Team Fortress Wiki:Weapon Demonstration/Archive 2024
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Tools
Upgrade to Premium Gift
This demonstration has been reserved: Rocket bacon (talk) 00:04, 3 July 2024 (UTC)
Demonstration link
- I'm not quite sure if this one is necessary Karmacharger 9:12 PM 8/24/2014 (PDT)
- Nah, probably not unless someone just happens to run upon that item — Wind 19:59, 27 October 2014 (PDT)
Question: Do I need to show I, person giving the premium gift, receive the professor speks?
GrampaSwood (talk) 11:04, 6 September 2019 (UTC)
- Yes, that's part of the item's effects. — Wind 23:39, 8 September 2019 (UTC)
I have brought the premium gift to another account, the only issue is that the professor speks is already on my TF2 account, so I would need a third account to receive the speks (while already having premium). It may take a while longer but if anyone else wants to give a crack at it.
| s | GrampaSwood (talk) (contribs) 21:36, 12 November 2023 (UTC)
I think I can do this one, I got two extra accounts just sitting here for years, I want to give it a shot. Rocket bacon (talk) 00:04, 3 July 2024 (UTC)
Question: Must I show the "Use" option even if the account I'll be using to gift it already is premium (a pop-up comes up saying the account already is premium)? Or should I use it on an account with no premium, and then demonstrate the process of gifting it? Sorry if it sounds confusing, I'm just trying to come up with the best way to do this one. Rocket bacon (talk) 19:53, 3 July 2024 (UTC)
- Yes, the item must be used, and the trading itself must also be shown, as well as showing the gifter receiving the speks.
| s | GrampaSwood (talk) (contribs) 20:15, 3 July 2024 (UTC)- Looks good, however, you need to wait a few more seconds in the first clip to let people read the description. Thankfully, you just have to take a screenshot of the clip and edit the video. I think the fade to black transitions are ok here because it helps to understand that the next clip is another player. Finally, wait a few more seconds in the last clip to let people read too · Ashe (talk) 03:33, 15 July 2024 (UTC)
- RE-EDITED VERSION Video has been re-edited following your advice, let me know it anything still needs to be changed. Rocket bacon (talk) 17:35, 15 July 2024 (UTC)
- Looks good, however, you need to wait a few more seconds in the first clip to let people read the description. Thankfully, you just have to take a screenshot of the clip and edit the video. I think the fade to black transitions are ok here because it helps to understand that the next clip is another player. Finally, wait a few more seconds in the last clip to let people read too · Ashe (talk) 03:33, 15 July 2024 (UTC)
Action
Spellbook Magazine
This demonstration has been reserved: No one
Demonstrate all Magic spells with the Stock (Normal quality) version equipped.
Demonstration link
Maybe include this one on the Magic spells page, other spellbook variants are not needed (Fancy and Diary).
Suggestion: Use tf_test_spellindex
to always get a specific spell · Ashe (talk) 21:19, 28 January 2024 (UTC)
Maybe show that Blast Jump/Shadow Leap can kill enemies? (Unlikely, but they have their own kill icons). Also, it doesn't show that Minify heals for 100 health or that the medium-sized skeletons will break into smaller ones. Andreng (talk) 07:24, 7 July 2024 (UTC)
I believe the default key for spells is H, so that should probably be reflected in the bottom left. It also uses the non-stock variant, though I know that's because of the map.
Other than that, it should show the skeletons can be killed and turned into smaller skeletons. If it's not a ton of hassle, I would wait for the map to be fixed to include the stock variant + bind the key to H.
| s | GrampaSwood (talk) (contribs) 20:49, 13 July 2024 (UTC)
- The pumpkin mirv clip that shows that enemy attack don't make them explode doesn't show that it doesn't deal dmg to enemies. I think it would be preferable if they were destroyed with hitscan weapons, one by one. Also, i think the self dmg clip from the mirv doesn't properly show it? Maybe make them explode but not kill you.
- The minify clip doesn't show that the merc class voice pitch is affected, and it doesn't show that when the effect ends the player may die if they are too close to a wall.
- I think the lighting ball clip should be recorded indoors.
- The fireball rain clip needs to be redone, with the enemies farther from the center of the spell so the fireballs can damage them instead · Ashe (talk) 05:46, 24 July 2024 (UTC)
Taunts
Fist Bump
- Demonstration video Danimations (talk) 3:08, 20 December 2020 (CST)
- There a few things wrong with the demonstration:
- 1. The demonstration does not show all class animations.
- 2. Overall it seems like the demonstration was very unorganised, it looks like you're running all over the place instead of having a plan of what you're doing.
- 3. It appears your quality settings are too low, as (even at 1080p) it looks quite low quality compared to other demonstrations (Specifically it looks a lot like AA is very low).
- 4. The HUD should not have "contracts available/inactive", and it should not have the top HUD element either.
- 5. The bot's name should use the consistent "Friendly [classname]" pattern (Unless it's an enemy).
- 6. It looks like there is blood on a box on the left, this is not there by default and should be removed using
r_cleardecals
. - 7. It appears you're missing a texture/several textures, the windows are tinted purple (Which does not happen normally), the settings room at the top at ~0:39 shows this very clearly.
- 8. You're using minimised viewmodels, which is never used in demonstrations (Which is a consistency thing).
- I've ordered these from most important to least important.
GrampaSwood (talk) 10:15, 20 December 2020 (UTC)
Is this good? (I'm getting to other classes but I just wanna make sure I dont mess up.) https://www.youtube.com/watch?v=CyQb_JRGogQ Danimations (talk) 21:51, 20 December 2020 (CST)
- 1. It's still with a low AA
- 2. You should focus also the teammate and the enemy when taunting, only from the right
- 3. You must wait a few seconds before start to moving
- 4. The backpack scene is a bit long
- 5. Between scenes, you need to wait a bit.
- 6. As Grampaswood said, you need to organize what will you do. The "cannot taunt in these situations" scene is unorganized.
- See the video demostrations from the other partner taunts, like High Five
- And, please use the colons (":") when you write your reply · Ashe (talk) 04:10, 21 December 2020 (UTC)
- Pretty much what Ashe said. Also do note that demonstration involve a lot of doing everything over and over again, and can be very tiring at times but you'll get there in the end.
GrampaSwood (talk) 10:15, 21 December 2020 (UTC)
- Hi there and thanks for the demonstration video. All of the above is good feedback. I'd add that the audio was a bit crackling in the first version (some voice lines seem to have a gap in their playback), seems fixed in the second version though. Not sure if you've changed anything, but if not, then it's probably a random occurence to watch out for in future versions. I agree with the approach of iterating with just one class until that version is perfect, then moving on to adding the other classes. Good luck :) — Wind 05:33, 5 January 2021 (UTC)
- 3rd times the charm right? https://www.youtube.com/watch?v=FfNzFf6ptHA (P.S if there are any audio issues they're just rendering issues that I can fix later.)Danimations (talk) 22:15, 21 March 2021 (UTC)
- 1. You forgot to disable the team status display. 2. The "cannot taunt in these situations" is a bit short. 2.1. Preferably, for the "You are too high for any..." scene, do it in the spawn spot under the red fan (those wooden tables with the red lights). Otherwise, is okay
And, please use colons (":") when you write your reply · Ashe (talk) 22:48, 21 March 2021 (UTC)
- 1. You forgot to disable the team status display. 2. The "cannot taunt in these situations" is a bit short. 2.1. Preferably, for the "You are too high for any..." scene, do it in the spawn spot under the red fan (those wooden tables with the red lights). Otherwise, is okay
- Same as usual, audio issues will be fixed later if any. https://www.youtube.com/watch?v=qqYmUOcarFE · Danimations (talk) 01:06, 25 March 2021 (UTC)
- I suppose I'll do all the other classes. · Danimations (talk) 15:01, 28 March 2021 (UTC)
- Looks good, just needs the other classes. — Wind 04:50, 7 April 2021 (UTC)
Download link. It's been 2 years, I think it's safe to say that I can take this one over.
| s | GrampaSwood (talk) (contribs) 23:03, 13 November 2023 (UTC)
- 2 taunts per bot is too much. Please just do it once. If you want to showcase both sides of the taunt, use one bot per side, preferably right for the blu bot since it's the one with more space · Ashe (talk) 21:15, 7 December 2023 (UTC)
Video Download. Sorry this has taken so long, I had to rerecord and re-edit it as I had accidently left on the "contracts available" hud option, I'm new to this so if there are any issues then please tell me and I can correct them at my earliest convenience, thanks :D Po1yb1ank (talk) 10:56, 22 December 2023 (UTC)
- The Loadout views appear to be missing the start of the taunt, make sure to start the Loadout section right when you equip the taunt. It also doesn't need to fade in, just starting as-is is fine. Your settings also don't appear to be the max, particularly the anti-aliasing and maybe the model settings too, be sure to turn everything up to max. Make sure to leave some time between clips, for example the end of the Soldier section to the start of the Pyro section, as well as the Pyro loadout view to the in-game view is very fast. These are not the only instances, though. When a clip starts, try just standing still for a bit, then start moving. When you finish doing the last taunt, simply stand still for a bit. Sometimes you also move immediately after the taunt with the friendly class, try standing still a little bit and then start moving. Try to also show the taunts from the best angle (usually from the side, looking down a bit).
