Team Fortress Wiki talk:Weapon Demonstration

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Revision as of 09:38, 2 March 2011 by Garticuno (talk | contribs) (RIFT weapons need to be redone)
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Item icon Cloak and Dagger.png Cloak and Dagger

Pictogram wait.png Reserved by i-ghost

Red Mini Sentry.png Combat Mini-Sentry Gun

splitscreen between 2 of any class, demonstrate how the minisentry builds faster, then have soldiers fire a few rockets at both sentries to demonstrate how the minisentry has less health. {{subst:EpicCombine}}

Also needs to demonstrate that it builds with full health, that it can't be upgraded, and that you can't repair it — Wind 19:13, 13 February 2011 (UTC)

hmmm... lemme try and formulate a plan here...

  • Start with splitscreen, one normal sentry and one mini-sentry still in their toolboxes.
  • synchronize videos to show how the mini-sentry builds faster
  • start hitting both sentries with wrench (first sentry upgrades to lvl 2, minisentry does nothing)
  • have soldier fire at both sentries from a distance; hit both sentries with wrench again(to demonstrate that the minisentry can't repair health)
  • just to show that it isn't useless, switch scene to a battle vid with the sentry in action with a splitscreen between normal sentry and minisentry; show scout shooting at sentry while it slowly builds and destroying it, while the minisentry builds fast enough that it can do some significant damage.
  • end movie

how about that? leave a tip when ya got the time. EpicCombine 01:53, 18 February 2011 (UTC)

My suggestion: horizontal splitscreen as you said, then...
  • Deploy sentries and leave them build by themselves to show building speed differences.
  • Spawn an enemy bot (Pyro?) and let the sentries kill him to show the firing rate/damage differences.
  • Spawn an enemy Scout bot ouside sentry range and let him destroy the sentries with the pistol. Mini-SG should go down first.
  • Reset the screen.
  • With an enemy Soldier bot already present, deploy the sentries. When they're still building have the Soldier shoot a rocket. Hopefully the SG will be destroyed, while the Mini-SG survives.
  • Reset the screen again.
  • Deploy sentries and once both fully operational, have a enemy disguised Spy sap them. Wait a little before whacking off the Sapper. After a bit start repair them both. Mini-SG will not be repaired, SG will be. Keep hitting to upgrade the stock SG, while the Mini-SG won't do anything and be left damaged.
What do you think?--Kid Of The Century 18:03, 18 February 2011 (UTC)
All good, but remember that building demos should include all levels. On top of the mini/regular comparisons, there should also be (not at the same time, but probably before) comparisons between sentry levels. Firepower, rotation speed difference (this should also be shown on the minisentry, since it rotates faster), sapping time difference, (reflectable (this has to be shown, yes)) rockets on level 3. Should also include some range demonstration (walking in and out of a sentry's range, showing the range sphere when building) — Wind 18:49, 18 February 2011 (UTC)

Item icon Crit-a-Cola.png Crit-a-Cola

Hello! I'm EpicCombine, and i would like to reserve the recording priveleges of critacola for the weapon demonstration project. here's how i plan to do it:

  • start off with inventory containing critacola
  • drink critacola
  • kill pyro with crits
  • wait for critacola to recharge
  • drink critacola
  • have soldier attack, crits kill scout (me)
  • respawn, kill soldier with crits
  • end with scout doing scattergun taunt over soldier's body The preceding unsigned comment was added by EpicCombine (talk) • (contribs)
Do not taunt with another weapon than the one being demonstrated. The Crit-a-Cola has no taunt, so no taunt. I'd still suggest another plan like:
  • Remove Medic and Spy from play
  • Shoot Soldier with Scattergun once
  • Bat Pyro once
  • Drink
  • Re-shoot Soldier with Scattergun until you kill him
  • Re-bat Pyro until you kill him/her/it
  • New clip (don't forget to reload)
  • Remove Medic, Spy and Pyro from play
  • Horizontal split-screen Regular Scout / Crit-a-Cola scout
  • Crit-a-Cola scout drinks
  • Soldier fires at both (synchronize both screens on the moment the rocket goes out of the Rocket Launcher)
  • Scout with crit-a-cola takes more damage

Wind 19:35, 12 February 2011 (UTC)

Ok, thanks man. i'll try to do it as best as i can. The preceding unsigned comment was added by EpicCombine (talk) • (contribs)

Here's my attempt http://www.youtube.com/watch?v=1jiiBbmuyWc ~Garticuno♥(talk) 21:15, 21 February 2011 (UTC)
Shoot the Soldier before you bat the Pyro in order to keep a consistent order and range of attack (otherwise, the Soldier is attacked from two different ranges, which disturbs the damage comparison) — Wind
take2 http://www.youtube.com/watch?v=bNkzbFh8Qos ~Garticuno♥(talk) 04:02, 24 February 2011 (UTC)
Forgot to reload the Scattergun D: — Wind 04:37, 24 February 2011 (UTC)
Should i switch to the scattergun after batting the pyro, cuz reloading during the crit boost wouldnt give enough time to bat the pyro. ~Garticuno♥(talk) 00:50, 25 February 2011 (UTC)
Yes, switch after batting him/her/it — Wind 18:47, 25 February 2011 (UTC)
take3 http://www.youtube.com/watch?v=oGyG9mN2Xsc ~Garticuno♥(talk) 07:48, 26 February 2011 (UTC)
Da, dis is good, please upload~ — Wind 16:33, 26 February 2011 (UTC)
http://www.megaupload.com/?d=PTX206DF ~Garticuno♥(talk) 02:49, 28 February 2011 (UTC)

