古墓丽影1 tomb raider 古墓丽影2 西安匕首 tomb raider The Dagger of Xi'an 古墓丽影3 劳拉的冒险 tomb raider Adventures of Lara Croft 古墓丽影4 最后的启示 tomb raider The Last Revelation 古墓丽影5 历代记 tomb raider Chronicles 古墓丽影6 黑暗天使 tomb raider The Angel of Darkness 古墓丽影7 传奇 tomb raider Legend
Tomb Raider
古墓丽影1

The Dagger of Xi'an
古墓丽影2:西安匕首

Adventures of Lara Croft
古墓丽影3:劳拉的冒险

The Last Revelation
古墓丽影4:最后的启示

Tomb Raider: Chronicles
古墓丽影5:历代记

The Angel of Darkness
古墓丽影6:黑暗天使

Tomb Raider: Legend
古墓丽影7:传奇

古墓丽影 周年纪念 tomb raider Anniversary
古墓丽影8 地下世界 tomb raider Underworld
劳拉与光之守护着 光明守护者 Lara Croft and The Guardian Of Light
古墓丽影9 tomb raider 2013
劳拉与奥西里斯神庙 Lara Croft and the Temple of Osiris
古墓丽影:崛起 Rise of The Tomb Raider
古墓丽影:暗影 Shadow of the Tomb Raider

Tomb Raider: Anniversary
古墓丽影:十周年纪念版

Tomb Raider: Underworld
古墓丽影8:地下世界

LCGOL
劳拉与光之守护者

TOMB RAIDER
古墓丽影9

LCTOO
劳拉与奥西里斯神庙

Rise of The Tomb Raider
古墓丽影10:崛起

Shadow of the Tomb Raider
古墓丽影11:暗影

2024年3月31日官网新闻:粉丝聚光灯 - 斯特拉 tombraiders.net

发表时间:2024/08/04 00:00:00  来源:古墓丽影网站  作者:“ZZer”翻译  浏览次数:1120  
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【古墓丽影网站】2024年3月31日官网新闻:粉丝聚光灯:斯特拉 - tombraiders.net
斯特拉网站封面
Stella's Website Header

  粉丝聚光灯:斯特拉 - tombraiders.net
  Fan Spotlight: Stella - tombraiders.net

  2024年3月31日
  Mar 31, 2024


  斯特拉长期以来一直是社区的灯塔和生命线,很难想象没有她详尽的指南和下载资源,粉丝们会如何度过。她的网站tombraiders.net已成为玩家寻求帮助的可信来源,而她致力于提供全面的指南使她成为粉丝和开发者中备受尊敬的人物。
  Stella has been a beacon, the guiding life-line of the community for so long, it's hard to imagine a time when fans couldn't rely on her thorough guides and download resources. Her website, tombraiders.net, has become a trusted source for players seeking assistance, and her dedication and commitment to delivering comprehensive guides has made her a respected figure among fans and developers. 

  我们很自豪地介绍斯特拉的无价工作,并分享她从贡献中获得的见解。
  We are proud to present Stella’s invaluable work and share the insights gained from her contributions. 


  问:你的古墓丽影之旅是如何开始的,你又是如何融入这个社区的?
  Q: How did your Tomb Raider journey begin, and how did you become involved in the community? 

  我已经多次讲述过我的古墓丽影“起源故事”,但每次都会让我发笑。那是1997年1月或2月,一个朋友在圣诞节收到了《古墓丽影I》,但他并没有真正投入其中。他把他的游戏光盘给了我丈夫,我丈夫玩到了弥达斯宫殿的火柱那里,然后愤怒地放弃了,真的把光盘扔进了垃圾桶。我救出了那张光盘,启动了训练关卡——就像你做的那样——然后立刻就被迷住了。说这些游戏改变了我的生活,其实是低估了它们的影响力。
  I've told my Tomb Raider "origin story" many times, but it still makes me laugh. It was January or February of 1997, and a friend had received Tomb Raider (1996) for Christmas but didn't really get into it. He gave his copy to my husband, who got as far as the fire pillars in Palace Midas, then rage quit and literally threw the CD into the garbage. I rescued it, started up the training level - as you do - and was immediately hooked. To say these games changed my life is an understatement. 

