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- ["Sniper.Incoming03"] = "Incoming!",
- ["Soldier.SentryAhead01"] = "Sentry forward!",
- ["sniper.CartMovingForwardOffenseSoft08"] = "Come on then, push",
- ["Pyro.MoveUp01"] = "Guys, move up! Move up!",
- ["Spy.CloakedSpyIdentify08"] = "The Medic is a Spy!",
- ["Color.Scout"] = "This is the Scout color",
- ["Sniper.PositiveVocalization10"] = "There ya go",
- ["Sniper.DominationScout03"] = "Dominated, you miniature delinquient!",
- ["Heavy.Award14"] = "Another medal is good!",
- ["Engineer.NeedSentry01"] = "We need a sentry right here!",
- ["sniper.Revenge08"] = "You know what you're dominatin' now? Bleedin'",
- ["Color.Sniper"] = "This is the Sniper color",
- ["sniper.Award03"] = "Snipin's a good job, mate!",
- ["Scout.Taunts18"] = "Oh hey, you suck!",
- ["Sniper.BattleCry02"] = "Get to it!",
- ["Soldier.StandOnThePoint03"] = "Stand, on, the, point, maggots!",
- ["Scout.CloakedSpy03"] = "There's a Spy over here!",
- ["Spy.Taunts12"] = "You're all of you quite out of your depth",
- ["Soldier.Go03"] = "Let's go!",
- ["Scout.BeingShotInvincible17"] = "Wha!",
- ["Soldier.SpecialCompleted04"] = "Screamin' eagles!",
- ["Soldier.No03"] = "No!",
- ["Heavy.LaughShort01"] = "*short laugh*",
- ["Demoman.dominationmedic01"] = "Dominated you tutonic nurse-maid *belch*",
- ["Demoman.Medic03"] = "Medic!",
- ["Sniper.LaughShort03"] = "*short laugh*",
- ["Scout.PainSharp04"] = "*sharp pain*",
- ["Heavy.SandwichTaunt11"] = "Look at you tiny itsy-bitsy men, running from Sandvich!",
- ["Spy.AutoCappedControlPoint01"] = "Well done, us!",
- ["Demoman.Taunts16"] = "They're going to bury what's left of ya in a soup can!",
- ["Medic.PainSharp04"] = "*sharp pain*",
- ["Heavy.Award08"] = "I am most dangerous man in history of world!",
- ["#commentary\tf2-Comment026.wav"] = "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.",
- ["Heavy.GoodJob01"] = "Is good!",
- ["sniper.CartGoingBackOffenseSoft02"] = "The cart's movin' the wrong bloody way",
- ["sniper.CartStayCloseOffenseSoft04"] = "Stay near the bomb",
- ["Pyro.PainSevere03"] = "*severe pain*",
- ["Demoman.Jeers06"] = "Ohhh... I've really hit rock-bottom...",
- ["Sniper.SpecialCompleted46"] = "Thanks for standin' still, wanker",
- ["Sniper.Jeers03"] = "Crikey!",
- ["Sniper.Taunts09"] = "You're all a bunch of no-hopers!",
- ["Scout.NegativeVocalization04"] = "Augh!",
- ["Sniper.Cheers04"] = "Good on ya, mates!",
- ["Sniper.Taunts37"] = "Piss off, you mongrels",
- ["Sniper.SpecialCompleted15"] = "Wave good-bye to your head, wanker!",
- ["sniper.CartGoingBackOffenseSoft06"] = "The bomb, lads, dDon't forget about the bomb",
- ["Medic.PainSevere02"] = "*severe pain*",
- ["engineer_dominationsoldier02"] = "That there is just a sad display, boy!",
- ["Sniper.AutoDejectedTie02"] = "That's damn right embarrassing!",
- ["Soldier.DominationSniper03"] = "Now hear this camper: You are not wanted on my beloved battlefield!",
- ["Demoman.Jeers02"] = "*tsk*",
- ["Heavy.FightOnCap03"] = "Get on the point!",
- ["Scout.HeadLeft01"] = "Alright, go left!",
- ["sniper.MedicFollow05"] = "Stay with me, doc",
- ["Scout.DominationPyr05"] = "Eat it, you mute frickin' moron!",
- ["sniper.SpecialWeapon07"] = "This thing looks bloody useful",
- ["sniper.CartMovingForwardDefense02"] = "Look out, lads, bomb's on the way!",
- ["Engineer.GoodJob02"] = "Good work",
- ["Engineer.NeedDispenser01"] = "We need a dispenser right here!",
- ["Sniper.Taunts18"] = "Keep yobbin' that big mouth, while it's still attached to your bloody neck!",
- ["Engineer.Cheers06"] = "Cream gravy!",
- ["Heavy.SandwichTaunt17"] = "That was delicious!",
- ["Medic.BattleCry06"] = "Gesundheit!",
- ["Spy.NiceShot02"] = "Admirable shot!",
- ["Scout.BattleCry03"] = "Eat my dust!",
- ["Demoman.GoodJob02"] = "You're doin' good lad",
- ["Heavy.Taunts19"] = "What sick man sends babies to fight me?",
- ["Spy.Go02"] = "Let us move!",
- ["Soldier.DominationScout03"] = "You kids today don't know how to dominate!",
- ["Heavy.Award05"] = "Yes!",
- ["Heavy.SpecialWeapon02"] = "New weapon!",
- ["Medic.AutoCappedControlPoint02"] = "They are weakened!",
- ["Scout.DominationMed05"] = "I hate doctors!",
- ["Sniper.LaughEvil03"] = "*evil laugh*",
- ["Sniper.PainSharp02"] = "*sharp pain*",
- ["Spy.PainSevere03"] = "*screams in pain*",
- ["sniper.CartStopItDefenseSoft04"] = "Don't let 'em push that bomb",
- ["Demoman.Cheers04"] = "We did it heh-heh, ha-hah, heagh!",
- ["sniper.CartMovingForwardDefense03"] = "Bugger me... the bomb's comin'!",
- ["Scout.Jeers12"] = "This is a real freakin' embarrassment",
- ["Pyro.Yes01"] = "Uh-huh",
- ["sniper.CartMovingForwardDefense06"] = "Here comes the cart!",
- ["sniper.MeleeDare05"] = "Let's see how much blood is in ya",
- ["Spy.Cheers08"] = "Clearly they were out-classed",
- ["Heavy.Go03"] = "Move!",
- ["Demoman.PainCrticialDeath04"] = "*critical death*",
- ["Scout.SpecialCompleted04"] = "Yo, batter up!",
- ["Heavy.NiceShot02"] = "Pow! Ha-ha!",
- ["Heavy.SandwichTaunt15"] = "Run from the Sandvich!",
- ["Heavy.SpecialWeapon08"] = "New weapon is good!",
- ["Scout.NegativeVocalization05"] = "OK, this does not look good here, um...",
- ["Soldier.SpecialCompleted02"] = "Crocket!",
- ["Scout.CloakedSpyIdentify05"] = "The freakin' Demo is a Spy!",
- ["Heavy.HeadRight01"] = "To right!",
- ["Medic.HelpMeDefend03"] = "Defend the point!",
- ["engineer_dominationsoldier01"] = "Ya'll take that, rocket boy!",
- ["Heavy.Singing02"] = "*sings*",
- ["Heavy.HeadLeft02"] = "Left!",
- ["Medic.Taunts14"] = "Would you like a second opinion? You are also ugly!",
- ["sniper.Domination06"] = "Fightin' men might not be your thing, lad",
- ["Scout.MeleeDare03"] = "Let's do this!",
- ["Soldier.Taunts06"] = "You sissified maggot scum have just signed your death warrants!",
- ["Soldier.ThanksForTheHeal02"] = "Thanks for the aid!",
- ["Spy.AutoDejectedTie01"] = "That was unfortunate!",
- ["Scout.Award12"] = "Bang! I make it look easy!",
- ["Demoman.LaughEvil04"] = "*evil laugh*",
- ["Engineer.AutoBuildingSentry02"] = "Buildin' a sentry!",
- ["Medic.Taunts10"] = "Prepare for your examiniation... heh-heh-heh",
- ["Engineer.AutoCappedIntelligence03"] = "Wern't no thing",
- ["engineer_dominationpyro07"] = "You shouldn't have played with fire, boy!",
- ["Sniper.Go02"] = "Let's go mates!",
- ["Soldier.SentryAhead03"] = "Sentry ahead!",
- ["Engineer.AutoCappedIntelligence02"] = "That's nothin'",
- ["Sniper.Medic01"] = "Medic!",
- ["Heavy.Yes01"] = "Da!",
- ["Heavy.Taunts03"] = "Time to hide, cowards!",
- ["Scout.PainSevere02"] = "*severe pain*",
- ["Sniper.Taunts34"] = "You better hold on to your head, mate",
- ["engineer_dominationmedic03"] = "Keep comin' at me doctor! Eventually ya'll are gonna rustle up some sense",
- ["Heavy.BattleCry02"] = "Run, cowards!",
- ["Sniper.SpecialCompleted-AssistedKill01"] = "Thanks, mate!",
- ["Spy.HeadRight01"] = "Right!",
- ["Heavy.StandOnThePoint03"] = "You, baby, crawl to point!",
- ["Engineer.PainSharp02"] = "*sharp pain*",
- ["Sniper.StandOnThePoint01"] = "Get on the point, wanker!",
- ["Soldier.DominationHeavy01"] = "You just got dominated, sputnik!",
- ["Medic.ActivateCharge03"] = "Now is the time, herr doctor!",
- ["Engineer.GoodJob01"] = "Nice job, partner",
- ["Soldier.HatOverHeartTaunt01"] = "You will not be missed!",
- ["Heavy.Medic01"] = "Medic!",
- ["Heavy.NeedSentry01"] = "Put sentry here",
- ["Heavy.Domination06"] = "Hide coward! I will find you!",
- ["Sniper.PainSharp04"] = "*sharp pain*",
- ["Sniper.DominationMedic05"] = "Sorry there nurse, I mistook you for an actual threat!",
- ["Demoman.PositiveVocalization02"] = "Well... alright!",
- ["Heavy.AutoCappedIntelligence03"] = "Not usually my job, but, he-he...",
- ["Spy.SpecialCompleted12"] = "Suprise!",
- ["Scout.SpecialCompleted11"] = "How's that feel, wimp?",
- ["Heavy.Thanks03"] = "Thank you!",
- ["Medic.SentryAhead02"] = "There is a sentry ahead!",
- ["Demoman.PainSevere03"] = "*severe pain*",
- ["Sniper.LaughLong01"] = "*long laugh*",
- ["Medic.NiceShot02"] = "Good shooting!",
- ["Scout.HelpMeCapture03"] = "Am I gonna have to capture this thing by myself?",
- ["Scout.StunBallHittingIt03"] = "{Scout.StunBallHittingIt03}",
- ["Medic.AutoOnFire01"] = "Fire! Fire, fire!",
- ["Heavy.AutoCappedControlPoint01"] = "Come, knock me off it!",
- ["Engineer.Taunts01"] = "I'm gonna beat you like a rented mule, boy",
- ["Sniper.ThanksForTheTeleporter01"] = "Thanks, mate!",
- ["Sniper.DominationEngineer03"] = "Back to the drawing-board, genius!",
- ["Heavy.MeleeDare03"] = "Fight me, coward!",
- ["Scout.StunBallHit09"] = "Good hands, buddy!",
- ["Medic.NegativeVocalization03"] = "Dummkopfs!",
- ["sniper.SpecialWeapon04"] = "Heh heh heh, someone's about to have a very bad day",
- ["Engineer.LaughShort03"] = "*short laugh*",
- ["Sniper.AutoCappedControlPoint02"] = "That was too easy mate!",
- ["Medic.CloakedSpyIdentify07"] = "The Engineer is a Spy!",
- ["Medic.Taunts12"] = "Come over here, I promise I will heal you",
- ["Scout.CloakedSpyIdentify06"] = "That Spy ain't one of us!",
- ["Demoman.Jeers11"] = "We're a sorry bunch of losers",
- ["engineer_dominationscout12"] = "Gotcha, stretch!",
- ["sniper.Domination08"] = "This is gettin' embarrassing",
- ["Sniper.SpecialCompleted28"] = "You got blood on my knife, mate",
- ["Spy.ThanksForTheHeal02"] = "Thank you doctor!",
- ["Demoman.HeadLeft02"] = "Go left!",
- ["Scout.ApexofJump04"] = "Look at me, ma!",
- ["Heavy.NiceShot03"] = "Nice shot!",
- ["Spy.Taunts14"] = "They should call you whiners 'Dr. Nooooo'!",
- ["Scout.HelpMeCapture02"] = "I'm cappin' over here, who's with me?",
- ["Pyro.LaughEvil03"] = "*evil laugh*",
- ["engineer_dominationsniper05"] = "Nobody likes a squatter!",
- ["Scout.Jeers08"] = "What the hell is your guys' problem?",
- ["Pyro.AutoCappedIntelligence01"] = "I gotta do the job of everyone!",
- ["Sniper.FightOnCap02"] = "Fight on the cap!",
- ["Engineer.PainCrticialDeath01"] = "*critical death*",
- ["Spy.DominationSoldier01"] = "Maybe your colleagues will send a man next time!",
- ["Soldier.DominationMedic02"] = "You just got dominated, Fritz!",
- ["Soldier.PainCrticialDeath04"] = "*critical death*",
- ["Sniper.NeedTeleporter01"] = "Need a teleporter here!",
- ["Scout.SentryAhead03"] = "They got a sentry up there!",
- ["Spy.Taunts06"] = "Peek-a-boo!",
- ["Scout.NeedDispenser01"] = "Need a dispenser here!",
- ["Demoman.AutoCappedControlPoint01"] = "Keep it up lads!",
- ["Soldier.SpecialCompleted01"] = "Cah-rit!",
- ["Pyro.AutoOnFire02"] = "Fire!",
- ["Demoman.gibberish04"] = "*gibberish*",
- ["Sniper.DominationSniper18"] = "The bullets come out of the slim end, mate!",
- ["Demoman.gibberish01"] = "*gibberish*",
- ["Engineer.LaughShort02"] = "*short laugh*",
- ["Soldier.ThanksForTheTeleporter01"] = "Thanks!",
- ["Sniper.ThanksForTheTeleporter03"] = "Thanks for that, truckee!",
- ["Sniper.Taunts06"] = "You prancin' show-ponies!",
- ["engineer_dominationscout03"] = "Boy, this here is just gonna keep happenin' and happenin'!",
- ["Medic.PainSharp06"] = "*sharp pain*",
- ["Sniper.NiceShot03"] = "Fine shot mate!",
- ["Soldier.Taunts02"] = "Time to inform your next of kin!",
- ["Spy.ActivateCharge01"] = "Activate the charge, doctor!",
- ["Demoman.LaughLong02"] = "*long laugh*",
- ["Sniper.SpecialCompleted10"] = "Bloody piker!",
- ["Soldier.HatOverHeartTaunt02"] = "I never liked you!",
- ["Spy.Taunts05"] = "*whistles*",
- ["Medic.HeadRight02"] = "Go right!",
- ["Heavy.Revenge10"] = "Oh, no! You I do not forget!",
- ["Spy.SpecialCompleted06"] = "Pardon me!",
- ["Demoman.HeadRight02"] = "Go right!",
- ["Spy.CloakedSpyIdentify04"] = "The Pyro is a Spy!",
- ["Heavy.MeleeDare04"] = "Hit me, I dare you!",
- ["Scout.BeingShotInvincible36"] = "Wuss!",
- ["Scout.InvincibleNotReady02"] = "Work, damnit!",
- ["Spy.SpecialCompleted-AssistedKill02"] = "My appreciation, amigo!",
- ["Sniper.SpecialCompleted40"] = "Spies... bloody useless",
- ["Spy.SentryAhead01"] = "Sentry just ahead!",
- ["Engineer.Jeers03"] = "Come on, fellas!",
- ["Sniper.PositiveVocalization07"] = "Holy dooley",
- ["Scout.InvincibleNotReady06"] = "Aw, crap!",
- ["Scout.Taunts09"] = "Hey, lot of good that gun did ya!",
- ["Sniper.Incoming02"] = "Incoming!",
- ["Sniper.SpecialCompleted22"] = "Now that was a proper bloody routin'!",
- ["Sniper.Taunts45"] = "Hold still!",
- ["Spy.SpecialCompleted07"] = "I never really was on your side!",
- ["Spy.LaughHappy03"] = "*happy laugh*",
- ["Soldier.DominationHeavy02"] = "Stars and stripes beats hammer and sickle, look it up!",
- ["Spy.SpecialCompleted02"] = "With my apologies!",
- ["Soldier.Jeers11"] = "That was an amazing killing spree... by the other team!",
- ["Spy.DominationSniper01"] = "Boo! You repulsive bushman!",
- ["Soldier.CloakedSpyIdentify03"] = "That Heavy is a Spy!",
- ["Spy.No03"] = "I'm afraid not!",
- ["sniper.Award14"] = "Ahhh, that's apples mate!",
- ["sniper.Domination22"] = "Kill ya again soon, mate",
- ["Demoman.PainSevere02"] = "*severe pain*",
- ["Spy.DominationMedic04"] = "I'm looking at your x-ray, and I'm afraid you suck!",
- ["Engineer.Incoming01"] = "Incoming!",
- ["Scout.DominationHvy03"] = "Four-hundred thousand dollars to fire that gun, huh? Money well spent",
- ["Sniper.Taunts44"] = "Everything above your neck is gonna be a fine red mist",
- ["sniper.CartStayCloseOffense05"] = "Stay near the bloody cart!",
- ["Scout.Award02"] = "Hey, look at me ma!",
- ["sniper.Revenge12"] = "Take that, you mongrel",
- ["Medic.Jeers07"] = "Teaaaaaam!",
- ["Medic.Go02"] = "Schnell, raus raus!",
- ["Soldier.BattleCry06"] = "Heh-he-hah!",
- ["sniper.Domination17"] = "I'm not done yet mate, not by a long shot",
- ["sniper.Revenge23"] = "Hate to break it to ya, but your own team paid me to do that",
- ["Demoman.GoodJob01"] = "Cheers, mate",
- ["Scout.BattleCry01"] = "Play ball!",
- ["Soldier.DominationMedic04"] = "Ich bin- I just kcicked your ass!",
- ["Scout.DominationSol02"] = "What is your major malfunction, brother?",
- ["Heavy.MeleeDare05"] = "I will kill you with bare hands!",
- ["Pyro.Incoming01"] = "Incoming!",
- ["Sniper.Jeers01"] = "Ah, that was rubbish!",
- ["Heavy.LaughHappy02"] = "*happy laugh*",
- ["#commentary\tf2-Comment036.wav"] = "Late in the project, while other parts of the game were being finished up, we found ourselves with some time left over for extra animation. There were several ideas on the table, including weapon-specific taunt animations. When evaluating a feature, we look at how many other features it connects to, and taunts were the clear winner. They play well with the killer freeze-cam, adding to the relationship between the nemesis and his victim. They gave us a highly visible place to show off our new facial animation technology, allowing the player to examine it from all angles. Finally, TF2's characters have a lot of personality, and taunts were the perfect way to show that personality through animation and voice acting.",
- ["sniper.CartStopItDefenseSoft05"] = "Stop the bloody bomb",
- ["Spy.NeedTeleporter01"] = "Place a teleporter here!",
- ["Spy.Yes01"] = "Yes!",
- ["Soldier.LaughHappy02"] = "*happy laugh*",
- ["Scout.ActivateCharge02"] = "C'mon doc, do it!",
- ["Pyro.LaughEvil04"] = "*evil laugh*",
- ["Spy.LaughShort05"] = "*short laugh*",
- ["Heavy.Taunts18"] = "I think you need more men!",
- ["engineer_sentrypacking03"] = "I'm movin' this!",
- ["sniper.CartGoingBackOffense01"] = "Get to the cart, ya bloody idiots!",
- ["Heavy.GoodJob03"] = "You did well!",
- ["Sniper.Taunts10"] = "All your heads look bloody twelve-feet tall!",
- ["Spy.CloakedSpyIdentify06"] = "That Spy is an enemy!",
- ["sniper.CartMovingForwardOffenseSoft10"] = "Where'd you mongrels learn to push?",
- ["Scout.SpecialCompleted06"] = "Yo, I oughta be on a baseball card!",
- ["sniper.CartStayCloseOffense04"] = "Stay near the bomb!",
- ["Heavy.Medic03"] = "Doctor!",
- ["Soldier.Thanks01"] = "Thanks!",
- ["Soldier.MoveUp02"] = "Gear forward!",
- ["engineer_dominationspy13"] = "I just beat on your sneaky ass like a mule, boy!",
- ["Spy.Taunts07"] = "Why don't we just give up, partner?",
- ["Demoman.dominationsoldier01"] = "Dominated! *laughs*",
- ["Engineer.Taunts07"] = "{Engineer.Taunts07}",
- ["Spy.SpecialCompleted03"] = "Oh dear, I've made quite a mess!",
- ["Heavy.ActivateCharge04"] = "Now, doctor!",
- ["Medic.BattleCry04"] = "Hyaaaa!",
- ["Soldier.CloakedSpy02"] = "Spy in our midst, men!",
- ["Demoman.gibberish02"] = "*gibberish*",
- ["Spy.DominationPyro03"] = "The world will thank me for this, you monster!",
- ["Heavy.MeleeDare08"] = "Shh! Sasha is asleep!",
- ["Engineer.LaughEvil03"] = "*evil laugh*",
- ["Spy.DominationPyro04"] = "Burn in hell you mumbling abomination!",
- ["Soldier.Taunts13"] = "I joined this team just to kill maggots like you!",
- ["sniper.Award01"] = "That one's for me, boys!",
- ["Sniper.AutoCappedControlPoint03"] = "We're not giving it back",
- ["engineer_dominationengineer02"] = "Dominated, hard-hat!",
- ["Spy.CloakedSpy04"] = "Spy among us...",
- ["Medic.LaughShort01"] = "*short laugh*!",
- ["Spy.Go03"] = "Proceed!",
- ["Heavy.SentryAhead01"] = "Sentry ahead!",
- ["Heavy.LaughEvil03"] = "*evil laugh*",
- ["Sniper.CloakedSpyIdentify09"] = "That Spy is an enemy!",
- ["Demoman.SpecialCompleted12"] = "Ka-bluey!",
- ["Engineer.PainSharp07"] = "*sharp pain*",
- ["Engineer.NeedTeleporter01"] = "We need a teleporter right here!",
- ["Spy.DominationSniper03"] = "No worries, mate! *laughs*",
- ["Demoman.MoveUp02"] = "Move that gear up!",
- ["Medic.LaughEvil02"] = "*evil laugh*!",
- ["engineer_dominationmedic01"] = "Doctor, I am the better man!",
- ["#commentary\tf2-Comment015.wav"] = "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.",
- ["Soldier.CloakedSpy01"] = "Boys, we have a traitor!",
- ["Heavy.Go01"] = "Go go go!",
- ["Engineer.LaughHappy03"] = "*happy laugh*",
- ["Soldier.Taunts07"] = "If God had wanted you to live, he would not have created me!",
- ["Heavy.PositiveVocalization04"] = "Very good!",
- ["Heavy.Singing01"] = "*sings*",
- ["Demoman.dominationdemoman04"] = "Welcome to the dominationing!",
- ["sniper.CartMovingForwardDefenseSoft04"] = "Shut your cake-holes, and stop that cart",
- ["Heavy.MedicFollow05"] = "Follow me doctor!",
- ["Soldier.Yes01"] = "Yeah...",
- ["Soldier.AutoCappedControlPoint01"] = "Now that is what I want to see!",
- ["sniper.CartStoppedOffenseSoft05"] = "The cart's just sittin' there",
- ["Sniper.SpecialCompleted35"] = "Mongrel",
- ["engineer_dominationsniper07"] = "Aw, now you don't look like a happy camper!",
- ["sniper.MedicFollow03"] = "This way, doc",
- ["Heavy.SpecialCompleted02"] = "I destroy coward toys!",
- ["Soldier.HelpMeCapture01"] = "You will help me capture my point!",
- ["Spy.NegativeVocalization06"] = "Oh no!",
- ["Engineer.HelpMe02"] = "Help me!",
- ["engineer_sentrypacking01"] = "Packin' up!",
- ["Engineer.SpecialCompleted10"] = "How'd that plan turn out for ya, dummy?",
- ["Spy.Incoming03"] = "Incoming!",
- ["Heavy.SpecialWeapon05"] = "I have new way to kill cowards!",
- ["Sniper.HelpMeCapture02"] = "Help me capture this bloody thing!",
- ["Demoman.PainSharp01"] = "*sharp pain*",
- ["Heavy.Jeers01"] = "Boo!",
- ["Scout.DominationEng03"] = "Don't bring a wrench to a gun fight!",
- ["Sniper.No03"] = "Nah!",
- ["Scout.MedicFollow01"] = "C'mon doc, follow me!",
- ["Medic.PositiveVocalization04"] = "{Medic.PositiveVocalization04}",
- ["Spy.Cheers01"] = "All in a day's work!",
- ["Demoman.Medic02"] = "Medic!",
- ["Scout.MedicFollow04"] = "Follow me, doc!",
- ["sniper.CartGoingBackOffenseSoft05"] = "The bomb's movin' the wrong way",
- ["Scout.AutoOnFire02"] = "Oh I'm burnin'! I-I'm burnin'!",
- ["Soldier.Taunts10"] = "You are all weak! You are all bleeders!",
- ["Scout.GoodJob01"] = "Atta boy!",
- ["Soldier.Taunts04"] = "You are scum! You are nothing but a bunch of cowards!",
- ["Medic.AutoDejectedTie02"] = "Anyone still alive has let me down",
- ["Heavy.CartStopItDefense01"] = "Stand next to little cart!",
- ["Heavy.Taunts06"] = "Who touch my gun?",
- ["Sniper.PainSharp03"] = "*sharp pain*",
- ["Engineer.NegativeVocalization06"] = "Aw hell!",
- ["Pyro.Taunts04"] = "I'm on fire now!",
- ["Heavy.SpecialWeapon09"] = "Yes, I like this new weapon!",
- ["Demoman.dominationscout01"] = "Dominated, twinkle-toes!",
- ["Scout.NegativeVocalization03"] = "Stupid! Stupid! Stupid!",
- ["Soldier.Jeers01"] = "Boo!",
- ["Scout.NiceShot03"] = "Way to go, slugger!",
- ["Sniper.HeadRight01"] = "Right, right!",
- ["sniper.CartStopItDefense06"] = "Don't let the cart through, lads!",
- ["Scout.Invincible01"] = "Un-frickin'-touchable!",
- ["Pyro.PainSevere05"] = "*severe pain*",
- ["Medic.AutoDejectedTie07"] = "Augh",
- ["Heavy.GoodJob02"] = "Good!",
- ["engineer_meleedare02"] = "You and me, partner!",
- ["Demoman.dominationengineer04"] = "You come wide again with me boy and I'll stick that wrench right up your arse!",
- ["engineer_dominationengineer08"] = "You're all hard-hat and no cattle!",
- ["Scout.Incoming03"] = "Incoming!",
- ["Soldier.NegativeVocalization04"] = "Augh... no",
- ["Medic.PainCrticialDeath03"] = "*critical death*",