Item icon Dead Ringer.png Dead Ringer

Hello, guys! Now I'm working on Dead Ringer demonstration, and I have some questions about it:

  • what kind of the possibilities of Dead Ringer must be shown
  • there must be only 1'st person view or 1'st and 3'rd?

Well, thats all about what I want to ask you User-Gringo Perm.jpg Gringo perm 17:35, 12 February 2011 (UTC)

Alright:
  • First, that it doesn't make you invisible when you activate it
  • Can only be activated at full charge
  • Activates on hit
  • Doesn't remove teleporter trails (I think...)
  • Has "Super cloak" (doesn't show outline when bumping against enemies)
  • Makes loud sound on uncloak
  • Can be recharged by ammo pack and dispensers while cloaked but extra cloak time is not "Super cloak"
  • Disguising as an enemy makes you drop the spy corpse on trigger, while disguising as an ally makes you drop that class's corpse on death
  • Can be self-triggered by fall-damage
  • Can be used to extinguish fire

That's all I can think of~ And yes, there will probably have to be third-person views (and views from the enemy side, in order to show the corpse drop for example). This is a tough demo that I don't think can be pulled off using bots alone — Wind 18:55, 12 February 2011 (UTC)

I would also suggest that having really low HP (i.e. 1 or 2 HP) will not bail you out from heavy-hitting weapons, even with the Dead Ringer out. Maybe make an example of the Decloaking sound, noting that it's much mroe louder than the Invis Watch or Cloak & Dagger. Lancer anti-tank Rocket 11:00, 15 February 2011 (UTC)

Item icon Disguise Kit.png Disguise Kit

Plan: Likely requires first person view, third person view, and enemy third person view. Have the disguised Spy use an enemy teleporter. First try to use enemy teleporter without disguise, and run in front of a sentry. Take damage, get out, teleport, get in the front of the sentry to show that it don't target you, use teleporter...

Here you are, folks: http://www.youtube.com/watch?v=UfSawVLyEPI It may not be in HD, but I do not have editing software that can produce any better than 480p. If someone else would be able to do that, I would be more than willing to send them the files. PastorOfMuppets 04:35, 14 February 2011 (UTC)

Scratch that: The files aren't in HD either. :/ PastorOfMuppets 05:11, 14 February 2011 (UTC)

Sorry... D: — Wind 00:01, 15 February 2011 (UTC)

Lvl3dispenser.png Dispenser

How about this:

First: Heavy before Dispenser and he keeps shootin to show his ammo is refilled all the time.
Second: Heavy get shots from Soldier Rockets and will be healed. First Level 1 then 2 and 3 Dispenser to show difference speed(underline the speed of healin maybe).
Third: Dispenser Health shown and will be destroyed
Fourth: Engineer behind Dispenser Repairin it and Heavy before it, how a dispenser can work as an active weapon or stuff. The preceding unsigned comment was added by Godlike11219 (talk) • (contribs)
This doesn't really show the difference between levels.
    • (3-way split-screen, probably in a 2x2 square with a Dispenser image on the blank spot or something) 3 Heavies go to 1 boolet left. Recording start, and they all get rocket'd 3 times or so, then walk to dispenser and show how fast ammo and health is replenished at the same time for all levels. After all ammo is replenished, they can start shooting again to show how a heavy+dispenser can very well replace a sentry
    • Dispenser health differences can be shown by putting a sapper on them at the same time. This shows health difference, as sapping damage is proportional to time, and it also shows, you know, sapping time (which is the most important destruction duration to know)

Wind 07:16, 13 February 2011 (UTC)

Item icon Medi Gun.png Medi Gun

ok, so here's what i'm thinkin:

  • start off showing medigun in inventory
  • exit out of inventory
  • have 2 freindly heavies and one enemy soldier
  • have soldier kill 1st heavy (don't use medigun on this one)
  • on 2nd heavy use medigun and demonstrate how the healing can help save teammates and win the fight
  • fade into next scene
  • ubercharge is at 100%
  • activate it on heavy
  • have soldier shoot rockets at heavy, have medic looking at heavy to demonstrate how he isn't losing health
  • end movie

(almost finished with the critacola and Medic Pack set, all i need to do is find a good program to do splitscreen and i'm set. All i got is wmm atm, any suggestions would be greatly appreciated.)
Pictogram wait.png Reserved by Gringo perm

