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#571
One Greek mythology to be found in the catacombs of Core Design is Medusa. She is scattered around the whole area on walls and ceilings! Medusa was a monster, one of the Gorgon sisters and daughter of Phorkys and Keto, the children of Gaea (Earth) and Oceanus (Ocean). She had the face of an ugly woman with snakes instead of hair; anyone who looked into her eyes was immediately turned to stone. Her sisters were Sthenno and Euryale, but Medusa was the only mortal of the three.

Core Design 的地下墓穴关卡中能找到的一个希腊神话是美度莎(Medusa)。她散落在各处的墙上和屋顶上。美度莎是一个妖怪,是 Gorgon 姐妹之一,Phorkys 和 Keto 的女儿,Gaea 和 Oceanus 的后代。【译者注:原文这里有些奇怪,我并未弄懂 Gaea 和 Oceanus 与之的关系。】她有一个丑陋的女性的脸,头上不是头发,而是蛇。任何看到她眼睛的人都会瞬间变为石头。她的姐妹是 Sthenno 和 Euryale,但是美度莎是她们3人中唯一不能永生的。



She was originally a golden-haired, fair maiden, who, as a priestess of Athena, was devoted to a life of celibacy. However, after being wooed by Poseidon and falling for him, she forgot her vows and married him. For this offence, she was punished by the goddess in a most terrible manner. Each wavy lock of the beautiful hair that had charmed her husband was changed into a venomous snake. Her once gentle, love-inspiring eyes turned into blood-shot, furious orbs, which excited fear and disgust in the mind of the onlooker, whilst her former roseate hue and milk-white skin assumed a loathsome greenish tinge.

她最初是个金发美少女。作为雅典娜的女祭司,曾发誓献身于独身生活。然而,当波赛冬追求并与之相爱后,她忘掉了自己的誓言并嫁给了波赛冬。由于这种对神的冒犯,她被女神以最恐怖的方式惩罚了。她那每一缕曾经让她丈夫着迷的、美丽的头发都变成了一只毒蛇。她曾经温柔的、透着爱意的眼睛变成了喷血的、狂暴的眼球,使所有看到她的人都产生恐惧与厌恶。同时,她曾经透着玫瑰红的、奶白色皮肤变成了令人讨厌的绿色。

Seeing herself transformed into such a repulsive creature, Medusa fled her home, never to return. Wandering about, abhorred, dreaded, and shunned by the rest of the world, she turned into a character worthy of her outer appearance. In her despair, she fled to Africa, where, while wandering restlessly from place to place, young snakes dropped from her hair; that is how, according to the ancient Greeks, Africa became a hotbed of venomous reptiles. With the curse of Athena upon her, she turned into stone whomever she gazed upon, till at last, after a life of nameless misery, deliverance came to her in the shape of death, at the hands of Perseus.

看到自己变成了一个如此令人厌恶的生物,美度莎逃离了自己的家,再也没有回来。在四处流浪中,她憎恨、恐惧、并逃避这个世界,最终她的性格变成了与她的外表一样。在绝望中,她逃到了非洲。在那里,当她不停的从一个地方流浪到另一个地方时,她头上的年轻小蛇们脱落了下来。这也是为什么,根据古希腊人的说法,非洲到处是蛇的原因。由于雅典娜对她的诅咒,她会将任何看到她的人都变为石头,直到生命的最后。在痛苦的无法形容的一生的最后,她终于,在帕休斯的手中,在死亡中得到了解脱。

This Greek mythology of Medusa and Poseidon is perfectly combined with the Temple of Poseidon level.

这个美度莎与波赛冬的希腊神话完美的嵌入到了《波赛冬神庙》的关卡中。

#572
The Catacombs

地下墓穴


The Catacombs of Last Revelation is inspired by the real Catacombs of Kom el Shoqafa that lies in the district of Karmouz to the east Alexandria. The Arabic name translates to English as "the mound of potshards", referring to the broken dishes and plates that marked the area before the tombs were discovered below. There is a lot of pottery to be shot in the catacombs which sometimes offers you ammo. This extensive complex of impressively decorated tombs dates from the Roman Era and are considered as one of the "Seven Wonders of the Middle Ages".