- ["Engineer.CloakedSpyIdentify05"] = "That Demo is a Spy!",
- ["Pyro.PainSevere04"] = "*severe pain*",
- ["engineer_gunslingertriplepunchfinal02"] = "Hah!",
- ["Demoman.Cheers03"] = "Imagine if I'd hadn't been drunk heh-heh, ah-heh-heh",
- ["Heavy.NegativeVocalization03"] = "Not good!",
- ["Demoman.HelpMeDefend02"] = "I need some help holdin' them off!",
- ["Demoman.HeadRight03"] = "To the right!",
- ["Demoman.LaughShort02"] = "*short laugh*",
- ["sniper.CartMovingForwardOffenseSoft07"] = "Push lads, push",
- ["sniper.CartMovingForwardOffense01"] = "Keep that cart movin'!",
- ["Heavy.FightOnCap04"] = "Get on point!",
- ["Scout.Yes02"] = "Yeah, gotcha!",
- ["Soldier.DominationPyro02"] = "You cannot burn me, I'm already on fire!",
- ["engineer_dominationspy12"] = "If ya'll had more gadgets for killing, you wouldn't need so many for hiding!",
- ["Sniper.SpecialCompleted43"] = "Spy that, you fancy bloody wuss",
- ["Heavy.SandwichTaunt06"] = "Don't run! Is just ham!",
- ["Pyro.PainSharp02"] = "*sharp pain*",
- ["Medic.SpecialCompleted-AssistedKill01"] = "Danke camarade!",
- ["Scout.SpecialCompleted10"] = "I broke your stupid crap, moron!",
- ["Spy.DominationDemoMan04"] = "Don't feel bad, you did a fine job tossing your little balls around!",
- ["Scout.Domination13"] = "Hit the bricks pal, you're done!",
- ["Demoman.CloakedSpyIdentify05"] = "That Spy's a bloody traitor!",
- ["Medic.HeadLeft01"] = "Left!",
- ["#commentary\tf2-Comment039.wav"] = "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. ",
- ["#commentary\tf2-Comment016.wav"] = "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.",
- ["Scout.HeadRight02"] = "Yeah, let's go to the right!",
- ["Scout.AutoDejectedTie02"] = "You gotta be kiddin' me!",
- ["Demoman.AutoCappedControlPoint03"] = "Now it's our flippin' point! Heh-heh...",
- ["#commentary\tf2-Comment013.wav"] = "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.",
- ["Medic.Taunts02"] = "Eins, zwei, drei... ugh, I do not think we brought enough body bags...",
- ["Soldier.DominationMedic07"] = "Gotcha, herr doctor!",
- ["Scout.LaughHappy02"] = "*happy laugh*",
- ["Demoman.SpecialCompleted10"] = "Couldn't you see the bloody bombs?",
- ["sniper.CartMovingForwardDefenseSoft05"] = "The bomb's comin'",
- ["Sniper.CloakedSpyIdentify04"] = "The Pyro is a Spy!",
- ["Spy.HeadLeft01"] = "Left!",
- ["Medic.CloakedSpy01"] = "Spy!",
- ["Engineer.AutoBuildingDispenser01"] = "Erectin' a dispenser!",
- ["Scout.StunBallPickUp01"] = "Got the ball back!",
- ["Spy.GoodJob03"] = "You have done well!",
- ["sniper.CartStoppedOffense01"] = "That bloody cart ain't gonna move itself!",
- ["Sniper.LaughEvil01"] = "*evil laugh*",
- ["Spy.StandOnThePoint03"] = "Idiot! Come stand on the point!",
- ["Sniper.AutoDejectedTie01"] = "Gah! Hear me man? Gah!",
- ["Scout.DominationEng01"] = "Hey, here's somethin' you can invent next time: ducking!",
- ["Engineer.BattleCry01"] = "Agh!",
- ["sniper.CartStopItDefenseSoft02"] = "Stop the bloody bomb",
- ["Engineer.NegativeVocalization02"] = "Aw, shucks",
- ["Engineer.AutoBuildingTeleporter01"] = "Teleporter, comin' right up!",
- ["Engineer.BattleCry04"] = "Move 'em out!",
- ["Sniper.ThanksForTheHeal02"] = "Appreciate it!",
- ["Engineer.Jeers04"] = "Ah, good night Irene!",
- ["Scout.DominationSct03"] = "Hit the road, bozo! Let a real scout get to work!",
- ["Medic.HeadRight03"] = "Right right!",
- ["Heavy.PainSevere03"] = "*severe pain*",
- ["Demoman.Taunts11"] = "Not one of you is goin' to survive this!",
- ["Scout.Domination08"] = "Drink it in pal! That's how failure tastes!",
- ["sniper.SpecialWeapon06"] = "Now this is a nice weapon",
- ["Scout.Revenge09"] = "Still think you're funny, funny man?",
- ["Scout.LaughEvil01"] = "*evil laugh*",
- ["Heavy.MeleeDare09"] = "Is not fair to use gun on such a tiny man!",
- ["Spy.CloakedSpyIdentify10"] = "The Sniper is a Spy!",
- ["Soldier.Taunts11"] = "Each and every one of you will be sent home to your mama in a box!",
- ["Demoman.StandOnThePoint01"] = "Stand on the bloody point, you half-wit!",
- ["Scout.Taunts15"] = "You wimps suck!",
- ["Soldier.Medic03"] = "Medic!",
- ["Pyro.SpecialCompleted-AssistedKill01"] = "Thanks for the help!",
- ["Scout.MeleeDare06"] = "C'mon tough guy!",
- ["Demoman.gibberish07"] = "*gibberish*",
- ["Heavy.BattleCry04"] = "Hide cowards!",
- ["Engineer.LaughHappy02"] = "*happy laugh*",
- ["Medic.HeadLeft03"] = "Left left!",
- ["Pyro.NegativeVocalization01"] = "Oh, the horror...",
- ["#commentary\tf2-Comment046.wav"] = "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.",
- ["sniper.CartStoppedOffense04"] = "The bomb ain't movin'!",
- ["Soldier.CloakedSpyIdentify02"] = "That Soldier is a Spy!",
- ["Soldier.HelpMeDefend02"] = "Defend this point!",
- ["Heavy.BattleCry06"] = "I live!",
- ["Medic.GoodJob02"] = "Stupendous!",
- ["Sniper.SpecialCompleted25"] = "You'll be needin' another use for that neck",
- ["Demoman.ActivateCharge03"] = "Go on then doc!",
- ["Sniper.PainCrticialDeath02"] = "*critical death*",
- ["Soldier.DominationSoldier06"] = "You're a disgrace to the uniform!",
- ["Medic.Go03"] = "Move! schnell!",
- ["Medic.AutoChargeReady02"] = "I am fully charged!",
- ["Scout.DominationSpy04"] = "Hey hey, look! You shapeshifted into a dead guy!",
- ["Medic.SpecialCompleted04"] = "Now go!",
- ["sniper.CartMovingForwardOffense02"] = "Keep the bloody cart movin'!",
- ["Soldier.KaBoomAlts03"] = "Pa-pow!",
- ["Sniper.SpecialCompleted09"] = "A little of the ol' 'chop-chop'!",
- ["Heavy.Jeers06"] = "Which one of you is crying?",
- ["Sniper.DominationEngineer04"] = "Not so smart with your brains outside your head, are ya?",
- ["Soldier.HatOverHeartTaunt06"] = "You were good son, real good... maybe even the best",
- ["Heavy.Cheers04"] = "Bwa-haha-hah!",
- ["Scout.LaughShort01"] = "*short laugh*",
- ["Heavy.LaughHappy03"] = "*happy laugh*",
- ["Engineer.ActivateCharge02"] = "C'mon, hit it doc!",
- ["Engineer.AutoDejectedTie02"] = "Now I've seen everything",
- ["Sniper.Jeers08"] = "Gah!",
- ["Heavy.Taunts17"] = "Go ahead! Build your tiny gun, then run!",
- ["Scout.Domination16"] = "Domination, look it up",
- ["Scout.Award01"] = "Hey, look at me! Look at me!",
- ["Medic.LaughShort02"] = "*short laugh*!",
- ["Spy.StandOnThePoint04"] = "Come stand on the point, you imbecile!",
- ["Sniper.DominationPyro01"] = "You are a creepy mute little bugger, ain't ya?",
- ["Heavy.PositiveVocalization03"] = "I feel alive!",
- ["Scout.PositiveVocalization05"] = "That's what I'm talkin' about!",
- ["Soldier.AutoCappedControlPoint03"] = "We have commandeered my point!",
- ["Sniper.HelpMe01"] = "Help!",
- ["Heavy.Award16"] = "Now I am king of team!",
- ["Demoman.dominationsoldier02"] = "I'll notify your next of kin, that you sucked!",
- ["Pyro.Jeers02"] = "You failed!",
- ["sniper.CartStayCloseOffense06"] = "The cart lads! Stick with it!",
- ["sniper.Domination01"] = "You shouldn't even gotten out of bed",
- ["Soldier.Taunts03"] = "If you know what's good for you, you will run!",
- ["Demoman.HelpMe03"] = "Aye, give us a hand!",
- ["Demoman.PainSharp05"] = "*sharp pain*",
- ["Scout.PainSharp01"] = "*sharp pain*",
- ["Medic.Jeers09"] = "Ach, was ist los?",
- ["Scout.FightOnCap01"] = "Hey get on the cap, guys!",
- ["Scout.CloakedSpyIdentify02"] = "The freakin' Soldier is a Spy!",
- ["sniper.Award04"] = "Right, then!",
- ["Soldier.DominationPyro01"] = "I just tore you a new chimney, smokey joe!",
- ["Medic.SpecialCompleted08"] = "Did the fräuleins have their mittelschmerz?",
- ["Medic.PainSharp08"] = "*sharp pain*",
- ["engineer_gunslingerpunch01"] = "Pow!",
- ["Soldier.AutoOnFire01"] = "Fire! Fire! Fire!",
- ["Sniper.AutoOnFire01"] = "Fire... fire! Fire!",
- ["Scout.CartGoingBackOffense08"] = "Anyone else pushin' this thing?",
- ["Heavy.CartMovingForwardOffense07"] = "Go!",
- ["Scout.StunBallHit12"] = "Nice hustle!",
- ["Soldier.PickAxeTaunt01"] = "C'mere, sweetheart!",
- ["Demoman.NeedTeleporter01"] = "Need a teleporter here!",
- ["Scout.CartGoingBackDefense06"] = "Yo it should be goin' that way!",
- ["#commentary\tf2-Comment032.wav"] = "Player classes form the backbone of TF2's gameplay. There are a bunch of reasons why they're a useful design tool. A class is a bottled up experience, designed to be unique relative to the other classes in the game. A player who is getting tired of one class can switch to another class and get a fresh experience. They allow us to cater to players with a variety of different skills and desires. Beginning and advanced players can have fun together. Cautious cerebral thinkers, strategic defenders, and twitch firing adrenaline junkies can all find their niche. Team Fortress 2's Class design decisions enable us to have a larger number of player abilities in the game, while still keeping a single player's decisions down to a manageable level.",
- ["Engineer.Taunts02"] = "You ladies should-oughtta brought some men with you",
- ["Spy.HelpMe01"] = "Help!",
- ["Heavy.ThanksForTheHeal01"] = "Thank you doctor!",
- ["Demoman.CloakedSpyIdentify06"] = "That Medic's a bloody Spy!",
- ["Scout.NiceShot02"] = "Yeah, nice shootin' there!",
- ["Scout.HelpMe03"] = "I'm dyin' here!",
- ["sniper.CartStopItDefenseSoft03"] = "Stop the bomb, lads",
- ["Scout.Taunts03"] = "Yeah, why don't you come over and say that to my face, tough guy?",
- ["Spy.Medic01"] = "Doctor!",
- ["Medic.AutoDejectedTie03"] = "Dagh",
- ["Scout.Domination01"] = "You just got frickin' dominated knucklehead alright let's do this!",
- ["Scout.ThanksForTheHeal01"] = "Alright, I feel good!",
- ["Spy.AutoCappedControlPoint03"] = "Excellent!",
- ["Spy.DominationEngineer04"] = "Did I throw a wrench into your plans? *laughs*",
- ["Engineer.Medic03"] = "Medic!",
- ["Heavy.Cheers01"] = "Yes!",
- ["Spy.MoveUp01"] = "Move these things up!",
- ["Engineer.PainSevere06"] = "*severe pain*",
- ["Heavy.Domination17"] = "You are dead, not big suprise!",
- ["Medic.Incoming03"] = "Incoming!",
- ["Scout.Award05"] = "Look at me!",
- ["Demoman.Incoming03"] = "Incoming!",
- ["Soldier.Taunts15"] = "Surrender now maggots, and you will not be harmed!",
- ["Heavy.Specials04"] = "You drew first? *laughs*",
- ["Demoman.No02"] = "Nah!",
- ["Sniper.DominationPyro03"] = "Gotcha, you mental defective!",
- ["Scout.BeingShotInvincible11"] = "Yeah!",
- ["Soldier.ActivateCharge02"] = "Let's go, doc!",
- ["Scout.Medic03"] = "Doc, c'mon man!",
- ["Engineer.Go03"] = "Go go go!",
- ["Medic.ActivateCharge02"] = "Ready for the charge herr doctor!",
- ["Heavy.CartMovingForwardDefense04"] = "Oh no! Little cart is moving!",
- ["Scout.LaughShort05"] = "*short laugh*",
- ["Heavy.HelpMeDefend02"] = "Who is man enough to stand with me?",
- ["#commentary\tf2-Comment034.wav"] = "Critical hits are one of the features that resulted from our focus on pacing. The critical hit system attempts to slightly influence the highs and lows of the game, by increasing the chance of a critical hit based upon the player's recent performance. In summary, the better you're doing, the more likely you'll continue to do well. This helps create those rare high moments, where a single player goes on a rampage and gets 3 or 4 kills in rapid succession.",
- ["Sniper.SpecialCompleted44"] = "Now that was a proper bloody routin",
- ["Heavy.Taunts07"] = "*laughter* Look at your little baby guns!",
- ["Medic.PainSevere01"] = "*severe pain*",
- ["Spy.DominationSoldier05"] = "They can bury you in the tomb of the unskilled soldier!",
- ["Scout.HelpMe01"] = "Help!",
- ["Engineer.BattleCry06"] = "Hee-yaw!",
- ["Sniper.SpecialCompleted37"] = "Wave good-bye to your head, wanker",
- ["engineer_dominationscout04"] = "Dominated, string-bean!",
- ["Demoman.dominationsoldierupdate06"] = "{Demoman.dominationsoldierupdate06}",
- ["sniper.CartMovingForwardOffense07"] = "Push lads, push!",
- ["Scout.NegativeVocalization01"] = "Augh!",
- ["Sniper.SpecialCompleted42"] = "That helmet ain't gonna save ya",
- ["Medic.Taunts13"] = "All I can tell you about this next procedure, is that it will be... excruciating!",
- ["Engineer.Taunts12"] = "Son, I'm gonna blow that dumb look right off your stupid face",
- ["Sniper.DominationDemoMan02"] = "Tagged ya! You wobblin' Scot!",
- ["Soldier.DominationSniper11"] = "You just got dominated, Basbo Bibbons!",
- ["Engineer.CloakedSpyIdentify07"] = "That Medic is a Spy!",
- ["Demoman.AutoDejectedTie04"] = "Ya bleedin' idiots!",
- ["Spy.SpecialCompleted04"] = "Sorry to pop in unannounced!",
- ["Spy.NegativeVocalization07"] = "Agh!",
- ["engineer_dominationsniper01"] = "Ya oughta stand back a little more, like, for me and my machines!",
- ["Sniper.Cheers08"] = "Bloody beaut'!",
- ["Demoman.Yes02"] = "Yah!",
- ["Pyro.LaughShort01"] = "*short laugh*",
- ["Medic.Jeers04"] = "Dummkopfs!",
- ["Scout.PainSevere05"] = "*severe pain*",
- ["Sniper.HelpMeCapture01"] = "Help me pin this down!",
- ["Spy.NegativeVocalization04"] = "Oh, please!",
- ["Scout.PainSevere03"] = "*severe pain*",
- ["Soldier.Jeers07"] = "Pain is weakness leaving the body!",
- ["Demoman.Cheers08"] = "It's a fine thing, lads",
- ["engineer_dominationspy06"] = "This skunk's startin' to smell!",
- ["Demoman.gibberish06"] = "*gibberish*",
- ["Engineer.NiceShot02"] = "Nice shot!",
- ["Sniper.Taunts27"] = "You big-head wankers",
- ["Sniper.Taunts33"] = "I'm gonna put one right between your eyes, you punter",
- ["Heavy.Incoming02"] = "Incoming!",
- ["Scout.HelpMeDefend03"] = "What, am I gonna have to defend this thing by myself?",
- ["Medic.PainSevere04"] = "*severe pain*",
- ["Soldier.NiceShot03"] = "Outstanding shot!",
- ["Scout.BattleCry05"] = "Let's waste 'em!",
- ["Soldier.PainSevere03"] = "*severe pain*",
- ["Engineer.NegativeVocalization01"] = "Darn",
- ["Heavy.CartStayCloseOffense01"] = "Stay near tiny cart!",
- ["Demoman.HeadLeft03"] = "To the left!",
- ["sniper.MeleeDare04"] = "I'm gonna carve you a new cake-hole",
- ["Engineer.Taunts05"] = "Y'all about to have a real bad day",
- ["Sniper.Incoming04"] = "Incoming!",
- ["Sniper.DominationHeavy04"] = "Oi! You're bleedin' gravy, fatso!",
- ["Heavy.SpecialCompleted-AssistedKill01"] = "We make good team!",
- ["engineer_dominationsniper04"] = "You shoulda-oughta stayed back at your little camp-site!",
- ["Soldier.DominationScout06"] = "You run fast, my bullets run faster!",
- ["Engineer.MoveUp01"] = "Gotta move that gear up!",
- ["Medic.Jeers05"] = "Boo!",
- ["Heavy.ThanksForTheTeleporter02"] = "Was good trip!",
- ["Demoman.dominationscout06"] = "You're so bloody tiny! You're like a toy-sized version of a man!",
- ["Heavy.CartStayCloseOffense02"] = "Stay close to cart!",
- ["Demoman.Cheers07"] = "If I wasn't the man I was I'd kiss ya",
- ["Sniper.Thanks02"] = "Appreciate it!",
- ["Demoman.PositiveVocalization05"] = "That's the way you do it!",
- ["Spy.AutoDejectedTie03"] = "Oh...",
- ["Engineer.HeadRight01"] = "Head right!",
- ["Scout.DominationEng05"] = "Hey overalls, you suck!",
- ["Medic.Incoming02"] = "Incoming!",
- ["Pyro.Medic01"] = "Medic!",
- ["Medic.PositiveVocalization01"] = "Wonderful",
- ["Scout.Taunts07"] = "Who wants some of this?",
- ["sniper.Revenge07"] = "Look here, pumpkin head, you're all done",
- ["Heavy.CartGoingBackDefense03"] = "Is our cart now!",
- ["Heavy.CartStopItDefense02"] = "Stand by little wagon!",
- ["Scout.ActivateCharge01"] = "Hit it doc!",
- ["Spy.LaughLong01"] = "*long laugh*",
- ["Scout.StunBallPickUp05"] = "I love my ball!",
- ["Engineer.LaughEvil04"] = "*evil laugh*",
- ["Scout.BeingShotInvincible29"] = "Heh-heh-hah!",
- ["Scout.MedicFollow02"] = "This way, doc!",
- ["Medic.StandOnThePoint03"] = "Idiot! Get on the point!",
- ["Demoman.dominationsoldierupdate02"] = "{Demoman.dominationsoldierupdate02}",
- ["Engineer.PainCrticialDeath05"] = "*critical death*",
- ["Demoman.SentryAhead02"] = "Sentry comin' up!",
- ["Heavy.LaughShort03"] = "*short laugh*",
- ["Scout.HeadRight01"] = "Go right!",
- ["Medic.CloakedSpyIdentify06"] = "The Medic is a Spy!",
- ["Spy.AutoOnFire03"] = "I do believe I'm on fire!",
- ["Scout.BeingShotInvincible14"] = "Wa-hah!",
- ["engineer_dominationsoldier05"] = "Ya'll just got drafted into my war!",
- ["Heavy.PainCrticialDeath03"] = "*critical death*",
- ["Spy.PositiveVocalization03"] = "Magnificent!",
- ["Soldier.GoodJob02"] = "Outstanding!",
- ["engineer_wranglekills04"] = "Gotcha!",
- ["Spy.No01"] = "I think not!",
- ["Heavy.CartStoppedOffense02"] = "We must push little cart!",
- ["Demoman.dominationsniper03"] = "I hate you campers! Everybody bloody hates you!",
- ["Scout.ApexofJump03"] = "Hey, I can see my base from here!",
- ["Spy.PositiveVocalization01"] = "Excellent!",
- ["Spy.LaughShort04"] = "*short laugh*",
- ["Soldier.Cheers05"] = "Boo-yah!",
- ["Medic.SpecialCompleted06"] = "Schnell! Go get them!",
- ["Scout.Generic01"] = "Is-is anyone even payin' attention to me?",
- ["Heavy.StandOnThePoint02"] = "Coward! Get on point!",
- ["engineer_dominationheavy13"] = "Dominated, fat man!",
- ["Medic.Taunts06"] = "I healed the man who will kill you!",
- ["Heavy.HelpMeDefend03"] = "Help defend!",
- ["Heavy.AutoOnFire03"] = "I'm burn!",
- ["Scout.BeingShotInvincible03"] = "That didn't hurt!",
- ["Medic.ThanksForTheHeal01"] = "Thank you, herr doctor!",
- ["Spy.Cheers04"] = "What did they expect?",
- ["Scout.Domination18"] = "{Scout.Domination18}",
- ["Medic.SpecialCompleted09"] = "That was doctor-assisted homicide!",
- ["sniper.CartStoppedOffenseSoft01"] = "That bloody cart ain't gonna move itself",
- ["Demoman.CloakedSpyIdentify08"] = "That Sniper is a bloody Spy!",
- ["Soldier.No01"] = "No, sir!",
- ["sniper.Award06"] = "No worries!",
- ["Scout.SpecialCompleted09"] = "Hey, is somebody keeping track of my heads batted in?",
- ["Engineer.ActivateCharge01"] = "Hit it doc!",
- ["Scout.Award04"] = "Hi ma!",
- ["Scout.Incoming02"] = "Yo, incoming!",
- ["Demoman.dominationsoldier03"] = "Hey, private hair-cut! I might've taken a bit too much off... your head!",
- ["Sniper.HelpMeCapture03"] = "Get over here and help me capture!",
- ["engineer_wranglekills02"] = "That's from yours truly, son!",
- ["Scout.CartStayCloseOffense04"] = "Let's all push this thing!",
- ["Demoman.Taunts12"] = "You're all bloody dead!",
- ["Demoman.BattleCry02"] = "Have at them, lads!",
- ["Heavy.CloakedSpy01"] = "Spy!",
- ["Engineer.SentryAhead01"] = "Sentry right up ahead!",
- ["sniper.CartStayCloseOffense03"] = "Pull up your socks and stick to the cart!",
- ["Medic.Cheers01"] = "Excellent!",
- ["Spy.DominationScout03"] = "Ooh, you were quick as a little bunny, wern't you?",
- ["sniper.CartGoingBackOffense04"] = "That bomb ain't gonna move itself, lads!",
- ["Scout.Jeers07"] = "No seriously, you all suck!",
- ["Medic.AutoDejectedTie06"] = "Aygh",
- ["sniper.CartStoppedOffenseSoft02"] = "The cart ain't movin', lads",
- ["Soldier.DominationPyro03"] = "You cannot burn me, I'm already ablaze with passion! For war!",
- ["Spy.Yes03"] = "Of course!",
- ["Spy.DominationPyro02"] = "Good lord, you fight like a woman!",
- ["Heavy.CloakedSpyIdentify09"] = "Sniper is Spy!",
- ["Scout.BeingShotInvincible35"] = "Punk!",
- ["Soldier.BattleCry01"] = "Charge!",
- ["Soldier.HatOverHeartTaunt03"] = "You were loud and ugly and now you're dead, amen!",
- ["Heavy.MoveUp01"] = "Move gear up!",
- ["Pyro.PainCrticialDeath01"] = "*critical death*",
- ["Sniper.AutoOnFire02"] = "Fire!",
- ["Demoman.AutoDejectedTie03"] = "Ugh.",
- ["Demoman.HelpMe01"] = "Help!",
- ["Medic.LaughHappy02"] = "*happy laugh*!",
- ["Sniper.HeadRight02"] = "Go right!",
- ["Soldier.SpecialCompleted-AssistedKill01"] = "Thanks, soldier!",
- ["Engineer.CloakedSpyIdentify03"] = "That Heavy is a Spy!",
- ["Sniper.SpecialCompleted21"] = "Spy that, you fancy bloody wuss!",
- ["Scout.Taunts11"] = "Yeah, it's a freakin' bat magnet!",
- ["Scout.CartGoingBackOffense07"] = "No, no, no! The cart!",
- ["Demoman.ThanksForTheTeleporter01"] = "Thanks for the ride!",
- ["Demoman.Cheers02"] = "Oh... every single.. one of ya... not you",
- ["Soldier.DominationDemoman01"] = "Dominated, you one-eyed cross-dresser!",
- ["Soldier.PainSevere04"] = "*severe pain*",
- ["Scout.Taunts13"] = "You're all losers!",
- ["Engineer.AutoBuildingDispenser02"] = "Dispenser goin' up!",
- ["Scout.SpecialCompleted02"] = "Boink!",
- ["Medic.AutoCappedControlPoint03"] = "I am prepared to do whatever it takes!",
- ["Scout.BeingShotInvincible09"] = "Heh-hah!",
- ["Soldier.Medic02"] = "Medic!",
- ["sniper.SpecialWeapon03"] = "Take a butchers at this",
- ["Soldier.DominationSpy02"] = "You just got your Frenchy ass dominated!",
- ["Scout.SpecialCompleted12"] = "You got anything smart to say now?",
- ["Engineer.Jeers01"] = "Boo!",
- ["Medic.Cheers05"] = "I am ze Übermensch!",
- ["Scout.Cheers03"] = "Woo-hoo-hoo!",
- ["Scout.SpecialCompleted-AssistedKill01"] = "Way to go, paly!",
- ["Medic.HelpMe01"] = "Help!",
- ["sniper.CartMovingForwardOffense09"] = "Let's go lads, keep pushin'!",
- ["Spy.SpecialCompleted10"] = "You disgust me!",
- ["Heavy.SandwichTaunt09"] = "*sings* Me and my... Sandvich! *sings*",
- ["Demoman.dominationengineer05"] = "Go on and build more of your little guns - I'll shove every one of them up your arse!",