Sony Vegas, it's what all the cool kids use. The Medigun demo needs a lot more information than that, however:
  • Show how healing rate is affected by time since injury
  • Show UberCharge rate buildup depends on healing rate
  • Show that you can keep healing even when not looking at the person
  • Show that you can uber multiple people and show the difference in UberCharge drain rate
  • Show how the medic himself is invulnerable to damage
  • Show that allies (and enemy spies) can read the UberCharge meter
  • Show overheal:
    • Show that overheal depends on base class health (takes more time to overheal a Heavy than a Scout)
    • Show that overheal drains over time at a fixed rate
    • Show overheal effect

As you can see it's a lot more complex — Wind 19:13, 13 February 2011 (UTC)

Item icon Sandvich.png Sandvich

Pictogram wait.png Reserved by Lancer anti-tank Rocket Plan: Have the enemies damage yourself by pressing F (or manually set your health to 1); eat sandvich; spawn damaged BLU Sniper bot; throw sandvich on the ground in front of him; make him pick up sandvich, showing his health bar go up; taunt with sandvich (same as eating). Use fades to cut between sandvich recharges.

78% Done. Just re-adjusting some settings to suit the guidelines -- Lancer anti-tank Rocket 15:09, 28 January 2011 (UTC)

Ummm...Is host_framerates meant to slow down time? 'Cause when I set it to 30, everything was matrix-style. Lancer anti-tank Rocket 19:26, 25 February 2011 (UTC)

No, it's just your video editing software that's interpreting it as if it was 15 fps or so — Wind 16:33, 26 February 2011 (UTC)

I see you've upped your standarts considerably, judging by the feedback to the Buffalo Steak Sandvich demo. :3 So, is there anything more I should fix in this version of the sandvich demo, which I already posted earlier, except for what you've already told me back then? Namely:

  • Fix the healthkit sound at 0:39
  • When picking up fallen enemy sandviches, play not as a heavy, but as another class (I'll pick soldier) to avoid confusion, and also reload the primary weapon. By the way, should I reload it immediately after killing the heavy and while walking towards the sandvich, or after picking up the sandvich and while standing still?

Thanks in advance. — Zhnigo 13:25, 21 February 2011 (UTC)

Yes indeed they're upped~ But now that I watched the video again, the only extra detail I can think of is to wait a bit before picking up the dropped sandwich. That is to say, don't rush over it (the screen moves pretty fast so it's hard to see especially as a Scout). Move towards it, stop moving, look at it for half a second, then pick it up (for both Scout and non-Scout). And reload indeed, for both the Scout and the non-Scout. When you reload shouldn't really make a difference, just don't reload while picking up the sandvich — Wind 17:44, 21 February 2011 (UTC)

RED Level 3 Sentry Gun.png Sentry Gun

These are just some ideas i have:

  • There is a heavy (or any other class with fairly high health) and have the engineer build a sentry (without getting hit with the stock wrench to build faster) and show how long it takes to kill the target. As it is building the engineer aims to the target and the sentry so they are both in view. Have the sentry kill the target.
  • Upgrade the sentry to level 2, spawn that same class (in a different corner this time, to show you can move the sentry to a different place) and have it kill the target. Do the same with a level 3 sentry also.
  • Then show how someone ubered can not get hurt but can get slowed down and tossed back from the level 3 rockets.
  • Then show a scout under the effect of Bonk! Atomic Punch will not get hurt.
  • Then show how someone with jarate on them can get crit killed and change the sentry kill icon.
  • Then show how the sentry can get controlled by the wrangler.

Now for things that can fit in there somewhere:

  • Show how the sentry can build faster by hitting it with your wrench.
  • Show how the level 3 rockets can get reflected by a pyros compression blast (may need to use the wrangler to empty it of bullets.)
  • Have three different engineers holding a level 1 2 and 3 walk next to eachother to compare the speed of an engineer holding it. (Also while an engineer is holding a sentry have him get killed to show the icon of his death and the sentry gun he is holding.)
  • Maybe if there is enough time left, show how long it takes to kill each class (maybe excluding the class we used up there) Scout-spy.
This would take way too long and take into accounts too many items. Things like the Scout's Bonk and the jarate are best left to their own demo; not sure the jarate is worth demonstrating anyway. For every comparison, doing it sequentially would make the video way too long, so this really has to be a split-screen, even if it's a 3-way one (not sure how that'd look). See the Combat Mini-Sentry Gun section for the list of things that need to be demonstrated — Wind 04:07, 1 March 2011 (UTC)

Backpack Sharpened Volcano Fragment.png Sharpened Volcano Fragment

Is there anything special that should be done for this weapon? http://www.youtube.com/watch?v=n7YcihbPBHs i-ghost 13:58, 14 February 2011 (UTC)

Pictogram nope.png Nope, all good, please upload~ — Wind 00:01, 15 February 2011 (UTC)

Uploaded: http://www.mediafire.com/?66e184bqr871h26 i-ghost 10:55, 15 February 2011 (UTC)

Item icon Sticky Jumper.png Sticky Jumper

Pictogram wait.png Reserved by Coneill987

Here are some idea i have planned for doing the sticky jumper:

  • Show how the item does no damage
  • Show the Difference Bewteen Ammo of the Normal Sticky Launcher
  • Show damage Differences Bewtween both the Sticky Jumper and Sticky Launcher

I will try and shoot this demostration in a HD, High Quality Form.I will also use song vegas for any needed effects.