《最后的启示》中的《地下墓穴》系列关卡来自于真实世界中"Kom el Shoqafa"地下墓穴,位于亚历山大东部的 Karmouz 区。阿拉伯语"Kom el Shoqafa"的意思是"由一层一层的罐的碎片堆积成的小山",指的是在地下墓穴被发现前,这里因有许多破碎的器皿而出名。在游戏中有许多可以射击的陶罐,打碎后有时可以得到子弹。这个庞大的、复杂的、且有着令人难忘的装饰的地下墓穴,可以上溯到罗马时期,并被认为是"中世纪七大奇迹"之一。



The tombs at Kom Al-Shuqafa are thought to have originally belonged to a single wealthy Roman family that began using it for burials around the 2nd century AD. However, the complex was significantly expanded and it was used though the 4th century AD. It contains a large number of graves, including a mass grave of animal and human remains that is attributed to a mass execution carried out in Alexandria by the Roman Emperor Caracalla in 215 AD. So when you shoot skeletons again be sure they are the executed ones! The tombs are organized around a central spiral staircase that leads down through several levels. The third lower level is still flooded today, but in the accessible areas the walls of the tombs are extensively decorated. They display an unusual fusion of Greek, Roman, and Egyptian iconography.

这个位于"Kom Al-Shuqafa"的墓穴被认为是最初属于一个富有的罗马家庭的,于公元2世纪始,用作埋葬地点。然而后来,墓穴被大大的扩展了,并一直用到了公元4世纪。墓穴里有许多坟墓,包括一个有大量人类和动物遗存的坟墓,被认为是公元215年罗马皇帝 Caracalla 的一次大规模的、在亚历山大的杀戮。所以,当你在游戏中再次射击骷髅时,他们就是那些被杀戮的人!整个墓穴被组织在一个位于中心的、螺旋形下降的台阶周围,可以往下走好几层。时至今日,地下第3层仍然被水淹没着。在可以到达的区域内,墙壁上有大量的装饰图案。这些图案显示了希腊、罗马、以及埃及的风格的不同寻常的融合。



In Egypt in the early centuries AD, the Roman Empire was in control, so the influences of ancient Egypt and Greek culture, were due to the legacy of Alexander and the Ptolomies. The figures carved into the walls of the tomb often combine the forms of ancient Egyptian gods with Roman and Greek dress or creatures from Greek and Roman mythology with pharaonic symbols. Because of this the Alexandria areas are the most distinctive part of the game that stands out from only the Egyption themed ones. Espacially the Lost Library level but later more about this beauty.

在公元后的最初几个世纪,埃及是由罗马帝国统治的,所以古埃及和古希腊文化对它的影响,是来自于亚历山大和托勒密王朝的遗存。墓穴墙上雕刻的图案,经常是古埃及的神穿着罗马和希腊的服饰,或是希腊和罗马神话中的人或动物身上雕刻着法老时期的符号。因此,游戏中亚历山大这一部分是最独特的,区别于其它纯埃及的部分。特别是《失落的图书馆》关卡,我们将在以后说到这个美丽的地方。【译者注:注意下图中,游戏和真实世界完全相同的图案,一圈圈嵌套的方形图案。】



On September 28, 1900, the Catacombs were discovered by accident. A donkey lost its footing and fell in through an access shaft. Excavators had been searching for the Catacombs since 1892 but had no luck until the donkey had his mishap.

1900年9月28日,地下墓穴被一个不知名的古人发现了。一头驴失足跌入了一个进入墓穴的井中。开凿机对地下墓穴的搜寻从1892年就开始了,但一直没有找到,直到那头驴遭遇不幸。

#573
As for me personally the Last Revelation is the most interesting Tomb Raider game. I got this idea to analyze its locations and where the creators got inspired from. I will see how far I will come in doing this as the game is huge and varied in locations. All of the text is combined information I found on the Internet and is adjusted accordingly. I will post random things from the game but we start with the opening of it:

对我来说,《最后的启示》是最有趣的《古墓丽影》游戏。所以我有了分析游戏中的地点及其出处的想法。我将看看自己能做多少,因为游戏很大,而且地点各式各样。所有的文字都来自于对互联网上资料的组织与整理。我贴的各个地点的顺序是随机的,但我们将从游戏的起始处开始:

The Title Flyby

标题界面的动画




I always wondered what that mysterious structure in the middle of the mosque's courtyard should be as you don't see it in the game itself. Only pieces of this flyby you can play in the extra Times Level. Well it is the Qubbat al-Khazna meaning the "Dome of the Treasury". It is an old structure located inside the courtyard of the Umayyad Mosque in Damascus, Syria. Octagonal-shaped and dome-capped, it rests at lofty height upon eight recycled Roman columns in the west of the mosque's courtyard.

