Difference between revisions of "Team Fortress Wiki talk:Weapon Demonstration"

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(Team Fortress Quake/ Team Fortress Classic weapons?)
(Team Fortress Quake/ Team Fortress Classic weapons?)
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::::Third question: should we put the tfc weapons on the main weapon demonstration page or in a separate one? [[User:Anonymus0|Anonymus0]] ([[User talk:Anonymus0|talk]]) 08:01, 24 October 2021 (UTC)
 
::::Third question: should we put the tfc weapons on the main weapon demonstration page or in a separate one? [[User:Anonymus0|Anonymus0]] ([[User talk:Anonymus0|talk]]) 08:01, 24 October 2021 (UTC)
 
::::Just remembered that the demoman armor in this game is also explosion-resistant, and thus explosives dont deal as much damage to him, and pyro has a similar asbestos armor. They must be there in the target practice, at least when showcasing explosive weapons/flamethrower. Medic is also inmune against his own infection too. Sorry for posting this in smaller comments instead of one large one. [[User:Anonymus0|Anonymus0]] ([[User talk:Anonymus0|talk]]) 08:10, 24 October 2021 (UTC)
 
::::Just remembered that the demoman armor in this game is also explosion-resistant, and thus explosives dont deal as much damage to him, and pyro has a similar asbestos armor. They must be there in the target practice, at least when showcasing explosive weapons/flamethrower. Medic is also inmune against his own infection too. Sorry for posting this in smaller comments instead of one large one. [[User:Anonymus0|Anonymus0]] ([[User talk:Anonymus0|talk]]) 08:10, 24 October 2021 (UTC)
 +
::::: Hmmm. Thinking about it now, this seems like a lot larger proposal then I originally thought. And considering that I have very little experience with the Weapon Demonstration, I can't decide whether this will be implemented or not. But anyway, here's mine 2c.
 +
 +
:::::Since we don't have a section of the wiki dedicated to Team Fortress Quake edition at all, I don't think it's even necessary to bother with making weapon demonstrations for that particular game, at least until we also start documenting it on our wiki. In terms of where will these new Tfc demonstrations go, they will obviously be uploaded to the official Team Fortress Wiki youtube channel. However, I do think that it would be a good idea to make a Weapon Demonstration page (Similar to this one) on the Tfc wiki, where the new rules, guides and the Tfc demonstrations will be posted. Although this isn't that necessary.
 +
 +
:::::You are right, getting a tr_karma's equivalent in the Tfc properly "constructed" will be a challenge. But in the worst case scenarion, we can simply load up a regular map and do demonstrations on them. Also, yes, we will certainly have to show of weapons against a multitude of classes, in order to account for every possible damage resistance.
 +
 +
:::::All in all, I think that this project is an excellent idea, and it might make the Tfc wiki more popular and attractive. I'm really enthusiastic about it. [[User:Lolimsogreat21|Lolimsogreat21]] ([[User talk:Lolimsogreat21|talk]]) 22:14, 24 October 2021 (UTC)Lolimsogreat21
  
 
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Revision as of 22:14, 24 October 2021


Needed

Tools

Chemistry Set Chemistry Set

Pictogram wait.png This demonstration has been reserved:
GrampaSwood (talk) 08:33, 27 June 2020 (UTC) ?

Hi, just made a vid demonstration about Chemistry kit. https://www.youtube.com/watch?v=R2uEkaw6Jbs&feature=youtu.be What should i do next? ~ Fokus 03.06.2020 16:50 GMT+2

Hi there,
You now have to wait for WindPower to respond. He usually does this every week on Sundays, though he's very busy nowadays.
My advice on your video is: Don't start in the Main Menu, start in the backpack (first page) instead. Make sure your backpack's page is also clear of other stuff, so when you finished using the chemistry set it doesnt go to the third page and you'll have to drag it from there. Show yourself using the Chemistry Set, too, it's part of its functionality. Your video also seems to have a delay between sound and the video.
It also lacks editing.
GrampaSwood (talk) 15:05, 3 June 2020 (UTC)
> he's very busy nowadays
You give me too much credit. — Wind 05:44, 8 July 2020 (UTC)
Hi, thanks for tips. I fixed the video, now it should be much better. https://www.youtube.com/watch?v=-fgON6QQ6Mk&feature=youtu.be
Fokuskii (talk) 23:53, 3 June 2020 (UTC)
The same problem applies with the backpack. It should start on the first page (that's empty except for the required items). The section where you hover over the chemistry set is too long, perhaps make it 1 or 2 seconds. The same thing applies to the end, show the strangifier being applied. It also lacks fading (A lot of these things can be fixed with simple editing, but I think the pages thing will have to be done with a new one :\)
GrampaSwood (talk) 13:10, 4 June 2020 (UTC)
The video should also be 1080p (your first version was 1080p but the second version is 720p). Agreed with all other comments — Wind 05:44, 8 July 2020 (UTC)

Upgrade to Premium Gift Upgrade to Premium Gift

Pictogram wait.png This demonstration has been reserved:
GrampaSwood (talk) 08:33, 27 June 2020 (UTC)?