- ["Engineer.Incoming03"] = "Incoming!",
- ["Soldier.DominationHeavy07"] = "Checkmate, stalingrad!",
- ["Scout.AutoCappedControlPoint03"] = "I got it! I got it!",
- ["engineer_dominationengineer05"] = "You done incurred my wrath, son",
- ["Soldier.MoveUp03"] = "Move up, move up, move up!",
- ["Scout.Misc04"] = "Man... your skull's so soft you're makin' this easy!",
- ["Scout.PainSevere01"] = "*severe pain*",
- ["Engineer.PainSevere05"] = "*severe pain*",
- ["Scout.CartStoppedOffense03"] = "Push it! Push it! Push it!",
- ["Spy.AutoCappedIntelligence01"] = "Was there ever any doubt?",
- ["#commentary\tf2-Comment010.wav"] = "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.",
- ["Heavy.CartMovingForwardOffense03"] = "Forward, glorious cart!",
- ["Engineer.PainSevere04"] = "*severe pain*",
- ["Demoman.BattleCry04"] = "Kill 'em all!",
- ["Scout.LaughHappy04"] = "*happy laugh*",
- ["Demoman.No01"] = "No!",
- ["Soldier.Jeers04"] = "Which of you numb-nuts let us down?",
- ["Sniper.PainSevere02"] = "*severe pain*",
- ["Scout.PainSharp08"] = "*sharp pain*",
- ["Sniper.Taunts42"] = "That helmet is gonna make a nice bowl for your brains",
- ["Demoman.HelpMe02"] = "Help me!",
- ["Engineer.No01"] = "Nope",
- ["Medic.Taunts15"] = "You have 30 seconds to live!",
- ["sniper.CartGoingBackDefenseSoft08"] = "Alright, the bomb's headin' back",
- ["Heavy.SandwichTaunt03"] = "Sandvich make me strong!",
- ["Scout.StunBallHit01"] = "Aw, I'm sorry I didn't mean to hit you. No wait, yeah I did!",
- ["Heavy.Revenge05"] = "You are not so good as you think!",
- ["Sniper.Cheers01"] = "Yeah!",
- ["Spy.GoodJob02"] = "Fine job!",
- ["Soldier.DominationSoldier05"] = "Get a hair cut, hippie!",
- ["Scout.BeingShotInvincible06"] = "Oh, what's up?",
- ["Spy.No02"] = "No!",
- ["Medic.HelpMe02"] = "I require assistance!",
- ["Heavy.AutoOnFire04"] = "My flesh, it burns!",
- ["Scout.DominationSpy03"] = "Hard to stab a guy in the back when he's beatin' your freakin' head in, huh?",
- ["Medic.Taunts11"] = "You are... stupid!",
- ["Spy.CloakedSpyIdentify02"] = "The Soldier is a Spy!",
- ["Heavy.BattleCry05"] = "Yeah!",
- ["Scout.CartStoppedOffense02"] = "What the hell? Who stopped pushing the cart?",
- ["Soldier.PositiveVocalization03"] = "Okay!",
- ["Sniper.Yes03"] = "Okay, mate!",
- ["Sniper.LaughHappy02"] = "*happy laugh*",
- ["Medic.AutoDejectedTie05"] = "Ugh",
- ["Soldier.Jeers02"] = "Each and every one of you has failed!",
- ["Demoman.Incoming01"] = "Incoming!",
- ["sniper.Award07"] = "Aces!",
- ["Sniper.HeadLeft03"] = "To the left!",
- ["Engineer.PainSevere01"] = "*severe pain*",
- ["Demoman.NeedDispenser01"] = "Need a dispenser here!",
- ["engineer_dominationscout08"] = "Dominated, little-feller!",
- ["Spy.Cheers03"] = "But of course!",
- ["sniper.CartGoingBackOffense03"] = "Get to the cart, boys!",
- ["Heavy.CartMovingForwardOffense08"] = "Push! Push the cart!",
- ["Heavy.Taunts15"] = "You are going to need much bigger guns!",
- ["Scout.CloakedSpy02"] = "Spy!",
- ["Sniper.LaughLong02"] = "*long laugh*",
- ["Soldier.Jeers10"] = "If I have to crack some skulls, I will!",
- ["Heavy.BattleCry03"] = "Aagh!",
- ["Medic.ThanksForTheTeleporter03"] = "Thank you Engineer!",
- ["sniper.CartGoingBackDefenseSoft05"] = "The cart's retreatin'",
- ["Soldier.NiceShot01"] = "Nice shot!",
- ["Medic.AutoCappedControlPoint01"] = "Another successful procedure!",
- ["Spy.SpecialCompleted11"] = "You got blood on my suit!",
- ["Sniper.JarateToss03"] = "Heads up!",
- ["Medic.PainSevere03"] = "*severe pain*",
- ["engineer_dominationengineer03"] = "A real Texan would've dodged that",
- ["Sniper.DominationPyro05"] = "You know what 'dominated' means, you bloody whackjob?",
- ["Heavy.Taunts04"] = "I'm coming for you!",
- ["Scout.LaughHappy03"] = "*laugh* You got owned!",
- ["Engineer.AutoAttackedBySpy01"] = "Spy sappin' my teleporter!",
- ["Scout.ThanksForTheTeleporter03"] = "Thanks for that, tough guy!",
- ["Sniper.PositiveVocalization04"] = "Piece of piss!",
- ["sniper.Revenge03"] = "What goes around comes around, you snotty little nance",
- ["Soldier.NeedDispenser01"] = "Deploy a dispenser here!",
- ["Scout.Taunts02"] = "Ooh yeah, you're real scary!",
- ["Sniper.Cheers03"] = "Aces!",
- ["Spy.ActivateCharge02"] = "At your pleasure, doctor!",
- ["Heavy.CartStoppedOffense01"] = "Bomb cart will not push self!",
- ["Demoman.StandOnThePoint02"] = "Stand on the point, you git!",
- ["Heavy.Award11"] = "I am credit to team!",
- ["Sniper.AutoDejectedTie03"] = "*growls*",
- ["Spy.MedicFollow01"] = "This way, doctor!",
- ["Sniper.NegativeVocalization08"] = "Bugger",
- ["Demoman.LaughShort06"] = "*short laugh*",
- ["Medic.CloakedSpyIdentify04"] = "The Pyro is a Spy!",
- ["sniper.CartMovingForwardOffense08"] = "Come on then, push!",
- ["Demoman.Cheers06"] = "I don't think they saw that one coming",
- ["Heavy.MedicFollow07"] = "Come along now, doctor!",
- ["Demoman.ThanksForTheTeleporter02"] = "Thanks lad!",
- ["Soldier.ActivateCharge03"] = "Ready for that charge, doc!",
- ["Medic.SpecialCompleted11"] = "Can you feel the schadenfreude?",
- ["#commentary\tf2-Comment040.wav"] = "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.",
- ["Soldier.ThanksForTheTeleporter03"] = "Thanks, Engie!",
- ["Heavy.AutoCappedControlPoint03"] = "Come, take it back!",
- ["Pyro.PainSharp07"] = "*sharp pain*",
- ["Medic.Yes03"] = "Yes!",
- ["Soldier.LaughEvil01"] = "*evil laugh*",
- ["Demoman.PainCrticialDeath01"] = "*critical death*",
- ["Sniper.SpecialCompleted06"] = "You got blood on my knife, mate!",
- ["Heavy.CartMovingForwardOffense02"] = "Keep pushing tiny cart!",
- ["Sniper.PainSevere03"] = "*severe pain*",
- ["Demoman.SpecialCompleted08"] = "Let that be a bloody lesson to ya!",
- ["Scout.HelpMe02"] = "Yo! A little help here!",
- ["engineer_littlesentry03"] = "I love that little gun!",
- ["Scout.BeingShotInvincible07"] = "Didn't hurt!",
- ["Heavy.AutoOnFire01"] = "Fire! Fire! Fire!",
- ["Sniper.SpecialCompleted31"] = "A little of the ol' 'chop-chop'",
- ["Sniper.LaughShort04"] = "*short laugh*",
- ["Soldier.Jeers09"] = "Get with the program!",
- ["engineer_dominationmedic05"] = "Sell your tonics elsewhere, miracle man!",
- ["Engineer.No03"] = "Heck no",
- ["Scout.Domination06"] = "It's startin' to bore me how much you suck!",
- ["sniper.CartGoingBackOffenseSoft03"] = "Get to the cart, boys",
- ["Demoman.SpecialCompleted-AssistedKill01"] = "We did it mates!",
- ["Heavy.Revenge06"] = "You feel shame? Ya?",
- ["Soldier.LaughShort04"] = "*short laugh*",
- ["Demoman.LaughShort01"] = "*short laugh*",
- ["Sniper.Taunts40"] = "Keep yobbin' that big mouth, while it's still attached to your bloody neck",
- ["Pyro.No01"] = "No",
- ["Scout.CartMovingForwardOffense02"] = "March you lazy bums!",
- ["Scout.InvincibleChgUnderFire02"] = "Too slow!",
- ["Spy.PainSharp03"] = "*gasps in pain*",
- ["Sniper.DominationHeavy05"] = "Thanks for being such a whoppin' big target mate!",
- ["Soldier.PainSharp04"] = "*sharp pain*",
- ["Scout.ThanksForTheHeal03"] = "Thanks, doc!",
- ["sniper.CartGoingBackDefense03"] = "The cart's on its way back!",
- ["Spy.Revenge03"] = "Did you forget about me?!",
- ["Heavy.Meleeing07"] = "Right!",
- ["Engineer.GoodJob03"] = "Nice job",
- ["Heavy.StandOnThePoint01"] = "You, stupid, come! Stand on point!",
- ["Scout.Go04"] = "Will you just- let's go!",
- ["Heavy.Taunts11"] = "All of you are babies!",
- ["sniper.CartMovingForwardDefense01"] = "Here comes the bloody bomb!",
- ["Scout.Domination15"] = "You're gettin' dominated chucklehead!",
- ["Heavy.AutoCappedIntelligence01"] = "*sigh* it was long trip...",
- ["engineer_dominationscout10"] = "Quick as a hiccup, ain't ya? Huh, not quick enough",
- ["Heavy.Meleeing02"] = "Ugh!",
- ["Sniper.ActivateCharge02"] = "Charge me, doctor!",
- ["Sniper.SpecialCompleted18"] = "Spies... bloody useless!",
- ["engineer_medicfollow03"] = "On me, doc!",
- ["engineer_sentrymoving01"] = "Heavy load comin' through!",
- ["Heavy.HelpMe01"] = "Help!",
- ["Scout.Domination02"] = "Yeah, that's right!",
- ["Scout.CartGoingBackDefense03"] = "Now we're doin' it, now we're doin' it!",
- ["Soldier.DominationSoldier04"] = "What's a matter hippie, hair get in your eyes?",
- ["Medic.PainSharp02"] = "*sharp pain*",
- ["Sniper.Taunts32"] = "All your heads look bloody twelve-feet tall",
- ["Engineer.PainSevere02"] = "*severe pain*",
- ["Engineer.AutoDestroyedTeleporter01"] = "Teleporter down!",
- ["Sniper.Taunts05"] = "You big-head wankers!",
- ["Engineer.SpecialCompleted01"] = "Woo-hee, would'ya look at that?",
- ["Demoman.LaughShort05"] = "*short laugh*",
- ["Sniper.DominationSpy06"] = "I win! You bloody back-stabbin' fraud!",
- ["Heavy.MedicFollow03"] = "Doctor, this way!",
- ["Spy.Taunts03"] = "You are all incompetent cowards!",
- ["Soldier.PainSharp07"] = "*sharp pain*",
- ["Engineer.Yes03"] = "Alrighty then!",
- ["Heavy.SandwichTaunt08"] = "*sings* Sandvich, Sandvich *sings*",
- ["Medic.Incoming01"] = "Incoming!",
- ["Engineer.ThanksForTheHeal02"] = "Appreciate it, doc",
- ["Heavy.SpecialCompleted03"] = "More rubble, less trouble!",
- ["Pyro.LaughLong01"] = "*long laugh*",
- ["Sniper.DominationEngineer05"] = "Here's a gadget you can build: one that stops my bullets!",
- ["Demoman.MoveUp01"] = "Move the gear up lads!",
- ["Medic.LaughShort03"] = "*short laugh*!",
- ["sniper.CartStoppedOffense03"] = "The bomb's just sittin' there!",
- ["sniper.Revenge16"] = "Go to hell, wanker",
- ["Scout.StunBallHit05"] = "Downtown!",
- ["sniper.Domination23"] = "I recon you're gonna get real used to lookin up at me",
- ["Engineer.AutoCappedControlPoint03"] = "This here point is ours now!",
- ["Pyro.SpecialCompleted01"] = "Oh really? I'm paying myself after that!",
- ["Medic.Taunts04"] = "Turn your head and cough!",
- ["Engineer.CloakedSpyIdentify10"] = "That Spy ain't on our side!",
- ["engineer_gunslingertriplepunchfinal03"] = "Argh!",
- ["sniper.Revenge14"] = "You know what you and Jane Austen have in common? You're both dead women",
- ["Medic.Taunts01"] = "Hold still schweinhund, this will only sting for a moment!",
- ["Demoman.ActivateCharge01"] = "Hit it doc!",
- ["Demoman.Taunts07"] = "You're making me very cross!",
- ["Sniper.SentryAhead01"] = "Sentry ahead!",
- ["Scout.DominationPyr06"] = "Yeah nice move, mumbles!",
- ["sniper.CartMovingForwardOffenseSoft01"] = "Keep that cart movin'",
- ["Medic.LaughHappy01"] = "*happy laugh*!",
- ["Demoman.Thanks01"] = "Thanks, mate!",
- ["Sniper.CloakedSpyIdentify03"] = "The Heavy is a Spy!",
- ["Medic.PainCrticialDeath02"] = "*critical death*",
- ["Scout.BeingShotInvincible25"] = "Hah-hah!",
- ["Sniper.DominationDemoMan04"] = "You've been killed by the best, cyclops!",
- ["Color.Pyro"] = "This is the Pyro color",
- ["Demoman.NegativeVocalization01"] = "Oh me mother Tilly",
- ["Scout.HelpMe04"] = "Uh, little help?",
- ["Scout.Jeers06"] = "This sucks on ice!",
- ["Spy.Cheers07"] = "That outcome was never really in doubt",
- ["Spy.BattleCry01"] = "Gentlemen!",
- ["Color.Engineer"] = "This is the Engineer color",
- ["Engineer.CloakedSpy02"] = "Spy around here!",
- ["Heavy.CartMovingForwardDefense05"] = "Agh, where is cart going?",
- ["Scout.GoodJob02"] = "That's what I'm talkin' about!",
- ["Heavy.MoveUp03"] = "Move machine up!",
- ["Medic.NegativeVocalization05"] = "Mnaah!",
- ["Scout.PainSharp07"] = "*sharp pain*",
- ["#commentary\tf2-Comment005.wav"] = "To give players interesting navigation decisions, routes through a map should vary in effectiveness based on the player's current class and the state of the map. Water lets us increase the cost of taking a particular route, because swimming is slower than running. Spies often accept that cost in order to infiltrate undetected. Pyros avoid it because their primary weapon is useless underwater. If the enemy has a strong defense, the increased cost of the water route becomes a worthwhile tradeoff for any class trying to hit the defenders from behind.",
- ["Sniper.Taunts29"] = "Do they make them shirts for men?",
- ["Heavy.SpecialWeapon04"] = "All will feel my giant new gun!",
- ["Medic.Jeers01"] = "Fess...",
- ["Engineer.NegativeVocalization03"] = "Dammit!",
- ["Sniper.Taunts38"] = "Piss off, you bloody pikers",
- ["sniper.MedicFollow01"] = "Follow me, doctor",
- ["Demoman.Thanks02"] = "Ehh, thanks!",
- ["Pyro.PainSevere01"] = "*severe pain*",
- ["sniper.Revenge20"] = "You want to hear somethin' funny? You're dead",
- ["Demoman.dominationdemoman02"] = "Dominated! I feel everything! I know everything!",
- ["Medic.HelpMeCapture01"] = "Help me secure this point!",
- ["Engineer.PainSharp05"] = "*sharp pain*",
- ["Sniper.SpecialCompleted-AssistedKill02"] = "Appreciate it, mate!",
- ["Spy.HeadLeft02"] = "To the left!",
- ["Soldier.DominationSpy06"] = "Your white flag does not stop American bullets!",
- ["Medic.SpecialCompleted02"] = "The healing is not as rewarding as the hurting!",
- ["#commentary\tf2-Comment009.wav"] = "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.",
- ["Scout.Taunts14"] = "Hey wimps!",
- ["Soldier.ThanksForTheHeal03"] = "Thanks, doc!",
- ["Heavy.CartGoingBackDefense02"] = "We send itsy-bitsy cart back home!",
- ["sniper.Domination16"] = "You're making this so easy, I'm actually getting worse",
- ["Heavy.PainSharp05"] = "*sharp pain*",
- ["Scout.Misc09"] = "What's a matter, you frickin' stupid?",
- ["Soldier.Cheers02"] = "You've done me proud, boys!",
- ["Sniper.SpecialCompleted11"] = "Wuss!",
- ["Spy.HeadLeft03"] = "Go left!",
- ["Heavy.Thanks01"] = "Thank you!",
- ["Heavy.ThanksForTheTeleporter01"] = "Thanks for ride!",
- ["sniper.Revenge24"] = "How do you like that, you snotty little mongrel?",
- ["Heavy.FightOnCap01"] = "Fight on the point!",
- ["Spy.DominationDemoMan01"] = "Kaboom indeed, you drunken wretch!",
- ["Demoman.dominationspy01"] = "Dominated, you alley-sculking back-stabber!",
- ["Heavy.AutoOnFire02"] = "Fire!",
- ["sniper.MeleeDare06"] = "C'mon!",
- ["Sniper.Cheers05"] = "Alright!",
- ["Scout.BeingShotInvincible12"] = "Woo!",
- ["Scout.BattleCry02"] = "Let's get 'em!",
- ["Scout.CartGoingBackOffense03"] = "Aw, cripes! The cart!",
- ["Heavy.PositiveVocalization01"] = "I am very happy!",
- ["Color.Medic"] = "This is the Medic color",
- ["Scout.PainSharp06"] = "*sharp pain*",
- ["Heavy.CloakedSpyIdentify05"] = "Demoman is Spy!",
- ["Medic.MoveUp02"] = "Move this gear up!",
- ["Soldier.DominationSniper06"] = "The next time you want to kill a man, look him in the eyes!",
- ["Scout.Jeers05"] = "This did not just happen!",
- ["Sniper.SpecialCompleted41"] = "I see ya",
- ["Pyro.ActivateCharge01"] = "Activate the charge!",
- ["Heavy.Cheers06"] = "I am giant!",
- ["Heavy.SandwichTaunt05"] = "Sandwich and I are coming for you!",
- ["Spy.LaughShort06"] = "*short laugh*",
- ["Scout.LaughShort04"] = "*short laugh*",
- ["Soldier.Cheers06"] = "Hoo-ahh!",
- ["Sniper.Cheers07"] = "Beauty!",
- ["Heavy.AutoDejectedTie02"] = "Everyone loses! Ha-ha-ha!",
- ["Spy.DominationHeavy07"] = "Aww... too bad this wasn't a pie-eating contenst!",
- ["Soldier.AutoDejectedTie01"] = "We've failed, men",
- ["Scout.CartMovingForwardDefense05"] = "Keep that cart movin'!",
- ["Sniper.DominationMedic04"] = "Too slow, medicine-woman!",
- ["Heavy.PainCrticialDeath02"] = "*critical death*",
- ["Soldier.SpecialCompleted05"] = "Yah!",
- ["Scout.Invincible03"] = "I'm a freakin' blur here!",
- ["sniper.CartGoingBackOffenseSoft07"] = "Get the cart goin' the right way",
- ["Heavy.ActivateCharge02"] = "Hit charge!",
- ["Demoman.SpecialCompleted03"] = "You appear to have trodden on a mine!",
- ["Spy.DominationEngineer05"] = "Not much of a quick draw, are you partner?",
- ["Pyro.PainSharp03"] = "*sharp pain*",
- ["Soldier.HelpMeDefend01"] = "We need to defend this point!",
- ["Sniper.SpecialCompleted24"] = "*spit*",
- ["engineer_dominationheavy11"] = "You're dumb as a box of rocks!",
- ["Soldier.DominationEngineer04"] = "I will eat your ribs! I will eat them up!",
- ["sniper.Award09"] = "I told ya snipin' was a good job!",
- ["Soldier.GoodJob03"] = "Nice work!",
- ["Sniper.LaughHappy01"] = "*happy laugh*",
- ["Engineer.PainCrticialDeath04"] = "*critical death*",
- ["Demoman.dominationheavy05"] = "Little too much caber-tossing pie down your own throat, eh chubby?",
- ["Medic.SentryAhead01"] = "Sentry ahead!",
- ["Heavy.Domination04"] = "You cannot hide, coward!",
- ["sniper.SpecialWeapon09"] = "Take a gander at this little princess",
- ["Scout.No02"] = "No!",
- ["Soldier.HeadLeft03"] = "Left house!",
- ["engineer_dominationspy03"] = "You know where you oughta hide next time? Back in France!",
- ["Soldier.AutoCappedIntelligence01"] = "This is my intelligence!",
- ["Pyro.ThanksForTheTeleporter01"] = "Thanks for the teleport",
- ["Medic.Medic01"] = "Doctor!",
- ["Demoman.PainSharp06"] = "*sharp pain*",
- ["Spy.DominationHeavy02"] = "You digust me, fat man!",
- ["Scout.SpecialCompleted07"] = "I'm battin' a thousand!",
- ["Medic.Yes01"] = "Ja!",
- ["sniper.CartGoingBackDefense06"] = "Aces! There goes the cart!",
- ["Engineer.Cheers05"] = "That there was a fine piece of work",
- ["Sniper.ActivateCharge03"] = "Now doctor, now!",
- ["sniper.CartStopItDefenseSoft01"] = "One of you rough types oughta stop that bomb",
- ["Heavy.ThanksForTheHeal02"] = "You are great doctor!",
- ["Scout.LaughLong01"] = "*long laugh* Yeah, yeah...",
- ["Sniper.CloakedSpy01"] = "Spy!",
- ["Sniper.CloakedSpyIdentify05"] = "The Demoman is a Spy!",
- ["engineer_dominationsniper02"] = "Looks like that there just wern't the place ya oughta be standing!",
- ["Soldier.BattleCry05"] = "Attack!",
- ["Heavy.PositiveVocalization02"] = "Good times!",
- ["sniper.CartGoingBackOffense05"] = "The bomb's movin' the wrong way!",
- ["Scout.Domination17"] = "Is that all you got, moron?",
- ["Sniper.Taunts13"] = "I'm gonna blow the insides of your head all over four counties!",
- ["Demoman.AutoCappedIntelligence02"] = "Time to get blottered!",
- ["Sniper.BattleCry01"] = "Let's have a go at it!",
- ["Sniper.SpecialCompleted04"] = "G'day!",
- ["engineer_dominationspy07"] = "Slither on back to hell, coward!",
- ["Soldier.AutoCappedIntelligence03"] = "I have rescued my intelligence!",
- ["Scout.Revenge04"] = "Boom! I'm back, dummy!",
- ["Demoman.Medic01"] = "Medic!",
- ["Medic.HelpMeDefend01"] = "We must defend this point!",
- ["Heavy.SpecialCompleted05"] = "Now is coward killing time!",
- ["#commentary\tf2-Comment029.wav"] = "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.",
- ["Soldier.LaughShort01"] = "*short laugh*",
- ["Heavy.CloakedSpy04"] = "I Spy with my little eye!",
- ["engineer_dominationengineer09"] = "You shoulda-oughta brought more gun, son",
- ["#commentary\tf2-Comment003.wav"] = "Each of the Team Fortress classes was designed to make a unique contribution to attack and defense, and control points are, fundamentally, methods of focusing players' attention on these core offensive and defensive activities. They're also useful for drawing players to different points of the map.",
- ["Medic.BattleCry05"] = "Horrido",
- ["Spy.LaughShort02"] = "*short laugh*",
- ["Pyro.NeedTeleporter01"] = "Need a teleporter here!",
- ["Soldier.NegativeVocalization06"] = "Augh!",
- ["Heavy.NeedTeleporter01"] = "Put teleport here",
- ["Heavy.Revenge04"] = "Never, never, make me angry!",
- ["Engineer.HelpMeDefend01"] = "We gotta hold this point!",
- ["Medic.Thanks01"] = "Thank you",
- ["Sniper.Medic02"] = "Medic!",
- ["Sniper.HelpMeDefend01"] = "Come here and defend!",
- ["Soldier.AutoCappedIntelligence02"] = "And that is how you do it, men!",
- ["Scout.AutoCappedIntelligence03"] = "I got it! I got it! I got it!",
- ["Heavy.Specials03"] = "Your doctor is dead!",
- ["Sniper.PositiveVocalization01"] = "Ripper you little!",
- ["Scout.CartGoingBackDefense02"] = "Alright, alright!",
- ["Spy.PainSevere05"] = "*screams in pain*",
- ["Medic.PositiveVocalization06"] = "",
- ["Soldier.DominationDemonmanUpdate05"] = "{Soldier.DominationDemonmanUpdate05}",
- ["Engineer.SpecialCompleted08"] = "That's what it was made for!",
- ["Pyro.LaughHappy01"] = "*happy laugh*",
- ["Demoman.NegativeVocalization06"] = "Bah!",
- ["Engineer.NeedTeleporter02"] = "Somebody wanna rustle up a teleporter right here?",
- ["Soldier.Taunts17"] = "This is my world! You are not welcome in my world!",
- ["Soldier.HelpMe01"] = "I need some help!",
- ["Spy.Jeers06"] = "Augh.. merde...",
- ["Scout.Domination03"] = "Are you even trying?",
- ["Soldier.BattleCry03"] = "Give 'em hell, boys!",
- ["Scout.StunBallHit15"] = "Think fast, chucklenuts!",
- ["Heavy.SpecialCompleted11"] = "*laughter*",
- ["Spy.NegativeVocalization05"] = "Oh please!",
- ["Sniper.FightOnCap03"] = "Get on the cap!",
- ["Soldier.PositiveVocalization04"] = "Roger that!",
- ["Spy.PositiveVocalization04"] = "First rate!",
- ["sniper.CartStoppedOffense02"] = "The cart ain't movin', lads!",
- ["Heavy.SpecialWeapon06"] = "New gun is unfair to tiny baby enemies!",
- ["Heavy.MedicFollow01"] = "Follow me, doctor!",
- ["Heavy.SandwichTaunt07"] = "Bologna is perfect fuel for killing tiny cowards!",
- ["Spy.ThanksForTheTeleporter02"] = "Thank you, my friend!",