【古墓丽影网站】2024年3月31日官网新闻:粉丝聚光灯:斯特拉 - tombraiders.net
斯特拉1999年的网站
Stella's Website in 1999

  问:是什么激励你开始为古墓丽影游戏创建自己的网站?
  Q: What inspired you to start your own website for the Tomb Raider games? 

  我在接触游戏后不久就融入了社区并开始创建自己的网站。当时我有一些难以解决的秘密,所以我转向了alt.games.tombraider Usenet新闻组。那是社交媒体出现之前的时代,如果你不认识现实中的其他玩家,那么留言板和新闻组就是建立联系的唯一方式。我开始提出问题,但当《古墓丽影II》发布时,我已经在回答问题并为小组的常见问题解答做出贡献了。过了一段时间,我觉得与其一遍遍地回答相同的问题,不如发布完整的游戏攻略?于是,我在Geocities上创建了一个小型免费网站,并附上了《古墓丽影II》的攻略。(还记得Geocities吗?它就像Wix或Squarespace,只是没有模板,但有动画gif文件和midi文件。)《古墓丽影II》的攻略吸引了一些流量,所以我回去为《古墓丽影I》也写了一份。从那以后,我一直在为古墓丽影的每一款主要版本和一些非主流版本发布详细的游戏攻略。
  My becoming involved in the community and starting my own site happened soon after discovering the game. There were a few secrets I had trouble with, so I turned to the alt.games.tombraider Usenet newsgroup. These were the days before social media, when message boards and newsgroups were the only ways to make connections if you didn't know other gamers in real life. I started out asking questions, but by the time Tomb Raider II came out, I was answering them and contributing to the group FAQ. After a while, instead of fielding the same questions over and over, I thought, why not post complete walkthroughs? So I made a little free site on Geocites with a Tomb Raider II guide. (Remember Geocities? It was like Wix or Squarespace only without templates and with animated gifs and midi files.) The Tomb Raider II guide got some traffic, so I went back and wrote one for Tomb Raider (1996). I've been doing walkthroughs for every major Tomb Raider release, and most of the minor ones, since then. 


  问:你能分享一些你编写详细游戏攻略过程中的见解吗?
  Q: Can you share some insights into your process for creating detailed walkthroughs?  

  我的过程多年来一直在演变,但我通常首先会轻松地玩一遍每个游戏,只是为了让自己适应它,并看看那个特定版本中有什么新内容。然后,我会删除我的存档并重新开始,一边玩一边做笔记和截图,测试不同策略以应对更困难的部分,并尽量设身处地地为一个新玩家着想。我可能会在哪里卡关?哪里会有惊吓元素?我如何以最少的生命值和弹药通过每个部分?然后,我会实际编写和格式化页面,并编辑截图以包含注释,如箭头指示方向、圆圈标记的拾取物品、陷阱触发器等。我也尽量在可能的地方加入一些幽默元素。仅仅是一堵写着“向左走,捡起X,杀死某某,避免某某”的文本墙可能会很无聊。
  My process has evolved over the years, but I generally start by playing through each game casually, just to get comfortable with it and see what's new in that particular title. Then I wipe my saves and start over, making notes and taking screenshots as I go, testing out different strategies for more difficult sections, and trying to put myself in a new player's shoes. Where might I get stuck? Where are the jump scares? How can I get through each section using the smallest amount of health and ammo? Then I actually write and format the pages, and edit the screenshots to include annotations like arrows showing where to go, circled pickups, trap triggers, etc. I also try to include a little humor where I can. A wall of text saying, "Go left, pick up X, kill so-and-so, avoid such-and-such," can be so boring. 

  我的主要目标是让新玩家能够轻松上手这些游戏,并帮助经验丰富的探险者达到100%完成度。因此,我总是包含太多细节,但我也努力使指南易于浏览,每个区域都有粗体、描述性的标题,敌人、危险、拾取物品等用彩色文本表示,再加上大量的截图和视频,以应对特别具有挑战性的部分。我无法总是预测其他人会在哪里需要帮助。我希望人们能够按照他们喜欢的叙事方式一步一步地跟随,或者在他们卡关的任何地方直接跳转。
  My main goals are to make the games accessible for new players and help seasoned raiders get 100% completion. So I always include way too much detail, but I also try to make the guides easy to skim, with bold, descriptive headers for each area, colored text for enemies, hazards, pickups, etc., plus lots of screenshots and video for especially challenging bits. I can't always anticipate where someone else will need help. I want people to be able to follow along step by step if they enjoy that kind of narrative—or jump in anywhere they happen to be stuck. 