I'm not quite sure if this one is necessary User Karmacharger Charger 2.png 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)

Something Special for Someone Special Something Special for Someone Special (Tool)

Hi. I know this item is quite expensive for someone to make a demonstration, but I was thinking, a video showcasing how the item works (which the purchaser's choose they person), and then, on the same video, showing the chosen player's screen perspective, showing the option to accept the proposal, and after that, showing the notification on the Main Menu for the accepted proposal.
Considering the high cost that would be making this demonstration, I wonder if Valve could gives us a hand and supply one for our demonstrations purposes, as long we delete both rings after doing the full video.
It seems that the process is mostly the same as the Gift Wrap, but I have no idea how are the things when someone receives that Gift. We also lack a proper Gift Wrap video, apparently. User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 19:26, 16 July 2019 (UTC)

Keep dreaming, valve won't even fix server issues much less give us free items. If you are planning to make a demonstration though, better ask windpower for some super detailed instructions to make sure it's right the first time. Naleksuh (talk) 21:37, 18 July 2019 (UTC)
Well, they have the ability to both give and delete items, it could work? Yes. Will it happen? We don't know. If there's anything we can do, is ask for someone who plans on buying one legitimately and asking them for help. Last time that the item got in 50% off, a lot of people bought one, so. User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 20:01, 19 July 2019 (UTC)
If you give it some time, I could save up to get it and try to make it.
GrampaSwood (talk) 20:16, 19 July 2019 (UTC)
I offer to give a 50 USD Steam gift card to anyone who has already gotten an item demonstration video approved and uploaded in order to make this demonstration, and then another 50 USD Steam gift card upon video approval. I'm not sure what the price of the item is in other currencies but I'll also match that if possible as long as it's not too much more expensive. Please make sure to record both sides (sender account and receiver account). — Wind 23:00, 21 July 2019 (UTC)
Well, I guess we should start discussing how should it be done. Firstly, I think the Gifter should be named "Scout" and the Recipient be "Miss Pauling". Scout has the Scout avatar (184x184 version from Steam), while Miss Pauling can use this. I think the name could be something along what Scout would say, my suggestion, name it as "You are really frickin' sweet". That'd go nice, eh?
Secondly, I don't know who's going to be the Recipient. Should we create a Steam account just for that, or should we rely with another Video Demonstration Creator to do a collab? User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 23:55, 21 July 2019 (UTC)

well how about we can hit two birds with one store and do the ring and the Upgrade to Premium Gift from the same two account?, First the two account would demostrate the Upgrade to Premium Gift which the sender should buy it from the store and send to the receiver who don't have premium. them Recycle the same account to do the ring. We could make a story out of it as well from friendship when a user gifted the premium to the other use then after few days they both got engaged via the sender would give the ring. It won't end up a awkward situation. but for this situation we need 4 people to do the ring tho 2 sender reciever, 2 regular tf2 player to recieved the message one in the tf2 main menu and the other while in-gameJomarcenter (talk) 14:27, 28 August 2019 (UTC)
That's a cute story, but let's keep the demonstration to just one item (the ring), not the Upgrade to Premium Gift on top of it. — Wind 22:17, 1 September 2019 (UTC)
I don't know what you're talking about, wind. Story time is clearly more important than the actual video. (but in all seriousness the two accounts would be okay to reuse right?) Naleksuh (talk) 04:52, 4 September 2019 (UTC)
Yeah, sure, it would just be two separate videos — Wind 23:39, 8 September 2019 (UTC)

I kind of thought the role playing names were unnnecessary to begin with, and could also cause confusion as to whether or not those texts always appear in game. But if WP or thed feels that's the best way to do it without commercializing it then oh well for me.
The two steam accounts would be kinda hard to sync up (and would also be a waste of $100), i'm willing to be proposed to if no one else will :) Naleksuh (talk) 01:06, 25 July 2019 (UTC)
No need for roleplaying. It's cool if you want to do it but totally optional. — Wind 06:26, 29 July 2019 (UTC)

Mechanics

Projectile Shield

Pictogram wait.png This demonstration has been reserved: Ashe (talk) 22:07, 27 June 2021 (UTC)
Projectile Shield says there's a need for a video, should this also be an official demo or just a video demonstrating some features on an unaffiliated channel? Either way, it would be nice to know what kinds of things there should be shown off in the video.
GrampaSwood (talk) 23:39, 17 August 2019 (UTC)