If i need to show anything else, please add a note below.--Coneill987 22:50, 14 February 2011 (UTC)

Make sure to demonstrate that you still get fall damage from jumps. Try to do the same jumps as in the Stickybomb Launcher demo, and then demonstrate jumps that would be impossible to do with a regular sticky launcher, with 3, 5, or 8 stickies. Maybe it should also be shown that using this removes self-damage from the caber and pipes, too, but that might be a bug so it might not last — Wind 00:01, 15 February 2011 (UTC)
Alright.. thanks for the notes..but the video will probaly be over the main 1 min limit.Is this alright? --Coneill987 10:00, 15 February 2011 (UTC)
Yes — Wind 23:05, 15 February 2011 (UTC)

http://www.youtube.com/watch?v=FCnSziHBARU I know that the taunt is displaying the SR model; this is a known glitch, and knowing valve, it won't be fixed for a few months. Armisael 15:47, 20 February 2011 (UTC)

Several flaws here :(
  • Ullapool and Grenade Launcher explosive damage should be shown together
  • Some frame slowdowns here and there (maybe it's just me though)
  • Forgot to reload at the end
  • Forgot to show vulnerabilities

Wind 18:28, 20 February 2011 (UTC)

http://www.youtube.com/watch?v=AsFh8iUHfCo It's a long video; not much way around it with a weapon as complex as this. -Armisael 22:08, 20 February 2011 (UTC)

Please do split-screens for comparison! It's the new trend standard~ It's easier to follow (make sure to leave a few seconds before and after transitions), you don't have to bug your friends as much, and it makes the (long) video shorter — Wind 06:36, 21 February 2011 (UTC)

It's going to be a few days at least until I have the time to figure out how to make my freeware video editing software do a good horizontal splitscreen, so if someone else wants to do this in the meantime, go ahead. -Armisael 20:16, 23 February 2011 (UTC)

I think this video should wait for Valve to fix the Sticky bomb launcher appearing with the Scottish Resistance skin on BLU, it'll just need a redo. – Smashman (talk) 21:38, 23 February 2011 (UTC)

Backpack Sun-on-a-Stick.png Sun-On-A-Stick

Same as above, anything special required? http://www.youtube.com/watch?v=OqSDhTJbZBY i-ghost 13:58, 14 February 2011 (UTC)

Pictogram nope.png Nope, all good, please upload~ — Wind 00:01, 15 February 2011 (UTC)

See above for upload i-ghost 10:55, 15 February 2011 (UTC)

The second version of the video as requested, fixes the Pistol loadout bug thing: http://www.youtube.com/watch?v=tYqgvMI9Gx8 and Mediafire download: http://www.mediafire.com/?6ad83f294sagprf i-ghost 13:52, 19 February 2011 (UTC)
Is good~ Thanks — Wind 18:28, 20 February 2011 (UTC)

Telespin.png Teleporter/Telefrag (combined)

Pictogram wait.png Reserved by Brain-Storm.exe Brain-Storm.exe 00:53, 28 February 2011 (UTC)

Item icon Your Eternal Reward.png Your Eternal Reward

Plan: Likely requires first person view and enemy third person view. Pictogram wait.png Reserved by i-ghost

About this, is it somehow possible to "give" a bot Your Eternal Reward ? Your Enemy 15:17, 16 February 2011 (UTC)

No :( — Wind 16:43, 16 February 2011 (UTC)
Here we go: http://www.youtube.com/watch?v=oYu-NB296R4
I forgot to add a fade from black at the beginning, I hope that doesn't matter too much. i-ghost 12:56, 19 February 2011 (UTC)

New version: http://www.youtube.com/watch?v=0JnsmLGAXoA i-ghost 22:34, 19 February 2011 (UTC)

Should be good, upload~ :3 — Wind 18:28, 20 February 2011 (UTC)
Weird, why did the demo make my movement choppy? GeminiViRiS User GeminiViRiS Doubleface.jpg Talk Contribs 07:02, 21 February 2011 (UTC)

Mediafire download: http://www.mediafire.com/?bcmpb6xrp0f41bv

As for your 'choppy' movement, it's because you didn't jump after you typed the record command. Jumping fixes issues like that. It's no problem though, the video is fine. The preceding unsigned comment was added by I-ghost (talk) • (contribs)

Ahh, okay. Thanks Ghost. GeminiViRiS User GeminiViRiS Doubleface.jpg Talk Contribs 18:33, 21 February 2011 (UTC)

Backpack The Special Delivery Bundle.png The Special Delivery

Easy as pie. Splitscreen between normal scout and scout with set, fire two rockets at each; normal scout dies, set scout lives. The preceding unsigned comment was added by EpicCombine (talk) • (contribs)