- You can start the clips in front of the barrier if you want, IIRC the config I provided puts you in front of it already. The Spy section seems to miss voice lines too and the ending fade-out is a bit too fast.
| s | GrampaSwood (talk) (contribs) 22:22, 22 December 2023 (UTC)- My settings are at max apart from anti-aliasing (thanks for pointing that out) and spy just didn't say his lines in the 3 minutes of footage I had recorded but I'll see to correcting the rest. Po1yb1ank (talk) 22:25, 22 December 2023 (UTC)
- How about this one? Anything need changed? https://youtu.be/Xi_PSpJsL8k Mediarch (talk) 02:46, 9 March 2024 (UTC)
- At the start you can hear the equip sound from clicking the taunt from before the clip is even visible. Start in front of the class rather than behind the barrier, the crosshair can also stay visible. When showing off the animation, do a quick spin around it using the spin bind from the main page, rather than just looking at the side. Some more time between actions would also be nice, for example when doing the taunt with the enemy in the Scout clip, wait a bit before moving to the wall. Best to also re-record to immediately make the jump on the barrier.
- The transition after jumping on the barrier could also be delayed more, as there's not enough time to read it all. In the Soldier loadout, might be best to let him do 2 loops because currently it cuts off quite abruptly. It's also not necessary to show off the "There is something in your way" and "You are too high up" messages twice. The BLU Pyro also teleports, it's fine if they teleport a little bit but this is a very large distance. The adjusting in front of the RED Pyro also looks very awkward. Make sure to keep the angles consistent (either from the right or left only, maybe do the BLU one from the left and the RED one from the right?). The Sniper and Spy intros aren't cut correctly and show part of the inventory (the Sniper clip also suffers from the big teleport). The sound of the actual clip should also fade out together with the ending noise reel as you can still hear the ambience at the end.
| s | GrampaSwood (talk) (contribs) 21:07, 16 March 2024 (UTC)
Here's v2 Mediarch 25px ♥ Talk ♥ My Edits 01:10, 19 March 2024 (UTC)
- I think the music may be a bit too loud, as the noise from the reel is quite loud. For future demos: it's not necessary to cancel the taunt before making the other class taunt, simply spinning > taunting should be fine. You seem to look at the ground a lot too when starting, though you don't have to redo it for this reason imo, just note that in the future just looking straight ahead is best. Spies should also ideally hold the Revolver instead of the Knife.
| s | GrampaSwood (talk) (contribs) 20:40, 7 April 2024 (UTC)
- I tried lowering the volume on the music a bit. Also, I was following the High Five demonstration and that demonstration cancels the taunt before making the other class do it so that's why I did that. But I will definitely keep that in mind though for future demos. Mediarch ♥ Talk ♥ My Edits 21:33, 7 April 2024 (UTC)
Head Doctor
Decimate created a demonstration for this here. Seems like it was archived before being actually uploaded.
| s | GrampaSwood (talk) (contribs) 14:44, 1 February 2024 (UTC)
Can It!
Need to be redone
Market Gardener
Missing comparison of firing speed penalty
Pretty high priority as it doesn't show off essentially half of the stats that can be shown off on this weapon.
| s | GrampaSwood (talk) 22:41, 25 August 2023 (UTC)
Here's the video, feedback needed!
Cheddar (talk) 22:32, 28 January 2024 (UTC)
- Loadout screen time could be shorter, seems to be a 30 FPS video too? In the clip with the Demo and Soldier you should probably jump higher for the Demo jump. For the Demo sticky jump I would recommend hitting him on the way down instead.
| s | GrampaSwood (talk) (contribs) 23:41, 2 February 2024 (UTC)
- I would leave a little bit more time between hitting the Soldier in the crit clip and actually going for the rocket jump, should probably swing a bit earlier with the Demoman part of that clip. Looks good otherwise.
| s | GrampaSwood (talk) (contribs) 21:07, 16 March 2024 (UTC)
- I would leave a little bit more time between hitting the Soldier in the crit clip and actually going for the rocket jump, should probably swing a bit earlier with the Demoman part of that clip. Looks good otherwise.
Hitman's Heatmaker
Old reservation (21 May 2021)
Focus meter does not need to be fully charged to activate
SMG no longer has the tracers
My submission (Video: H.264 / AVC; CRF: 20; Audio: AAC - 320 kbps):
- (0:07) Basics. I shot Pyro with unscoped shots and uncharged scoped shots, Soldier with fully charged shots, and Medic with half-charged shots while Focused (activated at 2/3 of the meter).
- (1:01) Bodyshot damage at 0% charge (40 damage), around 60% charge (80 damage), and 100% charge (120 damage). Getting 80 damage was so damn hard :(
- (1:09) Same as no. 2 above, but on headshot (150, 300, and 450 damage respectively).
- (1:18) Running speed when scoped and not scoped (as well as running immediately after firing a scoped shot).
- (1:33) Filling the "Focus" meter via kills. Can gain "Focus" with weapons other than the Hitman's Heatmaker and whether or not the "Focus" is active. Focus activated at 100% and filling the meter fully produces a laser-like sound.
- (2:27) Same as no. 5, but via assists.
- (2:53) -20% damage on bodyshot (and unscoped shots). Also, Focus does nothing but firing tracer rounds on unscoped shots.
- (3:08) Focus does not unscope when firing scoped shots (you can still unscope manually). Done at 0% charge and on bodyshot (-20% damage appplies).
- (3:23) Same as no. 8, but on headshot (no damage reduction). Sorry if the timing's a bit off, since the game doesn't allow quickscope headshots, so you can't just hold the primary fire button unless if you are Focused.
- (3:36) Same as no. 8, but at 100% charge, done 3 times.
Links:
- https://youtu.be/Ekgu5vMF31Q
- https://www.mediafire.com/file/d8d9zr7mlcw5ai9/Hitman%2527s_Heatmaker_Weapon_Demonstration_Video.mp4/file
Exaskliri (talk) 02:45, 25 May 2021 (UTC)
- Ugh. Forgot damage against buildings (-20% damage on bodyshot doesn't apply, and no focus gained on building destroyed)
Exaskliri (talk) 16:29, 28 May 2021 (UTC)
- Yes, please add that. Another cool clip to add might be one from a third-person perspective while the Sniper is in focus mode, to show the third-person reloading animation and the shooting beam. — Wind 04:40, 1 June 2021 (UTC)
Focus meter does not need to be fully charged to activate
SMG no longer has the tracers
Holy heck. The thirdperson command does not ignore scope when scoped in (which always follows the first-person camera). I cannot do the third-person perspective thing (per Wind's request in the collapsed reservation). — Exaskliri (they/them) (talk | contribs) 15:58, 11 April 2022 (UTC)
- Hm, perhaps record from a different player's perspective then? — Wind 00:33, 24 April 2022 (UTC)
Here's the video, feedback needed!
Cheddar (talk) 14:18, 3 February 2024 (UTC)
- Looks good. Perhaps include a clip that shows the damage penalty doesn't apply to buildings.
| s | GrampaSwood (talk) (contribs) 17:31, 7 February 2024 (UTC)
- Looks good.
| s | GrampaSwood (talk) (contribs) 17:12, 14 February 2024 (UTC)- Looks good. Thanks · Ashe (talk) 22:53, 20 March 2024 (UTC)
- Before uploading, please give your opinion on this: If you shot fast enough, a headshot won't have enough charge to be a crit, but it will be a headshot, and it will do 50 dmg instead of 40. This may be a bit niche, so, do you think you should add this to the demonstration? @Cheddar · Ashe (talk) 00:04, 21 March 2024 (UTC)
- Looks good.
┌────────────────────────────────────────────────────────────────────────────────────────────────────┘ Here's a newer version!
Cheddar • Talk 14:56, 21 March 2024 (UTC)
- I think the procedure should be this: noscope to the body, noscope to the head, quickscope to the body, and quickscope to the head 2 times · Ashe (talk) 16:54, 21 March 2024 (UTC)
- Here's a newer version
Cheddar • Talk 17:34, 21 March 2024 (UTC)- The first portion isn't quite the "noscope to the body, noscope to the head, quickscope to the body". I believe the one for The Classic does a demonstration on how the first two steps operated against the introduction Pyro. For the Heavy with that bodyshot/headshot + noscope/scope demonstration, you had nailed that part. For the last scene, perhaps it could be tried again because that ammo pack just swung to the Sniper, which didn't make sense in the comparison because the right-hand Hitman's demonstration didn't show that ammo pack swinging into the Sniper to collect extra ammo whereas the left-hand Sniper Rifle demonstration did. Qwertyxp2000 (talk) 05:30, 24 March 2024 (UTC)
- Here's a newer version
Winger
Current video was recorded in halloween mode. Naleksuh (talk) 07:29, 4 September 2019 (UTC)
This demonstration has been reserved: Andrew360 21:28, 30 January 2024 (UTC)
Old reservation (5 May 2021)
Does not demonstrate increased damage and reduced clip size.
I did it (hopefully final).
Exaskliri (talk) 10:03, 8 May 2021 (UTC)
- ... Unfortunately, forgot to reload just before taunting :( So close!
- Also, while the resolution and in-game graphics look good, I can see some video artifacts in the video. Can you increase the bitrate (or reduce the quantizer, if you use that setting) in your video editing tool? I'd expect a good-video-quality demonstration of this duration to be more around 70 to 100 megabytes.
I just uploaded the high quality version (Video: H.264 / AVC; CRF: 20; Audio: AAC - 320 kbps).
- (0:07) Basics (Pyro, Soldier, and Medic). Demonstrating its damage and its falloff, as well as inspect animation, reload animation, and its taunt.
- (0:51) +15% damage bonus per shot. It took one less shot (compared to the stock Pistol) to kill the Demoman at close range.
- (1:01) -60% clip size. I rapid fired this weapon on Heavy at long range and it took longer to kill compared to the stock Pistol.
- (1:12) +25% jump height when active. Compared to the stock Pistol and when holstered (equipping the Scattergun).
- (1:19) Same as no. 4 above, but in regards to distance.