I vote for official channel on every future time you ask this. Unless you want to make the projectile shield wiki. Naleksuh (talk) 02:58, 24 August 2019 (UTC)
Yes, this should definitely be on the official channel — Wind 00:18, 25 August 2019 (UTC)
"it would be nice to know what kinds of things there should be shown off in the video."
Short list:
  • Stopping bullets, rockets, grenades, stickies, scout throws
    • Do grenades, stickies, scout throws explode or bounce off?
    • Do rocket (etc.) detonations on the shield cause splash damage to teammates in front of the shield?
  • Comparison of shield width between 1st and 2nd upgrade.
  • Graphics of protection cones for Medic and others in different places behind the shield.
  • Comparison of damage done to robots by 1st and 2nd upgrade.
    • Comparison of damage done to bots vs tanks.
    • Can shield damage crit?
  • Mechanism where bot attacks get past the shield:
    • Splash damage around edge of shield
    • Walking the shield over pre-detonate grenades.1
    • Walking the shield over stickies.1
    • How Scorch Shot interacts with shield?.
    • How Flame (or other) particles are affected ( I think there is some protection ). (compare shield/no shield/upgrade).
    • How bots can still attack "through" the shield (shooting and melee, particularly giants and Demoknights) when they are embedded in the shield.
    • Any effect of upgrade level on the above.
M I K A D O 282 oOOOOo oo oo (talk) (Help Wanted!) 12:55, 30 August 2019 (UTC)
1A common way I get killed behind my shield is explosion damage. I have not figured out if they are always grenades that bounce around the edge of the shield or if the shield can pass over grenades on the ground or stickies, or if some amount of splash damage can get through the shield if detonated just outside the shield. M I K A D O 282 oOOOOo oo oo (talk) (Help Wanted!) 14:51, 31 August 2019 (UTC)
This is great! Thanks, I have a bit of a direction now. I do want to know, however, how would I do this? Probably not on AI robots, maybe use custom skins to make the puppet bots appear as robots? Maybe use regular users? This question is more for Windpower. I think it might be useful to only demonstrate stuff that's currently being used in official content. (Stickies do not appear afaIk).
GrampaSwood (talk) 15:12, 31 August 2019 (UTC)
See clarification on stickies. M I K A D O 282 oOOOOo oo oo (talk) (Help Wanted!) 22:41, 31 August 2019 (UTC)
That's a pretty nice list, but also consider to not try to demonstrate all the edge cases, especially those that aren't intended and likely to get patched away soon (e.g. the scorch shot case is likely a bug more than a feature). This avoids a redo down the line...
As for how to demonstrate this, whatever map was used here would be good... Doesn't have to be on tr_target_whatever since this is a MvM-only feature. If you want you could also use a human Soldier in the robot halloween costume if you'd like to add a bit of humor to it... Options are open. — Wind 22:17, 1 September 2019 (UTC)
Fair enough. There is some research needed for the shield function main article, but not necessary for the demo.
The basic demo should be instructional -- basic elements: upgrading, charging, activation and duration, blocking bot attack, and damaging bots:
  • How to upgrade,Pictogram tick.png Dead! how to charge,Pictogram tick.png Dead! how to activate (believe me, I had trouble finding out on the wiki how to do the last this April, I had to adjust my binds) I don't know how a video could show this.
    • Basic charging by OverhealPictogram tick.png Dead!
    • Then charging by healing teammate Damage,Pictogram tick.png Dead! healing teammates who are damaging Robots,Pictogram tick.png Dead! or Reanimating fallen teammates.Pictogram tick.png Dead! (Maybe this is unnecessary because these are all things the Medic should be doing continuously anyway.)
    • If done, this could be a four-way side-by-side, I would expect overheal charging to be slower
  • What the shield blocks and what it does not, by design (leave projectile penetration and other bugs out)Pictogram tick.png Dead!
  • I visualize a tr_target sort of an affair; in a converse of the POV shooting the same weapon at different classes, having the different classes shooting their stock primaries at the Medic with a first upgrade shield up. Coal Town was good choice
    • But for the Pyro's attacks, compare side-by-side shield down vs first upgrade shield up (only because it seemed to me to block some proportion of the particles don't do the comparison if I am wrong), only do the second upgrade if there is more protection from particles. (the normal tr_target video may have a problem here if the low wall blocks some proportion of particles) unnecessary
  • How to damage robots with the shield.Pictogram tick.png Dead!
    • Basic: Side-by-side time to kill a scout bot and a heavy bot (going though all classes separately is tedious and adds nothing, IMO).Pictogram tick.png Dead!
    • Maybe kill a cloaked or disguised spybot. I think I would still enjoy seeing a short clip of the shield running though an area with 2-4 cloaked spybots, but it is not necessary.
    • Maybe show crit effect (if any, can't recall) would be overdoing it, crits are not a normal part of basic weapon demos?Pictogram tick.png Dead!
    • Maybe show reduced damage on Tanks, this is intermediate tactical training, maybe a side-by-side of Medic Melee vs Shield.Pictogram tick.png Dead! Please keep the tank scene it is a basic job of the Shield Medic (yes, secondary to the basic shielding job).
    • Maybe show stopping a wave of melee scout bots at a choke.
Intermediate instructional elements: (of the sort I think I see in some demos)
  • Effects of the second upgrade on width and damage, the point being to inform the player of the cost/benefits of the second upgrade (yes, this should be in diagrams and tables on the main article, but is this the sort of content in weapon demos (e.g., how conditions affect damage))Pictogram tick.png Dead!
  • A side-by-side of the charge and duration times with first and second upgrades (IIRC, this is sort of comparison is standard in demos with buildings)Pictogram tick.png Dead!
Advanced: Pictogram tick.png Dead!
  • Four-way side-by-side of the charge and duration (if any) of the shield depending on which Med Gun type is equipped.Pictogram tick.png Dead!
  • Long range demo melee still hits the Medic (corner case?)Pictogram tick.png Dead!
_✊ M I K A D O 282 ✊_ oOOOOo oo oo (talk) (Labour) 00:51, 3 September 2019 (UTC)
Reviving this. Surely i can do the job. However, i have a question. Can we use plugins like this to simulate robots? · Ashe (talk) 22:07, 27 June 2021 (UTC)
I'd say no, it should be achieved fully through vanilla TF2.
GrampaSwood (talk) 22:10, 27 June 2021 (UTC)
I'm not sure. The plugin just makes a cosmetic change that will be unnoticeable in the final product. It can ease the production of the scenes · Ashe (talk) 22:44, 27 June 2021 (UTC)
Alright, i have a first look of how the video would look like.
  • Despiste of the guidelines of the project, i have to use a modification that removes the wave start music. It is just so annoying for the process.
  • I have to use a custom wave file (.pop) with normal robot scouts.
  • I used mvm_coaltown because mvm_example is kinda glitched and Coaltown has a large corridor and looks better in my opinion.
  • After a big research i didn't found a way to manipulate robots · Ashe (talk) 13:45, 1 July 2021 (UTC)
New report: Blocking scenes
Video. I demonstrated most of the attacks that can be blocked by the shield that exists in official MVM missions. Not sure about the scouts with Mad Milk but a lot of custom MVM missions uses mad milk scouts, so i had to.
Now i will remake the charging scenes. I'm in times of exams so i'll probably take a few weeks · Ashe (talk) 04:37, 4 July 2021 (UTC)
Looking good so far, though the splitscreens don't make much sense IMO. They're typically used in demonstrations for comparing things synchronously, whereas here it seems that it's just to compress information down to a shorter time. That may have its merit for a demonstration that may end up being over 10 minutes in total, but in that case the clips should be grouped logically: Demo grenades and Soldier rockets together, sure, those are the typical "explosive" projectiles, but groupings like Sandman balls + Heavy Minigun don't sem that clearly related to each other. — Wind
New report: VIDEO
  • Intro: Not sure if the video should start in the loadout (maybe change the intro to something similar but in the loadout?)
  • Redone the charging section. Still missing the "charge via patient damage" because i'm not sure how it works. Did the Jungle Inferno changes to the Flamethrower affected it in MVM? I tried with a Pyro and it doesn't seems to work.
  • Removed Sandman Scouts section and recorded Heavies at 1920x.
  • New: Damage. The Giant Scout slowdown sections was very VERY hard to do, as they move very unpredictable and the maps has 4 random routes. AND, i'm not sure if those records, since as the scout moves unpredictable, probably the distance between me and the robot affects his behaviour. This took me like 50 attempts.
    • Also, not sure if the tank section should go.
  • Other things: The video is already at roughly 700 MB, and with the rest of the next sections, it will likely be more than 1 GB lol. I had to render the video at 1280x to upload it to YT.
  • I have 2 bloopers. Wanna see them?
· Ashe (talk) 05:30, 18 July 2021 (UTC)
New report. Release Candidate 1
  • Added "charge via reviving with vaccinator uber" scene.
  • Charge section: Added "charging via teammate damage". It works with Heavy.
  • Giant Scout slowdown: After checking the video, it seems that the PS actually slows them.
  • I think i will delete the tank scene (maybe just shorten it) because it seems that the PS deals the same damage as to robots
  • NEW: Level 2. I had to record the damage comparison scenes in Decoy as i couldn't see the shield due to the terrain color of Coaltown. In first person the viewers wouldn't distinguish which side is the LVL 2 scene due to the splitted scenes, so i had to start in third person.
· Ashe (talk) 17:07, 21 July 2021 (UTC)