我一直好奇那个位于清真寺庭院正中,且不能在游戏中玩到的奇特建筑是什么。在附加关卡《泰晤士报》中,这个标题动画也只有几个小片断能玩到。好的,这个建筑叫"Qubbat al-Khazna",意思是"圆顶宝库"。它是个古老的建筑,位于叙利亚大马士革的 Umayyad 清真寺的庭院中。【译者注:Umayyad 清真寺,也叫"大马士革大清真寺"。由于是2011年叙利亚危机的起点,当年CCTV也翻译成"大清真寺"。】建筑呈八边形,上面有圆顶,高高的位于清真寺庭院的西侧的,围成一圈的八根罗马柱的顶端。



The Qubbat al-Khazna, also known as the "Bayt al Mal", "The House of Money", was commissioned by the governor of Damascus, Fadil ibn Salih, in 789 CE. There is no entrance to the building. The only access is by means of a ladder to one small side window. In the title flyby however it has four windows and the mozaik tree texture on it. The Qubbat al-Khazna is truly a "moneybox" in its form and original function.

这个叫做"圆顶宝库"的建筑,也被称作"Bayt al Mal",意思是"金钱房子",由大马士革总督 Fadil ibn Salih 于公元789年建造。这个建筑没有入口,唯一的进入方式是架梯子到侧面的一个小窗户。然而在游戏标题界面的动画中,这个建筑有4个窗户,和4个 mozaik 树的图案。【译者注:我不知道 mozaik 怎么翻译。】就它的形状和最初的功能来说,"圆顶宝库"确实是个"存钱罐"。



As its name would suggest it was designed to serve as a treasury. It held the charitable endowments of the mosque's trust. Beyond its physical inaccessibility, the building's eightfold exterior also symbolised the eight categories earmarked for the distribution of the mosque's funds. These were: the poor, the destitute, the bankrupt, travellers and the disabled, tax collectors, converts to Islam and non-Muslims who refrained from fighting, ransom for captives and lastly, the cause of Allah.

就像它的名字,这个建筑是被设计用来作藏宝库的。它存放着为清真寺募捐的善款。除了用作物理上的难以接近之外,这个建筑的八面体外形还代表着清真寺基金的八个使用方向。它们是:贫穷的人、赤贫的人、破产的人、旅行者和残疾人、收税的人、皈依伊斯兰教的人和制止战争发生的非穆斯林、作为解救俘虏的赎金、和最后一种:出于安拉的理由。

There is much more to tell about this structure and if interested be free to look it up. What makes me wonder, why did they choose this "Dome of the Treasury" for the title flyby? This structure is in Syria and not in Egypt! Maybe they used it because of its iconic status or it just fitted the games style. Anyway it is a good opener for the game that grabs your attention. Similar gorgeus structures that could have been used are the ones from the Mosque of Sultan Hasan (left) or the one from the Citadel (right). Both are builded in the city of Cairo.

关于这个建筑,还有许多可说的。如果感兴趣,搜索即可。令我好奇的是:为什么选这个"圆顶宝库"作为游戏标题界面的动画呢?这个建筑位于叙利亚,而不是埃及!用这个建筑,也许是因为它具有代表性,或者仅仅是因为它适合游戏的风格。无论如何,这是游戏一个很好的开端,因为它一上来就抓住了玩家的注意力。还可能被借鉴了的,与之相似的建筑有:来自于 Sultan Hasan 清真寺的(左图),和来自于 Citadel 的(右图)。两个都在开罗。【译者注:古4里有一关也叫 Citadel,不知跟这里说的 Citadel 是不是同一个,所以没把 Citadel 翻译出来。】

#574
最近发现一篇奇文,令我佩服的五体投地,所以想翻译过来,与大家共同欣赏。
原作者对比了古4游戏中的场景,与真实世界中的场景,没想到能相似到这种程度。
http://www.tombraiderforums.com/showthread.php?t=211304

BTW:本贴的进度取决于原作者的进度,以及译者闲的蛋疼的程度。
另外,这个贴子中,凡是我(xtimz)发的贴子,都可以随意转载。

关于翻译,说明:
(1)我把英文原文带上了,一是方便大家对照,二是怕哪天原作者修改原文。
(2)凡是【译者注】的地方,都是我写的,而不是原作者写的。
(3)原作者的标题是:Revelation Analyzed... ,直译过来是"对古4的分析...",只有这个我没有直译。
#575
引用自: hswyming 于 2015 八月 19, 00:49:55
谢谢了。。。 :notworthy:

硬盘突然就坏了,一点预兆都没有。把我搞傻了,存了10 来年的东西全没有了。。。相片、文件 、游戏、种子等等  。。。撒都没了。。。 :crybaby2: :crybaby2: :crybaby2:
什么牌子的硬盘啊?
#576
怎么大家的硬盘都坏了?前不久老兔的硬盘也坏了,我还和他讨论了半天:
http://tieba.baidu.com/p/3454346219
#577
乌鸦(TombCrow)的网盘里有这个,将近 160MB
http://pan.baidu.com/s/19uADQ
#579
昨天突发奇想,关于第3关的空中平台,也就是我认为的这个关卡的最难点。