- ["Spy.LaughHappy02"] = "*happy laugh*",
- ["Medic.HelpMe03"] = "Assistance bitte!",
- ["engineer_dominationsoldier07"] = "Next time life your lid and you might see it comin'!",
- ["Scout.StunBallHit14"] = "Ding dong!",
- ["Heavy.Revenge15"] = "This is just the beginning of the pain I will cause you!",
- ["Engineer.Taunts11"] = "Why don't y'all get along, before one of you gets hurt",
- ["Heavy.Jeers05"] = "Ohh, it is sad day!",
- ["Soldier.CloakedSpyIdentify04"] = "That Pyro is a Spy!",
- ["Sniper.Taunts14"] = "I'm gunnin' for ya, you mongrels!",
- ["Spy.Cheers02"] = "Heartwarming",
- ["Soldier.HeadLeft01"] = "Flank left!",
- ["Heavy.ActivateCharge03"] = "Charge me!",
- ["Spy.SpecialCompleted01"] = "Apologies",
- ["Spy.AutoCappedControlPoint02"] = "Our influence grows!",
- ["Spy.SentryAhead02"] = "Sentry ahead!",
- ["Medic.ThanksForTheHeal02"] = "Danke, herr doctor!",
- ["Heavy.Domination14"] = "You cannot beat me!",
- ["Scout.LaughEvil03"] = "*evil laugh*",
- ["Scout.CartStayCloseOffense01"] = "Stay by the cart, fellas!",
- ["sniper.CartGoingBackOffense07"] = "Get the cart goin' the right way!",
- ["Pyro.NiceShot01"] = "Nice shot",
- ["Soldier.AutoDejectedTie02"] = "I will not tolerate failure on my team!",
- ["Heavy.Meleeing05"] = "And that!",
- ["engineer_dominationsoldier04"] = "Dominated, ya damn yankee!",
- ["#commentary\tf2-Comment017.wav"] = "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.",
- ["Spy.Taunts16"] = "This will be the last time you see me!",
- ["Soldier.Yes03"] = "Affirmative!",
- ["Sniper.SpecialCompleted12"] = "Stupid bloody spies!",
- ["Scout.StunBallHittingIt01"] = "Batter up!",
- ["Heavy.Award10"] = "Fear me, cowards!",
- ["#commentary\tf2-Comment014.wav"] = "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.",
- ["Medic.AutoOnFire03"] = "I am on fire!",
- ["Heavy.CartMovingForwardOffense06"] = "Push!",
- ["Medic.Yes02"] = "Jawhol!",
- ["sniper.CartMovingForwardDefense05"] = "The bomb's comin'!",
- ["Scout.NegativeVocalization02"] = "We are screwed!",
- ["Demoman.LaughShort04"] = "*short laugh*",
- ["Spy.PainSharp04"] = "*gasps in pain*",
- ["Heavy.SpecialWeapon01"] = "My fists, they are made of steel!",
- ["sniper.CartStayCloseOffense02"] = "Stay with the cart!",
- ["Demoman.dominationdemoman01"] = "Thus begins my thousand year reign of blood!",
- ["Sniper.SpecialCompleted27"] = "Piker",
- ["Heavy.BattleCry01"] = "Here I come!",
- ["sniper.Domination25"] = "That there was a mercy kill, stay down lad",
- ["Spy.LaughShort01"] = "*short laugh*",
- ["Scout.DominationHvy05"] = "I think I'll take Sasha out for a steak dinner tonight, what do you think about that?",
- ["Scout.StunBallHit02"] = "Oh, that's a skull fracture for sure!",
- ["Engineer.SpecialCompleted07"] = "Take it like a man, shorty!",
- ["Spy.JarateHit06"] = "Eaugh!",
- ["Demoman.PositiveVocalization03"] = "That's the spirit!",
- ["Medic.Go05"] = "Los los!",
- ["engineer_dominationheavy05"] = "Gotcha, chuck-wagon!",
- ["Scout.StandOnThePoint05"] = "How's the weather over there, dumbass? Get to the freakin' point!",
- ["Sniper.Taunts07"] = "Do they make them shirts for men?",
- ["Spy.DominationSpy04"] = "I'll see you in hell... you handsome rogue!",
- ["Spy.Thanks01"] = "Prego!",
- ["Scout.CloakedSpyIdentify09"] = "The freakin' Sniper is a Spy!",
- ["Heavy.Domination02"] = "You are no match for me!",
- ["Sniper.FightOnCap06"] = "On the cap!",
- ["Heavy.Taunts14"] = "Entire team is babies!",
- ["Engineer.NegativeVocalization11"] = "Damn dag-nabbit!",
- ["Scout.BeingShotInvincible01"] = "*laughs*",
- ["sniper.Domination21"] = "*laughs* Bloody hell, you're awful!",
- ["Soldier.LaughHappy01"] = "*happy laugh*",
- ["Soldier.DominationHeavy03"] = "You just got dominated, comrade!",
- ["Scout.BeingShotInvincible16"] = "Wa!",
- ["Spy.LaughHappy01"] = "*happy laugh*",
- ["Soldier.LaughShort03"] = "*short laugh*",
- ["Scout.Taunts01"] = "I'm running circles around ya!",
- ["Demoman.dominationmedic03"] = "Dominated, and I've been shagging your wife!",
- ["sniper.CartGoingBackDefense07"] = "Nice job! The bomb's moving back!",
- ["Spy.ThanksForTheHeal01"] = "Cheers doctor!",
- ["Engineer.AutoBuildingSentry01"] = "Sentry goin' up!",
- ["Scout.CloakedSpyIdentify07"] = "The freakin' Medic is a Spy!",
- ["sniper.Award11"] = "I make it look easy!",
- ["Heavy.MeleeDare12"] = "Come, we fight like men!",
- ["Sniper.Go03"] = "Go go go!",
- ["Heavy.CartGoingBackOffense05"] = "Baby team has cart!",
- ["Sniper.Taunts01"] = "*hawk* *spit*",
- ["Sniper.ThanksForTheHeal03"] = "Thanks, doc!",
- ["Heavy.Domination09"] = "*laughs*!",
- ["Scout.CartMovingForwardOffense01"] = "Push!",
- ["Soldier.Jeers06"] = "You are the sorriest excuses for soldiers I have ever seen!",
- ["Soldier.Jeers12"] = "You are all dishonorably discharged!",
- ["Heavy.CartMovingForwardOffense05"] = "Everyone, push!",
- ["sniper.CartStayCloseOffense07"] = "Stop muckin' about and get to the cart!",
- ["Heavy.LaughterBig03"] = "*big laugh*",
- ["Color.Demoman"] = "This is the Demoman color",
- ["Heavy.AutoCappedIntelligence02"] = "I kill many cowards for that",
- ["Engineer.HelpMe03"] = "I need some dog-gone help!",
- ["Scout.Revenge01"] = "I wasted you!",
- ["Medic.Taunts16"] = "Hah hah-hah... Oktoberfest!",
- ["Scout.BeingShotInvincible13"] = "Wa!",
- ["Sniper.BattleCry05"] = "God save the Queen!",
- ["Demoman.gibberish09"] = "*gibberish*",
- ["Scout.StunBallHit11"] = "Way to duck!",
- ["Pyro.HelpMe01"] = "Help me!",
- ["Scout.ActivateCharge03"] = "Do it, doc, do it!",
- ["Sniper.DominationSpy02"] = "Take that, you two-faced mongrel!",
- ["Scout.CartMovingForwardOffense05"] = "Keep it movin' guys!",
- ["Medic.BattleCry03"] = "Heil us!",
- ["Scout.AutoCappedControlPoint02"] = "Yeah!",
- ["#commentary\tf2-Comment043.wav"] = "We intended Team Fortress 2 to feature many special particle effects to enhance the wide variety of weapons and class abilities. In previous versions of the Source engine, all particle effects required that custom code be written by the programmers. For Team Fortress 2, we created a system where designers can rapidly create new particle systems and iteratively refine existing ones, without programmer involvement. An in-game editor allows designers to edit the definitions of particle systems and immediately preview effects in the game itself. The editor also allows artists to connect modular effect 'building blocks' to create complex visual effects. As for the particle system itself, we have offloaded many of the system calculations to the graphics accelerator, which allows us to increase the number of particles onscreen without reducing the framerate.",
- ["Soldier.DominationMedic05"] = "Welcome to the united states of you just got dominated!",
- ["Soldier.DominationDemoman04"] = "I love your death cyclops! Your death is sweet to me like love is sweet!",
- ["#commentary\tf2-Comment008.wav"] = "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.",
- ["Scout.DominationSpy02"] = "Dominated you shape-shifting rat!",
- ["Sniper.DominationScout05"] = "Gotcha, you spastic little gremlin!",
- ["Scout.MoveUp01"] = "Move it up, move it up!",
- ["Demoman.dominationmedic02"] = "How is that 'doing no harm' working out for ya then?",
- ["Spy.DominationEngineer06"] = "Giddy up now, to hell!",
- ["Demoman.PainCrticialDeath05"] = "*critical death*",
- ["Scout.CartGoingBackOffense04"] = "Is someone gonna push the freakin' cart?",
- ["Scout.BeingShotInvincible15"] = "Who-aa!",
- ["Spy.AutoCappedIntelligence03"] = "Cheers!",
- ["Spy.CloakedSpy01"] = "It seems I am not the only Spy",
- ["Scout.StandOnThePoint01"] = "Stand on the freakin' point, you moron!",
- ["Pyro.PainCrticialDeath02"] = "*critical death*",
- ["Medic.SpecialCompleted07"] = "Good to go!",
- ["Spy.SpecialCompleted05"] = "I murdered your toys as well!",
- ["Engineer.LaughEvil05"] = "*evil laugh*",
- ["Medic.Jeers08"] = "Welcome to the 'we lose once again' team!",
- ["Heavy.Jeers03"] = "Stupid stupid stupid!",
- ["Spy.PainCrticialDeath01"] = "*screams*",
- ["Demoman.Cheers05"] = "See? I told you they were a bunch of wee lasses",
- ["Soldier.DominationSniper07"] = "You just got dominated, Bilbo Baggins!",
- ["Scout.TripleJump03"] = "Yeah-heh-hah!",
- ["Heavy.CartStayCloseOffense03"] = "All must come to cart!",
- ["Engineer.BattleCry02"] = "{Engineer.BattleCry02}",
- ["Spy.MeleeDare02"] = "Queen's rules?",
- ["Scout.PositiveVocalization02"] = "Alright!",
- ["Spy.Cheers06"] = "Excellent!",
- ["sniper.SpecialWeapon01"] = "Ah, she's a beaut'",
- ["Sniper.AutoCappedIntelligence04"] = "That wasn't so bad!",
- ["Sniper.Go01"] = "Get bloody goin!",
- ["Sniper.Taunts03"] = "I'm a dinkum Aussie, not some bloody cartoon!",
- ["Demoman.Cheers01"] = "We... did it!",
- ["Heavy.SpecialCompleted10"] = "Wah! Wah!",
- ["Sniper.Taunts23"] = "*hawk* *spit*",
- ["Spy.NegativeVocalization02"] = "Augh",
- ["Spy.LaughEvil02"] = "*evil laugh*",
- ["Sniper.LaughEvil02"] = "*evil laugh*",
- ["#commentary\tf2-Comment048.wav"] = "This area presented a difficult problem. Since the arena is primarily an interior, there wasn't much we could do to alter its basic structure, so we concentrated on careful management of the interior shapes to create an iconic space. The building is essentially a box with big rectangular windows, contrasted by round elements (generators) in the center. To create depth and parallax, we added linear elements such as railings and cables. We used contrasting values of dark and light on the floor, with walkways to create an interesting value pattern. All these elements work together to draw the player's eye to the flag--which must always be the focal point of the arena.",
- ["Scout.Medic02"] = "Medic!",
- ["Sniper.SpecialCompleted19"] = "I see ya!",
- ["sniper.Domination20"] = "I'm just gettin' warmed up",
- ["Scout.PositiveVocalization01"] = "*laughs* Yeah...",
- ["Scout.AutoCappedIntelligence01"] = "Yeah! It's ours now!",
- ["Heavy.MeleeDare02"] = "Your guns are for babies!",
- ["Spy.HelpMeDefend01"] = "Help me defend!",
- ["Demoman.PainSharp03"] = "*sharp pain*",
- ["Medic.LaughEvil01"] = "*evil laugh*!",
- ["Medic.Taunts07"] = "Hello fräuleins!",
- ["sniper.Domination11"] = "This is as good as you're gonna do",
- ["Spy.ThanksForTheHeal03"] = "Much appreciated, doctor!",
- ["Spy.ThanksForTheTeleporter03"] = "Cheers, Engineers!",
- ["Heavy.Meleeing03"] = "Take that!",
- ["Scout.LaughShort02"] = "*short laugh*",
- ["Sniper.LaughShort01"] = "*short laugh*",
- ["Soldier.DominationSniper10"] = "You just got dominated, Barble Bapkins!",
- ["Scout.TripleJump02"] = "Wooo!",
- ["Medic.AutoDejectedTie04"] = "{Medic.AutoDejectedTie04}",
- ["sniper.CartGoingBackDefense01"] = "Alright mates! The cart's movin' back!",
- ["Sniper.HelpMeDefend02"] = "I need a hand defending here!",
- ["sniper.SpecialWeapon02"] = "Mmmm, have a gander at this little beauty",
- ["Spy.LaughEvil01"] = "*evil laugh*",
- ["Demoman.AutoCappedIntelligence03"] = "That'll teach 'em!",
- ["Engineer.Incoming02"] = "Incoming!",
- ["Heavy.CloakedSpyIdentify04"] = "Pyro is Spy!",
- ["Heavy.Yes02"] = "Yes!",
- ["Spy.Cheers05"] = "Naturally",
- ["Engineer.Cheers03"] = "Job well done!",
- ["Spy.Medic02"] = "Doctor!",
- ["Spy.Taunts15"] = "You suck!",
- ["Soldier.DominationScout02"] = "How's that domination feel, city-boy?",
- ["Engineer.AutoDejectedTie01"] = "That just ain't right!",
- ["Demoman.SpecialCompleted01"] = "And that's what you get for touchin' that",
- ["Pyro.AutoOnFire01"] = "Fire! Fire!",
- ["Sniper.CloakedSpy02"] = "Spy around here!",
- ["Soldier.HelpMeCapture03"] = "Need help capping this point!",
- ["Sniper.PositiveVocalization03"] = "No worries!",
- ["Soldier.DominationDemonmanUpdate04"] = "{Soldier.DominationDemonmanUpdate04}",
- ["Demoman.Taunts01"] = "All you dandies prancin' about with your head full of eyeballs!",
- ["Engineer.PainSharp01"] = "*sharp pain*",
- ["Demoman.HelpMeCapture02"] = "Help me capture this bloody thing!",
- ["Medic.No01"] = "Nein!",
- ["Soldier.PainSevere02"] = "*severe pain*",
- ["Medic.No03"] = "Nichts da!",
- ["Sniper.AutoOnFire03"] = "Fire!",
- ["Pyro.BattleCry02"] = "They can go to hell!",
- ["sniper.CartStopItDefense03"] = "Stop the cart, lads!",
- ["Medic.Cheers06"] = "Oktoberfest!",
- ["Spy.HelpMe03"] = "I require assistance!",
- ["Engineer.PainCrticialDeath03"] = "*critical death*",
- ["#commentary\tf2-Comment018.wav"] = "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.",
- ["Spy.SpecialCompleted-AssistedKill01"] = "I appreciate your help!",
- ["Spy.MeleeDare01"] = "Let's settle this like gentlemen!",
- ["Heavy.CartStayCloseOffense04"] = "Join me at bomb cart!",
- ["Engineer.AutoOnFire03"] = "I'm burnin' up",
- ["Soldier.Jeers08"] = "Down and give me 20!",
- ["Scout.HelpMeDefend01"] = "Get over here and help me defend",
- ["Scout.CartMovingForwardDefense01"] = "We gotta stop that thing!",
- ["Heavy.PainSharp02"] = "*sharp pain*",
- ["Sniper.BattleCry04"] = "Get on then, mates!",
- ["Engineer.CloakedSpyIdentify08"] = "That Engineer is a Spy!",
- ["Scout.BeingShotInvincible18"] = "No!",
- ["Engineer.SpecialCompleted02"] = "Another satisfied customer!",
- ["sniper.Domination10"] = "It's only gonna get worse, mate",
- ["Engineer.Taunts08"] = "Start prayin', boy!",
- ["Medic.AutoCappedIntelligence02"] = "Papers, please!",
- ["Engineer.Yes01"] = "Yeah!",
- ["Sniper.DominationEngineer06"] = "You inventin' loads of new ways to get killed by me!",
- ["Spy.HeadRight02"] = "To the right!",
- ["Sniper.NegativeVocalization07"] = "Ahh, piss",
- ["Scout.Go01"] = "Let's go! Let's go! Let's go!",
- ["Scout.CartGoingBackOffense02"] = "What the hell's going on?",
- ["Scout.BeingShotInvincible04"] = "Psyche!",
- ["sniper.CartMovingForwardOffenseSoft02"] = "Keep the bloody cart movin'",
- ["Heavy.SandwichTaunt14"] = "Kill them all! *laughs*",
- ["sniper.MedicFollow02"] = "You're with me, doctor",
- ["Soldier.DominationScout04"] = "Less talk, more fight!",
- ["sniper.CartStopItDefense02"] = "Stop the bloody bomb!",
- ["Sniper.NegativeVocalization03"] = "Ahh, piss!",
- ["Sniper.CloakedSpyIdentify01"] = "The Scout is a Spy!",
- ["Soldier.DominationPyro07"] = "Ha, you fight like a girl!",
- ["Engineer.AutoDestroyedDispenser01"] = "Dispenser down!",
- ["Scout.Domination11"] = "{Scout.Domination11}",
- ["Sniper.StandOnThePoint02"] = "Come stand on the point, you bloody wuss!",
- ["Scout.SpecialCompleted-AssistedKill02"] = "We got em! We got em!",
- ["engineer_dominationmedic08"] = "Slap a bolus on that, doc!",
- ["Engineer.PainSevere07"] = "*severe pain*",
- ["Soldier.Yes02"] = "Yes!",
- ["Demoman.LaughLong01"] = "*long laugh*",
- ["Heavy.Award02"] = "I am hero!",
- ["sniper.CartGoingBackDefenseSoft02"] = "There she goes",
- ["Demoman.Taunts03"] = "I'm gonna stick me thumbs in your eyes and hang on 'till you're dead!",
- ["Heavy.AutoCappedControlPoint02"] = "Ours now!",
- ["Heavy.Domination08"] = "I have planned for you! More pain!",
- ["Engineer.NegativeVocalization08"] = "Gah!",
- ["Spy.SpecialCompleted09"] = "Coward!",
- ["Sniper.Taunts19"] = "I'm gonna turn you into colored rain!",
- ["Spy.PainSharp02"] = "*gasps in pain*",
- ["Heavy.Revenge07"] = "I should have done this long ago!",
- ["Soldier.Taunts08"] = "I am going to claw my way down your throat and tear out your very soul!",
- ["Soldier.DominationScout10"] = "Never send a boy to fight a man's war!",
- ["sniper.CartStayCloseOffenseSoft02"] = "Stay with the cart",
- ["Demoman.dominationspy03"] = "I hope I didn't scare you with my face-to-face man fighting!",
- ["Engineer.LaughEvil06"] = "*evil laugh*",
- ["Soldier.LaughLong01"] = "*long laugh*",
- ["sniper.Award12"] = "Now that is how it's done!",
- ["Pyro.HelpMeDefend01"] = "Help me defend!",
- ["Heavy.LaughEvil02"] = "*evil laugh*",
- ["Scout.DominationSpy01"] = "Disguise that!",
- ["Soldier.Cheers03"] = "Every one of you deserves a medal!",
- ["Spy.DominationDemoMan06"] = "I merely finished what your liver started!",
- ["Scout.Misc08"] = "Dude, you get a closed casket at the ugly cemetary!",
- ["#commentary\tf2-Comment012.wav"] = "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.",
- ["Engineer.Go02"] = "Move 'em out!",
- ["sniper.Domination15"] = "Where'd I get you that time? The liver? The kidney? I'm losin' track",
- ["Sniper.SpecialCompleted29"] = "You best keep lyin' down",
- ["Sniper.No01"] = "No!",
- ["#commentary\tf2-Comment006.wav"] = "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.",
- ["Heavy.Domination15"] = "The burning you feel? It is shame!",
- ["Soldier.LaughShort02"] = "*short laugh*",
- ["Heavy.HeadRight02"] = "Right!",
- ["Engineer.CloakedSpyIdentify09"] = "That Sniper is a Spy!",
- ["Demoman.BattleCry05"] = "Let's do it!",
- ["Demoman.Taunts10"] = "Oh they're going to find ya all dead in the alley, with cats lickin' at ya",
- ["Medic.Taunts09"] = "Auf wiedersehen... schweinhunds!",
- ["Sniper.Taunts36"] = "I'm gunnin' for ya, you mongrels",
- ["Heavy.LaughLong02"] = "*long laugh* That slaps me on the knee!",
- ["sniper.CartGoingBackDefenseSoft01"] = "Alright mates, the cart's movin' back",
- ["Soldier.HeadRight02"] = "Flank right!",
- ["Sniper.NegativeVocalization01"] = "Bugger!",
- ["Heavy.CartMovingForwardOffense09"] = "Go! Go! ?????!",
- ["Sniper.HelpMe03"] = "Need some help here!",
- ["Spy.Go01"] = "Move!",
- ["Sniper.FightOnCap04"] = "Stand on the bloody cap!",
- ["Medic.Taunts01_fixed"] = "Hold still schweinhund, this will only sting for a moment!",
- ["Pyro.Jeers01"] = "Boo!",
- ["Sniper.PositiveVocalization08"] = "No worries",
- ["engineer_dominationspy01"] = "Now just stop trying to mess with my contraptions!",
- ["Engineer.AutoBuildingTeleporter02"] = "Teleporter goin' up!",
- ["sniper.SpecialWeapon08"] = "Heh heh heh, it's like Christmas morning",
- ["Soldier.HatOverHeartTaunt04"] = "You're dead, that's good, amen!",
- ["Heavy.CartMovingForwardDefense02"] = "We must stop little cart!",
- ["Scout.HeadRight03"] = "Right! Right! Right!",
- ["sniper.MeleeDare07"] = "Stabbin' time",
- ["Scout.Misc01"] = "{Scout.Misc01}",
- ["Scout.Jeers03"] = "Pfffft!",
- ["Heavy.SentryAhead02"] = "Sentry ahead!",
- ["Sniper.SpecialCompleted05"] = "Piker!",
- ["Heavy.No02"] = "No!",
- ["Spy.Thanks03"] = "Thank you!",
- ["Heavy.CartMovingForwardOffense01"] = "Keep pushing!",
- ["engineer_gunslingerpunch02"] = "Bam!",
- ["sniper.Award08"] = "All in a day's work!",
- ["Heavy.CloakedSpyIdentify02"] = "Soldier is Spy!",
- ["Scout.NeedTeleporter01"] = "Need a teleporter here!",
- ["engineer_dominationspy04"] = "Dominated, you turn-coat!",
- ["Scout.CloakedSpyIdentify03"] = "The freakin' Heavy is a Spy!",
- ["Medic.No02"] = "No!",
- ["Demoman.HelpMeDefend03"] = "Get over here and help me defend, you idiot!",
- ["sniper.Revenge21"] = "Here's a touchin' story: once upon a time you died, and I lived happily ever after. The end",
- ["Spy.CloakedSpyIdentify07"] = "That Spy is not one of us!",
- ["Demoman.LaughEvil02"] = "*evil laugh*",
- ["Soldier.Cheers01"] = "Today is a good day!",
- ["Heavy.CartGoingBackDefense07"] = "We push cart back!",
- ["Scout.BeingShotInvincible19"] = "Sorry!",
- ["Engineer.CloakedSpyIdentify04"] = "That Pyro is a Spy!",
- ["Heavy.LaughHappy01"] = "*happy laugh*",
- ["sniper.Award05"] = "Yeah, that seems about right",
- ["Sniper.No04"] = "Nah",
- ["engineer_dominationspy10"] = "Don't go meddlin' in my business!",
- ["engineer_wranglekills03"] = "Tagged ya!",
- ["sniper.CartMovingForwardOffenseSoft04"] = "This ain't a walkabout, push that cart",
- ["Demoman.CloakedSpyIdentify07"] = "The Engineer's a bloody Spy!",
- ["engineer_dominationpyro02"] = "Sorry, ma'am",
- ["engineer_dominationsoldier08"] = "This-alls what happens when you fitght a man!",
- ["engineer_sentryplanting03"] = "Phew!",
- ["Soldier.DominationSoldier02"] = "You better hope there's hacky-sack in hell, hippie!",
- ["Heavy.CloakedSpyIdentify07"] = "Medic is Spy!",
- ["engineer_sentrypacking02"] = "Movin' out!",
- ["engineer_sentrymoving03"] = "Go on, get!",
- ["Scout.InvincibleChgUnderFire04"] = "So close!",
- ["engineer_sentrymoving02"] = "Out of my way! Out of my way!",
- ["Scout.DominationSct02"] = "This map ain't big enough for the two of us!",
- ["Heavy.Award03"] = "It is good day to be giant man!",
- ["Sniper.Taunts25"] = "I'm a dinkum Aussie, not some bloody cartoon",
- ["engineer_revenge02"] = "You were gettin' too big for your britches!",
- ["engineer_revenge01"] = "That'll cut you back down to size!",
- ["engineer_meleedare03"] = "You and me, hoss!",
- ["Demoman.dominationdemoman03"] = "It is the dominationing!",
- ["Heavy.Jeers09"] = "How could this happen?",
- ["Demoman.CloakedSpy02"] = "Spy around here!",
- ["engineer_medicfollow02"] = "Over here, saw-bones!",
- ["sniper.Award13"] = "I could do this all day!",
- ["engineer_medicfollow01"] = "Follow me, doc!",
- ["Spy.DominationSniper02"] = "You disgust me, filthy jar man!",
- ["Sniper.HelpMe02"] = "Help me!",
- ["engineer_littlesentry02"] = "Ain't that a cute little gun?",
- ["engineer_littlesentry01"] = "Sometimes you just need a little less gun!",