──────────────────────────────────────────────────────────────────────────────────────────────────── Comments I worked up overnight: Great job!

  • When I think of blocking Giant Scout, I usually think of standing in its known path, especially at corners; but, you show the importance of following the Giant Scout with the Projectile Shield (it slows the Giant Scout enough that Medic can keep up with it!). As you seem to suggest, the slowdown effect is not widely known, but that amount of slowdown seems enough to almost double the damage your teammates can do.
  • The role of side-by-side in my mind is primarily to show how conditions effect how processes speed up or slow down, like about halfway through the Dispenser video. So, I was wondering if the Overhealing Heavy, healing 1 point Heavy, and healing damage dealing Heavy could be side-by-side.
  • While the side-by-sides work well with the reviving, the "charge via reviving with vaccinator uber" is so astonishing that it stands well by itself.
  • The part of Overhealing Heavy right off the bat could be confusing to the new player, but the experience Shield Medic know it. Yes, Overhealing charging must be the starting point. This is one of those few time I could wish for a voice over or annotation. My impression was that you could lose the attention of the newer player. This is where I think the side-by-side with the 1 point Heavy would improve the attention-getting impact of the early part of the video.
    • Maybe a Side-by-side with Overhealing without interruption to show that continuous beaming takes just as long as the interrupted healing.
    • Maybe this is just standard expected knowledge for Medics, but a side-by-side with spreading Overhealing over a team rather than just the pocket would demonstrate the accelerated charging.
  • The series of paired attackers to demonstrate what blocks and what doesn't works very well. The choice of having paired attackers with the choice of Coal Town setting works very well visually, much more engaging than the simpler single attackers. Good direction!
  • Excellent 3rd person comparison of the upgrades -- exactly what I hoped for.
  • The side-by-side of the doubling damage of the second upgrade illustrates the point perfectly.

