensive skirmishers, it's easier for the offense to build up the invulnerability charge without interruption. In addition, invulnerability is a great goal for the Medic and rewards him for being an effective healer. We encourage the behavior by adding more charge when the Medic is healing injured teammates than when he's healing ones who are already at full health."
6666"#commentary\tf2-Comment027.mp3" "[Jeff Lane] 多人玩家的团队通常倾向于选择小地图,喜欢重复进行游戏。 我们没有制作大量的地图,因为有很多地图根本就无人问津,所以我们选择在单个地图上下足功夫,让它充满乐趣,重复玩也不会腻。 通常,在大多数的多人地图中,您在完成地图下载前就知道自己该做什么。 但在我们的地图中,我们希望玩家无法对地图进行预测,即使是最基本的起点也不行,更不用说让玩家知道该做什么或该往哪里去。 因此,Hydro 这张地图将以随机的方式开始。 我们强调对不断变换的地域进行控制,这意味着玩家几乎不会觉得地图在不断重复。 同时,直接的回合结构让玩家将注意力放在队伍上,并在队伍占领或失去领土时感受到起伏的情绪。"
6767"[english]#commentary\tf2-Comment027.mp3" "[Jeff Lane] Multiplayer communities tend to focus on a small group of maps, playing them over and over again. Instead of producing a large number of maps, most of which would go un-played, we decided to try and build a single map with more innate replayability than any we'd built before. With most multiplayer maps, you know what you'll be doing before the map has even finished loading. In our case, we wanted a map where you couldn't predict even something as basic as your starting point, let alone what you would be doing when you got there. Hydro therefore begins with a randomized starting state. The emphasis on control of constantly shifting territories means the map rarely feels repetitive. Meanwhile, the explicit round structure keeps teams focused, and provides regular highs and lows as the teams gain and lose territory."
6868"#commentary\tf2-Comment028.mp3" "[Kerry Davis] 通常,游戏会显示排名,即比较全球玩家的记录。 这种统计方式通常只有名列前茅的玩家感兴趣。 在 TF2 中,我们决定采用更好的排名方式,与玩家自己之前的成绩进行比较,将全球比较系统变成个人的激励系统。 游戏新手在技术未熟练之前就能得到鼓励与认同,知道自己在不断进步。 游戏老手则能知道自己与上次记录的差距,鼓励他们打破自己的记录。 个人统计系统同时也是一种认证系统。 玩家如果觉得自己这回合表现不错,统计系统会弹出消息,通常都是显示:“没错,刚才表现良好”。"
6969"[english]#commentary\tf2-Comment028.mp3" "[Kerry Davis] Games usually approach stats by comparing the player to everyone else in the world. This is only really of interest to those who are near the top. With TF2 we decided that a better approach might be to compare stats to the player's previous successes, turning them from a worldwide comparative system into a personalized motivational one. The beginning player gets encouragement and acknowledgement that while they're not highly skilled yet, they're getting better all the time. The veterans get to see when they've managed to come close to their previous record, which encourages them beat that record. The personal stat system also acts as a validation system. When a player feels like they've had a really good run, the stats system pops up and essentially says, 'You're right, that was a great run.'"
70N/A"#commentary\tf2-Comment029.mp3" "[Andrea Wicklund] 游戏的美术设计方针能提供越多易于理解的视觉效果,就不会需要花太多时间解释游戏元素。 TF2 的最早版本采用了非常写实的美术设计。 随着时间的过去,我们发现这会造成许多问题。 它在体现玩家兵种的差异方面很难让我们满意。 只要不是使用子弹的武器都很难从视觉上体现。 我们的地图并不符合现实世界的风格,因为现实中不会有对垒双方在距离彼此五十英尺的地方修建基地。 此外,游戏的视觉效果也与我们的其他游戏没什么差异。 但是风格化的世界就不会存在这些问题:将大块头的 Heavy 和穿细条纹的 Spy 放一起,玩家就能了解两个兵种的生命数值差异,以及完全不同的操控风格。 当玩家看到漂浮的红色加号流向目标时,就能立即明白这是 Medic 的治疗光束。 虚构的风格能够轻易解释为什么队伍的基地距离这么接近。 最后,TF2 的画面很容易识别,没有人会把 TF2 和其他游戏混为一谈。"
N/A70"#commentary\tf2-Comment029.mp3" "[Andrea Wicklund] 游戏的美术设计方针能提供越多易于理解的视觉效果,就不会需要花太多时间解释游戏元素。 TF2 的最早版本采用了非常写实的美术设计。 随着时间的过去,我们发现这会造成许多问题。 它在体现玩家兵种的差异方面很难让我们满意。 只要不是使用子弹的武器都很难从视觉上体现。 我们的地图并不符合现实世界的风格,因为现实中不会有对垒双方在距离彼此五十英尺的地方修建基地。 此外,游戏的视觉效果也与我们的其他游戏没什么差异。 但是风格化的世界就不会存在这些问题:将大块头的机枪手和穿细条纹的间谍放一起,玩家就能了解两个兵种的生命数值差异,以及完全不同的操控风格。 当玩家看到漂浮的红色加号流向目标时,就能立即明白这是医生的治疗光束。 虚构的风格能够轻易解释为什么队伍的基地距离这么接近。 最后,TF2 的画面很容易识别,没有人会把 TF2 和其他游戏混为一谈。"
7171"[english]#commentary\tf2-Comment029.mp3" "[Andrea Wicklund] The more your art direction can use well-understood visual representations, the less work you have to do to explain your game elements. The earliest version of TF2 had a heavily realistic art direction. As time went on, we found this was causing us a lot of issues. The differences between our player classes were hard to expose satisfactorily. Weapons firing anything other than bullets were hard to visualize. Our maps didn't make a lot of sense in the real world, where two opposing forces rarely build bases within fifty feet of one another. In addition, the game wasn't visually distinct from our other products. A stylized world had none of these problems: Put the massive Heavy next to the pinstripe-suited Spy, and players understand both the numerical health differences between the classes and their very different gameplay styles. The medic's healing beam was easily understood by playtesters when they saw the floating red plus symbols streaming into the target. A stylized fiction can easily explain why the team's bases are built right next to each other. Finally, a TF2 screenshot is easily recognizable, ensuring that no one will confuse it with another of our games."