- ["engineer_gunslingertriplepunchfinal01"] = "Yee-haw!",
- ["engineer_gunslingerpunch03"] = "Bap!",
- ["engineer_goldenwrenchkill04"] = "Erectin' a statue of a moron!",
- ["sniper.MeleeDare03"] = "Ready to meet Sharpie?",
- ["engineer_goldenwrenchkill03"] = "At least you ain't worthless anymore!",
- ["Scout.Cheers06"] = "Oh yeah!",
- ["Scout.StunBallPickUp02"] = "Play ball!",
- ["Heavy.SpecialCompleted09"] = "Cry some more!",
- ["#commentary\tf2-Comment004.wav"] = "In our original design, once attackers were cleared off a point, they lost any progress they'd made toward capturing the point. Playtests revealed that lone players near an enemy control point had no incentive to try to capture it if any enemies were in the area. Furthermore, once a team was reduced to defending a single control point, the stronger attacking team was often unable to successfully assault the final point for the full capture period, which caused too many games to end in a stalemate. We changed the capture mechanic so that capture progress persists for a while even after the attackers are cleared off the point, and this improvement fixed both of the problems with the original design.",
- ["Engineer.Taunts10"] = "I'm gonna lay you out!",
- ["Engineer.LaughLong01"] = "*long laugh*",
- ["engineer_goldenwrenchkill01"] = "That there's a gold-plated kill!",
- ["Engineer.PainSharp04"] = "*sharp pain*",
- ["engineer_dominationspy11"] = "You are a coward and a scoundrel!",
- ["Spy.HelpMeCapture03"] = "Would someone care to help me capture this?",
- ["engineer_dominationspy09"] = "You're a long way from France, boy!",
- ["engineer_dominationspy08"] = "That's what my daddy taught me to do to back-stabbers!",
- ["Soldier.LaughLong03"] = "*long laugh*",
- ["engineer_dominationspy02"] = "It ain't getting any harder for me to kill ya!",
- ["Soldier.LaughEvil03"] = "*evil laugh*",
- ["engineer_wranglekills01"] = "This thing ain't on auto-pilot, son!",
- ["engineer_dominationsoldier06"] = "That's what it feels like when eagles cry, soldier-boy!",
- ["engineer_dominationsoldier03"] = "Don't test my mettle, son!",
- ["Soldier.DominationSniper12"] = "Aww, too violent for you cupcake?",
- ["engineer_dominationsniper06"] = "I just rode you out on a rail, down under!",
- ["Soldier.Taunts20"] = "I am going to stangle you with your own frilly training bra!",
- ["Heavy.SpecialWeapon07"] = "I am Heavy Weapons Guy, and this is my new weapon!",
- ["engineer_dominationscout09"] = "Just a dead little jack-rabbit!",
- ["engineer_dominationscout07"] = "Shoot, son, ya'll slow as molasses!",
- ["Sniper.GoodJob02"] = "Good on ya!",
- ["Demoman.BattleCry06"] = "Ahh-yhas' the way to do it!",
- ["engineer_dominationscout06"] = "What in sam-hell were you thinkin', string bean?",
- ["engineer_dominationscout05"] = "Ya'll just got dominated, city-boy!",
- ["Sniper.LaughShort05"] = "*short laugh*",
- ["Heavy.Domination10"] = "Do I smell spoiled baby diaper?",
- ["engineer_dominationscout02"] = "Ya ain't to fast for me and my machines now, are ya? Heh, are ya?!",
- ["Soldier.NegativeVocalization03"] = "Damnit boys!",
- ["Sniper.DominationHeavy07"] = "That gotcha, you lard-arm simpleton!",
- ["Scout.CartGoingBackDefense01"] = "Return to freakin' sender!",
- ["engineer_dominationpyro09"] = "Ya'll might be flame retardant, but you sure ain't bullet-proof!",
- ["engineer_dominationpyro08"] = "Didn't your mama teach you not to play with matches?",
- ["engineer_dominationpyro06"] = "You look a might tongue-tied, boy!",
- ["sniper.CartStopItDefenseSoft06"] = "Don't let the cart through, lads",
- ["Spy.JarateHit01"] = "Is this... mon dieu!",
- ["engineer_dominationpyro05"] = "Sorry to put out your campfire, boy!",
- ["engineer_dominationpyro04"] = "Gotcha, mumbles!",
- ["#commentary\tf2-Comment002.wav"] = "Maps require impassable boundaries, but unless we restrict the environments to either interior spaces or steep canyons, these boundaries can't always block the player's view of the outlying, unreachable area. In our more realistic titles, like HL2, these boundaries often require fictional and visual explanations. In the heavily stylized Team Fortress world, however, conspicuous artificiality is a core design principle and so we can simplify or altogether ignore these explanations without compromising the player experience. Playtesting showed, for instance, that these low fences leading to an empty expanse successfully conveyed the message that the area beyond the fence is uninteresting and out-of-bounds.",
- ["Sniper.CloakedSpyIdentify08"] = "The Sniper is a Spy!",
- ["Scout.Misc05"] = "Pop-quiz! How long does it take to beat a moron to death? Bzzzt! Time's up!",
- ["engineer_dominationpyro01"] = "Speek up next time, boy!",
- ["engineer_dominationmedic07"] = "I'm a killer of men, doc. That is the God's honest truth",
- ["Sniper.DominationScout01"] = "Dominated, you little ankle-biter!",
- ["Scout.CartMovingForwardOffense06"] = "Go go go!",
- ["#commentary\tf2-Comment027.wav"] = "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.",
- ["engineer_dominationmedic02"] = "Guess they didn't teach you to duck in doctor school!",
- ["engineer_dominationheavy15"] = "Gotcha, fat boy!",
- ["engineer_dominationheavy14"] = "You are a whole herd of ugly!",
- ["Heavy.CloakedSpyIdentify01"] = "Scout is Spy!",
- ["engineer_dominationheavy12"] = "Ya'll come back now - more where that came from!",
- ["#commentary\tf2-Comment035.wav"] = "One of the main changes between Team Fortress Classic and Team Fortress 2 was the removal of thrown grenades. Most classes could carry a standard hand grenade along with a secondary grenade, tied more closely to the class. Team Fortress 2's focus on unique class roles led us to notice that the standard hand grenade was a more powerful combat decider than some of the primary weapons. This made the classes more similar in combat-not a desired effect. In addition, when we looked at some of Team Fortress Classic's map stalemates, they often resulted from large amounts of grenade spam. Two cases were particularly problematic: That of players throwing grenades repeatedly through doorways, hoping to kill any enemies who might be there, and players on the verge of death throwing all their grenades in rapid succession, hoping to get a kill after they die. Removing standard hand grenades made the game more fun almost immediately, especially for new players who were often confused as to why they died, when a grenade went off at their feet. When we examined the class-specific grenades, we found similar problems. Eliminating them from playtests gave us yet another boost in making the game more fun. Once we'd decided on removal, we analyzed each class to see what capabilities might have been lost as a result of the decision. In some cases we added other capabilities, where we felt a class had lost the ability to make some interesting decisions, related to its special grenade type.",
- ["Scout.Misc07"] = "You're like a car crash in slow motion, it's like I'm watching you fly through a windshield!",
- ["sniper.CartStayCloseOffenseSoft03"] = "Pull up your socks and stick to the cart",
- ["Soldier.HelpMeDefend03"] = "You will help me defend my point!",
- ["engineer_dominationheavy08"] = "Ya'll just got branded!",
- ["Medic.CloakedSpyIdentify05"] = "The Demoman is a Spy!",
- ["engineer_dominationheavy07"] = "Dominated, corn-cakes!",
- ["sniper.Domination12"] = "Bloody hell, you're awful",
- ["Medic.Jeers12"] = "Schweinhunds!",
- ["engineer_dominationheavy06"] = "Gotcha, pork-drippings!",
- ["engineer_dominationheavy04"] = "Nice try, slim!",
- ["Engineer.SpecialCompleted05"] = "Woo-hee! Makin' bacon!",
- ["engineer_dominationheavy02"] = "I've seen better sides of beef being run over by a combine!",
- ["sniper.CartStoppedOffenseSoft03"] = "The bomb's just sittin' there",
- ["engineer_dominationheavy01"] = "Never mind the bullets, how much are all these coffins costing you?",
- ["Spy.HelpMeDefend03"] = "I could use a hand defending here!",
- ["engineer_dominationengineer04"] = "You can always tell a Texan... but you can't tell him much",
- ["engineer_dominationengineer01"] = "You just ain't doin' it right!",
- ["Demoman.HelpMeCapture03"] = "Come here lad! Help me capture this",
- ["engineer_dominationdemoman06"] = "Gotcha, eyehole!",
- ["#commentary\tf2-Comment022.wav"] = "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.",
- ["Sniper.Taunts02"] = "Bloody bogan!",
- ["engineer_dominationdemoman05"] = "The hand is quicker than the eye!",
- ["engineer_dominationdemoman04"] = "That catch your eye, son?",
- ["Demoman.AutoDejectedTie02"] = "Ay... what just happened?",
- ["Medic.ActivateCharge01"] = "Charge me herr doctor!",
- ["Engineer.Cheers07"] = "Yipee-kee-yai-hee-hay-hee-ai-ey-kai-o!",
- ["sniper.CartGoingBackDefenseSoft06"] = "Aces! There goes the cart",
- ["Medic.Jeers11"] = "From now on, losing is verboten!",
- ["Medic.CloakedSpyIdentify01"] = "The Scout is a Spy!",
- ["Scout.DominationPyr01"] = "Hey, whose on fire now?",
- ["sniper.Revenge04"] = "Skill always beats luck, ya weazel",
- ["Medic.SpecialCompleted-AssistedKill02"] = "We did it, camarade!",
- ["Demoman.MoveUp03"] = "Move that kit up!",
- ["Spy.SpecialCompleted08"] = "Thank you for being such a dear friend!",
- ["sniper.CartMovingForwardOffenseSoft09"] = "Let's go lads, keep pushin'",
- ["Sniper.NegativeVocalization06"] = "Crikey",
- ["Demoman.Incoming02"] = "Incoming!",
- ["Demoman.gibberish13"] = "*gibberish*",
- ["Demoman.gibberish12"] = "*gibberish*",
- ["Heavy.Specials01"] = "You are now without doctor!",
- ["sniper.Revenge06"] = "Cheatin' only gets ya so far",
- ["Sniper.Incoming01"] = "Incoming!",
- ["Demoman.gibberish11"] = "*gibberish*",
- ["Demoman.gibberish10"] = "*gibberish*",
- ["Spy.JarateHit05"] = "Jarate? *cries*",
- ["Demoman.gibberish08"] = "*gibberish*",
- ["Demoman.LaughEvil03"] = "*evil laugh*",
- ["Sniper.PositiveVocalization02"] = "Holy dooley!",
- ["Soldier.PainSharp05"] = "*sharp pain*",
- ["Demoman.dominationpyro03"] = "Go to hell, and tell the devil I'm comin' for him next!",
- ["sniper.CartMovingForwardOffense10"] = "Where'd you mongrels learn to push?!",
- ["Demoman.eyelandertaunt02"] = "There can be only one!",
- ["Demoman.eyelandertaunt01"] = "There can be only one... eye...",
- ["Sniper.NiceShot02"] = "Good shot, mate!",
- ["sniper.CartStopItDefense05"] = "Stop the bloody bomb!",
- ["Soldier.HatOverHeartTaunt05"] = "Godspeed, you magnificent bastard!",
- ["Sniper.SpecialCompleted39"] = "Steady, steady...",
- ["Medic.LaughEvil05"] = "*evil laugh*!",
- ["Demoman.dominationsoldierupdate04"] = "{Demoman.dominationsoldierupdate04}",
- ["Scout.Cheers01"] = "Yes!",
- ["Sniper.DominationMedic03"] = "Quit blubberin' and take your medicine like a man!",
- ["Engineer.SpecialCompleted04"] = "Oh, you yellow-bellied gutless coward!",
- ["Demoman.dominationsoldierupdate03"] = "{Demoman.dominationsoldierupdate03}",
- ["engineer_dominationdemoman03"] = "Dominated, eyepatch!",
- ["#commentary\tf2-Comment047.wav"] = "The announcer for Team Fortress 2, Ellen McLain, has the rare distinction of being the only voice actor to perform in all the products in the Orange box. For her role in Team Fortress 2, we had Ellen try various reads on the same lines letting her ad-lib different personalities. On the 5th try, she came up with the winner. Her disappointed and slightly angry evil overlord clearly lets you know, in the world of Team Fortress a tie does not mean everyone wins, but that everyone loses.",
- ["Demoman.dominationsoldier05"] = "Lot of good that Soldier training did ya! I'm drunk!",
- ["Medic.LaughLong02"] = "*long laugh*!",
- ["Scout.LaughHappy01"] = "*happy laugh*",
- ["Heavy.CartMovingForwardDefense03"] = "We must stop little cart!",
- ["Demoman.dominationsniper04"] = "It's lads like you that give war a bad name!",
- ["Demoman.dominationsniper02"] = "Dominated you head-shottin' Judas!",
- ["Demoman.LaughHappy02"] = "*happy laugh*",
- ["Demoman.dominationsniper01"] = "Perfect bloody domination you campy weasel!",
- ["Demoman.PositiveVocalization04"] = "Ahh that's the stuff!",
- ["Demoman.dominationscout08"] = "Oh, you're a wee little miss you are!",
- ["Demoman.ActivateCharge02"] = "Charge it doc!",
- ["Demoman.dominationscout07"] = "Grow some hair on your face, then come and try me again lad!",
- ["Scout.DominationPyr04"] = "Take that, ya dumb bib-wearing dope!",
- ["Demoman.NeedSentry01"] = "Need a sentry here!",
- ["Scout.PainCrticialDeath01"] = "*critical death*",
- ["Demoman.dominationscout05"] = "You're like a little bunny, scurrying around, eatin' your lettuce and berries!",
- ["Engineer.ActivateCharge03"] = "Charge me doc!",
- ["Demoman.dominationscout04"] = "Don't come wide you pint-sized mutt!",
- ["Scout.SpecialCompleted01"] = "Eat it fatty!",
- ["Sniper.Jeers04"] = "Dodgy!",
- ["Demoman.dominationscout03"] = "Dominated, tiny man!",
- ["Medic.BattleCry02"] = "Forward!",
- ["Scout.DominationSol03"] = "Drop dead and give me twenty!",
- ["Demoman.dominationpyro04"] = "Burn. In. Hell!",
- ["Demoman.gibberish05"] = "*gibberish*",
- ["Demoman.dominationpyro02"] = "Go home lassie, men are fighting here!",
- ["Scout.Incoming01"] = "Incoming!",
- ["Soldier.DominationDemonmanUpdate03"] = "{Soldier.DominationDemonmanUpdate03}",
- ["Pyro.PainCrticialDeath03"] = "*critical death*",
- ["Demoman.dominationpyro01"] = "You brought shame on your people you mumbling devil!",
- ["Demoman.dominationmedic04"] = "I dominate you sawbones!",
- ["Sniper.Jeers07"] = "Should've saved a bullet for some of you blokes!",
- ["Sniper.SpecialCompleted20"] = "That helmet ain't gonna save ya!",
- ["Soldier.AutoDejectedTie03"] = "Oh...",
- ["Heavy.CartGoingBackDefense06"] = "Yes! We push cart back!",
- ["Demoman.dominationheavy02"] = "Ohh, there's a new gravy-filled angel in heaven!",
- ["Heavy.Jeers08"] = "Tell me, where did we go so wrong?",
- ["Demoman.dominationheavy01"] = "Dominated, you grease-driven pork-pie!",
- ["Medic.CloakedSpyIdentify03"] = "The Heavy is a Spy!",
- ["Demoman.dominationengineer03"] = "That's a right pretty brow-washer you built, you big ugly girl!",
- ["Demoman.dominationengineer02"] = "You're weak, I'm strong, and I win toy-maker!",
- ["Scout.MoveUp02"] = "C'mon, move it up!",
- ["Medic.SpecialCompleted05"] = "Get them! Raus raus!",
- ["Demoman.dominationengineer01"] = "Don't hide behind your toys lad!",
- ["Sniper.DominationSniper21"] = "Dominiated, you blind-eyed bastard!",
- ["Sniper.DominationEngineer02"] = "Take that, book-smarts!",
- ["engineer_meleedare01"] = "Let's do this Texas style!",
- ["Sniper.SpecialCompleted26"] = "G'day",
- ["Soldier.PickAxeTaunt04"] = "C'mere, cupcake!",
- ["Sniper.ActivateCharge01"] = "Hit that charge, doctor!",
- ["Soldier.PickAxeTaunt03"] = "C'mere, Sally!",
- ["Heavy.CloakedSpyIdentify06"] = "Spy is not our Spy!",
- ["sniper.CartGoingBackOffenseSoft01"] = "Get to the cart, ya bloody idiots",
- ["Heavy.SandwichTaunt12"] = "You are a loose cannon, Sandvich, but you are a damn good cop!",
- ["Soldier.KaBoomAlts02"] = "Boom!",
- ["Soldier.KaBoomAlts01"] = "Blammo!",
- ["Demoman.dominationsoldierupdate05"] = "{Demoman.dominationsoldierupdate05}",
- ["Soldier.DominationSpy08"] = "Bon voyage, crouton!",
- ["Soldier.DominationSpy07"] = "Word cannot express how much I hate France right now!",
- ["Soldier.DominationSpy05"] = "Hit the showers, Frenchy!",
- ["Scout.PainSevere06"] = "*severe pain*",
- ["Spy.DominationSniper06"] = "Perhaps they can bury you in that van you call home!",
- ["Soldier.DominationSpy04"] = "Dominated, you rifle-dropping coward!",
- ["Demoman.AutoOnFire03"] = "FIRE!",
- ["Heavy.CartStayCloseOffense06"] = "Bomb is friend! Come, visit friend!",
- ["Soldier.DominationSpy03"] = "Oh-hoh-hoh-ho you're dominated!",
- ["Scout.Revenge05"] = "Remember me? Yeah, you do!",
- ["Heavy.HelpMeCapture02"] = "Help capture point!",
- ["Spy.Taunts01"] = "Promise not to bleed on my suit and I'll kill you quickly",
- ["Soldier.DominationSpy01"] = "Gotcha, crouton!",
- ["engineer_sentryplanting02"] = "That there wasn't gettin' any lighter!",
- ["Engineer.AutoDejectedTie03"] = "Argh",
- ["sniper.CartGoingBackOffense02"] = "The cart's movin' the wrong bloody way!",
- ["Soldier.DirectHitTaunt01"] = "Aaagh!",
- ["Soldier.DominationSoldier03"] = "You are now a conscientious objector to being dead, hippie!",
- ["sniper.Revenge18"] = "You. Are. A. Bloody. Disgrace",
- ["Soldier.DominationSoldier01"] = "Dominated hippie! Get a job!",
- ["Soldier.DominationSniper14"] = "You just got dominated, Bulbo Buttons!",
- ["Spy.Taunts13"] = "You know, hiding won't save you!",
- ["engineer_dominationsniper08"] = "Down under? More like six feet down under!",
- ["Soldier.DominationSniper09"] = "You just got dominated, Bablo Brabbins!",
- ["Soldier.DominationSniper08"] = "You just got dominated, Balbo Biggins!",
- ["Soldier.DominationSniper05"] = "You are a coward, and you died like one!",
- ["Soldier.DominationSniper04"] = "I will send my condolences to your kangaroo-wife!",
- ["Demoman.CloakedSpyIdentify09"] = "That Pyro's a bloody Spy!",
- ["Soldier.DominationSniper02"] = "You will not turn my battlefield into a camp group!",
- ["Soldier.DominationSniper01"] = "This is not a camping trip, Shelia, this is war and I love it!",
- ["Soldier.DominationScout11"] = "You were in a big fat hurry to die!",
- ["Medic.CloakedSpyIdentify08"] = "The Sniper is a Spy!",
- ["Soldier.DominationScout09"] = "Got anything funny to say about that, funny-man?",
- ["Demoman.Taunts09"] = "I'm going to blast you into thin glue!",
- ["Spy.PositiveVocalization05"] = "Top shelf!",
- ["Soldier.CloakedSpyIdentify09"] = "That Spy is not one of ours!",
- ["Soldier.DominationScout07"] = "Never bring a bat to a battlefield! War is not a game!",
- ["Soldier.DominationScout05"] = "You cannot run from me, my gun is faster!",
- ["Soldier.DominationScout01"] = "Dominated, short-pants!",
- ["Sniper.Taunts20"] = "That helmet is gonna make a nice bowl for your brains!",
- ["Sniper.Jeers02"] = "That's some shonking business right there",
- ["Demoman.NiceShot03"] = "Nice shot, man",
- ["Heavy.HeadLeft01"] = "To left!",
- ["#commentary\tf2-Comment028.wav"] = "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.'",
- ["sniper.Revenge01"] = "Not so smug now, are ya?",
- ["Soldier.DominationPyro06"] = "Your fire-retardant ass just got dominated!",
- ["Medic.Thanks02"] = "Danke",
- ["Demoman.Go01"] = "Go!",
- ["Spy.BattleCry04"] = "Ahem...",
- ["Soldier.DominationPyro04"] = "You cannot burn me, I do not have time to combust!",
- ["Soldier.DominationMedic06"] = "I'm gonna mail my boot to the Kaiser with your ass around it!",
- ["Heavy.Thanks02"] = "Many thanks!",
- ["Soldier.DominationMedic03"] = "America wins again!",
- ["Spy.DominationHeavy05"] = "You died as you lived... morbidly obese!",
- ["Soldier.DominationDemoman02"] = "Considered yourself dominated you Scot son of a bitch!",
- ["Scout.StunBallHittingIt02"] = "Catch this!",
- ["Soldier.BattleCry02"] = "Forward!",
- ["Soldier.DominationHeavy04"] = "Dominated, you red menace!",
- ["Soldier.DominationEngineer06"] = "Go back go Calgary you cow-herding Canadian!",
- ["Demoman.BattleCry01"] = "Freedom!",
- ["Soldier.DominationEngineer05"] = "That's where books get you, professor!",
- ["Soldier.DominationEngineer03"] = "Stop hiding behind your little toys and fight like a man!",
- ["Soldier.DominationEngineer02"] = "You just got dominated, toy-maker!",
- ["Spy.BattleCry03"] = "After you!",
- ["Heavy.SpecialCompleted08"] = "Oh! Run, run! I'm coming for you!",
- ["Soldier.DominationEngineer01"] = "Dominated, grease-monkey!",
- ["Engineer.NiceShot03"] = "Nice shootin', tex!",
- ["Soldier.DominationDemonmanUpdate02"] = "{Soldier.DominationDemonmanUpdate02}",
- ["Heavy.Cheers07"] = "*sings*",
- ["Heavy.PainSharp01"] = "*sharp pain*",
- ["Heavy.Domination18"] = "Killing you is full time job now!",
- ["Pyro.CloakedSpyIdentify01"] = "That person is a spy!",
- ["Demoman.SpecialCompleted02"] = "Ehh, me bottle'o'scrumpy!",
- ["Soldier.DominationDemonmanUpdate01"] = "{Soldier.DominationDemonmanUpdate01}",
- ["Soldier.DominationDemoman06"] = "You're like the cyclops of Greek myth, except you are Scottish and I hate you!",
- ["Engineer.NegativeVocalization04"] = "Dammit, fellas!",
- ["Soldier.DominationDemoman05"] = "Scotland is not a real country! You are an Englishman with a dress!",
- ["Soldier.DominationDemoman03"] = "Dominated, you skirt-twirrling drunk!",
- ["Soldier.DominationMedic01"] = "You just got dominated, Oktoberfest!",
- ["Engineer.NegativeVocalization12"] = "Dagged-nagged-nabbit-dagit!",
- ["Demoman.PositiveVocalization01"] = "Bloody brilliant!",
- ["Sniper.PainCrticialDeath04"] = "*critical death*",
- ["Scout.BeingShotInvincible26"] = "Boing!",
- ["Soldier.Yes04"] = "Sir, yes sir!",
- ["Soldier.DirectHitTaunt04"] = "Aaaah!",
- ["Soldier.DirectHitTaunt03"] = "Yaaah!",
- ["Scout.BeingShotInvincible08"] = "Woo!",
- ["Sniper.JarateToss02"] = "Bombs away!",
- ["Engineer.Taunts04"] = "I'm done playin' games with you, boy",
- ["Sniper.JarateToss01"] = "Jarate!",
- ["Sniper.DominationSpy07"] = "I was never on your side either... wanker!",
- ["Engineer.CloakedSpyIdentify01"] = "That Scout is a Spy!",
- ["Sniper.DominationSpy05"] = "Cloak your way outta that, you filthy spook!",
- ["Scout.HeadLeft03"] = "Left! Left! Left!",
- ["Sniper.DominationSpy04"] = "Aww... did I get blood on your suit?",
- ["Scout.DominationEng04"] = "Here's a schematic for ya! My ass!",
- ["Soldier.HeadLeft02"] = "Left face!",
- ["Engineer.SpecialCompleted11"] = "That's what ya get",
- ["Demoman.CloakedSpyIdentify01"] = "That Scout's a bloody Spy!",
- ["Sniper.DominationSpy01"] = "Sneak around that, you phony scoundrel!",
- ["Sniper.DominationSoldier06"] = "At ease! *laughs*",
- ["Sniper.DominationDemoMan03"] = "Ace reflexes, you bomb-chuckin' waste of good scotch!",
- ["Spy.PainSevere04"] = "*screams in pain*",
- ["Spy.DominationSoldier03"] = "At least you died for honor... and my amusement!",
- ["Sniper.DominationSoldier04"] = "Oi, lend us a shovel, so I can dig your grave!",
- ["Engineer.SpecialCompleted03"] = "Gutless!",
- ["Sniper.DominationSoldier03"] = "Take that, you rocket-hoppin' simpleton!",
- ["Sniper.DominationSoldier02"] = "All rockets, no brains - eh, mate?",
- ["Sniper.DominationSoldier01"] = "I own ya, you pickle-headed drongo!",
- ["Heavy.LaughHappy05"] = "*happy laugh*",
- ["Sniper.DominationSniper20"] = "You call that snipin'?",
- ["Scout.Medic01"] = "Medic!",
- ["Engineer.AutoCappedControlPoint01"] = "We got it!",
- ["Sniper.DominationSniper19"] = "Nice try mate, but I'm the best!",
- ["Sniper.DominationScout04"] = "Couldn't skip around that, could ya? You precious little posie?",
- ["Sniper.DominationScout02"] = "That'll slow you down, you twitchy hooligan!",
- ["engineer_dominationmedic06"] = "You must be a doctor, becasue you just saw the extent of my patience!",
- ["Scout.DominationSct01"] = "I am the Scout here!",
- ["Soldier.CloakedSpyIdentify05"] = "That Demoman is a Spy!",
- ["Sniper.AutoCappedIntelligence05"] = "That wasn't so hard!",
- ["Sniper.DominationPyro02"] = "Nobody's gonna miss you, ya mutant!",
- ["Sniper.DominationMedic02"] = "Take that, you quack!",
- ["Sniper.DominationMedic01"] = "What's up, doc? *laughs*",
- ["engineer_dominationscout01"] = "Ya'll gotta run a lot faster than that!",
- ["Medic.Cheers03"] = "Keep it up!",
- ["sniper.MedicFollow04"] = "C'mon doctor, follow me",
- ["Soldier.Incoming01"] = "Incoming!",
- ["Scout.DominationSnp02"] = "Yeah, that fancy scope of yours? I bet you got a real good view of me killing you!",
- ["Sniper.Cheers02"] = "Wicked!",
- ["Demoman.CloakedSpyIdentify02"] = "That Soldier's a bloody Spy!",
- ["Engineer.BattleCry07"] = "Hee-hee... Yee-haw!",
- ["Engineer.HeadLeft02"] = "To the left!",
- ["Soldier.Taunts21"] = "You are all maggots! You scum-sucking fruit baskets!",
- ["Sniper.DominationHeavy01"] = "Gotcha, you pot-bellied lard-ass!",
- ["Scout.Misc03"] = "I'm gonna beat on your skull until I hit tonsils!",
- ["Sniper.DominationEngineer01"] = "Dominated, you cactus-eating egg-head!",
- ["Scout.BeingShotInvincible33"] = "Dumbass!",
- ["Pyro.NeedDispenser01"] = "Need a dispenser here!",
- ["Sniper.DominationDemoMan05"] = "Gotcha, ya bomb-lobbin' wanker!",
- ["Demoman.AutoOnFire02"] = "I'm burnin'!",
- ["Engineer.SpecialCompleted09"] = "I told ya don't touch that darn thing",
- ["Sniper.Taunts04"] = "I've slept in the corpse of water buffalo tougher than you!",
- ["Soldier.PainSharp06"] = "*sharp pain*",
- ["sniper.CartMovingForwardDefenseSoft03"] = "Bugger me... the bomb's comin'",
- ["Medic.NeedSentry01"] = "The sentry goes here!",
- ["Scout.DominationEng02"] = "Here's somethin' you shoulda build: a not-dying machine!",
- ["Scout.StunBallPickUp03"] = "Found my ball!",
- ["Spy.Revenge01"] = "Hello again, dumb-bell!",
- ["Heavy.NegativeVocalization04"] = "Very bad!",
- ["Spy.MedicFollow02"] = "Follow me, doctor!",
- ["Demoman.HeadLeft01"] = "Head left!",
- ["Soldier.PositiveVocalization02"] = "Oh yeah!",
- ["Scout.DominationMed04"] = "Real nice effort, deutsch-bag!",
- ["Medic.Cheers02"] = "Well done!",
- ["Spy.JarateHit04"] = "I have been shown who is the boss!",
- ["Spy.JarateHit03"] = "I hate you!",
- ["Engineer.LaughShort01"] = "*short laugh*",
- ["Spy.JarateHit02"] = "Jarate? No!",
- ["Spy.DominationSpy05"] = "You are an embarrassment to Spies everywhere!",
- ["Medic.SpecialCompleted12"] = "Ha-ha! What a bloodbath!",
- ["Heavy.CartStayCloseOffense05"] = "Join me at bomb cart!",
- ["Spy.DominationSpy03"] = "You are an amateur and a fool!",
- ["Spy.DominationSpy02"] = "We all knew you were a Spy!",
- ["Spy.DominationSpy01"] = "Go to hell, and take your cheap suit with you!",
- ["sniper.CartStopItDefense01"] = "One of you rough types oughta stop that bomb!",
- ["Spy.CloakedSpyIdentify09"] = "The Engineer is a Spy!",
- ["Spy.DominationSoldier04"] = "Oh, Soldier, who will they find to replace you? Anyone!",
- ["Demoman.SpecialCompleted11"] = "Ka-boom!",
- ["Scout.CloakedSpyIdentify01"] = "The freakin' Scout is a Spy!",
- ["Sniper.DominationSoldier05"] = "Dominated! You ploddin' potatohead...",
- ["Spy.DominationSoldier02"] = "I dominate you! You sloggish simpleton!",
- ["Scout.Jeers04"] = "Freakin' unbelieveable!",
- ["Heavy.HelpMeDefend01"] = "Defend here!",
- ["Scout.CloakedSpyIdentify04"] = "The freakin' Pyro is a Spy!",
- ["Scout.BeingShotInvincible30"] = "Weak!",
- ["Demoman.dominationspy02"] = "You're a back-pokin' snake and by God you'll die like one!",
- ["Spy.DominationSniper04"] = "You live in a van! *laughs*",
- ["Scout.AutoDejectedTie03"] = "I can not believe this!",
- ["Spy.DominationMedic06"] = "Does it hurt when I do that? It does, doesn't it!",
- ["Spy.DominationScout08"] = "So, your deadly skill is jogging? Mine is murdering people!",
- ["Sniper.Taunts24"] = "Bloody bogan",
- ["Heavy.LaughterBig01"] = "*big laugh*",
- ["Spy.NegativeVocalization08"] = "N-augh!",
- ["Spy.DominationScout06"] = "May I borrow your earpiece? 'This is Scout - rainbows make me cry, over!'",
- ["Spy.DominationScout05"] = "Wern't you supposed to be good at dodging?",
- ["sniper.SpecialWeapon05"] = "Hmm, I recon that this will come in handy",
- ["Engineer.HelpMeCapture03"] = "Need help cappin' this point!",
- ["Heavy.Taunts01"] = "All of you are dead!",
- ["Spy.DominationScout02"] = "You died as you lived, running away!",
- ["Engineer.CloakedSpy01"] = "Hey boys, it's a Spy!",
- ["Spy.DominationScout01"] = "Well, off to visit your mother!",
- ["Spy.DominationPyro05"] = "You look like death warn over!",
- ["Spy.DominationPyro01"] = "Dominated, you mushed-mouth freak!",
- ["Soldier.CloakedSpyIdentify08"] = "That Sniper is a Spy!",
- ["Spy.DominationMedic05"] = "You are such a bad doctor! *laughs*",
- ["Soldier.PositiveVocalization05"] = "Yeah!",
- ["Spy.DominationMedic03"] = "Aww... you almost healde me to death that time!",
- ["Scout.PositiveVocalization03"] = "Dude, we're on fire!",
- ["#commentary\tf2-Comment037.wav"] = "For Half-Life 2 we developed something called Response Rules, a system that lets us fine-tune the way characters speak lines of dialog in response to game events that are not completely predictable. In Team Fortress 2, we extended Response Rules to the multiplayer environment for the first time. The Response Rule system works by listing speech concepts in a simple text file; the game code then makes characters attempt to speak when the rules or conditions defined in the text file are met in the game. For instance, when a player reloads his weapon, this signals the Response Rule system that now would be an appropriate time to speak a line about reloading. The Response Rule system checks the state of the world, and matches it to a set of rules that determine the best line of dialog to use for that speech concept. If the player's health is low, he may speak a different reloading line than if he is completely healthy. He could play a special line if he has killed more than two enemies in the last 20 seconds, another set of lines if he's underwater, and so on. Keeping dialog and rules in script files gives the game's writers the ability to add speech to the game without needing any code support.",
- ["Spy.DominationMedic02"] = "Medic! Medic! Medic! *laughs*",
- ["Spy.NiceShot03"] = "Superior shot!",
- ["Sniper.NegativeVocalization09"] = "*grumble*",
- ["Spy.DominationHeavy08"] = "What's the matter, fat got your tongue? *laughs*",
- ["Demoman.Jeers07"] = "Thankfully I already don't remember this",
- ["Spy.DominationHeavy04"] = "Dominated! You fatuous fat-headed fat man!",
- ["Medic.StandOnThePoint02"] = "Stand on the point, schweinhund!",
- ["Spy.Incoming02"] = "Incoming!",
- ["Medic.HelpMeDefend02"] = "Must I defend this point myself?",
- ["Spy.AutoOnFire01"] = "I appear to have burst into flames!",
- ["Spy.DominationEngineer03"] = "Happy trails, laborer!",
- ["Spy.HelpMe02"] = "Some assistance, please!",
- ["Spy.DominationEngineer02"] = "Howdy, partner!",
- ["Heavy.Cheers08"] = "*sings* Come, sing with me! *sings*",
- ["Spy.DominationEngineer01"] = "Yippie-ki-yay, my illiterate friend!",
- ["Spy.DominationDemoMan07"] = "Here's what I have that you don't: a functioning liver, depth perception, and a pulse!",
- ["Spy.DominationDemoMan05"] = "The black Scottish cyclops, now extinct!",
- ["Spy.DominationDemoMan03"] = "Kaboom to you, sir!",
- ["Soldier.DominationPyro08"] = "How do ya like that, all-quiet-on-the-western-front?",
- ["Scout.TripleJump04"] = "Yeah!",
- ["Scout.TripleJump01"] = "Woo-hoo-hoo-hoo!",
- ["Heavy.Specials05"] = "Where is your doctor, coward?",
- ["Medic.SpecialCompleted01"] = "Did that sting? Sorry!",
- ["Demoman.LaughEvil05"] = "*evil laugh*",
- ["Scout.StunBallHittingIt05"] = "Major leauge!",
- ["Sniper.CloakedSpy03"] = "Spy here!",
- ["Sniper.Thanks01"] = "Thanks, mate!",
- ["Scout.BeingShotInvincible32"] = "Moron!",
- ["Soldier.DominationHeavy06"] = "This American boot just kicked your ass back to Russia!",
- ["Scout.StunBallHit16"] = "Real smooth, dummy!",
- ["Scout.DominationSol05"] = "Dis-missed!",
- ["Scout.DominationSnp01"] = "Snipe that, ya frickin' coward!",
- ["Scout.StunBallHit10"] = "Good catch, buddy!",
- ["Pyro.CloakedSpy01"] = "That person is a spy!",
- ["Medic.Jeers10"] = "Danke, dummkopfs!",
- ["Scout.Domination21"] = "I will never stop killing you!",
- ["Scout.Taunts17"] = "You morons are about to catch a real beatin'!",
- ["Scout.StunBallHit07"] = "Got a nice piece of that!",
- ["Scout.StandOnThePoint03"] = "Get on the freakin' point, dumbass!",
- ["Scout.CloakedSpyIdentify08"] = "The freakin' hard-hat is a Spy!",
- ["Scout.StunBallHit04"] = "There's a dinger for ya!",
- ["Scout.StunBallHit03"] = "Oooh, I got all of that one!",
- ["Scout.Revenge08"] = "Whose the tough guy now, huh tough guy?!",
- ["Engineer.AutoAttackedBySpy03"] = "Spy sappin' my sentry!",
- ["Demoman.SpecialCompleted-AssistedKill02"] = "I didn't need your help, you know...",
- ["Scout.Revenge06"] = "Don't you ever cross me again!",
- ["sniper.CartGoingBackOffense06"] = "The bomb, lads! Don't forget about the bomb!",
- ["Color.Soldier"] = "This is the Soldier color",
- ["Scout.Taunts06"] = "Yeah, come get some you freakin' wuss!",
- ["Soldier.ThanksForTheTeleporter02"] = "Thanks for the teleporter!",
- ["Scout.GoodJob04"] = "Alright, yeah that's- that's a pretty good job!",
- ["engineer_dominationpyro03"] = "Dominated, smokey!",
- ["Heavy.SandwichEat"] = "Nom nom nom, om nom!",
- ["Scout.Misc02"] = "If you order now, I'll throw in a second beatin' absolutely free!",
- ["Scout.MeleeDare05"] = "Put 'em up, pal!",
- ["Scout.MeleeDare04"] = "You and me!",
- ["Soldier.HelpMe02"] = "Need some help here!",
- ["Scout.MeleeDare02"] = "Bring it!",
- ["Sniper.BattleCry06"] = "Give 'em a gob-full!",
- ["Scout.MeleeDare01"] = "Let's go!",
- ["Scout.MedicFollow03"] = "Doc, this way!",
- ["Scout.DominationSol01"] = "Yo, I'm not even wearin' a helmet!",
- ["Soldier.Taunts16"] = "The last word out of your sorry mouth will be 'sir' and it will be loud!",
- ["Pyro.PainSevere06"] = "*severe pain*",
- ["Medic.Taunts05"] = "I'm going to saw through your bones!",
- ["Scout.InvincibleNotReady05"] = "What?!",
- ["Demoman.Jeers10"] = "I almost joined their bloody team",
- ["Spy.PainSharp01"] = "*gasps in pain*",
- ["Scout.InvincibleNotReady04"] = "{Scout.InvincibleNotReady04}",
- ["Scout.InvincibleNotReady03"] = "Aw, crap!",
- ["Scout.InvincibleNotReady01"] = "C'mon, c'mon!",
- ["Spy.DominationScout04"] = "Here lies Scout. He ran fast and died a virgin!",
- ["Scout.InvincibleChgUnderFire01"] = "Yoink!",
- ["Scout.Invincible04"] = "Wha-na-na-na-na-na-na...",
- ["Scout.Invincible02"] = "You can't hit what ain't there!",
- ["Scout.FightOnCap04"] = "Get on the cap, you dopes!",
- ["Scout.FightOnCap03"] = "Let's get on the cap, fellas!",
- ["Scout.FightOnCap02"] = "Stand on the freakin' cap!",
- ["Sniper.Taunts35"] = "I'm gonna blow the insides of your head all over four counties",
- ["Scout.StunBallHit13"] = "Yo, heads up!",
- ["#commentary\tf2-Comment025.wav"] = "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.",
- ["Scout.DominationSol04"] = "You're a disgrace to the uniform, pal!",
- ["Heavy.MeleeDare06"] = "Let us wrestle, little man!",
- ["Scout.DominationSnp04"] = "It was a mercy killing, you live in a... camper van!",
- ["Spy.MoveUp02"] = "Move these machines up!",
- ["Medic.HeadLeft02"] = "Go left!",
- ["Demoman.Taunts06"] = "I'm gonna be all over ya like shingles!",
- ["Sniper.DominationPyro04"] = "That snuffed your fire, you filthy arsonist!",
- ["Scout.DominationPyr03"] = "Repeat after me: mumnumnum-I'm dead",
- ["Scout.AutoDejectedTie04"] = "Augh!",
- ["Scout.DominationPyr02"] = "Yo, if ya didn't want me to kill ya, you shoulda said somethin'!",
- ["engineer_dominationdemoman02"] = "Drunk on the battlefield ain't no way to be, son",
- ["Scout.DominationMed06"] = "*sigh* Doctor, doctor, doctor...",
- ["Scout.AutoDejectedTie01"] = "You have got to be kidding!",
- ["Heavy.CartGoingBackOffense07"] = "No! Cart moves wrong way!",
- ["Heavy.HeadRight03"] = "Go right!",
- ["Medic.Jeers06"] = "You are trying my patience!",
- ["Medic.Cheers04"] = "Sturm und drang!",
- ["Sniper.HeadRight03"] = "To the right!",
- ["Heavy.CartMovingForwardDefense01"] = "Get to cart, men!",
- ["Scout.BeingShotInvincible34"] = "Nice aim!",
- ["Demoman.Taunts14"] = "I'm going to stangle you with me bare hands",
- ["Scout.DominationHvy10"] = "I am owning you, you fat bald fatty fat... fat-fat!",
- ["Scout.DominationHvy09"] = "Hey lard-fat! Those hard arteries don't stop bullets, do they?",
- ["Scout.DominationHvy08"] = "Nice hustle, tons-o-fun! Next time, eat a salad!",
- ["Heavy.ThanksForTheTeleporter03"] = "Engineer is credit to team!",
- ["Engineer.HelpMeCapture01"] = "Help me capture this point!",
- ["Scout.DominationHvy07"] = "I. Eat. Your. Sandviches! I eat 'em up!",
- ["Scout.DominationHvy06"] = "Ain't so hard now are you, fat-cakes?",
- ["Scout.DominationHvy04"] = "Them two-hundred dollar bullets ain't so hot when they don't hit nothin', are they?",
- ["Spy.ActivateCharge03"] = "Doctor, if you please!",
- ["Scout.DominationHvy02"] = "Today ain't your day, pancakes!",
- ["Medic.CloakedSpy02"] = "Achtung! Spy!",
- ["Scout.DominationHvy01"] = "I am owning you, you fat bald bastard!",
- ["Heavy.Jeers07"] = "Dagh! Too many little men on this team!",
- ["Heavy.CartGoingBackOffense01"] = "Cart goes wrong way!",
- ["Spy.Revenge02"] = "I'm back, you sub-normal half-wit!",
- ["Pyro.PainSharp05"] = "*sharp pain*",
- ["Heavy.Singing03"] = "*sings* Come on!",
- ["Scout.PainSharp02"] = "*sharp pain*",
- ["#commentary\tf2-Comment024.wav"] = "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.",
- ["Scout.DominationDem03"] = "The best man won you bomb-throwing drunk!",
- ["Heavy.MeleeDare07"] = "Put up fists!",
- ["Scout.BeingShotInvincible02"] = "Missed me!",
- ["Heavy.SpecialCompleted01"] = "Ya-dadadadadadada ya-dadadadadadada do-de-da-va-da-da-dada ka-boom, ka-boom",
- ["Medic.MoveUp01"] = "Move the gear up! Schnell!",
- ["Demoman.ThanksForTheHeal03"] = "Thanks doc!",
- ["Scout.Cheers02"] = "I did it!",
- ["Scout.StunBallHit08"] = "Nice catch, knucklehead!",
- ["Scout.Domination20"] = "Aw, what are you gonna cry? You gonna cry now?",
- ["Engineer.Cheers01"] = "Woo-ee!",
- ["Medic.AutoCappedIntelligence01"] = "How embarassing, they let a man of science escape with the papers!",
- ["Soldier.BattleCry04"] = "Last one alive, lock the door!",
- ["Sniper.NeedDispenser01"] = "Need a dispenser here!",
- ["Scout.Domination19"] = "Yeah, I dare ya, rage quit! C'mon make us both happy!",
- ["Scout.Domination14"] = "You. Are. Terrible!",
- ["Scout.Domination12"] = "Look at this: just caved in your skull, my bat is still dry. No clumps of hair, nothin'!",
- ["Scout.Domination10"] = "I don't usually kill morons this fast...",
- ["Scout.Domination09"] = "Would you look at you? I mean, look at you!",
- ["Scout.Domination07"] = "*laughs* Look at you, you like you ran through traffic!",
- ["Scout.Domination05"] = "Hey knucklehead you ain't gonna win!",
- ["Sniper.HelpMeDefend03"] = "Get over here you yobbos and help me defend!",
- ["Scout.CartStoppedOffense01"] = "The freakin' cart stopped!",
- ["Scout.CartStopItDefense03"] = "Let's stop that freakin' thing!",
- ["Scout.CartStopItDefense02"] = "Gotta stop the cart!",
- ["Scout.CartStopItDefense01"] = "Hey, we gotta stop it!",
- ["Pyro.Taunts03"] = "Talk about a dumb-ass team! Their team, I tell ya...",
- ["Demoman.SpecialCompleted07"] = "Bloody hell, those ones were my favorites!",
- ["Scout.CartStayCloseOffense05"] = "We pushin' this thing or what?",
- ["Scout.CartStayCloseOffense03"] = "Stay close, guys!",
- ["Soldier.NegativeVocalization01"] = "Hell, men...",
- ["Scout.CartStayCloseOffense02"] = "Get over here!",
- ["Engineer.ThanksForTheTeleporter02"] = "Thanks for the ride, partner!",
- ["engineer_dominationmedic04"] = "Next time tend to your own knittin', saw-bones!",
- ["Scout.CartMovingForwardOffense04"] = "Yeah, yeah, yeah!",
- ["Scout.CartMovingForwardOffense03"] = "Keep pushin' it!",
- ["Medic.Jeers03"] = "My skill is wasted on this team",
- ["Medic.Go04"] = "Los weiter!",
- ["Scout.CartMovingForwardDefense04"] = "Push the frickin' cart!",
- ["Scout.CartMovingForwardDefense03"] = "What the hell is everyone doin'?",
- ["Scout.CartMovingForwardDefense02"] = "Aw, jeez guys, we gotta stop it!",
- ["Medic.NegativeVocalization06"] = "Schweinhunds!",
- ["Soldier.PainSevere05"] = "*severe pain*",
- ["Scout.CartGoingBackOffense06"] = "Aw, jeez! The cart!",
- ["Scout.CartGoingBackOffense05"] = "The cart's movin' backwards!",
- ["Heavy.Domination11"] = "Uh-oh! I think someone soiled diaper!",
- ["Sniper.CloakedSpyIdentify07"] = "The Engineer is a Spy!",
- ["Heavy.MeleeDare11"] = "Fight me!",
- ["Scout.CartGoingBackDefense05"] = "What'd you guys, give up?",
- ["Medic.SpecialCompleted03"] = "The healing leaves little time for the hurting!",
- ["Scout.CartGoingBackDefense04"] = "Yeah yeah yeah!",
- ["engineer_dominationsniper03"] = "Dominated, campground!",
- ["Pyro.HelpMeCapture01"] = "Help me capture!",
- ["Sniper.MoveUp01"] = "Right up! Right up!",
- ["Demoman.SentryAhead03"] = "Sentry up ahead!",
- ["Scout.BeingShotInvincible20"] = "Nope!",
- ["Spy.DominationHeavy01"] = "Oh fat man, please! This is getting awkward...",
- ["Heavy.CartMovingForwardOffense17"] = "Onward great bomb cart!",
- ["Pyro.LaughEvil01"] = "*evil laugh*",
- ["Heavy.NegativeVocalization06"] = "Oh, this is bad!",
- ["Heavy.No01"] = "Niet!",
- ["Scout.DominationMed02"] = "Ooh-hoo-hoo, your gun shoots medicine! It's intimidating!",
- ["Sniper.ThanksForTheTeleporter02"] = "Thanks!",
- ["Sniper.Taunts31"] = "You're all a bunch of no-hopers",
- ["engineer_sentryplanting01"] = "That was gettin' heavy!",
- ["sniper.CartMovingForwardOffense03"] = "Throw your back into it, boys!",
- ["Demoman.Jeers05"] = "I did what I could...",
- ["Spy.DominationSniper07"] = "Good day to you, mate! *laughs*",
- ["Engineer.CloakedSpyIdentify02"] = "That Soldier is a Spy!",
- ["Sniper.SpecialCompleted16"] = "Standin' around like a bloody idiot!",
- ["Scout.BeingShotInvincible27"] = "Heh-heh-heh!",
- ["Soldier.Jeers03"] = "Are you all trying for a Section-8?",
- ["Medic.Medic02"] = "Medic!",
- ["#commentary\tf2-Comment000.wav"] = "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 [email protected], and my favorite class is the spy. Thanks, and have fun!",
- ["Spy.CloakedSpy03"] = "Spy, gentlemen",
- ["Scout.Award08"] = "You see that?!",
- ["Demoman.NegativeVocalization05"] = "Ah.. crepe!",
- ["Sniper.PainSevere01"] = "*severe pain*",
- ["Scout.BeingShotInvincible23"] = "Ping!",
- ["Scout.BeingShotInvincible22"] = "Woosh!",
- ["sniper.Revenge25"] = "Here was you, very full of your self. Then, very briefly suprised. Then, dead",
- ["Scout.BeingShotInvincible21"] = "Denied!",
- ["Pyro.GoodJob01"] = "Good job",
- ["Engineer.AutoOnFire02"] = "Fire!",
- ["Heavy.CartStoppedOffense04"] = "Bomb has stopped!",
- ["Soldier.PainSharp03"] = "*sharp pain*",
- ["Demoman.NegativeVocalization02"] = "Ugh",
- ["Pyro.Cheers01"] = "Let's kill-em-all!",
- ["Scout.No03"] = "No way!",
- ["Scout.CartGoingBackOffense01"] = "That ain't the right way guys!",
- ["Scout.Yes03"] = "Gotcha!",
- ["Scout.Revenge03"] = "You like that, chucklenuts?",
- ["Pyro.NeedSentry01"] = "Need a sentry here!",
- ["Soldier.Jeers05"] = "You have dishonored this entire unit!",
- ["Soldier.CloakedSpyIdentify06"] = "That Medic is a Spy!",
- ["Heavy.MeleeDare01"] = "Fight like big man!",
- ["Medic.StandOnThePoint04"] = "Idiot! Stand on the point!",
- ["Scout.BeingShotInvincible10"] = "Ey!",
- ["Scout.PainSharp03"] = "*sharp pain*",
- ["sniper.Domination03"] = "This is gettin' too easy, mate",
- ["sniper.CartStoppedOffenseSoft04"] = "The bomb ain't movin'",
- ["Soldier.DirectHitTaunt02"] = "Yaaaaargh!",
- ["Demoman.PainSharp02"] = "*sharp pain*",
- ["Medic.CloakedSpyIdentify09"] = "The Spy is a double agent!",
- ["Soldier.Thanks02"] = "Thanks!",
- ["Medic.PainCrticialDeath01"] = "*critical death*",
- ["sniper.Domination04"] = "I'm runnin' outta places to put holes in ya",
- ["sniper.Revenge02"] = "You had a good run, ya mongrel",
- ["Demoman.Taunts13"] = "Oh... I'm going to liquify ya!",
- ["Medic.AutoCappedIntelligence03"] = "Where are your precious papers now, dummkopfs?",
- ["Heavy.CartGoingBackOffense03"] = "Little men steal our cart!",
- ["Scout.BeingShotInvincible05"] = "Nice try, pal!",
- ["Engineer.PainCrticialDeath02"] = "*critical death*",
- ["Sniper.DominationDemoMan01"] = "Take that, you one-eyed drunk!",
- ["Scout.DominationDem05"] = "Depth perception pal, look into it!",
- ["Spy.CloakedSpyIdentify03"] = "The Heavy is a Spy!",
- ["Scout.DominationDem02"] = "Blow that up, cyclops!",
- ["Heavy.ThanksForTheHeal03"] = "I love this doctor!",
- ["Heavy.Revenge12"] = "Do you remember me now?!",
- ["Sniper.SpecialCompleted03"] = "You'll be needin' another use for that neck!",
- ["Heavy.Singing04"] = "*sings* Push!",
- ["Sniper.SpecialCompleted45"] = "Thanks for standin' still, wanker!",
- ["sniper.CartStayCloseOffenseSoft01"] = "To the cart, ya wankers",
- ["Demoman.dominationengineer06"] = "If you huntin' trouble lad, you found it!",
- ["engineer_goldenwrenchkill02"] = "Guess I got the midas touch!",
- ["Scout.Award10"] = "I'll put it in my trophy room with my others!",
- ["Heavy.PainCrticialDeath01"] = "*critical death*",
- ["Scout.Jeers02"] = "Boo!",
- ["Medic.PositiveVocalization02"] = "Wunderbar!",
- ["Engineer.LaughEvil01"] = "*evil laugh*",
- ["Scout.Award09"] = "You seein' this?!",
- ["Heavy.Jeers02"] = "Augh!",
- ["Spy.ThanksForTheTeleporter01"] = "Thank you, laborer!",
- ["#commentary\tf2-Comment021.wav"] = "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.",
- ["Soldier.No02"] = "Negatory!",
- ["Engineer.AutoCappedIntelligence01"] = "Hell, that was easy",
- ["Sniper.Taunts39"] = "This is gonna be a real piece of piss, you bloody fruit-shop owners",
- ["Sniper.Taunts15"] = "Piss off, you mongrels!",
- ["Scout.Award07"] = "No other class gonna do that!",
- ["Scout.Award06"] = "{Scout.Award06}",
- ["Sniper.SpecialCompleted23"] = "That funeral ain't gonna be open casket",
- ["Scout.Domination04"] = "Yo, did you even see me hittin' ya?",
- ["Engineer.PainSharp08"] = "*sharp pain*",
- ["Soldier.HelpMeCapture02"] = "Rally 'round! Help me capture this point!",
- ["Spy.DominationMedic01"] = "Laughter really is the best medicine! *laughs*",
- ["Scout.Award03"] = "Aw, fellas!",
- ["Scout.DominationEng06"] = "Lotta good that hard hat did ya!",
- ["Heavy.Domination16"] = "I am going to kill you, and kill you, and kill you!",
- ["Sniper.SpecialCompleted08"] = "Ahh, I'm sorry, mate!",
- ["Soldier.CloakedSpy03"] = "Spy!",
- ["Scout.ApexofJump02"] = "Look at you chuckle-heads down there!",
- ["Engineer.StandOnThePoint01"] = "Plant yourself on that darn point mister!",
- ["Scout.ApexofJump05"] = "Woo-hoo-hoo!",
- ["Sniper.SpecialCompleted30"] = "Ahh, I'm sorry mate",
- ["Scout.PainCrticialDeath02"] = "*critical death*",
- ["Heavy.Revenge14"] = "I am not done with you yet!",
- ["Scout.ApexofJump01"] = "Hey... I'm flying!",
- ["Engineer.BattleCry05"] = "Giddy up!",
- ["Heavy.SandwichTaunt16"] = "Bologna! *laughs*",
- ["Pyro.BattleCry01"] = "Come on!",
- ["Medic.NegativeVocalization07"] = "Dummkopfs!",
- ["#commentary\tf2-Comment030.wav"] = "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.",
- ["Heavy.No03"] = "Is not possible!",
- ["Heavy.SandwichTaunt10"] = "What was that Sandvich? Kill them all? Good idea!",
- ["Medic.AutoOnFire05"] = "I am melting!",
- ["Demoman.Taunts05"] = "Oh, I'm gonna beat you so hard you'll have a twitch!",
- ["Heavy.MoveUp02"] = "Move gear forward!",
- ["sniper.CartMovingForwardOffense05"] = "Push that cart!",
- ["Demoman.LaughHappy01"] = "*happy laugh*",
- ["Heavy.LaughLong01"] = "*long laugh*",
- ["Medic.CloakedSpyIdentify02"] = "The Soldier is a Spy!",
- ["Engineer.AutoAttackedBySpy02"] = "Spy sappin' my dispenser!",
- ["sniper.CartGoingBackDefenseSoft04"] = "Good job lads! The cart's going back",
- ["Scout.SentryAhead02"] = "Sentry up there!",
- ["Engineer.HelpMe01"] = "Help!",
- ["Engineer.AutoDestroyedSentry01"] = "Sentry down!",
- ["Scout.Taunts12"] = "Hey knucklehead, I'm talkin' to you!",
- ["Pyro.Taunts02"] = "The little ones bite, but they're still not a threat...",
- ["engineer_dominationscout11"] = "Not fast enough, not by a damn sight",
- ["Medic.AutoDejectedTie01"] = "This is unnacceptable!",
- ["Scout.HelpMeCapture01"] = "Yo, I need help cappin'!",
- ["Scout.StunBallPickUp04"] = "Oh, there's my ball!",
- ["Engineer.No02"] = "Nah",
- ["Heavy.SpecialWeapon03"] = "I have new weapon!",
- ["Scout.DominationSol06"] = "There ain't enough crits in the world to kill me!",
- ["Heavy.Specials02"] = "My doctor still alive!",
- ["Engineer.NegativeVocalization07"] = "*growl*",
- ["Engineer.LaughEvil02"] = "*evil laugh*",
- ["Scout.PainCrticialDeath03"] = "*critical death*",
- ["Heavy.Singing05"] = "*sings* What's the matter with you?!",
- ["Scout.DominationDem04"] = "Your clock just got cleaned, rummy!",
- ["Sniper.AutoCappedIntelligence02"] = "That was too easy, mate!",
- ["#commentary\tf2-Comment038.wav"] = "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.",
- ["Heavy.Revenge13"] = "Next time, pick on someone your own tiny, baby size!",
- ["Medic.LaughHappy03"] = "*happy laugh*!",
- ["sniper.Domination09"] = "How many times have you died? I'm actually getting impressed",
- ["Medic.AutoOnFire02"] = "Fire!",
- ["Heavy.CloakedSpyIdentify08"] = "Engineer is Spy!",
- ["Heavy.SandwichTaunt01"] = "Ah, so filling! *laughs*",
- ["Heavy.Revenge09"] = "Did you think I would forget you?",
- ["Scout.Revenge07"] = "What've we learned? I always win!",
- ["Demoman.CloakedSpy01"] = "Bloody SPY!",
- ["Medic.Medic03"] = "Medic!",
- ["Scout.CloakedSpy04"] = "We got a Spy!",
- ["Scout.BeingShotInvincible24"] = "What?!",
- ["Heavy.CloakedSpyIdentify03"] = "Heavy is Spy!",
- ["Heavy.CartGoingBackOffense04"] = "Agh, cart is gone!",
- ["Scout.ThanksForTheTeleporter02"] = "Hey, good job there hard-hat!",
- ["sniper.Domination18"] = "Let's do this again",
- ["Medic.NegativeVocalization04"] = "Raaagh!",
- ["Heavy.Revenge02"] = "Your luck runs out!",
- ["Heavy.Revenge01"] = "You mean nothing to me now!",
- ["Engineer.ThanksForTheHeal01"] = "You're alright, doc",
- ["Scout.BeingShotInvincible28"] = "Zwoosh!",
- ["Pyro.SentryAhead01"] = "Sentry ahead!",
- ["Demoman.NegativeVocalization03"] = "Agh",
- ["sniper.Award10"] = "Well I'll be stuffed!",
- ["Scout.NiceShot01"] = "Nice shot!",
- ["sniper.Revenge05"] = "Take that, you greasy weazel",
- ["Sniper.CloakedSpyIdentify06"] = "The Medic is a Spy!",
- ["Heavy.CartGoingBackDefense08"] = "Good job, everyone!",
- ["Color.Spy"] = "This is the Spy color",
- ["Heavy.Meleeing04"] = "And this!",
- ["Engineer.LaughHappy01"] = "*happy laugh*",
- ["Pyro.ThanksForTheHeal01"] = "Thank you doc",
- ["Heavy.Meleeing01"] = "Boom!",
- ["Heavy.MeleeDare13"] = "Let us fight, man versus tiny baby man!",
- ["Demoman.Jeers04"] = "I feel like every bone in me body is broke",
- ["Scout.Misc06"] = "{Scout.Misc06}",
- ["Medic.AutoOnFire04"] = "Everyone, I am on fire!",
- ["Medic.PainSharp05"] = "*sharp pain*",
- ["Scout.DominationSnp03"] = "You camped the whole time for this?!",
- ["Demoman.Taunts08"] = "Oh, they're going to have to glue you back together... IN HELL!",
- ["Heavy.CloakedSpy03"] = "A Spy!",
- ["Pyro.Go01"] = "Go go go!",
- ["Demoman.SpecialCompleted06"] = "Next time you'll bloody ask before you stand on my point!",
- ["Demoman.ThanksForTheHeal01"] = "Eh, thanks doc!",
- ["Heavy.MeleeDare10"] = "Why waste bullet on such a teeny man?",
- ["sniper.Domination13"] = "You got a forehead on you like a coffee table",
- ["Soldier.Taunts18"] = "You are a spineless worm! You are a mistake of nature! You are walking vomit!",
- ["#commentary\tf2-Comment031.wav"] = "Characters are the most important piece of art in a multiplayer game, so that is where we spent most of our effort. We developed a read hierarchy for player models, prioritizing the information that players needed to be able to read merely by looking at the model. Our hierarchy was this: first, what team they're on, second, what class they're playing, and third, what weapon they're wielding. Team readability was addressed by adopting an overall color palette for each team, picking warm colors for Red and cool colors for Blu. Class readability was addressed through the character's silhouette. Unique silhouette and animation shapes are more identifiable at far distances, and across a broader range of light levels, than any amount of other visual detail on the model. Finally, the weapon was highlighted through the textures. The areas of highest contrast, which attracts player's eyes, are all focused around the chest area of our character models, right where they hold their weapon. In addition, the subtle gradient from darkness around the character's feet, to the bright areas around the chest, also helps draw the player's eyes to the weapons.",
- ["Medic.PainSharp07"] = "*sharp pain*",
- ["Scout.DominationSnp05"] = "You'll never hit me! You'll never hit my tiny head! It's so tiny I gotta frickin'... such a tiny little head!",
- ["#commentary\tf2-Comment042.wav"] = "Two-dimensional HUD elements present a particular art problem, because they have to look good and sharp no matter what resolution the user is running their game at. Given today's availability of high resolution wide-screen displays, this can require a lot of texture memory and a lot of work anticipating different display resolutions. The problem for TF2 was even more daunting because of our desire to include a lot of smooth curved elements in our HUD. We developed a new shader system for drawing 'line art' images. The system allows us to create images at a fixed resolution that produced smooth silhouettes even when scaled up to a very high resolution. This shader system also handles outlining and drop-shadows, and can be applied in the 3D space to world elements such as signs. ",
- ["Heavy.CartGoingBackDefense01"] = "Mush, team! Mush!",
- ["Engineer.SpecialCompleted-AssistedKill02"] = "Thanks, mister",
- ["Medic.HelpMeCapture02"] = "I need help with this point! Schnell!",
- ["Scout.Go03"] = "Go go go!",
- ["Engineer.SpecialCompleted06"] = "I built that!",
- ["Heavy.MedicFollow06"] = "Come, doctor!",
- ["Medic.LaughLong01"] = "*long laugh*!",
- ["Demoman.Yes01"] = "Aye!",
- ["Soldier.Taunts05"] = "I am going to enjoy killing each and every one of you sorry sacs of scum!",
- ["Heavy.MedicFollow04"] = "Is team time, doctor!",
- ["Engineer.NiceShot01"] = "Helluva shot, mister!",
- ["Spy.DominationDemoMan02"] = "How's that bottle of scrumpy now?!",
- ["Heavy.MedicFollow02"] = "We go together, doctor!",
- ["Scout.InvincibleChgUnderFire03"] = "Yoink!",
- ["Medic.Go01"] = "Mach schnell!",
- ["Heavy.LaughterBig04"] = "*big laugh*",
- ["Demoman.LaughEvil01"] = "*evil laugh*",
- ["Sniper.CloakedSpyIdentify02"] = "The Soldier is a Spy!",
- ["Sniper.BattleCry03"] = "Yeah!",
- ["Heavy.LaughterBig02"] = "*big laugh*",
- ["Spy.DominationScout07"] = "Nothing personal, I just had to shut you up!",
- ["Soldier.StandOnThePoint02"] = "Stand, on, the, point, maggot!",
- ["Engineer.ThanksForTheTeleporter01"] = "Much obliged, partner",
- ["Heavy.FightOnCap02"] = "Come to point!",
- ["#commentary\tf2-Comment044.wav"] = "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.",
- ["Demoman.NiceShot02"] = "Good shot, man",
- ["engineer_dominationheavy09"] = "And another thing: you're ugly!",
- ["Heavy.HelpMeCapture01"] = "Capture point with me!",
- ["Heavy.Meleeing08"] = "Left!",
- ["sniper.Revenge11"] = "Thanks for the warm-up, sister",
- ["Demoman.Yes03"] = "Yes!",
- ["Spy.DominationSniper05"] = "Oh please, just stay down!",
- ["Sniper.Taunts12"] = "You better hold on to your head, mate!",
- ["Heavy.Domination13"] = "I promise you pain without end!",
- ["Demoman.AutoCappedIntelligence01"] = "Aye... that's the way you do it! Heh-ha!",
- ["Pyro.LaughEvil02"] = "*evil laugh*",
- ["#commentary\tf2-Comment045.wav"] = "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. ",
- ["Demoman.HelpMeDefend01"] = "I can't hold 'em off alone here...",
- ["Demoman.CloakedSpyIdentify04"] = "The Demo's a bloody Spy!",
- ["Heavy.HelpMe02"] = "Help! Now!",
- ["Scout.CloakedSpy01"] = "Yeah, there's a Spy over there!",
- ["Engineer.HelpMeDefend03"] = "Hold this point!",
- ["Heavy.Domination07"] = "I have squashed you like bug!",
- ["Sniper.PainSharp01"] = "*sharp pain*",
- ["Engineer.PositiveVocalization01"] = "Well don't that beat all?",
- ["Engineer.PainSharp03"] = "*sharp pain*",
- ["Soldier.PainCrticialDeath02"] = "*critical death*",
- ["sniper.CartMovingForwardDefenseSoft06"] = "Here comes the cart",
- ["sniper.CartStopItDefense04"] = "Don't let 'em push that bomb!",
- ["Pyro.Taunts01"] = "The little ones bite, but they're still not a threat...",
- ["Heavy.Domination03"] = "Go ahead and cry, baby!",
- ["Heavy.Domination01"] = "Little, little man!",
- ["Demoman.dominationheavy04"] = "Aw, there's a new angel in heaven... in hell!",
- ["Heavy.CartStoppedOffense03"] = "Agh! Cart is not moving!",
- ["Demoman.SpecialCompleted04"] = "How's that feel, you blockhead?",
- ["Heavy.CartStopItDefense04"] = "Come to bomb wagon!",
- ["Sniper.NeedSentry01"] = "Need a sentry here!",
- ["Heavy.CartStopItDefense03"] = "We stop little cart!",
- ["Sniper.SpecialCompleted33"] = "Wuss",
- ["Heavy.NegativeVocalization01"] = "Dagh!",
- ["Medic.Taunts03"] = "Auf wiedersehen... dummkopf!",
- ["Soldier.AutoOnFire03"] = "The burning! The burning!",
- ["Sniper.Taunts08"] = "Ya bloody pikers!",
- ["Heavy.CartMovingForwardOffense16"] = "Push bomb cart! Move!",
- ["Medic.StandOnThePoint01"] = "Get on the point, dummkopf!",
- ["sniper.Revenge17"] = "Oooh... got you right in the ovary",
- ["Medic.PainSharp01"] = "*sharp pain*",
- ["Heavy.CartMovingForwardOffense15"] = "Do not fear bomb, push!",
- ["Spy.Taunts02"] = "I'm going to gut you like a cornish game hen!",
- ["Heavy.Cheers03"] = "So much blood!",
- ["Heavy.CartMovingForwardOffense14"] = "Push!",
- ["Heavy.CartMovingForwardOffense13"] = "Push cart!",
- ["Heavy.CartMovingForwardOffense12"] = "We must all push!",
- ["Heavy.LaughEvil04"] = "*evil laugh*",
- ["Heavy.CartMovingForwardOffense11"] = "Everyone, push cart!",
- ["Heavy.CartMovingForwardOffense10"] = "Go! Go! Push the cart!",
- ["Engineer.BattleCry03"] = "Cowboy up!",
- ["Sniper.SpecialCompleted14"] = "Pssssst *chuckle*",
- ["Heavy.Taunts13"] = "I hear someone building diaper changing station!",
- ["engineer_dominationspy05"] = "Dominated, you snake!",
- ["Scout.Go02"] = "Let's go!",
- ["Heavy.CartMovingForwardOffense04"] = "Keep going!",
- ["Engineer.NegativeVocalization05"] = "Dammit, dammit dammit dammit!",
- ["Demoman.dominationscout02"] = "Dominated, you wee scamperin' wind-bag!",
- ["Heavy.HelpMeCapture03"] = "Help capture!",
- ["Heavy.NiceShot01"] = "Good shot!",
- ["#commentary\tf2-Comment041.wav"] = "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 Soldier as he appears in Team Fortress 2, using our illustrative shading style. Note the tight transition between the light and dark sides of the Soldier as he is lit by the light in the next room. Using traditional lighting as seen here, the character lighting appears too soft and does not fit our illustrative style. With the illustrative lighting model, our characters are lit in a way which better fits our overall art style. Another facet of illustrative shading is the use of rim highlights to accentuate the silhouettes of characters to keep them from blending into the scenery. Without the rim lighting, the character blends into the background. With the rimlighting, characters are visible against the rest of the scene and better fit the art style of Team Fortress 2.",
- ["Demoman.dominationsoldier04"] = "Mother of mercy! Now that is a bloody domination!",
- ["Scout.DominationMed01"] = "Diagnosis? You suck!",
- ["Heavy.CartGoingBackOffense06"] = "Other team has cart!",
- ["sniper.MeleeDare08"] = "Stab, stab, stab!",
- ["Heavy.Revenge03"] = "Let this be lesson for you!",
- ["Medic.Jeers02"] = "Is there a point to your lives?",
- ["Scout.Taunts10"] = "What're you lookin' at?",
- ["Heavy.CartGoingBackOffense02"] = "No!",
- ["Heavy.Medic02"] = "Medic!",
- ["Heavy.Generic01"] = "Kiss me!",
- ["#commentary\tf2-Comment007.wav"] = "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.",
- ["Heavy.Taunts08"] = "You! Yes, you! You are dead!",
- ["sniper.Revenge15"] = "I suspect you'll keep your big mouth shut now",
- ["Heavy.CartGoingBackDefense04"] = "Good job, everyone!",
- ["Sniper.DominationHeavy02"] = "Thanks for the target practice, you plump bloody freak show!",
- ["Spy.Thanks02"] = "Many thanks!",
- ["Sniper.SpecialCompleted34"] = "Stupid bloody spies",
- ["Color.Heavy"] = "This is the Heavy color",
- ["Heavy.Award15"] = "I am big war hero!",
- ["Engineer.StandOnThePoint02"] = "Plant yourself on the point, mister!",
- ["Scout.Taunts04"] = "Not so tough now, are ya? Are ya?",
- ["Heavy.Award13"] = "I have many medals!",
- ["Heavy.Award12"] = "The medal, it is so tiny!",
- ["sniper.Award02"] = "That's how we do it in the bush!",
- ["Sniper.Taunts30"] = "Ya bloody pikers",
- ["Heavy.Award07"] = "Very good! Very, very good!",
- ["Engineer.Jeers02"] = "Huargh!",
- ["sniper.Revenge10"] = "Oh my god, you've been shot. Did you get a look at the handsome rogue who did it?",
- ["Demoman.CloakedSpy03"] = "Spy!",
- ["sniper.CartMovingForwardDefense04"] = "Shut your cake-holes, and stop that cart!",
- ["Demoman.Go02"] = "Move it, lads!",
- ["Spy.DominationHeavy03"] = "That is a diet I call death!",
- ["Sniper.SpecialCompleted13"] = "Mongrel!",
- ["Demoman.Taunts02"] = "Ya great lactating wet nurse!",
- ["Scout.Jeers10"] = "This sucks!",
- ["Engineer.Yes02"] = "Heck yes!",
- ["sniper.CartGoingBackDefenseSoft03"] = "The cart's on its way back",
- ["sniper.CartStoppedOffense05"] = "The cart's just sittin' there!",
- ["Spy.GoodJob01"] = "Well played!",
- ["Engineer.CloakedSpyIdentify06"] = "That Spy is one of them!",
- ["Heavy.Award01"] = "Look at me! Look at me!",
- ["Demoman.BattleCry03"] = "Get 'em, boyos!",
- ["Heavy.HelpMe03"] = "Help me!",
- ["Spy.Yes02"] = "But of course!",
- ["Medic.Taunts08"] = "It looks like dummkopf-fest!",
- ["sniper.CartGoingBackDefenseSoft07"] = "Nice job! The bomb's moving back",
- ["Soldier.DominationSniper13"] = "Your country did not prepare you for the level of violence you will meet on my battlefield!",
- ["Spy.Taunts11"] = "May I make a suggestion? Run.",
- ["Heavy.ActivateCharge01"] = "Charge now, doctor!",
- ["Medic.NeedTeleporter01"] = "The teleporter goes here!",
- ["Spy.Taunts10"] = "I'm coming for you!",
- ["Medic.PainSharp03"] = "*sharp pain*",
- ["Sniper.AutoCappedIntelligence01"] = "Simple, simple. One for me...",
- ["Spy.Taunts08"] = "Everyone back to the base, partner!",
- ["Spy.Taunts04"] = "I'll be seeing you!",
- ["Heavy.PainSevere01"] = "*severe pain*",
- ["Heavy.SandwichTaunt02"] = "Moist and delicious! *laughs*",
- ["Spy.Jeers03"] = "I did all I could!",
- ["sniper.Domination07"] = "If your strategy is to build me confidence, it's workin'",
- ["Scout.AutoCappedIntelligence02"] = "I'm not even winded!",
- ["Spy.StandOnThePoint02"] = "Come stand on the point, you idiot!",
- ["Spy.StandOnThePoint01"] = "Come stand on the point!",
- ["sniper.CartMovingForwardDefenseSoft01"] = "Here comes a bloody bomb",
- ["Spy.HeadRight03"] = "Go right!",
- ["Heavy.Taunts02"] = "You are so small! Is funny to me!",
- ["Heavy.SpecialCompleted07"] = "*gun sounds* *laughter*",
- ["Scout.ThanksForTheTeleporter01"] = "Thanks for the ride!",
- ["Soldier.HelpMe03"] = "Help!",
- ["#commentary\tf2-Comment023.wav"] = "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.",
- ["Engineer.Medic01"] = "Doc!",
- ["Demoman.Jeers03"] = "I'm drunk... you don't have an excuse!",
- ["Sniper.HeadLeft01"] = "Go left!",
- ["Scout.CartStayCloseOffense06"] = "Little help pushin' the cart?",