M I K A D O 282 ⊙⊙⊙⊙⊙ ⊙⊙ ⊙⊙ (talk | contribs) (Help Wanted!) 13:04, 22 July 2021 (UTC)

  • Giant Scout: Well actually... i bought Speed. I made some tests and it seems that yes, Medic can still keep up with the Scout.
  • Side by side: I don't think that's a good idea. It is too much info for a single scene.
  • Overhealing the Heavy: I think it's a good idea to heal a full team instead of just the Heavy. I'll change it.
· Ashe (talk) 03:01, 23 July 2021 (UTC)
I still see value in comparing the speed up of Team healing vs pocketing.
M I K A D O 282 ⊙⊙⊙⊙⊙ ⊙⊙ ⊙⊙ (talk | contribs) (Help Wanted!) 03:11, 23 July 2021 (UTC)
New report: RC2
  • Added a scene that shows that i bought Speed for Medic in the Slowdown comparison. I tried to remake the scenes without the Speed but, it's still VERY hard to do, Giant Scouts doesn't cooperate :'( . One thing i can try is to make a server with plugins like Stop that Tank or Play as Robots, but i couldn't find the plugins and i don't know much about Sourcemod.
  • Changed the Overhealing Heavy scene for a "Overheal the team" scene as Mikado suggested. One thing the Projectile Shield doesn't mention is that if you fully overheal a teammate, that teammate shouldn't give you more energy, but because how the game rounds numbers, it keeps building energy. I realized of this when i overhealed an Engineer (125 HP). The game rounds perfectly the HP number to 185 and then i didn't receive more energy while keeping healing the Engy.
· Ashe (talk) 02:59, 25 July 2021 (UTC)
This is very impressive. Much improved~
In the very first non-loadout clip, please remain a bit longer in the upgrade menu after getting the shield, to give time for viewers to read the description text on the left.
For the first few clips showing the energy buildup rate, I think those can be compressed down time-wise with split-screens. The first basic clip showing demo+soldier+heavy is good just as a general intro to show you can heal around and it's effective, but for the next clip, consider doing a 3-way between 1HP heavy, normal-health heavy, and ressurecting heavy (+ healing him afterwards).
I think the tank scene (as-is) is good. It wasn't obvious to me that you could legitimately do this with the tank. Perhaps do a split-screen showing the DPS you could get with the next best Medic stock weapon.
And, given that the PS slows downs bots, it's indeed useful to show its effect on the giant scout. The current clip looks fine. The way it's shown is clear, in that the Medic can actually keep up. I'm still not sure if it's because of the Scout's slightly different paths (trying to get close to you to hit you and then back away repeatedly) is what's causing all the slowdown or not, but either way it's clear that it's possible to do decent damage and buy time using this strategy, so good enough given how hard this is to record.
Also, regarding video quality: Yes, a high-quality pre-YouTube 1080p video of 6 minutes will likely be around 1.5 GB. It's OK for review purposes to keep uploading 720p versions, as long as you can render and upload a higher-quality version once approved.

Wind 04:51, 14 August 2021 (UTC)

Alright, Release candidate 3. Now, about the 3-way screen, sadly the HUD gets too buggy with 640x :(. If you are concerned about duration, i'll add timestamps to the video so viewers can choose what section (charge, block, damage, etc) they want to see.
  • Changed intro to loadout.
  • Increased the upgrade menu scene duration to allow viewers to see the attributes as Wind suggested.
  • Improved "hurting multiple heavies".
  • Shorted tank scene just to show that the PS hurts it. The Syringe Gun has more DPS.
  • Changed LVL 2 upgrade scene for consistency.
  • Improved LVL 2 showcase and changed map for LVL comparison to Decoy for more visibility.
· Ashe (talk) 04:14, 17 August 2021 (UTC)
Still a bit long between the start of the demo and the time when the Projectile Shield is actually used to do projectile shielding. Perhaps just swap the shielding clips (2:51 - 4:12) to be first (after the basic demonstration of what the shield looks like at 0:50), and then put the energy-charging clips afterwards? The "using the projectile shield as damage dealer" clips can go after all that.
Otherwise the video content looks great, just needs a higher quality version for upload. — Wind 05:03, 17 September 2021 (UTC)
Release candidate 4. Just did what Wind said. Also, here is a high quality version of a fraction of the video · Ashe (talk) 00:53, 30 September 2021 (UTC)

Mannpower Powerup King.png Mannpower powerups

Pictogram comment.png Demonstrate all powerups.

Pictogram comment.png Show you can switch to the Grappling Hook under the effects of the Knockout powerup.

Action

Item icon Spellbook Magazine.png Spellbook Magazine

Pictogram comment.png Demonstrate all Magic spells with the Stock (Normal quality) version equipped.

Pictogram comment.png Maybe include this one on the Magic spells page, other spellbook variants are not needed (Fancy and Diary).

Item icon Fancy Spellbook.png Fancy Spellbook

Pictogram comment.png Same as above, with the exception that the particle effects that emit on the hand are different.

Item icon Secret Diary.png Fireproof Secret Diary

Pictogram comment.png Same as above, with the exception that the particle effects that emit on the hand are different.