7272"#commentary\tf2-Comment030.mp3" "[Moby Francke] 在决定采用风格化的美术方针后,我们尝试了很多种风格,最终决定采用 J.C. Leyendecker 的风格,J.C. 是二十世纪初期广受欢迎的插画家。 Leyendecker 呈现衣物及材料的手法为我们提供了绝佳的范例,它不仅能添加角色细节,还能保持清晰、锐利的轮廓形状,这是体现兵种特色的关键。 我们使用了一般绘图法来描绘衣物的绉折,以便在近看时提供良好的细节层次,但又不会降低色彩值,从而通过色彩让玩家将视线放在极为重要的武器上。"
7373"[english]#commentary\tf2-Comment030.mp3" "[Moby Francke] Having decided on a stylized art direction, we experimented with a variety of styles before settling on the example of J.C. Leyendecker, an enormously popular illustrator of the early 1900s. Leyendecker's rendering of clothing and material provided a great example of how to add detail to a character while keeping the clean, sharp silhouette shapes that were key to our class identification. We used normal maps to craft folds of clothing, which provided a fine level of detail when seen up close, without detracting from color values meant to draw the player's eyes to the all-important weaponry."
9393"[english]#commentary\tf2-Comment038.mp3" "[Moby Francke] In our early discussions of rendering styles for the characters, we decided we wanted them to have a look that was illustrative or stylized, without going to the extremes of most toon shaders. We wanted softer lines for shading than was typical for this sort of rendering. So, we used a 2-D texture to define the lighting on the characters, and at the point where light and dark meet, we added a hint of warmth to give it that burst of color at the transition. Once we had achieved the right shading model, we added a rim-term to the characters, so they would have a nice highlight around the edges of their silhouettes, which helps them to stand out from the surrounding 3d world."
9494"#commentary\tf2-Comment039.mp3" "[Dhabih Eng] 粒子系统的挑战,就是要建立有趣又具有视觉刺激的效果,但同时又不能太过头,否则玩家将无法了解效果在游戏中的意义。 在一般的竞赛中,画面上同时有许多效果,最大的危险就是画面过于杂乱。 因此,我们要对效果进行提炼,使之更简洁。 我们要让玩家能更轻松的注意到游戏中最重要的部分,而主要是美学考虑的视觉设计则要在背景中体现。 "
9595"[english]#commentary\tf2-Comment039.mp3" "[Dhabih Eng] The challenge of the particle system was to create effects that were fun and visually exciting, without being so 'over the top' that no one could read their meaning in the game. In a typical match, there are so many effects onscreen at the same time, that the biggest danger is visual clutter. Therefore, the effects were refined to be cleaner and simpler. Those that were most important for gameplay were made easier to see, while those that were mainly eye-candy were allowed to fall into the background. "
96N/A"#commentary\tf2-Comment040.mp3" "[Robin Walker] 游戏中有九个兵种,加上许多武器和特殊能力,我们最大的挑战之一就是要将这些元素全部呈现给玩家,但又不能过头,不能让玩家不知所措。 即使是精选后的基本信息清单也够吓人了,包括地图目标、队友的行踪、谁用什么武器攻击他们等等。 我们无法以画面呈现所有这些信息,因此我们要首先列出优先级,同时找出每位玩家要享受游戏乐趣所必须知道的基本信息。 他们玩游戏时能获得的信息,例如地图布局,都是次要的信息,但如果我们不提供此类信息,玩家就完全看不到这些信息了,例如 Medic 的无敌能量。 我们试图尽量避免在 HUD 中加入 2D 元素,因为我们希望玩家眼前的是 3D 世界,而不是抽象的图画。 例如,玩家始终能看见自己团队中 Spy 的长相,但他们还需要知道当本方的 Spy 伪装后,在敌人的眼中会是什么模样。 我们试过比较粗糙的方法,就是在 Spy 头上放一个图标,表示 Spy 目前已进行伪装。 结果,测试玩家很难理解这个图标。 后来,我们将纸面具放在 Spy 脸上,试着解决这个问题,这样不仅仅符合游戏的幽默风格,而且玩家只要看一眼 Spy 的模型,马上就能取得所有实际的信息,这样便能让他们专注于角色和游戏的行动。 我们也因此上了一课,明白如果我们坚持一成不变的设计原则,最后通常能帮助我们想出更好的解决方案,这比走快捷方式的效果好多了。"
N/A96"#commentary\tf2-Comment040.mp3" "[Robin Walker] 游戏中有九个兵种,加上许多武器和特殊能力,我们最大的挑战之一就是要将这些元素全部呈现给玩家,但又不能过头,不能让玩家不知所措。 即使是精选后的基本信息清单也够吓人了,包括地图目标、队友的行踪、谁用什么武器攻击他们等等。 我们无法以画面呈现所有这些信息,因此我们要首先列出优先级,同时找出每位玩家要享受游戏乐趣所必须知道的基本信息。 他们玩游戏时能获得的信息,例如地图布局,都是次要的信息,但如果我们不提供此类信息,玩家就完全看不到这些信息了,例如医生的无敌能量。 我们试图尽量避免在 HUD 中加入 2D 元素,因为我们希望玩家眼前的是 3D 世界,而不是抽象的图画。 例如,玩家始终能看见自己团队中间谍的长相,但他们还需要知道当本方的间谍伪装后,在敌人的眼中会是什么模样。 我们试过比较粗糙的方法,就是在间谍头上放一个图标,表示间谍目前已进行伪装。 结果,测试玩家很难理解这个图标。 后来,我们将纸面具放在间谍脸上,试着解决这个问题,这样不仅仅符合游戏的幽默风格,而且玩家只要看一眼间谍的模型,马上就能取得所有实际的信息,这样便能让他们专注于角色和游戏的行动。 我们也因此上了一课,明白如果我们坚持一成不变的设计原则,最后通常能帮助我们想出更好的解决方案,这比走快捷方式的效果好多了。"