- ["Demoman.HeadRight01"] = "Head right!",
- ["Engineer.Medic02"] = "Medic!",
- ["Sniper.FightOnCap05"] = "Stand on the cap, lads!",
- ["sniper.Revenge13"] = "I'm great, you're dead, I think we're done here",
- ["Sniper.SpecialCompleted17"] = "Steady, steady...",
- ["Scout.StandOnThePoint04"] = "Would you kindly move your ass to the freakin' point?",
- ["Heavy.Jeers04"] = "Oooh!",
- ["Heavy.Meleeing06"] = "And this!",
- ["Spy.PositiveVocalization02"] = "Splended!",
- ["Medic.StandOnThePoint05"] = "Standing near the point does nothing... get ON the point, dommkopf!",
- ["Spy.PainSevere02"] = "*screams in pain*",
- ["Spy.PainSevere01"] = "*screams in pain*",
- ["Engineer.PainSharp06"] = "*sharp pain*",
- ["Spy.PainCrticialDeath03"] = "*screams*",
- ["Soldier.CloakedSpyIdentify07"] = "That Engineer is a Spy!",
- ["Engineer.Taunts03"] = "I'm gonna tear you down, junior",
- ["Spy.PainCrticialDeath02"] = "*screams*",
- ["#commentary\tf2-Comment019.wav"] = "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.",
- ["Engineer.LaughShort04"] = "*short laugh*",
- ["Engineer.PainSevere03"] = "*severe pain*",
- ["Demoman.AutoCappedControlPoint02"] = "Guts and glory lads!",
- ["Sniper.ThanksForTheHeal01"] = "Thanks, mate!",
- ["Scout.LaughLong02"] = "*long laugh*",
- ["Spy.NegativeVocalization09"] = "Augh!",
- ["Spy.NegativeVocalization03"] = "Preposterous!",
- ["Engineer.HelpMeCapture02"] = "This point ain't gonna cap itself, get over here!",
- ["Spy.NeedSentry01"] = "Place a sentry here!",
- ["Spy.NeedDispenser01"] = "Place a dispenser here!",
- ["Sniper.SpecialCompleted36"] = "Pssssst *chuckle*",
- ["Soldier.Medic01"] = "Medic!",
- ["Medic.NeedDispenser01"] = "The dispenser goes here!",
- ["Sniper.PainCrticialDeath01"] = "*critical death*",
- ["#commentary\tf2-Comment020.wav"] = "The sniper rifle was another tricky design problem. To meet players' expectations, a sniper rifle has to be able to kill an opponent with a single shot to the head. On the flip side, we need to ensure it can't be snap fired from the hip with the same effect, because then, in the hands of an experienced player, it also becomes the game's most lethal short range weapon, negating the Sniper's primary weakness. To solve this, we implemented a charging damage meter that only appears when the sniper is zoomed. This solution has several beneficial side effects: The low damage both while un-zoomed and at the initial zoom ensures that Snipers can't kill opponents with impromptu snap fire. The charge time means Snipers can deal out low damage shots quickly or highly damaging shots at slow intervals, which allows opponents to overwhelm them with a coordinated rush. The high damage at the end of the charge rewards Sniper-esque behaviors, such as locating a decent vantage point and taking very deliberate shots.",
- ["Demoman.AutoDejectedTie01"] = "That wasn't supposed to happen...",
- ["sniper.CartGoingBackDefense04"] = "Good job lads! The cart's going back!",
- ["Medic.ThanksForTheTeleporter01"] = "Danke Engineer!",
- ["Scout.Award11"] = "I don't know who to think first... oh I know! Me!",
- ["Heavy.Domination12"] = "I am coming for you again!",
- ["Soldier.CloakedSpyIdentify01"] = "That Scout is a Spy!",
- ["Spy.Medic03"] = "Medic!",
- ["Scout.Jeers09"] = "Aw, jeez!",
- ["#commentary\tf2-Comment033.wav"] = "We first showed TF2 at E3 in 1999, and here we are in 2007. So what took us so long? The short answer is that it took us this long to make something we were happy with. The long answer requires a look at our development process. At its core is the assumption that we don't really know ahead of time what will be fun. We know what has been fun in the past. But if we've got 3 ideas on the table, we can't say for sure which one will be the most fun. So, we've focused on developing a repeatable process that will find out. It's based on a cycle of constant iteration, where evaluation is done by watching as many people play the game as possible. In developing TF2, we tried out many, many features-a few of which made it to the final product, but most of which were cut. For example, our initial versions of TF2 were focused on trying to build a game around the concept of a commander, a single player who had a real-time-strategy view of the battlefield. He was responsible for building structures and providing a unifying strategy for the team. But there were significant design challenges involved. For instance, how do we design the game such that the commander can have fun, and at same time ensure that the players down on the ground can have fun? How do we ensure that the players & the commander value the output of the other? How do we ensure that the game is still fun if you have a terrible commander, or conversely, if you're a great commander with a terrible team? We spent many months working on these and other issues, and never reached a point where we were satisfied. In addition, our game had become overly complex, due to our attempts to add a strategy layer deep enough to warrant the addition of the commander in the first place. In the end, we made the hard decision to remove him from the game and moved on.",
- ["Sniper.SpecialCompleted01"] = "That funeral ain't gonna be open casket!",
- ["sniper.CartGoingBackDefense05"] = "The cart's retreatin'!",
- ["Heavy.PainSevere02"] = "*severe pain*",
- ["Heavy.Yes03"] = "Very well!",
- ["Spy.LaughShort03"] = "*short laugh*",
- ["Scout.DominationMed03"] = "Where's your precious hippo-crates now?",
- ["sniper.CartStayCloseOffenseSoft05"] = "Stay near the bloody cart",
- ["sniper.CartMovingForwardOffenseSoft06"] = "Keep pushin' lads",
- ["Medic.SpecialCompleted10"] = "Oops! That was not medicine!",
- ["Pyro.PainSharp06"] = "*sharp pain*",
- ["Spy.Jeers02"] = "Well, this was a dissapointment!",
- ["Spy.Jeers01"] = "*hiss*",
- ["Heavy.Award04"] = "Everyone! Look at me!",
- ["Spy.Incoming01"] = "Incoming!",
- ["Pyro.PainSharp01"] = "*sharp pain*",
- ["Soldier.NeedSentry01"] = "Deploy a sentry here!",
- ["Sniper.PainSevere04"] = "*severe pain*",
- ["engineer_dominationengineer06"] = "I'm wolverine mean, you son-of-a-bitch!",
- ["Engineer.SentryAhead02"] = "Sentry right up there!",
- ["Spy.HelpMeDefend02"] = "More defense required here!",
- ["Engineer.Go01"] = "Get goin'!",
- ["Sniper.DominationHeavy03"] = "Dodge that! You fat giggling butter-ball!",
- ["Spy.HelpMeCapture01"] = "Come help me capture this!",
- ["Demoman.ThanksForTheHeal02"] = "Thank you doctor!",
- ["Medic.GoodJob03"] = "Amazing, camarade!",
- ["Spy.AutoOnFire02"] = "Fire! Fire! Fire!",
- ["Spy.CloakedSpyIdentify05"] = "The Demoman is a Spy!",
- ["Medic.ThanksForTheTeleporter02"] = "Danke my hard-hatted friend!",
- ["Spy.CloakedSpy02"] = "Spy in our midst!",
- ["Heavy.HeadLeft03"] = "Go left!",
- ["Demoman.PainCrticialDeath02"] = "*critical death*",
- ["Sniper.PainCrticialDeath03"] = "*critical death*",
- ["Soldier.DominationPyro05"] = "Fire's for cookin' smores son, get a real gun!",
- ["Heavy.LaughShort02"] = "*short laugh*",
- ["Medic.NegativeVocalization02"] = "Schweinhunds!",
- ["engineer_dominationheavy10"] = "Dumber than dirt, ain't ya?",
- ["Engineer.AutoOnFire01"] = "Fire! Fire! Ow oh-oh... Fire!",
- ["sniper.Domination14"] = "Now I gotta make a necklace outta your teeth. Bushmen's rules",
- ["Spy.BattleCry02"] = "Shall we?",
- ["Spy.Taunts09"] = "Just lay your weapons down and walk away!",
- ["Spy.CloakedSpyIdentify01"] = "That Scout is a Spy!",
- ["Spy.AutoDejectedTie02"] = "I must be dreaming!",
- ["Spy.AutoCappedIntelligence02"] = "My pleasure!",
- ["Soldier.DominationScout08"] = "Your nouth wrote checks, my gun has cashed them!",
- ["Sniper.Taunts46"] = "Hold still",
- ["engineer_dominationdemoman01"] = "I wish y'all could see how bad I'm kickin' your tail!",
- ["Sniper.DominationHeavy06"] = "I just bagged the world's fattest man!",
- ["Scout.Revenge02"] = "How d'ya like me now, blockhead?",
- ["Soldier.LaughEvil02"] = "*evil laugh*",
- ["Soldier.ThanksForTheHeal01"] = "You deserve a medal, doc!",
- ["Soldier.Taunts19"] = "You are a maggot, hatched from a mutant maggot egg!",
- ["Pyro.AutoDejectedTie01"] = "Not another cruddy tie!",
- ["Heavy.Award09"] = "Who dares stand against me now?",
- ["Scout.No01"] = "Uh, no",
- ["Engineer.PainCrticialDeath06"] = "*critical death*",
- ["Sniper.LaughShort02"] = "*short laugh*",
- ["Scout.InvincibleNotReady07"] = "Aw, crap...",
- ["Demoman.NegativeVocalization04"] = "Bloody hell",
- ["Soldier.LaughLong02"] = "*long laugh*",
- ["Scout.Taunts16"] = "You knuckleheads ain't even worth the effort!",
- ["Scout.SpecialCompleted03"] = "Bonk!",
- ["sniper.CartMovingForwardOffense04"] = "This ain't a walkabout! Push that cart!",
- ["Soldier.Taunts14"] = "Do not look at me! I did not ask you a question!",
- ["sniper.Domination05"] = "How's about you call it a day",
- ["Soldier.Taunts12"] = "We have you surrounded, at least from this side!",
- ["Scout.ThanksForTheHeal02"] = "*yawns* Yeah, thanks doc!",
- ["Soldier.Taunts09"] = "Take your lumps like a man, private twinkle-toes!",
- ["Sniper.Taunts28"] = "You prancin' show-ponies",
- ["Demoman.CloakedSpyIdentify03"] = "That Heavy's a bloody Spy!",
- ["Soldier.Taunts01"] = "Maggots!",
- ["Soldier.StandOnThePoint01"] = "Stand, on, the, point, numbnuts!",
- ["Soldier.SpecialCompleted03"] = "Kaboom!",
- ["Heavy.Taunts12"] = "I am amused by entire itsy-bitsy teeny-team!",
- ["Soldier.GoodJob01"] = "Good work!",
- ["Heavy.SpecialCompleted04"] = "Get behind me doctor!",
- ["Soldier.PositiveVocalization01"] = "Hoo-ahh!",
- ["Heavy.GoodJob04"] = "??????!",
- ["Soldier.PainSharp08"] = "*sharp pain*",
- ["Engineer.NegativeVocalization09"] = "Ugh!",
- ["Sniper.DominationSniper22"] = "One Sniper to another mate: Give up!",
- ["sniper.Revenge09"] = "How's that bullet feel? Feel good? Huh? Huh?",
- ["Spy.HelpMeCapture02"] = "Help me capture the point!",
- ["Medic.LaughEvil04"] = "*evil laugh*!",
- ["Medic.AutoChargeReady03"] = "I am charged!",
- ["Soldier.PainSharp01"] = "*sharp pain*",
- ["Sniper.SpecialCompleted02"] = "*hawk* *spit*",
- ["sniper.CartGoingBackDefense08"] = "The bomb's headin' back!",
- ["Soldier.PainSevere06"] = "*severe pain*",
- ["Soldier.PainSevere01"] = "*severe pain*",
- ["Soldier.PainCrticialDeath03"] = "*critical death*",
- ["Engineer.HeadRight03"] = "To the right!",
- ["Heavy.Cheers02"] = "Ohh!",
- ["Soldier.PainCrticialDeath01"] = "*critical death*",
- ["Soldier.NiceShot02"] = "Fine shooting!",
- ["Sniper.Jeers06"] = "Nice goin' ya bludgers!",
- ["Medic.LaughEvil03"] = "*evil laugh*!",
- ["Soldier.NegativeVocalization05"] = "Damnit!",
- ["Heavy.SpecialCompleted06"] = "I am bullet-proof!",
- ["Demoman.Jeers09"] = "Bug up lads, we'll get 'em next time",
- ["Heavy.AutoDejectedTie03"] = "Ohhhhh...",
- ["Soldier.NegativeVocalization02"] = "No...",
- ["Soldier.NeedTeleporter01"] = "Deploy a teleporter here!",
- ["sniper.Domination24"] = "See ya in five minutes",
- ["Engineer.Cheers04"] = "That wasn't even close!",
- ["Soldier.MoveUp01"] = "Move up!",
- ["Soldier.LaughHappy03"] = "*happy laugh*",
- ["Heavy.NegativeVocalization02"] = "Oh no!",
- ["sniper.Revenge19"] = "Nothin' personal mate, I'm just better",
- ["Heavy.Taunts16"] = "Is good time to run, cowards!",
- ["Scout.AutoCappedControlPoint04"] = "No problem!",
- ["Heavy.Go02"] = "Go!",
- ["Medic.PositiveVocalization05"] = "Danke schön, na na, danke schön",
- ["Pyro.PositiveVocalization01"] = "Excellent!",
- ["Heavy.StandOnThePoint04"] = "Get on point, stupid!",
- ["Sniper.Yes01"] = "Yeah!",
- ["Medic.BattleCry01"] = "Raus, raus!",
- ["Scout.StunBallHit06"] = "Home frickin' run!",
- ["Heavy.Taunts10"] = "Who send all these babies to fight?",
- ["Scout.PainSevere04"] = "*severe pain*",
- ["Soldier.HelpMeDefend04"] = "This is my point, and you will help me defend my point!",
- ["Heavy.LaughHappy04"] = "*happy laugh*",
- ["sniper.CartGoingBackOffenseSoft04"] = "That bomb ain't gonna move itself, lads",
- ["Demoman.PainSharp04"] = "*sharp pain*",
- ["Soldier.HeadRight01"] = "Right face!",
- ["Engineer.HelpMeDefend02"] = "Need help defending this point!",
- ["Medic.HeadRight01"] = "Right!",
- ["Demoman.SpecialCompleted09"] = "I had me good eye on you the whole time!",
- ["Scout.AutoOnFire01"] = "Fire! Fire! Fire!",
- ["Soldier.Go02"] = "Move out!",
- ["Soldier.Go01"] = "Go go go, charge!",
- ["sniper.CartMovingForwardOffenseSoft03"] = "Throw your back into it, boys",
- ["Soldier.SentryAhead02"] = "Alert, sentry ahead!",
- ["Heavy.AutoOnFire05"] = "Ah! Ah! Fire! Fire!",
- ["sniper.Domination02"] = "You're gonna keep findin' yourself belly up",
- ["Heavy.Incoming01"] = "Incoming!",
- ["Heavy.Revenge08"] = "Did you think you could beat me?",
- ["Sniper.DominationSpy03"] = "Back-stab that, you snake!",
- ["Demoman.BattleCry07"] = "C'mon!",
- ["Engineer.NegativeVocalization10"] = "Dag-nabbit! Dammit!",
- ["Soldier.Cheers04"] = "The worm has turned, gentlemen",
- ["Pyro.AutoCappedControlPoint01"] = "We're on a roll!",
- ["Scout.BattleCry04"] = "Woo-hoo!",
- ["Soldier.DominationHeavy05"] = "Go play your pinko-chess game with the devil, commie!",
- ["Sniper.HeadLeft02"] = "Left, left!",
- ["Soldier.PainSharp02"] = "*sharp pain*",
- ["Soldier.AutoOnFire02"] = "I am on fire!",
- ["Heavy.Thanks04"] = "Thank you!",
- ["Heavy.Cheers05"] = "We are killers!",
- ["Soldier.AutoCappedControlPoint02"] = "This point is mine! Do you understand that?",
- ["Heavy.Taunts09"] = "I was told we would be fighting men!",
- ["Pyro.HeadLeft01"] = "To the left!",
- ["Demoman.PainSevere01"] = "*severe pain*",
- ["Medic.NegativeVocalization01"] = "Gah!",
- ["Soldier.ActivateCharge01"] = "Hit it, doc!",
- ["Engineer.HeadRight02"] = "Go right!",
- ["Engineer.SpecialCompleted-AssistedKill01"] = "Nice goin', partner",
- ["Spy.NiceShot01"] = "Nice shot",
- ["Sniper.Taunts43"] = "Piss off, big-head",
- ["Sniper.AutoCappedControlPoint01"] = "This one's ours now!",
- ["Sniper.Taunts41"] = "I'm gonna turn you into colored rain",
- ["Sniper.Cheers06"] = "We gave 'em a bloody drubin!",
- ["Demoman.LaughShort03"] = "*short laugh*",
- ["Spy.Jeers04"] = "What a disaster!",
- ["Demoman.dominationsoldierupdate01"] = "{Demoman.dominationsoldierupdate01}",
- ["Demoman.NiceShot01"] = "Good shot, lad",
- ["Sniper.Taunts26"] = "I've slept in the corpse of water buffalo tougher than you",
- ["Sniper.Taunts22"] = "Everything above your neck is gonna be a fine red mist!",
- ["Scout.PositiveVocalization04"] = "Woo!",
- ["Demoman.SentryAhead01"] = "Sentry ahead!",
- ["Heavy.CloakedSpy02"] = "I see Spy!",
- ["Scout.SpecialCompleted05"] = "Wave goodbye to your secret crap, dumbass!",
- ["Sniper.Taunts21"] = "Piss off, big-head!",
- ["Sniper.Taunts17"] = "This is gonna be a real piece of piss, you bloody fruit-shop owners!",
- ["Sniper.Taunts16"] = "Piss off, you bloody pikers!",
- ["Sniper.Taunts11"] = "I'm gonna put one right between your eyes, you punter!",
- ["sniper.MeleeDare01"] = "Now this is a knife",
- ["Sniper.SpecialCompleted38"] = "Standin' around like a bloody idiot",
- ["Engineer.AutoCappedControlPoint02"] = "This one's ours now!",
- ["Sniper.SpecialCompleted32"] = "Bloody piker",
- ["Sniper.AutoCappedIntelligence03"] = "No worries!",
- ["Heavy.SandwichTaunt04"] = "I am full of Sandvich, and I am coming for you!",
- ["Soldier.PickAxeTaunt05"] = "C'mere, pumpkin!",
- ["Demoman.dominationheavy03"] = "Dominated, you blubbery bolshevik!",
- ["Demoman.SpecialCompleted05"] = "That was my point you were standin' on",
- ["Scout.HelpMeDefend02"] = "Defend the freakin' point!",
- ["Demoman.Jeers01"] = "Boo!",
- ["Sniper.MoveUp02"] = "Move that gear up!",
- ["Sniper.Yes02"] = "Okay!",
- ["Heavy.CartMovingForwardDefense06"] = "Argh! Where is cart going?",
- ["sniper.CartGoingBackDefense02"] = "There she goes!",
- ["Heavy.NeedDispenser01"] = "Put dispenser here",
- ["Sniper.SpecialCompleted07"] = "You best keep lyin' down!",
- ["engineer_dominationheavy03"] = "Ya'll come back now!",
- ["Sniper.PositiveVocalization09"] = "Piece of piss",
- ["Spy.NegativeVocalization01"] = "Augh...",
- ["Sniper.No02"] = "Nah!",
- ["Sniper.PositiveVocalization06"] = "Ripper, you little",
- ["Sniper.PositiveVocalization05"] = "There ya go!",
- ["Engineer.Thanks01"] = "Much obliged",
- ["Scout.BeingShotInvincible31"] = "Dummy!",
- ["Spy.Jeers05"] = "Not our finest moment!",
- ["Medic.GoodJob01"] = "Good work!",
- ["Scout.MoveUp03"] = "Let's move it up!",
- ["Sniper.NegativeVocalization02"] = "Crikey!",
- ["Scout.LaughEvil02"] = "*evil laugh*",
- ["sniper.Revenge22"] = "Here's some advice: next time, shoot first",
- ["Engineer.Taunts06"] = "Come here, sissy!",
- ["Demoman.AutoOnFire01"] = "Fire! Fire! Fire!",
- ["Demoman.No03"] = "Agh, no!",
- ["Scout.DominationDem01"] = "Next time, try two eyes!",
- ["Demoman.PainCrticialDeath03"] = "*critical death*",
- ["Medic.PainCrticialDeath04"] = "*critical death*",
- ["sniper.Domination19"] = "This is just gettin' started",
- ["Sniper.NegativeVocalization05"] = "*grumbles*",
- ["Scout.StandOnThePoint02"] = "What the hell is wrong with you, stand on the freakin' point!",
- ["Demoman.HelpMeCapture01"] = "Give us a hand here with this point",
- ["Scout.PainSharp05"] = "*sharp pain*",
- ["Heavy.Incoming03"] = "Incoming!",
- ["Sniper.Jeers05"] = "Well, that was a real bloody routin'!",
- ["Demoman.gibberish03"] = "*gibberish*",
- ["Heavy.AutoDejectedTie01"] = "We lose, but they do not win?",
- ["Sniper.GoodJob03"] = "Good one, mate!",
- ["Heavy.CartGoingBackDefense05"] = "We must return cart!",
- ["Pyro.PainSharp04"] = "*sharp pain*",
- ["sniper.CartMovingForwardOffenseSoft05"] = "Push that cart",
- ["Soldier.HeadRight03"] = "Right house!",
- ["Sniper.FightOnCap01"] = "Get on the cap mates!",
- ["Heavy.PositiveVocalization05"] = "Da, this will work",
- ["Scout.StunBallHittingIt04"] = "Batta-swing!",
- ["sniper.CartStayCloseOffense01"] = "To the cart, ya wankers!",
- ["Pyro.StandOnThePoint01"] = "Come stand on the point, you maggot!",
- ["Heavy.SandwichTaunt13"] = "*sings* Sandwich and me going to beat your ass *sings*",
- ["Sniper.ActivateCharge04"] = "Now, doctor... now!",
- ["Engineer.Taunts09"] = "Get along there, little doggies",
- ["Heavy.LaughEvil01"] = "*evil laugh*",
- ["Scout.Yes01"] = "Yeah!",
- ["#commentary\tf2-Comment001.wav"] = "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. For 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.",
- ["Demoman.Taunts15"] = "In your language: Eat lead, laddies!",
- ["Sniper.NegativeVocalization04"] = "Augh!",
- ["Scout.Thanks02"] = "Yeah, yeah... thanks!",
- ["Sniper.NiceShot01"] = "Nice shot!",
- ["Scout.Thanks01"] = "Thanks, paly!",
- ["Medic.PositiveVocalization03"] = "Ha!",
- ["Scout.Taunts08"] = "Say good-bye to your knee-caps, chuckle-head!",
- ["Soldier.PickAxeTaunt02"] = "C'mere, sister!",
- ["Scout.Taunts05"] = "I'm gonna head-butt ya! I'm gonna head-butt ya! I'm gonna head-butt ya!",
- ["Demoman.PainSharp07"] = "*sharp pain*",
- ["Engineer.HeadLeft01"] = "Head left!",
- ["Scout.SentryAhead01"] = "Sentry ahead!",
- ["Scout.NeedSentry01"] = "Need a sentry here!",
- ["Heavy.PainSharp04"] = "*sharp pain*",
- ["Scout.LaughShort03"] = "*short laugh*",
- ["Scout.Jeers11"] = "What the hell was that crap?!",
- ["#commentary\tf2-Comment011.wav"] = "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.",
- ["Pyro.Thanks01"] = "Thank you",
- ["Scout.GoodJob03"] = "That was all you!",
- ["Soldier.DominationPyro09"] = "Get haircut hippie! Just in case...",
- ["Scout.Cheers05"] = "Wicked!",
- ["Scout.Cheers04"] = "Sweet!",
- ["Medic.AutoChargeReady01"] = "Ready to charge!",
- ["Sniper.GoodJob01"] = "Spot on!",
- ["Scout.AutoCappedControlPoint01"] = "Yeah yeah yeah!",
- ["Heavy.Domination05"] = "Run home to mama!",
- ["sniper.CartMovingForwardDefenseSoft02"] = "Look out, lads, bomb's on the way",
- ["Heavy.PainSharp03"] = "*sharp pain*",
- ["Engineer.CloakedSpy03"] = "There's a Spy creepin' around here!",
- ["Pyro.PainSevere02"] = "*severe pain*",
- ["Pyro.HeadRight01"] = "Go to the right!",
- ["sniper.CartStayCloseOffenseSoft07"] = "Stop muckin' about and get to the bomb",
- ["sniper.CartMovingForwardOffense06"] = "Keep pushin' lads!",
- ["sniper.MeleeDare02"] = "Let's have a go, ya mug",
- ["Spy.DominationHeavy06"] = "Your precious Sandvich won't save you now, fatty!",
- ["Demoman.Go03"] = "Get goin'!",
- ["Engineer.Cheers02"] = "Woo-hoo!",
- ["sniper.MeleeDare09"] = "I'm gonna cut a smile into ya",
- ["sniper.CartStayCloseOffenseSoft06"] = "The cart lads, stick with it",
- ["Demoman.Taunts04"] = "Don't fret, boyo, I'll be gentle!",
- ["Heavy.Award06"] = "Very good!",
- ["Demoman.PainSevere04"] = "*severe pain*",
- ["Heavy.Revenge11"] = "I think you should fight someone much, much smaller!",
- ["Medic.NiceShot01"] = "Nice shot, camarade!",
- ["Scout.CartMovingForwardDefense06"] = "C'mon move the cart!",
- ["Heavy.Taunts05"] = "Keep crying, baby!",
- ["Heavy.NegativeVocalization05"] = "Bad!",
- ["Scout.HeadLeft02"] = "To the left!",
- ["Demoman.Jeers08"] = "Bloody hell!",
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