Taunts

Backpack Boston Boarder.png Boston Boarder

Pictogram wait.png This demonstration has been reserved: Amrocto (talk) 16:29, 16 December 2020 (UTC)

Demonstration video Amrocto (talk) 18:58, 16 December 2020 (UTC)

All good, thanks~ — Wind 05:33, 5 January 2021 (UTC)
Download link in the YouTube video description does not match the YouTube video. Seems to just need some editing. --AlexT 15:28, 8 October 2021 (UTC)

Backpack Fist Bump.png Fist Bump

Pictogram wait.png This demonstration has been reserved: Danimations (talk) 23:28, 19 December 2020 (CST)

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)
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)

Backpack Pooped Deck.png Pooped Deck

Pictogram wait.png This demonstration has been reserved:
Dave1 (talk) 5:02 April 14, 2021 (UTC)

Having some trouble. How do I demonstrate the left click and right click abilities of the taunt? (The burp and the falling backwards.) Dave1 (talk) 20:46, 24 April 2021 (UTC)
Just demonstrate them. I think it's OK if it's not clear that they're tied to player input; it's just a taunt, and the video would regardless demonstrate what it can do and how it looks. Or perhaps write "(MOUSE1)" and "(MOUSE2)" as text overlaid in the video if you think that's necessary, but if you do, please use a TF2 font like TF2 Secondary. — Wind 05:46, 10 May 2021 (UTC)

Backpack Scorcher's Solo.png Scorcher's Solo

I don't know if I'm submitting this correctly as I'm new here, but I hope I did everything correctly (and submitted it correctly).

Demonstration video Gage64 (talk) 11:23, 23 June 2021 (UTC)

Looks alright, however: try to keep the camera more steady because these small adjustments can be annoying to watch, you should spin around the entire taunt rather than just look to the left or right slightly. Do this by binding a button to +left or +right and adjusting your cl_yawspeed to be slower if necessary. Also, start in the middle of the room not behind the small barrier and don't forget to show off the intro and outro animation (Just start the taunt, wait a second, then leave the taunt).
GrampaSwood (talk) 11:36, 23 June 2021 (UTC)
I re-uploaded the video with the changes you said I should make. I hope this one's better than the last one.Gage64 (talk) 12:13, 23 June 2021 (UTC)
Yeah seems good. Although I'd change it to look at the taunt for a few seconds and THEN spin, but that might not be an issue (depending on what Wind/others think).
GrampaSwood (talk) 12:15, 23 June 2021 (UTC)
I'm not sure if you meant looking at the taunt in the locker or in-game but I just assumed you meant in-game. https://youtu.be/wsG7Kzb5DdU Gage64 (talk) 12:43, 23 June 2021 (UTC)
Yep, looks great!
GrampaSwood (talk) 12:47, 23 June 2021 (UTC)
All looks good, please upload~ (Also, to make this clear: this video has no background music, but this is a good thing in this taunt demonstration because the taunt is of a musical nature) — Wind
Download link in the YouTube video description not available anymore. --AlexT 15:28, 8 October 2021 (UTC)
I wasn't aware that the download expired. New link here Gage64 (talk) 00:22, 18 October 2021 (UTC)

Backpack Texas Truckin'.png Texas Truckin'

Pictogram wait.png This demonstration has been reserved: Amrocto (talk) 16:29, 16 December 2020 (UTC)

Demonstration video Amrocto (talk) 18:57, 16 December 2020 (UTC)

All good. Thanks~ — Wind 05:33, 5 January 2021 (UTC)
Download link in the YouTube video description does not match the YouTube video. Seems to just need some editing. --AlexT 15:28, 8 October 2021 (UTC)

Drunken Sailor Drunken Sailor

Homerunner's Hobby Homerunner's Hobby

Profane Puppeteer Profane Puppeteer

Bare Knuckle Beatdown Bare Knuckle Beatdown

Mannbulance! Mannbulance!

Pictogram wait.png This demonstration has been reserved: corpsegard


Need to be redone

Axtinguisher Axtinguisher

Pictogram wait.png This demonstration has been reserved:
GrampaSwood (talk) 08:33, 27 June 2020 (UTC) Pictogram comment.png Updated attribute (removed Sketchek references)

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 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)

Crusader's  Crossbow Crusader's Crossbow

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png Ubercharge gain rate is reduced in the same way that the Medi Gun's healing (and therefore, Ubercharge build rate) is - it is based on the last time the target was in combat.

Pictogram comment.png Does not show that if you try to heal up an enemy Spy, Über is not built.

Pictogram comment.png Does not show that if you heal an enemy player through a Pyro's reflect, Über is built.

I removed the clip from the previous demonstration when the medic is building his übercharge with the crossbow, the actual changes make it way too long. VideoThedop (talk) 14:44, 11 September 2019 (UTC)

The picture-in-picture clip is too large and covers the center of the main video's vision. So when the heavy/spy turns to see the medic, it just doesn't show up on the screen. Please decrease the size of the picture-in-picture — Wind 00:38, 16 September 2019 (UTC)
Second tryThedop (talk) 06:45, 25 September 2019 (UTC)
The Minigun is still hiding the medic when he's firing... — Wind 00:07, 30 September 2019 (UTC)

Dalokohs Bar Dalokohs Bar

Pictogram wait.png This demonstration has been reserved: GrampaSwood (talk) 13:12, 9 February 2020 (UTC)

Pictogram comment.png 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)

Enforcer Enforcer

Note: Future redos won't have to do as many status effect clips as the previous video. - Thedop 19:11, 20 October 2018 (UTC+1)

Fishcake Fishcake

Pictogram wait.png This demonstration has been reserved: GrampaSwood (talk) 13:12, 9 February 2020 (UTC)

Pictogram comment.png 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)

Gloves of Running Urgently Gloves of Running Urgently

Pictogram comment.png Show the hidden (?) functionality with Daloks Bar/Fishcake.