  我还尽量每隔十年就重新查看一次已完成的指南。每次查看时,我都会发现一些小错误、新的要添加的内容以及处理某些区域的更好方法。我也会融入其他玩家分享的技巧。
  I also try to revisit each completed guide at least a few times each decade. Every time I do, I find minor mistakes, new things to add, and better ways to tackle certain areas. I also incorporate tips that other players have shared. 

【古墓丽影网站】2024年3月31日官网新闻:粉丝聚光灯:斯特拉 - tombraiders.net
斯特拉2008年的网站
Stella's Website in 2008

  问:你的网站以提供详尽的游戏攻略、存档文件以及类似资源而闻名。在为古墓丽影系列制作游戏攻略的过程中,你遇到过的哪方面最具挑战性?
  Q: Your website is the most famous for being an incredible resource for walkthroughs as well as save files and similar resources. Throughout your time creating walkthroughs for the Tomb Raider franchise, what have been some of the most challenging aspects you've encountered? 

  谢谢你的夸奖!我尽量做好工作,很高兴在这个YouTube和Twitch盛行的时代,人们仍然会访问tombraiders.net寻找攻略。对我来说,最大的挑战是我工作得既慢又细致。我非常钦佩那些直播游戏或在YouTube上制作视频攻略的内容创作者,但编写一篇准确且略带娱乐性的书面攻略要花费十倍的时间。我还有一份日常工作(作为艺术家的工作室助理和办公室经理),所以游戏对我来说是下班后的副业。每当新游戏发布时,我感到压力很大,因为大家都在比我写得还快地玩游戏。但好处是,与视频攻略不同,如果我犯了错误,我可以很容易地回去修正它。我不需要重做整个关卡。
  Thanks for that! I try to do good work, and I'm glad people still look to tombraiders.net for guides, even in this age of YouTube and Twitch. For me, the biggest challenge is how slowly and methodically I work. I have nothing but admiration for content creators who stream the games or make video walkthroughs for YouTube, but putting together an accurate, somewhat entertaining written guide takes 10 times as long. I also work a regular job (as an artist's studio assistant and office manager), so gaming is an after-hours gig for me. I really feel the pressure when a new game comes out and everyone is playing faster than I can write. The upside is, unlike a video guide, if I do make a mistake, it's easy enough to go back and fix it. I don't need to redo the whole level. 


  问:在创建古墓丽影的游戏攻略时,有没有哪些特定的游戏或关卡你觉得特别有趣或难忘?如果有,是什么让它们脱颖而出?
  Q: Are there any particular Tomb Raider games or levels that you found especially enjoyable or memorable to create walkthroughs for? If so, what made them stand out? 

  我首先想到的是那些复刻版游戏。我仍在修订我的经典攻略,但用华丽的新画面重温我的旧爱真的是一次美妙的怀旧之旅。我也很喜欢玩《古墓丽影:崛起》并撰写相关攻略。游戏中有太多细节,尤其是收集品部分,而我本质上是个寻宝者。我还希望未来的游戏中能再次出现探险风格的DLC。
  The remasters come immediately to mind. I'm still in the process of revising my classic guides, but it's been a wonderful nostalgia trip playing through my old favorites with gorgeous new graphics. I also enjoyed playing and writing about Rise of the Tomb Raider. There's so much detail, especially in the collectibles, and I'm a treasure hunter at heart. I'd also love to see Expedition-style DLC return in future games. 