Links:
- https://youtu.be/XzQVkvE3nw8
- https://www.mediafire.com/file/7imw3goclanyr1k/Winger_Weapon_Demonstration_Video.mp4/file
It uses 3D Player Model HUD and inspects the Winger on the first scene (both should be okay). The player name is just "Player" instead of "Scout" (so I won't name an enemy Scout "Enemy Scout") or my nickname, Exaskliri. Split screen scenes now use stereo audio. I also use stock pistol on "+25% jumping height" scenes.
- Ugh. Nope. Forgot damage increase against buildings.
Exaskliri (talk) 16:29, 28 May 2021 (UTC)
- Video is now unavailable, presumably due to building damage addition in progress? I downloaded the version from MediaFire instead. All looks good besides that. — Wind 04:40, 1 June 2021 (UTC)
Does not demonstrate increased damage and reduced clip size.
Video link
Download link
This is my first time doing a weapon demonstration video, so I might have gotten some parts wrong. I tried to replicate the previous video from Exaskliri but I changed 2 things. First thing I changed is that it's a split screen view instead of three screens for when comparing jumps, as I don't really see a reason for adding the Scattergun screen. The second thing is that I added building damage, as Wind said the previous video looked good besides the lack of building damage.
Andrew360 23:08, 27 January 2023 (UTC)
- I can't find the original video, but I believe the third Scattergun screen would have been to demonstrate that the Winger needs to be active for this extra jump height. It's also missing the inspect animation at the start.
GrampaSwood (talk) 11:20, 28 January 2023 (UTC)
- The video by Exaskliri is found if you click expand at the top right of this section, download link for that video is here. Also isn't the default pistol also a way to demonstrate that the Winger needs to be active for the extra jump height? Anyways, I also just realized I had kill sounds on and I didn't show off the inspect animation like you said, so I should have an improved version up soon.
Andrew360 14:42, 28 January 2023 (UTC)
- The video by Exaskliri is found if you click expand at the top right of this section, download link for that video is here. Also isn't the default pistol also a way to demonstrate that the Winger needs to be active for the extra jump height? Anyways, I also just realized I had kill sounds on and I didn't show off the inspect animation like you said, so I should have an improved version up soon.
- The Pistol vs Winger shows off that you get extra jump height. The point of the Scattergun comparison is to have the Winger shown > switch to Scattergun, showing that it needs to be active.
GrampaSwood (talk) 14:50, 28 January 2023 (UTC)
- The Pistol vs Winger shows off that you get extra jump height. The point of the Scattergun comparison is to have the Winger shown > switch to Scattergun, showing that it needs to be active.
- 1. The video lacks crossfade between clips. 2. For the jump dem, i think you should do a split into 3 view where: 1. you jump with the pistol out, 2. you draw the winger and jump with the scattergun, 3. you jump with the winger out. Next. 3. I don't think a building damage dem is necessary, because it isn't damage only against players. i found myself confused in that part. 4. for the damage dem, a split into 2 view where: 1. you have a pistol with only 5 bullets in the magazine, 2. you have the winger. Then you shoot a scout. With the winger, you should be able to kill the scout · Ashe (talk) 22:38, 28 January 2023 (UTC)
- Thanks for the feedback, here's a new version: Video link Download link. For the last section demonstrating damage, I had to use 7 bullets instead of 5, as 5 bullets with the Winger didn't kill the Scout.
Andrew360 16:23, 29 January 2023 (UTC)
- Thanks for the feedback, here's a new version: Video link Download link. For the last section demonstrating damage, I had to use 7 bullets instead of 5, as 5 bullets with the Winger didn't kill the Scout.
┌────────────────────────────────────────────────────────────────────────────────────────────────────┘Both Winger's and Pistol have the same firing rate. Now, while usually damage demonstrations have a bot in the middle of the "pitch" (where the caution tapes are), for this demonstration it would be better that you place the bot right in front of you and fire 5 shots. The clips don't have to be in sync btw · Ashe (talk) 02:27, 18 February 2023 (UTC)
- Alrighty, here's a new version: Video link Download link. I also forgot to render the video at 60 FPS last time, so now that's fixed as well.
Andrew360 16:50, 19 February 2023 (UTC)
- Here it is in 60 FPS, let me know if I need to make any changes.
Video link Download link
Andrew360 23:19, 31 January 2024 (UTC)- The video is not at 60 FPS. You can tell because in yt quality settings the video is only at 1080p, not 1080p60 · Ashe (talk) 03:48, 1 February 2024 (UTC)
- It appears at 1080p60 for me just fine (screenshot).
Andrew360 04:21, 1 February 2024 (UTC)
- It appears at 1080p60 for me just fine (screenshot).
- The video is not at 60 FPS. You can tell because in yt quality settings the video is only at 1080p, not 1080p60 · Ashe (talk) 03:48, 1 February 2024 (UTC)
- Here it is in 60 FPS, let me know if I need to make any changes.
┌────────────────────────────────────────────────────────────────────────────────────────────────────┘ I have 1080p60 here too.
| s | GrampaSwood (talk) (contribs) 14:42, 1 February 2024 (UTC)
- The video is not at 60 FPS. Check the video in yt and move frame by frame. In the ingame section the frames don't interpolate unlike in 60 FPS · Ashe (talk) 03:08, 2 February 2024 (UTC)
- I think the problem is that I didn’t have Vsync on, I’ll remake it tomorrow with Vsync on to see if that changes anything.
Andrew360 03:44, 2 February 2024 (UTC) - The problem wasn't Vsync, but Premiere Pro setting the Timebase to 30 FPS by default. I had only figured this out after I had recorded footage with Vysnc. So here is the actual 60 FPS version, I guess if this one is still off then I have the Vsync version, hah, hah, why must you do this Premiere...
Video link Download link
Andrew360 23:35, 2 February 2024 (UTC)
- I think the problem is that I didn’t have Vsync on, I’ll remake it tomorrow with Vsync on to see if that changes anything.
Killing Gloves of Boxing
Doesn't show reduced attack speed compared to stock fists (no comparison between weapons).
Comparison between stock Fists and the Killing Gloves of Boxing would be nice to have, like in other demonstrations. Denied (Talk) 12:07, 26 October 2021 (UTC)
- Seems reasonable. — Wind 06:56, 19 November 2021 (UTC)
- Same happens during Halloween, souls will always come out of players regardless of
tf_forced_holiday
setting. Will simply have to wait until it's over.
| s | GrampaSwood (talk) (contribs) 14:08, 20 December 2023 (UTC)
- Same happens during Halloween, souls will always come out of players regardless of
┌────────────────────────────────────────────────────────────────────────────────────────────────────┘Here's the video, feedback needed!
Cheddar (talk) 09:02, 29 January 2024 (UTC)
- Looks good, although I'd take more time with the Minigun crits shooting part. Rather than killing all 3 at the same time, mimic the previous demonstration. Try to also be in a position where the cutout isn't hit, as the one on the ground also shows the 'HIT!' text.
| s | GrampaSwood (talk) (contribs) 23:54, 2 February 2024 (UTC)
- Looks good to me, although a minor nitpick would be that the Pyro clip at the end is not in the same position. No need to change that, if you don't want to, though.
| s | GrampaSwood (talk) (contribs) 17:31, 7 February 2024 (UTC)
- Looks good to me, although a minor nitpick would be that the Pyro clip at the end is not in the same position. No need to change that, if you don't want to, though.
Wrap Assassin
Doesn't show projectile being reflected.
Here's The first version, feedback needed!
Cheddar (talk) 17:36, 26 January 2024 (UTC)
- Missing inspect animation in the first clip. Cryptid can be left out of the demonstration. I don't think walking to the resupply cabinet is necessary in the clip with the Engi and Sniper, seems like they were almost recharged by the time you got there. Looks fine otherwise, end of the video is a bit awkward with the music, try and see if you can start fading out halfway through the reel ending noise.
| s | GrampaSwood (talk) (contribs) 21:02, 28 January 2024 (UTC)
- Missing a transition between the outside clip and the engi + sniper clip. May also be beneficial to show off that the +25% recharge rate is based on the Sandman, should probably show that off too in an extra clip. Splendid Screen has this too with the Chargin' Targe.
| s | GrampaSwood (talk) (contribs) 23:47, 2 February 2024 (UTC)
- Missing a transition between the outside clip and the engi + sniper clip. May also be beneficial to show off that the +25% recharge rate is based on the Sandman, should probably show that off too in an extra clip. Splendid Screen has this too with the Chargin' Targe.
- Looks good, maybe if the Sandman's ball recharges the bauble that could be shown off too now that I think about it. Otherwise, looks good.
| s | GrampaSwood (talk) (contribs) 17:31, 7 February 2024 (UTC)
- Looks good, maybe if the Sandman's ball recharges the bauble that could be shown off too now that I think about it. Otherwise, looks good.
┌────────────────────────────────────────────────────────────────────────────────────────────────────┘The sandman ball does indeed seem to recharge the Wrap assassin though I'm not sure if its intended or not, not sure how I'd capture it as one person.
Cheddar • Talk 18:55, 7 February 2024 (UTC)
- Safe to assume it's intentional. You can have bots mirror your loadout, so just have one mirror your loadout with the Sandman.
| s | GrampaSwood (talk) (contribs) 17:12, 14 February 2024 (UTC)- The video seems to be missing the Disguised Spy bauble hit demonstration. Other than that, this video is much clearer and less waffly in content than the previous video. Qwertyxp2000 (talk) 21:11, 26 February 2024 (UTC)
Gunboats
Has in-video text when comparing vs. stock Shotgun (can use third-person view instead).
Here's the first version, feedback needed!
Cheddar (talk) 20:39, 28 January 2024 (UTC)
- Instead of recording the whole thing in third person, I would either only showing off at the start of the clip (Splendid Screen's demo, which compares it with the Targe at some point and only shows that in third person before returning to first person) or (preferably) switch to the Shotgun in the clip and then put it away again. Try to also get the exact same positions for the clip with the other Soldier.
| s | GrampaSwood (talk) (contribs) 23:58, 2 February 2024 (UTC)
- Time between clips is a bit long. I would not start with the Shotgun, but instead start with Rocket Launcher > wait the usual time between clips (~1-1.5 seconds I'd say) > switch to Shotgun > switch to Rocket Launcher > wait 0.5-1 second > perform action.
| s | GrampaSwood (talk) (contribs) 17:31, 7 February 2024 (UTC)
- Time between clips is a bit long. I would not start with the Shotgun, but instead start with Rocket Launcher > wait the usual time between clips (~1-1.5 seconds I'd say) > switch to Shotgun > switch to Rocket Launcher > wait 0.5-1 second > perform action.
- Looks good, but I'd cut down the time it takes to get to the next clip by a bit.
| s | GrampaSwood (talk) (contribs) 17:12, 14 February 2024 (UTC)
- Looks good, but I'd cut down the time it takes to get to the next clip by a bit.
Tin Soldier
Audio is out of sync
Here's the first version, let me know what needs changing! Cheddar (talk) 17:01, 24 January 2024 (UTC)
- The Shovel's taunt replacement sounds different than the rest. Looks good otherwise.
| s | GrampaSwood (talk) (contribs) 19:15, 24 January 2024 (UTC)
- Maybe this could be a rare exception where re-enabling chat might be a good thing. Otherwise you can't really see which voice command is used. Looks good otherwise.
| s | GrampaSwood (talk) (contribs) 19:51, 24 January 2024 (UTC)
- Maybe this could be a rare exception where re-enabling chat might be a good thing. Otherwise you can't really see which voice command is used. Looks good otherwise.
Brundle Bundle
Audio is out of sync
I like the 1986 film The Fly starring Jeff Goldblum, Geena Davis and John Getz so I'll try and fixed the janky audio Mediarch (talk) 23:46, 14 March 2024 (UTC)
- Here ya go https://www.youtube.com/watch?v=95SGpFldmu8 Mediarch (talk) 01:24, 15 March 2024 (UTC)
- Use the keybind provided on the main page for slowly turning, it's a lot smoother than manual hand turning. Make sure the 2 clips don't overlap each other, just flick your mouse back to looking at the front rather than slowly moving it during the other clip. Just like the original video, make sure to take out the pistol only once you're going to do the taunt to avoid the clips overlapping. Make sure the clip's audio also fades out with the reel.
| s | GrampaSwood (talk) (contribs) 21:07, 16 March 2024 (UTC)
- Use the keybind provided on the main page for slowly turning, it's a lot smoother than manual hand turning. Make sure the 2 clips don't overlap each other, just flick your mouse back to looking at the front rather than slowly moving it during the other clip. Just like the original video, make sure to take out the pistol only once you're going to do the taunt to avoid the clips overlapping. Make sure the clip's audio also fades out with the reel.
- Here's version 2, I can't use the camera turn bind in third person so I did my best. I just flipped through engies weapons to show that the outfit is only visible in third person Mediarch (talk) 23:07, 17 March 2024 (UTC)
Overdose
Does not show damage against players vs stock
I'll take this one, I'll probably also make the speed demonstration bits three way (0%, 50%, and 100%) to show that the speed you gain isn't just when you have full uber Mediarch (talk) 04:58, 13 March 2024 (UTC)
https://youtu.be/BNgSl-Wc5hk here ya go let me know if you have any feedback/changes Mediarch (talk) 22:03, 13 March 2024 (UTC)
- Medic should start facing the front rather than the side, or at least turn him a little bit so he faces slightly to your left rather than being a side view. Wait until the voice line finishes playing after killing someone, as to not make the sound overlap. The 3 Medi Gun clips should take out their Medi Gun at roughly the same time, the middle one lags behind. Looks good otherwise.
| s | GrampaSwood (talk) (contribs) 21:07, 16 March 2024 (UTC)
- Here's version 2 Mediarch (talk) 00:40, 17 March 2024 (UTC)
Tribalman's Shiv
Does not show damage against players vs stock or the bleed effect on disguised spies
Here it is, feedback needed!
Cheddar • Talk 17:54, 17 March 2024 (UTC)
- The Spy starts with his Knife instead of Revolver, the Spy looks slightly down from 1 frame to the next during the Disguise clip which makes it look like 2 clips cut together. Looks fine otherwise.
| s | GrampaSwood (talk) (contribs) 20:40, 7 April 2024 (UTC)
Shahanshah
Does not show damage against players vs stock
Here's the Shahanshah demonstration Mediarch ♥ Talk ♥ My Edits 01:41, 27 March 2024 (UTC)
- Combattext batching seems to be on, as the numbers are adding up. Looks good otherwise.
| s | GrampaSwood (talk) (contribs) 20:40, 7 April 2024 (UTC)
Solemn Vow
Needs a swing speed comparison to stock.
Here ya go https://youtu.be/1RRn8TijKmM Mediarch (talk) 22:57, 12 March 2024 (UTC)
- Looks good. Next time for the health id alpha and location use the default ones (though since it's the solemn vow your settings are better in this ocassion). Send the link · Ashe (talk) 21:41, 13 March 2024 (UTC)
- Here ya go, it's processing right now but there's the link. Let me know if you need anything else Mediarch (talk) 00:21, 14 March 2024 (UTC)
Highland Hound
Low quality video, missing fade out, and the taunt is shown from the back too much.
Here ya go Mediarch (talk) 19:31, 17 March 2024 (UTC)
- The transition from the reel music to the ending reel noise could be smoother, it's very abrupt currently.
| s | GrampaSwood (talk) (contribs) 19:37, 17 March 2024 (UTC)
- outro should be smoother now Mediarch (talk) 19:45, 17 March 2024 (UTC)
Surgeon's Squeezebox
October 9, 2023 Patch - Fixed missing outro sequence for the Taunt: Surgeon's Squeezebox.
Video, see this topic for download link. Only includes music up until the actual taunt music begins to play, I thought it's better this way than complete silence until then.
| s | GrampaSwood (talk) (contribs) 18:44, 26 October 2023 (UTC)
Axtinguisher , Postal Pummeler
Updated attribute (removed Sketchek references), also doesn't show minicrit on pyro
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 19:21, 28 March 2024 (UTC)
Is this good? Let me know if you like it and i'll do it again for the postal pumeller. Upload link is here. Naleksuh (talk) 19:48, 15 April 2019 (UTC)
- The framerate is very low, maybe try to reduce your video settings. - Thedop 17:27, 22 April 2019 (UTC+1)
- It's 30fps, how is that "very low"? windpower was okay with 30fps before. Naleksuh (talk) 23:37, 22 April 2019 (UTC)
- Well, maybe it's just me. - Thedop 08:40, 23 April 2019 (UTC+1)
- I agree with Thedop. The demonstration itself is very good, but the framerate is low which makes it look very choppy. That's my two cents at least Zeklyn (talk) 06:59, 23 April 2019 (UTC)
- i dont know if i have the raw video files anymore but i might try exporting in a higher fps Naleksuh (talk) 15:49, 23 April 2019 (UTC)
- A video might be 30 frames per second, but what matters is the number of *distinct* frames per second. If a video has 30 frames per second and every set of 3 frames is identical, then it may be technically 30 frames per second, but to the eye it's actually just 10 frames per second.
- This video is definitely in the "too low framerate" category; if you're not convinced of that, compare the Axtinguisher swing animation in 0.25x speed on your video vs the current video and count the number of unique frames of the swing animation that you can see. You can actually count them in your video, which means it's too low framerate.
- Also, the fade in/out of the 3-way split-screen has overlapping clips, i.e. each clip is transparently bleeding into each other. One easy way to solve this is to render a separate video with the 3-way split-screen rendered with no fades at high quality, then import that video as a single clip into the main video, and add the fades there.
- Lastly, please add a second or so after the 3-way split-screen clip, as it currently ends before the last damage number finishes scrolling off. — Wind 00:37, 20 May 2019 (UTC)
- i dont know if i have the raw video files anymore but i might try exporting in a higher fps Naleksuh (talk) 15:49, 23 April 2019 (UTC)
- I agree with Thedop. The demonstration itself is very good, but the framerate is low which makes it look very choppy. That's my two cents at least Zeklyn (talk) 06:59, 23 April 2019 (UTC)
- Well, maybe it's just me. - Thedop 08:40, 23 April 2019 (UTC+1)
- It's 30fps, how is that "very low"? windpower was okay with 30fps before. Naleksuh (talk) 23:37, 22 April 2019 (UTC)
I have a question before doing this one:
Should I show off that even players immune to afterburn (Pyros/Danger Shield Sniper)? Like on a Pyro being actively burned can still get hit with the Mini-Crit (Its damage is based off of afterburn, if Pyros are immune to afterburn some people may think it means there is no damage bonus). If yes, can I do it with the Degreaser for faster switch speed or have a secondary Pyro ready?
GrampaSwood (talk) 18:00, 28 February 2020 (UTC)
- Sure, sounds useful to show. I think showing it on the Pyro is enough. — Wind 04:11, 24 April 2020 (UTC)
- Video done, just have to edit it.
GrampaSwood (talk) 08:33, 27 June 2020 (UTC)
- Video done, just have to edit it.
Here's the Axtinguisher Mediarch ♥ Talk ♥ My Edits 23:02, 28 March 2024 (UTC)
Here's the Mailbox Mediarch ♥ Talk ♥ My Edits 23:04, 28 March 2024 (UTC)
- It seems like you left the combattext batching setting on, which makes it add up all the damage. Looks good otherwise.
| s | GrampaSwood (talk) (contribs) 20:40, 7 April 2024 (UTC)
Dalokohs Bar
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 16:18, 19 April 2024 (UTC) The model now included the bite mark, the plate model added
As mentioned on the weapon's page, the overheal bug is still effective since JI and i'm not sure if it's temporary or not. - Thedop 19:11, 20 Obtober 2018 (UTC+1)
- Got this video finished, just need 1 more scene with Thedop.
- Edit on 27/6/2020: Same thing applies
GrampaSwood (talk) 13:12, 9 February 2020 (UTC)
- The video files are on a different PC now, so unlikely I'll ever bother to retrieve them. Someone else can do them at some point.
| s | GrampaSwood (talk) (contribs) 21:36, 12 November 2023 (UTC)
- The video files are on a different PC now, so unlikely I'll ever bother to retrieve them. Someone else can do them at some point.
A demonstration of the Dalokohs bar https://www.youtube.com/watch?v=F8lOulgqmZ4 Wimmer 23:01, 1 December 2023 (GMT+1)
- Looks good.
| s | GrampaSwood (talk) (contribs) 12:37, 2 December 2023 (UTC)
Here's V1 of the Dalokohs bar demo Mediarch ♥ Talk ♥ My Edits 22:57, 20 April 2024 (UTC)
- Not sure if it's a bit picky, but I personally think that the recharge scene should involve Heavy eating chocolate off cooldown, so it will show how many chocolates Heavy can eat before the Sandvich recharges. Qwertyxp2000 (talk) 22:07, 22 April 2024 (UTC)
Fishcake
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 16:15, 19 April 2024 (UTC)
The model now included the bite mark, the plate model added
See Dalokohs Bar. - Thedop 10:39, 12 October 2018 (UTC+1)
- Got this video finished, just need 1 more scene with Thedop.
- Edit on 27/6/2020: Same thing applies
GrampaSwood (talk) 13:12, 9 February 2020 (UTC)
Here is my version of the Fishcake weapon demonstration https://www.youtube.com/watch?v=ym8r-gSEm10 - Wimmer 4:46, 25 November 2023 (GMT+1)
- You don't need to spin the Heavy around in the Loadout menu, simply hover over the weapon then press escape once you feel like the viewer has had enough time to read the description. When the Soldier fires, you are also getting healed by the Medic at the same time. There is a command to only have bots with a specific weapon fire, not sure what the parameter for the Rocket Launcher is, but using that command bound to a key would be better as it wouldn't temporarily have you healed by the Medic. Alternatively, try to stand in a position where the Medic won't hit you when he heals.
- It seems like the clip for dropping the Fishcake on the ground is missing, it's meant to demonstrate that picking it up yourself while injured doesn't heal you. It's also not necessary to use voice lines, no need to yell for Medic or say thanks. Although a nice touch, it makes the video feel more like a cartoonish animation video than a demonstration. When the clip with the Medic starts, ideally you would have an unbitten Fishcake, and when the clip of the Soldier starts ideally you'd have max ammo (so 4 loaded, 20 reserve). When killing the Heavy, make sure your hit/killsound is off and that you look at the ammo pack he drops before walking over it. Currently, it looks like walking over a dropped Fishcake gives you health. Also a minor nitpick, friendly classes should be called "Friendly Classname". So rather than "Medic", it should be "Friendly Medic".
- I like the inspect after eating it, that's not smth that's been done before IIRC but it's a nice touch.
| s | GrampaSwood (talk) (contribs) 12:12, 25 November 2023 (UTC)
- Thanks for the verifications, I'll make sure to fix all of these issues. And I do too think it's worth inspecting the item after eating it, especially with how the fishcake never had a bit model before.
- Wimmer 12:14, 28 November 2023 (GMT+1)
- Here is the new version of the Fishcake weapon demonstration with the suggested changes https://www.youtube.com/watch?v=Md1n6ei8Z1M
- Wimmer 14:48, 28 November 2023 (GMT+1)
- In the loadout menu, your mouse should be over the Fishcake the entire time (this can be easily fixed, it only requires editing so no entire redo). The only thing that's missing is a clip of the Medic being on fire and being extinguished (you can skip the Medic walking over it, you can just make it so the Medic is on fire and then you throw it directly at him. Otherwise it requires 2 players). Other than that, it looks good to me, especially the transition between the first clip and the second clip. That must have taken a long time to set up, though do note that it's not entirely necessary if you do feel like it's too much effort, so don't worry about doing that each transition.
| s | GrampaSwood (talk) (contribs) 14:04, 28 November 2023 (UTC)
- In the loadout menu, your mouse should be over the Fishcake the entire time (this can be easily fixed, it only requires editing so no entire redo). The only thing that's missing is a clip of the Medic being on fire and being extinguished (you can skip the Medic walking over it, you can just make it so the Medic is on fire and then you throw it directly at him. Otherwise it requires 2 players). Other than that, it looks good to me, especially the transition between the first clip and the second clip. That must have taken a long time to set up, though do note that it's not entirely necessary if you do feel like it's too much effort, so don't worry about doing that each transition.
- Here is the new version of the Fishcake weapon demonstration with the new changes https://www.youtube.com/watch?v=xFnrRS-ihbY
- Wimmer 21:22, 29 November 2023 (GMT+1)
- Yeah looks good, although I swear in previous clips you were damaged when you picked up the Fishcake that was dropped on the floor. If you are going to re-record that, perhaps reload your Rocket Launcher beforehand to make sure it shows you get healed but no ammo. It also doesn't show off the Scout's 25 extra HP from dropped lunchbox items.
| s | GrampaSwood (talk) (contribs) 20:39, 29 November 2023 (UTC)
- Yeah looks good, although I swear in previous clips you were damaged when you picked up the Fishcake that was dropped on the floor. If you are going to re-record that, perhaps reload your Rocket Launcher beforehand to make sure it shows you get healed but no ammo. It also doesn't show off the Scout's 25 extra HP from dropped lunchbox items.
- Added the reload for Soldier and the scout scene https://www.youtube.com/watch?v=OKHJxhkDWxQ
- Wimmer 23:42, 29 November 2023 (GMT+1)
- I just realised I forgot to disable the Killsound again, I’ll have to modify that
- Wimmer 12:12, 30 November 2023 (GMT+1)
- New revision with no killsounds https://youtu.be/tOotHamBl2s
- Wimmer 00:45, 1 December 2023 (GMT+1)
- Seems like you're not injured during the clips where you kill the Heavy, other than that I don't see any issues.
| s | GrampaSwood (talk) (contribs) 00:37, 1 December 2023 (UTC)
- Seems like you're not injured during the clips where you kill the Heavy, other than that I don't see any issues.
- Final edit of the Fishcake Demonstration video https://www.youtube.com/watch?v=kTVlybWCIf4
- Wimmer 22:06, 1 December 2023 (GMT+1)
┌────────────────────────────────────────────────────────────────────────────────────────────────────┘Looks good to me.
| s | GrampaSwood (talk) (contribs) 12:37, 2 December 2023 (UTC)
Fishcakev1Mediarch ♥ Talk ♥ My Edits 20:25, 19 April 2024 (UTC)
- Yes.
| s | GrampaSwood (talk) (contribs) 08:41, 20 April 2024 (UTC)
- Yes.
- Here's V2 with the sandvich comparison Mediarch ♥ Talk ♥ My Edits 22:55, 20 April 2024 (UTC)
- Likewise with the Chocolate comment, I sorta believe it would be a good idea to have Heavy eat the fishcake off cooldown just to show how many fishcakes he can eat before the Sandvich recharges. Qwertyxp2000 (talk) 22:11, 22 April 2024 (UTC)
- Here's V2 with the sandvich comparison Mediarch ♥ Talk ♥ My Edits 22:55, 20 April 2024 (UTC)
Blutsauger
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 10:42, 12 May 2024 (UTC)
Old discussion (2021)
Here's the Blutsauger demonstration ready for feedback. Shows the updated description and I also included a clip to show that you don't gain health from buildings. Mediarch ♥ Talk ♥ My Edits 19:28, 13 May 2024 (UTC)
- The demo also needs to show that the effect is pasive, so you have to include a clip where the medic receives damage with the blutsauger and the medigun/bonesaw deployed · Ashe (talk) 04:25, 27 May 2024 (UTC)
Cleaner's Carbine
This demonstration has been reserved: Cheddar • Talk 13:59, 3 May 2024 (UTC)
- Needs a firing speed comparison to stock, does not show CRIKEY! gain from damaging buildings and disguised Spies.
- I may need a bit of time to obtain a Cleaner's Carbine for this video. This will be solved once Scrap.TF is working again. Scorchshotgaming (talk) 06:45, 19 April 2024 (UTC)
Maul , Homewrecker
Does not show damage against players vs stock
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 17:41, 26 March 2024 (UTC)
Here's the Maul Mediarch ♥ Talk ♥ My Edits 00:19, 27 March 2024 (UTC)
Here's the Homewrecker Mediarch ♥ Talk ♥ My Edits 00:19, 27 March 2024 (UTC)
- It seems like the combattext batching was still on, as the damage numbers get added up. You don't have to be named "Friendly Engineer" for the Dispenser clip, it can just be your own name.
- In the Homewrecker one specifically: Try not to rotate around a target too much when hitting them (this is mostly when hitting the Pyro at the start, where all 3 subsequent hits are from a different angle). Both look good otherwise.
| s | GrampaSwood (talk) (contribs) 20:40, 7 April 2024 (UTC)
Secret Saxton
This demonstration has been reserved: Cheddar • Talk 16:07, 27 April 2024 (UTC)
I don't think it's very needed, but since it seems very simple, I can do it · Ashe (talk) 05:13, 16 December 2023 (UTC)
- Won't you need another person since they are only delivered to players while playing on a server? Cheddar (talk) 08:18, 16 December 2023 (UTC)
┌────────────────────────────────────────────────────────────────────────────────────────────────────┘ I'm still up for making this demonstration, I would need a lovely assistant to help out with it. Cheddar (talk) 18:24, 21 January 2024 (UTC)
- IF you still need an assist I could help some time just let me know Mediarch (talk) 23:43, 12 March 2024 (UTC)
- pretty sure You should be able to use https://na.serveme.tf/ to temporarily rent a server. That's what a lot of the competitive teams use for matches. If that doesn't work I could ask around and know a few people that might have their own servers we could borrow Mediarch (talk) 08:49, 15 March 2024 (UTC)
Sandvich
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 19:57, 20 May 2024 (UTC)
Show that a dropped plate doesn't heal
Demonstration link
Hinaomi recommended this, so might as well try it. I would be up to make it if it's a valid reason GrampaSwood (talk) 12:02, 13 September 2019 (UTC)
- Not sure I follow. You mean that picking up a dropped plate restocks the sandvich? That's already demonstrated... — Wind 00:38, 16 September 2019 (UTC)
- Show that picking up a sandvich that's dropped via mouse2 doesn't heal.
GrampaSwood (talk) 05:30, 16 September 2019 (UTC)
- Show that picking up a sandvich that's dropped via mouse2 doesn't heal.
- Just talked on the IRC channel today (log) and GrampaSwood willingly relinquished the reservation for me. I am gonna focus on my reservations first, though. — Exaskliri (they/them) (talk | contribs) 15:54, 18 April 2022 (UTC)
Here's Sandvich demonstration ready for feedback Mediarch ♥ Talk ♥ My Edits 19:59, 21 May 2024 (UTC)
- Would you mind to use a unique quality sandvich for the loadout? · Ashe (talk) 00:10, 8 June 2024 (UTC)
Ullapool Caber
This demonstration has been reserved: No one
Does not demonstrate activation on cloaked enemy Spies
Does not demonstrate activation on disguised enemy Spies
Does not demonstrate damage penalty of the grenade stick
Demonstration link
This video does not need a desperate rework, but it is worth adding some extra stuff here and there. Specifically the cloak and disguise interactions.
Part 1: The Main Gang (Pyro, Soldier, Medic)
- Attack the Pyro with a full caber. Watch the explosion and Demoman saying "Kablooey!" or similar.
- After landing, kill the Pyro with the now empty caber.
- Kill the Soldier with consecutive hits of the empty caber.
- Kill the Medic with consecutive hits of the empty caber.
- Taunt
Part 2: Blast Radius Tests + Caber Jumping
Do the same as current video's Part 2 except friendly Scout is removed. And some more added too.
- Approach between an enemy Engineer and an enemy Sniper. [Note: Friendly Scout is moved to the next Act]
- Look at both of them while standing still.
- Look down at the ground and then swing the caber.
- Crouch, look down, and then swing the caber. Watch the explosion affect the enemy players.
- Look at the enemy players again.
- Run to the Resupply room, look at the sign, and enter the room.
- Touch the Resupply cabinet.
- Repeat Step 4.
- Run to the Resupply room and immediately go to the Resupply cabinet and out.
- Approach a high location (in the current video, it is a bunch of crates)
- Jump and strike the wall of the high location to get to the top of it.
Part 3: Player Interactions
First part is a single enemy Spy.
Part 3a: Cloaked Spy
- Let the Spy cloak
- Approach cloaked Spy and attack with the full caber. If the facts are right, an explosion should trigger.
- Refresh the screen to the next scene...
There are two players on the side, a friendly Scout and an enemy Spy.
Part 3b: Disguised Spy
- Let the Spy disguise as a friendly Scout.
- Approach friendly Scout and attack with the full caber. Nothing should happen.
- Now go to the disguised Spy and repeat Step 3. The difference is that the explosion should trigger.
Part 4: Deployment and Holstering
- Do the same set of actions as the current video, or in any appropriate method.
Qwertyxp2000 (talk) 02:23, 22 June 2022 (UTC) Qwertyxp2000 (talk) 02:31, 22 June 2022 (UTC)
- Good list, but agree that this isn't worth redoing if it's only for those extra interactions. — Wind 21:39, 31 July 2022 (UTC)
- Here is the video, feedback needed!
Cheddar • Talk 11:03, 4 May 2024 (UTC)- I consider that the holster penalty clip doesn't show the penalty properly. For this case, you should just use the sticky launcher. Also, the demo doesn't show the dmg penalty the stick has. You should use a demoman to show the dmg as 55*3 = 165, not enough dmg to kill a demo · Ashe (talk) 00:07, 8 June 2024 (UTC)
- I agree with the addition of one more clip of the empty caber versus the bottle. Here’s what I think should occur after the deployment and bolstering scene…
- I consider that the holster penalty clip doesn't show the penalty properly. For this case, you should just use the sticky launcher. Also, the demo doesn't show the dmg penalty the stick has. You should use a demoman to show the dmg as 55*3 = 165, not enough dmg to kill a demo · Ashe (talk) 00:07, 8 June 2024 (UTC)
- Here is the video, feedback needed!
Part 5: Rate and Damage Comparison
Two clips side by side with enemy Pyro. One side is the bottle, the other side is the empty caber.
- Wait for a few seconds
- Strike the Pyro off cooldown with both weapons
Qwertyxp2000 (talk) 23:29, 8 June 2024 (UTC)
- I would turn the Demoman so that the Caber is visible in the Loadout menu, as the current demo does. I'm assuming the first miss when looking at the ground is intentional, to show off it needs crouching. Because of the viewmodel of the Caber, it may be a neat addition (in the Bottle damage comparison clip) to first inspect the caber and show it as broken. I would also like to see an additional clip that shows that hitting someone's legs (while you crouch) will do more damage. Show this off on a side-by-side comparison with a regular hit to the body on a class with 125 HP, as it can make the difference between life and death.
| s | GrampaSwood (talk) (contribs) 14:54, 30 June 2024 (UTC)
- Very good!
| s | GrampaSwood (talk) (contribs) 20:49, 13 July 2024 (UTC)
- Very good!
FrankenHeavy
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 18:55, 15 July 2024 (UTC)
Quality is pretty poor, doesn't show the taunt very well, and abruptly ends
Demonstration link
Looks good.
| s | GrampaSwood (talk) (contribs) 15:17, 20 July 2024 (UTC)
Surgeon's Squeezebox
This demonstration has been reserved: GrampaSwood
Needs to show the full music loop.
Demonstration link
My only concern is the audio being too quiet. The music fades out before the taunt music starts, as usual, and the music should be a full loop.
| s | GrampaSwood (talk) (contribs) 14:54, 30 June 2024 (UTC)
- Increase the volume to the same level as the current video in the channel · Ashe (talk) 03:47, 15 July 2024 (UTC)
- I've increased the volume to the point where it should hopefully be good. If not, I'll probably just re-record the whole thing. I accidentally put my volume to 0.25 instead of 0.5.
| s | GrampaSwood (talk) (contribs) 15:16, 20 July 2024 (UTC)
- I've increased the volume to the point where it should hopefully be good. If not, I'll probably just re-record the whole thing. I accidentally put my volume to 0.25 instead of 0.5.
Can It!
This demonstration has been reserved: GrampaSwood 3-8-2024 13:51 CEST
Updated Taunt: Can It! to fix missing flies particle effect
Demonstration link
My only concern is the sound being a bit low.
| s | GrampaSwood (talk) (contribs) 12:16, 3 August 2024 (UTC)
Cremators Condolences
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 22:10, 28 July 2024 (UTC)
Demonstration link
It's missing the spin at the end.
| s | GrampaSwood (talk) (contribs) 13:41, 31 July 2024 (UTC)
Straight Shooter Tutor
This demonstration has been reserved: Cheddar • Talk 07:37, 28 July 2024 (UTC)
Demonstration link
Looks good, though the only thing I would change is to keep spinning until the front in the end, but if you don't wanna do that feel free to change this to approved status.
| s | GrampaSwood (talk) (contribs) 13:41, 31 July 2024 (UTC)
Unleashed Rage
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 13:47, 27 July 2024 (UTC)
Demonstration link
Looks good, but it's missing the spin. Are the facial animations broken? Soldier, Heavy, Sniper, and Spy don't seem to open their mouth when screaming in-game (I know the loadout is bugged).
| s | GrampaSwood (talk) (contribs) 13:41, 31 July 2024 (UTC)
Original
This demonstration has been reserved: Cheddar • Talk 10:03, 5 August 2024 (UTC)
Missing new reload sound
Demonstration link
Old Reservation (5th January 2024)
I'd say this is an incredibly low priority one, may not even be worth redoing.
GrampaSwood (talk) 11:23, 17 January 2023 (UTC)
I hope I've done this correctly, I am just beginning to get to work setting up to film my demonstration — MudkipOnYT (talk) 18:23, 5 April 2024 (UTC)
Here is the link to my finished demonstration, I noticed other users who uploaded to Google Drive being told by the Moderators that their videos were in 30FPS. This one is at 60FPS, it just doesn't play at 60FPS in the Google Drive embedded player, it must be downloaded. Awaiting feedback! — MudkipOnYT (talk) 12:10, 6 April 2024 (UTC)
- In the firing angle demonstrations, wait for about 3 seconds before commencing the firing. The rightwards angle demonstration is a bit too quick. Same with the frontal angle demonstration. Also, for the rocket jumping demonstration, don't wiggle around the screen so much during those idle phases; 1:29-1:31 are quite noticeably obvious. Qwertyxp2000 (talk) 22:03, 22 April 2024 (UTC)
- Yeah I notice all of that now, can just go and re-record it at some point, I also interrupted the reload animation at the beginning. - MudkipOnYT (talk) 10:05, 23 April 2024 (UTC)
Looks good, though the last rocket jump is a bit awkward. No need to redo... just saying get better scrub.
| s | GrampaSwood (talk) (contribs) 15:36, 5 August 2024 (UTC)
Self-Aware Beauty Mark
This demonstration has been reserved: Cheddar • Talk 15:27, 4 August 2024 (UTC)
Updated description. (Also handy for putting out a fire)
Extinguish an ally reduces the cooldown by 20%
Demonstration link
A funny bug but i think i better waiting for Valve to fix it. - Thedop 10:35, 12 October 2018 (UTC+1)
Hey there, I decided I'd help out on this Hopefully around Jan 8-9 would be where I have everything for this demonstration. KingK (talk) 04:16, 6 January 2024 (UTC)
Alright I got it all right here.
Video - KingK (talk) 03:51, 10 January 2024 (UTC)
- Seems like your graphics settings aren't on the max, the windows on tr_karma also seem to be bugged. For the first clip, your kill sound should be turned off. For the second clip, make sure to switch all the bots back to the Shotgun. For the third clip, the clip is quite laggy and the sound suddenly increases halfway through. Fourth clip looks fine, albeit with some quality issues as mentioned before. For the first Spy clip, make sure to wait until he's fully invisible to throw the Jarate on him. Splitting up the cloaked and disguised Spy clip like this is better imo, rather than having it be one clip like the original. In the clip where you extinguish 3 teammates, it's fine to just use a single Heavy for that rather than 3 teammates. Maybe 3 clips at the same time would also be suitable for this: one to show off no extinguish, one to show off 1 extinguish, and one to show off extinguishing 2 teammates. It would show that 1 ally extinguished and 2 allies extinguished equally reduces the cooldown.
- Other than that, remember to stand still between each clip. It seems like this was most notable on the clip with you and the Heavy being extinguished. The minimum acceptable video quality would be 1080p 60fps, perhaps recording only at that resolution rather than 4k will help with running the game a bit smoother, as currently some clips are very laggy even on 1080p.
| s | GrampaSwood (talk) (contribs) 11:48, 10 January 2024 (UTC)
- The video still looks laggy. It was not recorded at 60 fps. Also your antialiasing settings are still low. Use 4x or 8x.
- The video still has some problems. General: You wait too much between clips. When using half/third width clips don't disabled the HUD. I know that sometimes the elements look out of place but that can be fixed by editing the hud. First clip: The jar being misplaced is not your fault, but I think I can send a fix here. Second clip: The demoman should hit his 2 pipes instead of trying to kill the medic with rollers. 4th clip: I think you recorded the clips with normal width. Use half-width. 5th clip: The spy clips are now similar to the mad milk video. That's good, however, don't separate the spy clips. Record the clip in one shot. 6th clip: wait a bit before extinguishing yourself and the heavy. 7th clip: again, don't hide the hud. Final clip: It still shows the match hud bar. You can fix this by reloading the hud using hud_reloadscheme. · Ashe (talk) 22:30, 24 January 2024 (UTC)
- For a future demonstrator, you will have to use these files that override the allclass animations of the sniper so the self aware appears at it should in the loadout. Use it only for the loadout. It also includes a fix for the mutated milk loadout pose too · Ashe (talk) 18:20, 7 June 2024 (UTC)
Looks good, though the Beauty Mark has a special animation that plays if you hold the inspect button. I think it's worth showing that off (he shakes the can). The Spy that cloaked and jumped in the water did a really good job, btw. Very handsome, too.
| s | GrampaSwood (talk) (contribs) 15:36, 5 August 2024 (UTC)
Eyelander , Nessie's Nine Iron , Horseless Headless Horsemann's Headtaker , and Half-Zatoichi
This demonstration has been reserved: Cheddar • Talk 18:35, 3 July 2024 (UTC)
Show slower deploy and holster comparision.
Eyelander Nine-Iron, Horseless Headless Horsemann's Headtaker, Half-Zatoichi
The other swords shows the comparision except for the above ones. ThunderRunner (talk) 08:54, 18 December 2021 (UTC)
I think I am capable of doing demonstrations again. As someone on the wiki that doesn't get credited for shit, I think these might upper my reputation.
---- Talk Contribs Steam 04:32, 19 April 2024 (UTC)
- What edits/contributions have you made that you did not get credited for?
| s | GrampaSwood (talk) (contribs) 05:13, 19 April 2024 (UTC)
- On all of these edits you are credited just fine. How did you expect to be credited?
| s | GrampaSwood (talk) (contribs) 16:00, 19 April 2024 (UTC)
- On all of these edits you are credited just fine. How did you expect to be credited?
- Slimy, you don't need Wikichievements on a wiki. The point of it is to inform, not be popular. Also, Mediarch has been constantly doing this sort of thing, pretty consistently too. Just look at the recent changes. Besides, your contributions don't warrant most of the stuff Medi has, n' you've already got a decent amount of Wikichieves. — payn. Talk Contribs 00:02, 13 May 2024 (UTC)
Looks good, waiting for the other demos to put it on approved (putting it to "nodemo" for now).
| s | GrampaSwood (talk) (contribs) 20:49, 13 July 2024 (UTC)
- On the Half-Zatoichi one, I would add a clip showing it heals half HP (so just start at 1 HP and kill someone) and then I would add another clip that shows you can't switch off of the weapon with 50 HP or less (just use no fast switch there). The rest are good.
| s | GrampaSwood (talk) (contribs) 13:41, 31 July 2024 (UTC)
Pomson 6000
This demonstration has been reserved: Talk Contribs Steam 19:52, 24 July 2024 (UTC)
October 21, 2016 Patch - Fixed the Pomson 6000 playing the Shotgun reload sound.
Demonstration link
This time, I am actually going to work hard on this one.
Talk Contribs Steam 19:52, 24 July 2024 (UTC)
- I don't know why but I can't do demonstrations with other people. Maybe it's because the item servers are down?
- Talk Contribs Steam 22:07, 29 July 2024 (UTC)
- They shouldn't be, what's the issue?
| s | GrampaSwood (talk) (contribs) 22:11, 29 July 2024 (UTC)
- They shouldn't be, what's the issue?
- Are you using
-enablefakeip
in launch options andsv_lan
set to0
before making it?
| s | GrampaSwood (talk) (contribs) 23:19, 29 July 2024 (UTC)
- Are you using
The only issue I can see with this demo is that the clips with the double view are a bit unnecessary, it seems like they can be shown off with just the Engi's view too, as the views after that are already showing off Medic's pov. Other than that, the video looks slightly laggy on my end, but I'm not sure if that's a problem just on my end so Ashe will have to be the judge on that.
| s | GrampaSwood (talk) (contribs) 15:36, 5 August 2024 (UTC)
- Video didn't look laggy for me. Looks good. Thanks · Ashe (talk) 14:51, 15 August 2024 (UTC)
- Nvm, the video is 30 fps. I thought that swood was talking about a video glitch. Please upload the video in 60 fps · Ashe (talk) 05:59, 16 August 2024 (UTC)
- Looks good, Kibblekip confirmed the video is 60 FPS so imo it's good to go. Though I do think that for the future, perhaps it's best to have the first Spy cloak clip feature 2 Spies. One that gets shot and one that doesn't.
| s | GrampaSwood (talk) (contribs) 23:31, 16 August 2024 (UTC)
- Looks good, Kibblekip confirmed the video is 60 FPS so imo it's good to go. Though I do think that for the future, perhaps it's best to have the first Spy cloak clip feature 2 Spies. One that gets shot and one that doesn't.
- Nvm, the video is 30 fps. I thought that swood was talking about a video glitch. Please upload the video in 60 fps · Ashe (talk) 05:59, 16 August 2024 (UTC)
Direct Hit
This demonstration has been reserved: Kibblekip (talk) 10:53, 7 August 2024 (UTC)
Does not show splash damage size compared to stock. No damage comparison to stock. You can airshot a soldier that rocket jumps.
Demonstration link
I've wanted to contribute a weapon demonstration before and felt this was a good one to do, so I hope it is okay to reserve this for now while I prepare the clips and video. The weapon stats explicitly mentions it also mini-crits against targets launched airborne via the Grappling Hook and Thermal Thruster; would (either of) these be worth including alongside the rocket jumping Soldier airshot?
Kibblekip (talk) 10:53, 7 August 2024 (UTC)
- I forgot to suggest actually; given the other Soldier primary weapons also showcase airshot clips, I feel it would be reasonable to show a comparison between the stock and Direct Hit for this due to the Mini-Crit stat. Would it be best to only do it for the clip of the Direct Hit launching the enemy airborne, or for multiple (or none) of the clips.
Kibblekip (talk) 11:02, 7 August 2024 (UTC)
- There's no need for the comparison imo, just a clip of an airshot is good. I also think it's also worth including the Grappling Hook and Thermal Thruster as they're specifically mentioned.
| s | GrampaSwood (talk) (contribs) 12:17, 7 August 2024 (UTC)
- There's no need for the comparison imo, just a clip of an airshot is good. I also think it's also worth including the Grappling Hook and Thermal Thruster as they're specifically mentioned.
- Trying to get the airshot clip ft. Grappling Hook wasn't working, and after a little searching I found out that Mannpower mode disabled (mini-)crits caused by being launched airborne in 2020, and the Direct Hit's weapon statistics were never updated to address that it does not work with Grappling Hooks anymore. I'm unsure if I should include the Grappling Hook in the demonstration or not due to this, though it may be good to add to the Bugs list on the weapon page regardless. This same issue exists for the Reserve Shooter as well.