Pictogram comment.png Have a section dedicated to see if it's faster to run with the GRU at a certain point + eating the Dalokhs vs. not using the GRU.

GRU has a hidden (?) functionality with the chocolate bar which can regenerate all the health lost upon eating. Not shown on the demonstration video, should it be? Video about the functionality. I am also not sure if this should be a thing on the Daloks/Fishcake video or GRU (or both). User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 14:29, 14 August 2021 (UTC)

It's most likely a glitch and not intended. Yes, it's been out since forever, but so are other glitches out there, and these videos typically don't demonstrate these, in order to avoid a redo in case valve ever fixes them (lol, I know). — Wind 05:03, 17 September 2021 (UTC)

Holiday Punch Holiday Punch

Pictogram comment.png Does not demonstrate that disguised spies do not laugh from Holiday Punch.

Pictogram comment.png Does not demonstrate interaction between cloaked spies and Holiday Punch crits.

I kind of felt Holiday Punch could possibly be redone such that it demonstrates its interaction with cloaked and disguised spies. Qwertyxp2000 (talk) 08:11, 17 March 2020 (UTC)

Not very practical, but sure, if anyone's up for it — Wind 04:11, 24 April 2020 (UTC)

Jarate Jarate

Pictogram comment.png Does not demonstrate well regarding cloak meters on Spies being reduced upon getting Jarated.

According to the Jarate page: "Jarate has a lot more attributes: It can be used to reveal enemy Spies and short out their Cloaking devices...". 1:19 of the currently uploaded video does have a section for Spies, but it doesn't show very well how the meter is depleted. Maybe have 2 first-person views of the Spies, both with the HUD visible, both of them go invisible, and Sniper throws a Jarate on only one of the Spies to compare the Cloak reduction.

Honestly, I never noticed this in-game. Does this work in-game at all? User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 17:26, 14 September 2021 (UTC)

Short out = Short circuit it so it doesn't work anymore, which ends up partially revealing the Spy. Testing it in-game, they uncloak at exactly the same time.
GrampaSwood (talk) 17:36, 14 September 2021 (UTC)
Well, that's good to know. I think different wording could be used in the page instead, it does really sound like the current wording means that his charge meter is reduced. User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 17:39, 14 September 2021 (UTC)

Power Up Canteen Power Up Canteen

Pictogram comment.png Doesn't show Canteen Specialist upgrades like Battery Canteens demo does

I feel like I can do a demonstration for this one. But my canteen is a crafted version so it has my username on it. Is that acceptable ? Kaezle (talk) 04:21, 25 August 2019 (UTC)

If you right click on it you should be able to remove that. Naleksuh (talk) 06:22, 25 August 2019 (UTC)
I think the stock version (Normal quality) should be used over the Unique one, considering all players have it. User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 04:23, 14 August 2021 (UTC)

Sandvich Sandvich

Pictogram wait.png This demonstration has been reserved: GrampaSwood (talk) 19:32, 10 October 2019 (UTC)

Pictogram comment.png Show that a dropped plate doesn't heal

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)
Oh OK, yeah. Might replace the existing pickup from full health then, so that it doesn't make the clip longer. — Wind 04:28, 23 September 2019 (UTC)
Sure. Yes, please replace the existing pickup. — Wind 04:11, 24 April 2020 (UTC)

Hitman's Heatmaker Hitman's Heatmaker

Pictogram wait.png This demonstration has been reserved:
GrampaSwood (talk) 08:33, 27 June 2020 (UTC)

Pictogram wait.png This demonstration has been reserved: Exaskliri (talk) 14:19, 21 May 2021 (UTC)

Pictogram comment.png Focus meter does not need to be fully charged to activate

Pictogram comment.png SMG no longer has the tracers

My submission (Video: H.264 / AVC; CRF: 20; Audio: AAC - 320 kbps):

  1. (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).
  2. (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 :(
  3. (1:09) Same as no. 2 above, but on headshot (150, 300, and 450 damage respectively).
  4. (1:18) Running speed when scoped and not scoped (as well as running immediately after firing a scoped shot).
  5. (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.
  6. (2:27) Same as no. 5, but via assists.
  7. (2:53) -20% damage on bodyshot (and unscoped shots). Also, Focus does nothing but firing tracer rounds on unscoped shots.
  8. (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).
  9. (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.
  10. (3:36) Same as no. 8, but at 100% charge, done 3 times.