  至于最难写的攻略,那非《古墓丽影6:黑暗天使》莫属——但这并不是因为我不喜欢这款游戏。我很喜欢它!但是,当它在2003年发布时,我当时的电脑已经接近报废。即使将图形设置调低,我的电脑也运行得很吃力。特别是“波阿斯回归”这一关卡,对我来说简直是不可能完成的任务。即使我掌握了切换目标来瞄准BOSS毒囊的技巧,但满屏的绿色粘液还是让我的帧率慢得像蜗牛。惭愧地说,我不得不从朋友那里获取了一个存档文件才通过了那个关卡。不用说,我一有钱就换了新电脑。
  As far as the most frustrating to write, that would be Angel of Darkness—and not because I don't love the game. I do! But when it came out, in 2003, my current PC was at the end of its useful life. Even with the graphics settings turned down, my computer was struggling. The level ‘Boaz Returns’ was literally impossible. Even when I sussed the controls for switching targets to aim at the boss's poison sacs, all of that splashy green goo was slowing my framerate to a crawl. I'm ashamed to say I had to get a save file from a friend to pass that level. Needless to say, I got a new computer as soon as I could afford one. 


  问:《古墓丽影I-III复刻版》使用了一个不同的存档系统,所有存档文件都捆绑在一个文件中,而在游戏的原始版本中,存档文件是分开的。你是如何为《古墓丽影I-III复刻版》创建存档资源的?
  Q: Tomb Raider I-III Remastered uses a different save file system where all save files are bundled within one file, whereas in the original versions of the games, save files were separate files. How did you approach creating save file resources for Tomb Raider I-III Remastered? 

  复刻版的存档结构是我对这款游戏唯一的抱怨。正如你提到的,我喜欢为其他玩家提供存档文件以供下载,以防他们卡关,同时我自己也会使用这些存档文件。每当有人寻求帮助,我需要回去检查某个特定区域时,它们都非常有用。但永远不要说“永远”,对吧?为了解决这个问题,我们决定为每一关的开始、结束和秘密制作存档,从古墓丽影第一部开始,一直到所有游戏和扩展包。最坏的情况是,如果有人在一个以上的游戏中卡关,他们将不得不下载多个存档文件。我们可能会在稍后添加更多存档,但这似乎是一个很好的开始。我说“我们”,是因为我不能独自承担我网站上复刻版存档的功劳。所有这些都是由DraxxYaruga制作的,他慷慨地贡献了自己的时间和专业知识。
  The save file structure is my one complaint about the remastered games. As you mentioned, I like to offer saves for other players to download if they get stuck, but I also use those save files myself. They're handy whenever someone asks for help and I need to go back and check a particular area. But never say never, right? For this one, we decided to make saves for every level start, finish, and secret, beginning with TR1 and continuing through all the games and expansions in order. Worst-case scenario, someone will have to download multiple save files if they get stuck in more than one game. We'll probably add more saves later on, but this seemed like a good start. And I say "we" because I can't take credit for the remastered saves on my site. All of those were made by DraxxYaruga, who graciously donated their time and expertise. 

【古墓丽影网站】2024年3月31日官网新闻:粉丝聚光灯:斯特拉 - tombraiders.net
由Inna设计的斯特拉网站顶部横幅
Stella's Website Banner by Inna

  问:你有没有关于社区成员或核心设计工作室开发人员使用你的攻略的有趣故事?
  Q: Do you have any interesting stories of community members or Core Design devs using your guides? 

  我实在不知道有多少开发人员和其他社区成员使用过我的攻略,但我可以带着一些自豪地说,2014年管理史克威尔·艾尼克斯公司Twitter账户的人说我的攻略是“最好的”。我老了,这种评价已经不重要了,不过我还是认为这是个好事!:)
  I honestly don't know how many devs and other community members have used them, but I can say with some pride that whoever ran the Square Enix Twitter account back in 2014 said that my guides are "the bee's knees." I'm old, but that expression is before my time. I think it's a good thing! :D  

  最近,核心设计工作室的原成员之一加文·拉默里提到,他在玩复刻版的《古墓丽影I》时使用了我的攻略——这款游戏是他参与设计的!这真的很酷。
  More recently, Gavin Rummery, one of the original crew at Core Design, mentioned using my guides when playing the remastered TR1—a game he helped design! That was pretty cool. 

  我还碰巧知道,现在水晶动力工作室社区经理中至少有一个人曾经常访问tombraiders.net。亨特十几岁起就和我是朋友,甚至在古墓丽影生存三部曲的第一款游戏发布前不久,我们还在纽约动漫展上见过面。
  I also happen to know that at least one of the current Crystal Dynamics community managers used to be a regular visitor to tombraiders.net. Hunter and I have been friends since he was a teenager and even managed to connect in real life at New York Comic Con, shortly before the first Tomb Raider Survivor trilogy game came out. 

【古墓丽影网站】2024年3月31日官网新闻:粉丝聚光灯:斯特拉 - tombraiders.net
2012年纽约动漫展史克威尔·艾尼克斯展位
Square Enix booth at NYCC, October 2012.  

  问:展望未来,你对你的网站有什么新的项目或目标吗?
  Q: Looking ahead, are there any new projects or goals you have in mind for your website? 

  在《古墓丽影:暗影》之后,我休息了一段时间,所以一旦我完成了复刻版的攻略,我想重新玩这款游戏,并完成我未完成的DLC。除此之外,我的主要目标是再次成功举办Extra Life慈善马拉松活动。Extra Life是一个年度活动,类似于Child's Play或Games Done Quick,涉及所有品牌和兴趣爱好的数千名游戏玩家。自2012年以来,我一直领导着古墓丽影社区团队。到目前为止,我们已经为儿童医院筹集了超过75,000美元。今年,我们将举办两项活动:一项是夏季中旬的Twitch马拉松,专注于古墓丽影自制关卡游戏、玩家和创作者;另一项是11月第一个周末的官方Extra Life马拉松。
  I took a long hiatus after Shadow of the Tomb Raider, so once I'm done with the remasters, I would like to revisit that game and finish the DLC I left uncompleted. Apart from that, my main goal is another successful Extra Life charity marathon. Extra Life is an annual event, similar to Child's Play or Games Done Quick, involving thousands of gamers across all franchises and interests. I've been leading the Tomb Raider Community team since 2012. So far we've raised more than $75,000 for children's hospitals. This year, we'll be doing two events: a midsummer Twitch marathon focusing on Tomb Raider Level Editor games, players, and creators; and the official Extra Life marathon the first weekend in November.  

  如果正在阅读这篇文章的读者有兴趣加入我们的行列,为生病和受伤的孩子做出改变,请查看我们的Extra Life团队页面 https://extra-life.org/team/tombraider,并随时与我联系。
  If anyone reading this is interested in signing on to make a difference for sick and injured kids, please check out our Extra Life team page https://extra-life.org/team/tombraider, and feel free to contact me. 


  问:您有什么信息想要传达给古墓丽影社区吗? 
  Q: Is there a message that you would like to convey to the Tomb Raider community? 

  作为从早期就加入这个粉丝群体的一员,我见证了游戏的演变与变化。我目睹了粉丝和粉丝网站的来来去去。我们每个人都有自己最喜欢的和最不喜欢的游戏,都有与自己产生更强烈共鸣的劳拉版本。但即便我们意见不合,我们之间的共同点也远比我们意识到的要多。当你看到与自己意见不符的内容时,只要制作者没有恶意,就深呼吸并释怀吧。记住,对方可能和你一样,对自己的理想游戏或理想劳拉有着强烈的情感。请保持友善,欢迎新成员加入我们的圈子。分享你的知识、创造力和热情,并鼓励其他人也这样做。我们都在这里,因为我们热爱劳拉和她的冒险。从劳拉身上汲取灵感,专注于你的下一个目标,并继续前行。
  As someone who's been part of this fandom since the early days, I've seen the games evolve and change. I've seen fans and fan sites come and go. We all have our favorite and least favorite games. We all have versions of Lara that we connect with more strongly. But even when we disagree, we have more in common than we might realize. When you see a bit of content you disagree with, as long as the person making it is not being hateful, just breathe and let it go. Remember that the other person probably feels just as strongly as you do about their ideal game or their ideal Lara. Be kind. Welcome others into the circle. Share your knowledge, creativity, and enthusiasm, and encourage others to do the same. We're all here because we love Lara and her adventures. Take a cue from her. Fix your eyes on your next goal and just keep moving. 


  此外,Stella的网站最近进行了视觉升级,其中引人注目的标题横幅由才华横溢的Inna Vjuzhanina创作,她最近在我们的“粉丝聚光灯”栏目中亮相。
  Stella’s website recently received a visual upgrade, featuring stunning title banners created by the talented Inna Vjuzhanina, who was recently showcased in our Fan Spotlight. 

  你可以在这里关注Stella的作品:
  You can follow Stella’s work here 

  · Stella’s Tomb Raider Site 

  · YouTube 

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