(Please sign your comments) — Wind 19:13, 13 February 2011 (UTC)
To give it a bit more depth I suggest to split the screen horizontally showing both Scouts with the very same loadout except the Milkman. Cycle slowly through Shortstop, Mad Milk and Holy Mackerel in first person, taunt or go in third person to show the hat (or lack thereof) then getting attacked by the bot. Other hat-sets could use a similar scheme, non-hat-sets may lack the melee weapon.--Kid Of The Century 15:21, 14 February 2011 (UTC)
Agreed, but third person to show the hat (no taunting) — Wind 00:01, 15 February 2011 (UTC)

Ok, i'll make sure to do that. -EpicCombine 01:57, 18 February 2011 (UTC)

http://www.youtube.com/watch?v=BrK4aKu_pjo

See demoman bundle for comments on the hud. -Armisael 01:22, 28 February 2011 (UTC)
Framerate seems a bit low, especially during the weapon-switching part... Hat thing should be slower and use tf_thirdperson_platformer (see the Pyro set demo). The first part (showing the weapons) shouldn't be split screen. Non-set Scout should have all-default weapons. Rest is good~ — Wind 00:38, 2 March 2011 (UTC)

Backpack The Tank Buster Bundle.png The Tank Buster

Could handle this. Got the whole set so there's no messy File editing. Though my Black Box is store-bought, if that's a problem...Lancer anti-tank Rocket 11:32, 15 February 2011 (UTC)

As long as you've fixed the framerate problem, go ahead — Wind 23:05, 15 February 2011 (UTC)
Change of heart, I sold my Softcap yesterday. I do, however have the Fez again, so I could go with the Saharan Spy. Lancer anti-tank Rocket 17:45, 16 February 2011 (UTC)


http://www.youtube.com/watch?v=fFjO4z27wvA Comments? Armisael 00:02, 2 March 2011 (UTC)

Framerate also feels a bit slow during weapon switching (but maybe it's just me?). Same comments as Scout one above~ Also, damage should also be shown for each sentry level — Wind 00:38, 2 March 2011 (UTC)

Backpack The Gas Jockey's Gear Bundle.png The Gas Jockey's Gear

The set seems straightforward, so if possible, I would like to reserve this set. Here's my plan to show the set's effect:

  • After I show the weapons, I'll do a side-by-side comparison of the Pyros running from one end of the room to the other to show the increase of speed with the set (one side will wield the Degreaser, the other will wield the default flamethrower, indicating that the other side does not have the complete set.)
  • Then I will have the Spy shoot the side-by-side-shown Pyros to show the 10% percent vulnerability from bullet fire (unless there is some way to get the Pyro bot or Soldier bot to change from their primary weapons to their secondary weapons)

Hopefully this will be enough to just show how the set's effects work. If not please let me know before I begin recording. Akuago220, The Jungle Expeditioner 18:54, 16 February 2011 (UTC)

The shots in the second part should be synchronized between both sides; for this to be easy, you should make them separate clips from the "running comparison" one. There are ways to make them switch weapons (bot_mimic or bot_forcefireweapon), see botsWind 00:56, 17 February 2011 (UTC)

Took a while with the bots, but in the end it turned out okay, I think.: http://www.youtube.com/watch?v=1Yldmp6vS9E Download: http://www.mediafire.com/?rpdx1idvd38hdmb Akuago220, The Jungle Expeditioner 04:55, 17 February 2011 (UTC)

Almost there, just some niggles here and there:
  • At one point, the cursor in the backpack view turned into the "Wait" cursor (with the little circle next to it)
  • Go from one end of the room to the very end of it (don't start in the middle) for the speed comparison
  • Since this set includes a hat, it should be shown during the same part as the one where you show the different weapons. To do that, do not taunt; use thirdperson; thirdperson_platformer 1 to go into third-person with a free-rotating camera (up to a certain extent, so don't rotate too much); then use thirdperson_platformer 0; firstperson to go back into first person
  • Make sure to wait a few moments before and after each transition from a clip to another
  • Similarly, wait more between shots of the shotgun. It is important to notice the difference after the first shot has been fired for example
  • Audio got cut at the end (only the first half of the "ka-chunk" sound is heard)

Wind 22:55, 17 February 2011 (UTC)

Okay, here's my second attempt: http://www.youtube.com/watch?v=qV0fJpriu_4 Download: http://www.mediafire.com/?md15vbpiy0ao5o1 Akuago220, The Jungle Expeditioner 20:47, 18 February 2011 (UTC)
Thanks, will be uploaded~ (please don't delete things from talk pages) — Wind 21:31, 18 February 2011 (UTC)

Backpack The Expert's Ordnance Bundle.png The Expert's Ordnance

Here is my attempt at a set, http://www.youtube.com/watch?v=XmU-5C6n8EU. Kept this pretty rough, im not quite sure how sets should be done other than showing bonuses. (ps 1000th edit!) ~Garticuno♥(talk) 20:13, 12 February 2011 (UTC)