Links:

  1. https://youtu.be/Ekgu5vMF31Q
  2. 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)

Self-Aware Beauty Mark Self-Aware Beauty Mark

Pictogram wait.png This demonstration has been reserved: Thedop (talk) - 12:33, 4 October 2018 (UTC +1)

Pictogram comment.png Updated description. (Also handy for putting out a fire)

Pictogram comment.png Extinguish an ally reduces the cooldown by 20%)

A funny bug but i think i better waiting for Valve to fix it. - Thedop 10:35, 12 October 2018 (UTC+1)

Winger Winger

Current video was recorded in halloween mode. Naleksuh (talk) 07:29, 4 September 2019 (UTC)

Pictogram wait.png This demonstration has been reserved: Exaskliri (talk) 14:07, 5 May 2021 (UTC)

Pictogram comment.png Does not demonstrate increased damage and reduced clip size.

I did it (hopefully final).

  1. https://youtu.be/yXBdkE_Sm7s
  2. https://www.mediafire.com/file/ozl4ja1nr0jxvje/Winger_-_Weapon_Demonstration.mp4/file

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).

  1. (0:07) Basics (Pyro, Soldier, and Medic). Demonstrating its damage and its falloff, as well as inspect animation, reload animation, and its taunt.
  2. (0:51) +15% damage bonus per shot. It took one less shot (compared to the stock Pistol) to kill the Demoman at close range.
  3. (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.
  4. (1:12) +25% jump height when active. Compared to the stock Pistol and when holstered (equipping the Scattergun).
  5. (1:19) Same as no. 4 above, but in regards to distance.

Links:

  1. https://youtu.be/XzQVkvE3nw8
  2. 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)

Chargin' Targe Chargin' Targe,Tide Turner Tide Turner, and Splendid Screen Splendid Screen

Should these be redone to show that they remove debuffs such as Jarate, bleeding, afterburn, etc.? If so, which effects should I specifically show?
GrampaSwood (talk) 08:31, 25 June 2020 (UTC)

Pictogram tick.png Yes, the effects that should show are just some of them, not all
  • Soaking, Jarate is preferable as it make the screen yellow tint.
  • Fire, simple burn from Flamethrower.
  • Bleeding, from Southern Hospitality?
  • Mark for death, from Fan O'War
I think those are all. User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 12:47, 25 June 2020 (UTC)
Yes, that would all be good. — Wind 05:44, 8 July 2020 (UTC)

Quick-Fix Quick-Fix

Pictogram wait.png This demonstration has been reserved: Exaskliri (talk) 14:16, 29 April 2021 (UTC)

Pictogram comment.png What I've done in addition to the existing one (the timestamp in the parentheses are the old/new ones):

  1. (1:14/1:24) On the first scene demonstrating the Quick-Fix's basic functions, I did the same as the old one, plus damaging myself and the patient Heavy while being Ubered, demonstrating that the Quick-Fix's Uber doesn't reduce incoming damage. I also damaged myself (the Medic) twice instead of once.
  2. (2:09/2:39) When demonstrating the Quick-Fix's heal rate in comparison to the stock Medi Gun, while mostly the same, I used a recently-injured Heavy, so that the heal rate (for each medigun) is at the slowest. I used an offscreen pistol Engineer (hence why the starting HP is 14), teleport commands, and r_cleardecals, so it should look neat.
  3. (2:17/3:01) I demonstrated the knockback immunity from Quick-Fix's Uber the same way, but now there's health and Ubercharge HUD.
  4. (2:56/3:47) I did the "mirror blast jumping" part outdoors, although it might not look neat. I'm sorry.
  5. (3:26/4:17) I demonstrated crit healing (after the recipient doesn't take damage for 10-15 seconds) with the Quick-Fix's Uber in addition to the non-Uber Quick-Fix. Yes, the 3x healing rate Uber stacks with the crit heal.
  6. (3:53/6:56) I redid the "Uber build rate comparison on different HP threshold" because the old one didn't have the Quick-Fix as the second healing beam, hence it doesn't explain if the second healing beam alone would slow down the Quick-Fix's Uber build rate (the Quick-Fix has 125% maximum overheal, lower than the usual Uber build rate penalty at 142.5% overheal).
  7. (4:26/5:06) I demonstrated the Quick-Fix maximum overheal limit and decay rate on Scout vs. Heavy as well as comparing it to the stock Medi Gun's overheal in addition to the "maintain overheal above 125%" that the old video demonstrated. For the last part, I only used one Heavy, as the aforementioned added demonstrations make up for that, and I maintained the overheal above and below 142.5% overheal (Uber build rate comparison) as well as healing the Heavy when the overheal goes down below 125%.
  8. (4:46/8:32) For the "healing disguised Spy" part, I have two enemy bots (Heavy and Demoman) so that the Spy doesn't disguise as a Demoman named "Medic". Both bots are injured, so my disguise will be healed, too.

Pictogram comment.png The new ones (the timestamps refer to the new demonstration):

  1. (7:39) Demonstrating stock Medi Gun's Uber vs. Quick-Fix's Uber (the latter doesn't reduce incoming damage, but prevents incoming knockback unlike the former) and the fact that they have same duration (barring the stock's lingering effect). Also has Quick-Fix's Uber without incoming rockets to demonstrate that the duration is the same.
  2. (7:58) Ubering multiple teammates at the same time drain faster than Ubering a single teammate alone. Also, only the aforementioned Ubering multiple teammates drains Uber faster; Ubering an injured teammate drains at the same rate as Ubering a healthy teammate (fully overhealed) and not healing someone when Ubered.


I did the "Uber draining when dropped" part, but both mediguns show "Dropped by Exaskliri." