Team Fortress Wiki talk:Weapon Demonstration

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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)

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)

RED Level 3 Sentry Gun.png Sentry Gun

(No comments yet)

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)

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)

Pictogram wait.png Reserved by iPood

Telespin.png Teleporter/Telefrag (combined)

(No comments yet)

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)

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)

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)

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

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)

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)

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)

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

(No comments yet)

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

Pictogram comment.png Done but needs to be redone (sounds have been changed) Pictogram wait.png Reserved by EditOutJ

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)

Item icon Electro Sapper.png Electro Sapper

Pictogram comment.png Done, but needs to be re-done (show building disabled-ness)

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)

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)