That's exactly how it should be done, yes; not more complicated than that. However, please wait a few seconds before having the Pyro fire. Right now, the Pyro is firing right after the splitscreen, which is kind of confusing (doesn't give the viewer time to figure out which is which). Also, do it for 2 full afterburns instead of just 1 — Wind 20:32, 12 February 2011 (UTC)
I was having some trouble timing the two after burns so the GL and LL would be synced so I tried to do this in a similar manner to the Bushwacka demonstrations. http://www.youtube.com/watch?v=41EcLwX5EFM Also the 10% resistance doesn't even make a difference with afterburn, it does 60 damage either way so I'm not sure if using afterburn is the best example. ~Garticuno♥(talk) 20:35, 13 February 2011 (UTC)
No, this is harder to compare than split-screen. I think that then you're better off just holding down F until dead for both demomen — Wind 20:39, 13 February 2011 (UTC)
Well I tried that and... http://www.youtube.com/watch?v=jNnhgsmL86U The damage difference with flames is so little I'm not sure how to accurately demonstrate this. Unless there's a way to have a pyro bot always fire the same ammount of ammo. ~Garticuno♥(talk) 21:17, 13 February 2011 (UTC)
I see. There is a way to make the bots do a sequence of actions at a regular interval (using the wait command), so you could do that to make it spew flames at regular intervals. Otherwise, maybe slowing down the video is the best solution (but make sure it's still above 30 fps) — Wind 21:19, 13 February 2011 (UTC)

If you can get a second player to help, use the Flare Gun, which will deal constant damage every hit. Toomai Glittershine 02:17, 17 February 2011 (UTC)

http://www.youtube.com/watch?v=xDe4sRbZsNU I used zhnigo's hud for this, because I feel that it conveys information (and looks) far better than a horizontal split screen. It's a minor modification, frankly, and a split screen is already a visual effect that can't be done in game. -Armisael 01:22, 28 February 2011 (UTC)

Fair enough, thanks~ — Wind 04:07, 1 March 2011 (UTC)

Backpack The Hibernating Bear Bundle.png The Hibernating Bear

(No comments yet)

Backpack The Medieval Medic Bundle.png The Medieval Medic

-Reserved by EpicCombine ok, so here's what i got so far: [1] i believe it has the necessary elements to demonstrate the faster rate of healing, hope it's good enough. thanks wind for telling me about Sony Vegas, but it's gonna take a while for me to find the proper keygen to use it, so for now i'm using a keygen'd version of CyberLink PowerDirector Ultra for the splitscreen. -EpicCombine 01:39, 18 February 2011 (UTC)

(You can sign your comments with ~~~~, not by just typing your name) This doesn't correspond to the technical requirements listed on the project page:
  • Not HD (video must be at least 720p)
  • Using low-quality graphics (must be at least medium quality)
  • Video has less than 30 frames per second (not smooth)
  • Wrong aspect ratio (there are black bars on both sides of the video)

These requirements must be met before any video is approved D: — Wind 23:33, 13 February 2011 (UTC)

Thanks for the tip. meh, it was my first attempt anyways, and with hypercam 3 i was sure to fail. xD i'll get fraps and find a way to fix those problems so i can get this first vid over with. thanks for your help man, really appreciate it. :) -EpicCombine 01:39, 18 February 2011 (UTC)

My attempt http://www.youtube.com/watch?v=83Qv3CPwP7s ~Garticuno♥(talk) 21:17, 21 February 2011 (UTC)
All good, except audio: the in-game one is relatively low compared to the music, and that music is a little overused (please swap it with another one if possible) — Wind 22:17, 21 February 2011 (UTC)
take2 http://www.youtube.com/watch?v=hD5SP295E00 ~Garticuno♥(talk) 04:02, 24 February 2011 (UTC)
This is good, please upload~ — Wind 04:37, 24 February 2011 (UTC)
http://www.megaupload.com/?d=PCE0SJF9 ~Garticuno♥(talk) 02:49, 28 February 2011 (UTC)

Backpack The Croc-o-Style Kit Bundle.png The Croc-o-Style Kit

i can test the croc set,but i need record in a diferent map,to test the headshot Walnut gentleman 13:07, 24 February 2011 (UTC)

Why would the map affect the headshot? — Wind 16:52, 24 February 2011 (UTC)

I need to test with a friend Walnut gentleman 16:21, 25 February 2011 (UTC)

http://www.youtube.com/watch?v=Ea1NTayG5Fc Comments? The preceding unsigned comment was added by Armisael (talk) • (contribs)

Same comments as the other ones (especially this one since two of the items are only visible in third-person view, so it should be a lot slower). Also, what is that red dot? I've never seen it "on my face" in-game (only on walls), and we've just tested this on a vanilla server and it doesn't show. Is there an option to turn it on, is it a server setting, or a server mod? — Wind 00:38, 2 March 2011 (UTC)
I have no idea. I didn't do anything to the server, so I was a little confused. I assume I should run the DDS on the 'default' sniper for this demo? Armisael 02:05, 2 March 2011 (UTC)
Pictogram nope.png Nope Nah, people should know that a fully-charged headshot kills anything. It might be interesting to show a heavy and a set sniper side-by-side getting headshot though... — Wind 02:34, 2 March 2011 (UTC)

Backpack The Saharan Spy Bundle.png The Saharan Spy

Could go with this. Got a new Fez yesterday. Already got L'etranger and Your Eternal Reward too so there's no messy File Editing. Lancer anti-tank Rocket 17:46, 16 February 2011 (UTC)

Item icon Brass Beast.png Brass Beast

http://www.youtube.com/watch?v=Rup1ARnAJBY Armisael 13:02, 19 February 2011 (UTC)

Should probably show the spin-up time/movement speed better...
  • Do a split-screen with a regular heavy and a Brass Beast heavy killing a Soldier from the same spot at the same distance, and show which one can rev up faster to kill the soldier
  • Do a split-screen with both heavies revved and moving forward to show which one goes faster

Wind 18:28, 20 February 2011 (UTC)

http://www.youtube.com/watch?v=NOPut7IMdFk -Armisael 22:08, 20 February 2011 (UTC)

Just one thing on this one: speed comparison part should start unrevved (heavies only go forward while revving though) and go until some solid object (the wooden fence thingy probably), and unrev to make a nice conclusion since the video ends at that point — Wind 06:36, 21 February 2011 (UTC)

http://www.youtube.com/watch?v=LVwBkFB0meA -Armisael 00:05, 22 February 2011 (UTC)

Thanks, this is good :3 — Wind 03:20, 22 February 2011 (UTC)

Item icon Buffalo Steak Sandvich.png Buffalo Steak Sandvich

Pictogram comment.png Done, but needs to be re-done (Needs to show new Steak Model and Healing property when dropped for team-mates)

I'm sorry for staying out of touch for so long. Anyway, here's v4 of the steak. - Zhnigo 01:07, 21 February 2011 (UTC)

Speed comparison part should be done over a longer distance (possibly the full length of the room); Damage comparison part doesn't show the health bar, so we don't really know how much the difference is (the left heavy could be at 1 HP for example). To remedy this, maybe a horizontal split-screen would be better, though maybe it would clash with the speed comparison split-screen (which should be vertical). If you feel that is the case, then you could do a picture-in-picture or something. :o Or, if both of these solutions look bad, do it vertically but at least fire the 4th rocket to see that the left heavy was still pretty badly damaged — Wind 06:36, 21 February 2011 (UTC)
V5 of the steak. Why bother with messy PiPs when you can just work some HUD scripting magic? — Zhnigo 20:36, 24 February 2011 (UTC)
Because the requirements state that you must use the default HUD, unmodified except HudDamageAccount.res. But I think this might be a worthy exception... Please upload~ — Wind 22:10, 24 February 2011 (UTC)
Thanks. :3 Downloadable version. I wonder if this kind of HUD (but with all the elements and not just health visible) will be of use to any other contributors, since everyone seems to use splitscreens extensively. — Zhnigo 00:54, 25 February 2011 (UTC)
I've got a request from Armisael for this HUD, so looks like it will have some use after all. :3 I'm planning to update it to include all the HUD elements, and not just health. Hopefully this will become a good addition to all this splitscreen trend standard. Also, is it just me, or is the Steak video not uploaded yet? — Zhnigo 23:15, 27 February 2011 (UTC)

Item icon Chargin' Targe.png Chargin' Targe

Pictogram comment.png Done but needs to be redone (use splitscreen, show kill icon)

We need a new video for the chargin targe. the video is blurred and does not really help as a demonstration . ~Awesomesauce~ 04:29, 26 February 2011 (UTC)

Pictogram cross.png Against Video looks fine. I don't see any blurriness. GeminiViRiS User GeminiViRiS Doubleface.jpg Talk Contribs 08:00, 26 February 2011 (UTC)
If we're being nit-picky about problems, then I shall say that one can hear the sound of the Backpack closing at 0:53. Also, the Targe does not show the Demo doing a running start. I've done running starts as a Demo w/ 5+ Heads, and I've killed a Heavy outright without needing to swing my Sword. This isn't proven to be the Case here, however. Lancer anti-tank Rocket 13:04, 26 February 2011 (UTC)
The Hit with the charging targe should be shown more clearly. One time it was 50hp and one time 100 for hittin the player with it. It should also show the targe killin symbol. That's all important for me. Killicon big kill.pngNWMBksr.PNG 13:13, 26 February 2011 (UTC)
Having extra heads makes the charge do extra damage. That's the entire point of those two charges. Armisael 16:03, 26 February 2011 (UTC)
Yeah, the damage comparison should be in split-screen. No blurriness (unless you're watching it in 240p of course...), but lack of reloading the grenade launcher, weird sound at 0:53, and indeed doesn't show the chargin' targe killing icon — Wind 16:33, 26 February 2011 (UTC)
Pictogram plus.png Support Fair enough. I'll redo it. :3 — Zhnigo 23:41, 27 February 2011 (UTC)