9797"[english]#commentary\tf2-Comment040.mp3" "[Robin Walker] With nine classes of characters, and so many weapons and unique abilities, one of our biggest challenges was exposing all these combinations to players without overwhelming them. Even the shortlist of essential information is intimidating, including map goals, the whereabouts of their friends, who's shooting them with what weapon, and so on. We didn't have any way to make all of this information visual, so first we had to prioritize and come up with an essential list of things every player needed to know in order to just have fun. Information they could learn by playing the game-such as map layout-was of secondary importance; but there was also information, such as the Medic's invulnerability charge, that would be completely invisible unless we exposed it. We tried to avoid attaching 2D elements to the HUD as much as possible, since we wanted players to be looking at the 3D world we'd built rather than some abstract representation. For example, players always see their own team's spies as a spy, but they need to know how the spy is disguised to the other team. We tried a quick hack where we put an icon representing the spy's current disguise floating above his head. The icon proved baffling to playtesters. When we tackled the problem by putting cut-out paper masks on the spy, it not only fit the humorous style of the game, but it let players get all pertinent information directly from a quick look at the spy's model, thus keeping them focused on the characters and on the action of the game. We took this as a lesson, in how holding ourselves to a strong design principle can often force us to come up with better solutions, than if we'd taken the easy route."
9898"#commentary\tf2-Comment041.mp3" "[Jason Mitchell] 为了让角色阴影的风格能与影响游戏美术设计方向的二十世纪早期商业插画的风格一致,我们改变了角色身上扩散的照明变化。这里我们能看到 Heavy 以插画的阴影风格出现在军团要塞 2 中。注意观察他上臂皮肤上的光线与暗影边之间的紧密转换。使用传统光线,角色的明暗似乎太过柔和,缺乏手绘插画中所看到的独特外观。然而,我们的着色模型捕捉了光线与暗影边之间的戏剧性转换,有助于界定明确无误的军团要塞 2 外表。插图照明的另一面,就是照亮边缘来突出角色轮廓。在加上边缘照明后,您可以看到此 Heavy 特别的肩膀、脖子和头部,角色能与背景的其他部分区分开来,较为符合军团要塞 2 的美术风格。"
9999"[english]#commentary\tf2-Comment041.mp3" "[Jason Mitchell] To achieve a style of character shading which is consistent with the early 20th Century commercial illustrations that influenced our art direction, we alter the diffuse lighting on characters. Here, we can see the Heavy as he appears in Team Fortress 2, using this type of shading style. Note the tight transition between the light and dark sides of the skin on his upper arm. Using a traditional shading model as seen here, the character lighting appears too soft and lacks the distinctive look seen in hand painted illustrations. Our shading model, however, captures the dramatic transition between light and dark and helps to define the unmistakable look of Team Fortress 2. Another facet of illustrative shading is the use of rim highlights to accentuate the silhouettes of characters. Without the rim lighting, the characters tend to blend into the scenery. With the rim lighting, which you can see specifically on the Heavy's shoulders, neck, and head in this example, our characters are visible against the rest of the scene and better fit the art style of Team Fortress 2."