Kibblekip (talk) 01:53, 8 August 2024 (UTC)
- Trying to get the airshot clip ft. Grappling Hook wasn't working, and after a little searching I found out that Mannpower mode disabled (mini-)crits caused by being launched airborne in 2020, and the Direct Hit's weapon statistics were never updated to address that it does not work with Grappling Hooks anymore. I'm unsure if I should include the Grappling Hook in the demonstration or not due to this, though it may be good to add to the Bugs list on the weapon page regardless. This same issue exists for the Reserve Shooter as well.
- I've uploaded the demonstration video; I've opted to include the Grappling Hook airshot anyway as it is explicitly mentioned in the weapon description. I've also included damage to buildings, as it is a common use case for the Direct Hit and felt was relevant to the demonstration.
Kibblekip (talk) 00:04, 9 August 2024 (UTC)
- I've uploaded the demonstration video; I've opted to include the Grappling Hook airshot anyway as it is explicitly mentioned in the weapon description. I've also included damage to buildings, as it is a common use case for the Direct Hit and felt was relevant to the demonstration.
┌────────────────────────────────────────────────────────────────────────────────────────────────────┘ Felt like I had forgotten something, I even already had the clips for it! Updated demonstration link to add splash damage radius comparison.
Kibblekip (talk) 02:42, 9 August 2024 (UTC)
- The clip where a Demoman was shot mid-air first before the series of other interactions with blast/air conditions doesn't feel right. There seems to be no clip where Demoman launched himself with a stickybomb. I would perhaps use a Medic for this one, and/or add a separate clip with Demoman launching himself with a stickybomb. But that's just my personal feedback. Qwertyxp2000 (talk) 10:29, 12 August 2024 (UTC)
- I agree with the first two airshot clips being sufficient. I think the building clip is unnecessary, as we don't show that for other damage bonus/penalty attributes. I'm also missing a clip of you rocket jumping and the effect the damage bonus has on your HP (or the lack thereof). Other than that, if the video gets approved it would be best if you also made a version without the Grappling Hook clip, and then also sent that over. That way if they ever fix the attribute we don't need to redo the whole video or edit it.
| s | GrampaSwood (talk) (contribs) 23:31, 16 August 2024 (UTC)
- I agree with the first two airshot clips being sufficient. I think the building clip is unnecessary, as we don't show that for other damage bonus/penalty attributes. I'm also missing a clip of you rocket jumping and the effect the damage bonus has on your HP (or the lack thereof). Other than that, if the video gets approved it would be best if you also made a version without the Grappling Hook clip, and then also sent that over. That way if they ever fix the attribute we don't need to redo the whole video or edit it.
- Looks good.
| s | GrampaSwood (talk) (contribs) 21:46, 29 August 2024 (UTC)
- Looks good.
- @Kibblekip In the section where you compare the dmg radious, make it so the rocket launcher clip goes first and then the direct hit, so that it looks less confusing~. Also, idk about the grappling hook thing. It would be better to remove the clip. I'm pretty sure Valve at some point is going to remove that attribute from the direct hit · Ashe (talk) 17:45, 14 September 2024 (UTC)
┌────────────────────────────────────────────────────────────────────────────────────────────────────┘I've removed the Grappling Hook clip and added a delay between the Rocket Launcher and Direct Hit clip, as I assume this is what you was asking for.
Kibblekip T | C 20:26, 14 September 2024 (UTC)
Soda Popper
This demonstration has been reserved: Kibblekip (talk) 02:31, 8 August 2024 (UTC)
Needs to show Hype build on disguised spies.
Demonstration link
I'd also like to better indicate both the distance and height that can be achieved in separate clips, as I feel the original demonstation does not fully showcase the capabilities of the Soda Popper's Hype gauge in the last clip alone. Would it be good to also include Hype build on invisible Spies, or would only disguised Spies be necessary?
Kibblekip (talk) 02:31, 8 August 2024 (UTC)
- Something I only considered just before I got to video editing is that the Soda Popper's increased fire rate and reduced reload speed stats appear to be directly in reference to the FaN rather than the Scattergun, thoughts on including a comparison between the two? (probably side-by-side clips of shooting a Heavy, probably from far enough away that it doesn't trigger the FaN's knockback)
Kibblekip (talk) 19:38, 8 August 2024 (UTC)
- Just compare to all 3. Scattergun, Force-A-Nature, and Soda Popper in one clip. Also make sure to inspect the Force-A-Nature before starting the clip.
| s | GrampaSwood (talk) (contribs) 19:49, 8 August 2024 (UTC)
- Just compare to all 3. Scattergun, Force-A-Nature, and Soda Popper in one clip. Also make sure to inspect the Force-A-Nature before starting the clip.
- If I do all three the HUD breaks due to the Soda Popper's 'Hype' HUD clipping over the health bar. Is there a way I'd be able to fix this? If not I'll only be able to compare two of them at once, to which I'd probably do the FaN and Soda Popper and ignore the Scattergun.
Kibblekip (talk) 10:15, 9 August 2024 (UTC)
- If I do all three the HUD breaks due to the Soda Popper's 'Hype' HUD clipping over the health bar. Is there a way I'd be able to fix this? If not I'll only be able to compare two of them at once, to which I'd probably do the FaN and Soda Popper and ignore the Scattergun.
- Unless you're using a custom HUD or playing in 4:3, the Hype meter shouldn't be anywhere near the health bar, instead it should be near the ammunition count. (You should use the default HUD + a 16:9 resolution, at least 1366x768 or 1600x900 when making demonstration videos) ♡ JupiterSphere ♡ ( ◡‿◡ *) ⊱✿⊰ Talk To Me! ⊱✿⊰ 11:07, 9 August 2024 (UTC)
- This is unfortunately not an option if they need to compare 2 or 3 clips in one go.
| s | GrampaSwood (talk) (contribs) 11:11, 9 August 2024 (UTC)
- This is unfortunately not an option if they need to compare 2 or 3 clips in one go.
Demonstration added. I used separate clips to show the Soda Popper's Hype gauge usage both for primarily horizontal and vertical movement separately, as I felt this gives a better idea of how it can be utilized.
Kibblekip (talk) 01:29, 10 August 2024 (UTC)
- Looks good. I think the initial clip doesn't need the Hype jumps, though. No need to redo for that.
| s | GrampaSwood (talk) (contribs) 23:31, 16 August 2024 (UTC)
- I should have answered before. For the 3 clips section, please modify the huditemeffectmeter_sodapopper.res file and move the meter above the ammo. Now, this scene is kinda confusing, so make 2 scenes, in the first show only the increased firing speed (vs the scattergun) and in the second only the increased reload speed (vs the fan) · Ashe (talk) 02:49, 25 August 2024 (UTC)
- As in have a scene with the Scattergun & Soda Popper (firing speed), a scene with the FaN & Soda Popper (reload speed), and then the three guns together like it is currently (aside from edited HUD)? Personally I feel the existing trio of clips gets the stat differences across reasonably enough, but if you feel it would be more appropriate to have them separated first I'll do that, sure.
Kibblekip T | C 19:22, 25 August 2024 (UTC)
- As in have a scene with the Scattergun & Soda Popper (firing speed), a scene with the FaN & Soda Popper (reload speed), and then the three guns together like it is currently (aside from edited HUD)? Personally I feel the existing trio of clips gets the stat differences across reasonably enough, but if you feel it would be more appropriate to have them separated first I'll do that, sure.
┌────────────────────────────────────────────────────────────────────────────────────────────────────┘I've updated the demonstration to remove said section.
Kibblekip T | C 20:06, 30 August 2024 (UTC)
Widowmaker
This demonstration has been reserved: Cheddar • Talk 17:47, 1 August 2024 (UTC)
Needs to show that metal is not gained when shooting disguised spies.
Demonstration link
Looks good.
| s | GrampaSwood (talk) (contribs) 15:36, 5 August 2024 (UTC)
Unleashed Rage
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 03:54, 14 August 2024 (UTC)
Updated Taunt: Unleashed Rage to fix incorrect outro timing.
Demonstration link
Looks good.
| s | GrampaSwood (talk) (contribs) 23:31, 16 August 2024 (UTC)
Time Out Therapy
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 23:52, 16 August 2024 (UTC)
Materials were updated on September 16, 2021 Patch and the mug is now team-colored, the cross is red or blue.
Demonstration link
Meet the Medic (taunt)
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 03:40, 19 August 2024 (UTC)
Show the taunt with all of the mediguns similar to the Roar O'War demonstration.
Demonstration link
Looks good.
| s | GrampaSwood (talk) (contribs) 21:46, 29 August 2024 (UTC)
Huntsman
This demonstration has been reserved: GrampaSwood 20-8-2024 15:37 CEST
Update to use post-Jungle Inferno afterburn damage (4 dmg/tick for 7.5 seconds, previously 3 dmg/tick for 10 seconds).
Demonstration link
Personally I would also full-charge bodyshot the Medic, as full-charge headshotting both the Medic and Sniper like in the existing demonstrations feels redundant.
Kibblekip (talk) 22:48, 10 August 2024 (UTC)
- Its probably just me, but I feel like the pacing of the first clip is too fast. Everything else looks good though.
Kibblekip T | C 23:40, 26 August 2024 (UTC)
- Could be, I had to redo it >11 times due to several factors, so at some point I might've just wanted to rush through it. I can easily redo.
| s | GrampaSwood (talk) (contribs) 23:44, 26 August 2024 (UTC)
- Could be, I had to redo it >11 times due to several factors, so at some point I might've just wanted to rush through it. I can easily redo.
Unusualifier
This demonstration has been reserved: GrampaSwood 15-8-2024 18:24 CEST
Current video has the shadowplay icon in the bottom right while showing the taunt
Demonstration link
I've matched the sound and everything up to the old one, the only noticeable thing is maybe a jump in background ambience as tr_target_weaponref_hdr uses a different ambience. I can re-record on there if necessary.
| s | GrampaSwood (talk) (contribs) 13:19, 20 August 2024 (UTC)