Item icon Electro Sapper.png Electro Sapper

Pictogram comment.png Done, but needs to be re-done (show building disabled-ness) First time editing a post, so I hope I'm doing it right. :3 Anyways, I'm pretty sure I can make it to show the disabled-ness by sapping the buildings and then trying to interact with them. For example, sapping a Sentry then undisguising in front of it to show it wouldn't shoot. Nooph 21:54, 24 February 2011 (EST)

Or trying to get cloak from a Dispenser being sapped, or not being able to use a teleporter that's being sapped (might want to use a teammate for that: have a level 3 teleporter, have him take it, wait for recharge, sap, demonstrate that he can't use it anymore, unsap, and then he can.) — Wind 18:47, 25 February 2011 (UTC)
I just realized that TF2 can't go into antialiasing mode for me. Is there any way to force it, like in the Console or the launch options? Nooph 06:49, 26 February 2011 (UTC)
Use mat_antialiasing (or mat_antialias maybe) — Wind 16:33, 26 February 2011 (UTC)
I can't record smoothly enough. Can't do it :( Nooph 22:54, 1 March 2011 (UTC)

Item icon Natascha.png Natascha

Pictogram comment.png Done but needs to be redone (changed stats, new animations)

http://www.youtube.com/watch?v=DGDWmIXQU24 Your Enemy 17:41, 16 February 2011 (UTC)

This is good but~
  • Your name is "Your Enemy". While I respect people choosing their own name, it would be nice if you picked another name, because seeing "Your Enemy (Natascha) Pyro" on the killfeed is confusing
  • The damage comparison part has several flaws:
    • The screen should be split vertically so that damage numbers are visible, which is pretty important since we're comparing damage here
    • The font should be TF2 secondary in white with a faint black outline and appearing with a fade effect; see Rocket Jumper's demo at 0:50
    • The Pyro gets killed instantly since he is close. You should kill a farther target to make the different more visible
  • Slowdown effect is now proportional to distance. The demo must show this by showing slowdown for multiple ranges
  • I also suggest to stay in the wooden thingy when demonstrating slowdown so that you don't actually move from the spot you are firing (which would mess up the range)
  • Try having the target move in a perpendicular direction to your line of sight when demonstrating slowdown. I know it's not easy, just saying

That's it~ — Wind 00:56, 17 February 2011 (UTC)

Thanks, I'll see what I can do. Your Enemy 15:24, 17 February 2011 (UTC)

http://www.youtube.com/watch?v=vKhF5q3dYoQ Your Enemy 13:43, 20 February 2011 (UTC)

This is perfect content-wise, but some technical details:
  • In-game sound quality is low (has a fuzz to it)
  • There are no transitions between clips (use a little fade)

Slowdown is very well demonstrated though — Wind 18:28, 20 February 2011 (UTC)

Here, http://www.youtube.com/watch?v=MimzMKr2NTw Your Enemy 09:22, 21 February 2011 (UTC)

Yes, this is good. Please upload the original. Thanks~ — Wind 17:44, 21 February 2011 (UTC)

http://www.mediafire.com/?qvl9dl4ww34p3tc Your Enemy 18:58, 21 February 2011 (UTC)

(Marked as "need to be redone" due to low audio quality complaints) — Wind 04:38, 24 February 2011 (UTC)


http://www.youtube.com/watch?v=NBL_9rJJeuQ I don't like my slow as much as YE's, but the sound quality and splitscreen are better in my opinion. Anyways, thoughts? -Armisael 19:24, 27 February 2011 (UTC)

Muzzleflash glitch is there D: Also, the slowdown is indeed a bit less good. In the second slowdown, the Soldier should start walking right when the heavy starts firing boolets to be consistent with the other 2. In the third part, the Soldier shouldn't hit the barrels but escape like YE's video — Wind 04:07, 1 March 2011 (UTC)

Item icon Razorback.png Razorback

Pictogram comment.png Done but needs to be redone (aspect ratio)

Hazards

While this is pushing it a bit, what about trains and saw blades? Would they be worth doing demonstrations of? I'm mostly asking because compared to the weapon videos, the videos on the hazard pages are of a completely different feel. Toomai Glittershine 22:41, 13 February 2011 (UTC)

These would better be demonstrated in the (yet to be organized) map demonstration project. — Wind 23:07, 13 February 2011 (UTC)

Fists of Steel = Need to be redone?

The first seconds of the video show the original RED version of the Fists of Steel. I think we should make another one, or at least edit the start of the video.  –  Duel RED.png Epic Eric Duel BLU.png (T | C) 00:12, 23 February 2011 (UTC)

If you feel like it, but that's not a huge priority. Plus, they've edited it again just today, so you might want to wait a week or so until we're certain this skins stays — Wind 00:15, 23 February 2011 (UTC)

RIFT weapons need to be redone

Now Sharpened Volcano Fragment and Sun-on-a-Stick can be either Genuine, or Normal quality. Their videos need to be redone, I think. Or not? SlasHDriveR 09:19, 2 March 2011 (UTC)

Pictogram nope.png Nope Quality of the weapon doesn't matter in the demonstration as it does not effect function. ~Garticuno♥(talk) 09:38, 2 March 2011 (UTC)