接着我2015年7月21日发的贴子。
按住向前键可以跳的更远,我就想:如果在第2跳就按向前键,那么第3跳是否能用翻转跳,从而抓住中间的斜面?
我试了试,还真是可以的。
http://www.tudou.com/programs/view/36y4bL7qCjY/
#581
记得做这个的人说:最难的就是模仿劳拉的动作。
游戏里劳拉的动作是精心调整的,OpenTomb里使劲模仿,一帧一帧的模仿。。。
#582
录了个视频,将最后那2个骑士从战马上打下来:
http://www.tudou.com/programs/view/B5rsq80KMk0/
有2点说明:
(1) 只有当骑士持剑的一侧面对劳拉时,开枪才是有效的。
所以,当另一侧(持盾牌的一侧)面对劳拉时,就索性不开枪了。
当开枪有效时,骑士会发出"啊"的声音。
(2) 按观察键切换瞄准的单位,默认是小键盘上的0。
:toothy9:
#583
说一些我的想法。

第1关,Sea Girt

关于4只鹰:
关卡开始后,站在原地不动,这可是个宝地——只要站在这里,鹰只会绕着劳拉飞,而不会攻击劳拉。。。我也不知为什么。。。
于是就这样解决了前2只鹰。。。
触发后2只鹰后,再站回这里,又是一样。。。囧,于是又轻松解决了后2只鹰。

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第2关,圆桌骑士 1

我特欣赏菜菜的这个拿玫瑰花的方法:http://www.tudou.com/programs/view/OXOhxxByhmU/
有朝一日,如果我要是设计一个关卡,一定要有这么一个机关。

这个狮子头藏的真是好:http://www.tudou.com/programs/view/wlZY6YJ3haM/

关于针刺易碎板:http://www.tudou.com/programs/view/_7DFj03jtkg/
这个的关键在于针刺的相位:针刺的相位并不是固定的:第1个针刺先触发,后面的针刺在跳向秘点时触发。
根据相位的不同,难度可以从极简单到根本不可能完成。
说实话,林娃视频里的相位是比较难的(非常难的),我很惊讶他居然完成了。。。
最好的相位应该像我视频里那样:第1个针刺先出来,紧接着第2个针刺、第3个针刺顺序出来。因为这样符合劳拉通过的先后次序。
可以想象,如果第2、3个针刺先出来,然后第1个针刺再出来,那我们跑过第1个针刺后,第2、3个针刺就又快出来了。。。于是很难。

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第3关,圆桌骑士 2

打秘点2的门:http://www.tudou.com/programs/view/4gSDwUmfiqo/
可以看出我有多无聊。。。
那个喷火口,怎么那么巧?我经过的时候恰好熄灭?因为我很无聊的试了很多次。。。

限时:http://www.tudou.com/programs/view/ChDP2fXg_Sw/
这个跑的技术我是从快速通关里学来的,具体可以参考:http://www.tudou.com/programs/view/ILVe03PtoMY
但我比较了一下,这里用这个技术不是那么好,因为地形上稍有不同:这里转弯太剧烈了。

空中平台:http://www.tudou.com/programs/view/CUvvD5uw8dw/
我认为这是这个关卡最难的部分。
关键是要按住向前键,否则倒是也行,就是变得非常难。
但如果按住向前键,还是富富有余的,可以看到视频最后抓到的位置,有很大富余。

去电梯的路上:http://www.tudou.com/programs/view/OMYa_RAoPyw/
用这种方法可以无伤跳下。

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第4关,圆桌骑士 3

刀刃齿轮:http://www.tudou.com/programs/view/CqX9hDfcvh4/
这个左右是不对称的。从右边过可以轻松的无伤,从左边过我试了半天,多少会损一点儿血。

关于最后的2个骑士:
将他们从战马上打下来的方法:利用来时的小水坑:当骑士靠近时,就用向前翻转跳,跳到小水坑的另一侧。
我附带了一个存档文件,是将它们从战马上打下来之后的。
但之后。。。我惊呆了:他们怎么那么多血!大伙可以试试。。。
#584
我每个回贴的右下角都会记录自己的IP,但问题是:这个记录的IP从来都是错的。 :toothy9:
#585
好啦好啦,备份完了,下面都是正常讨论了。
谢谢! :toothy9: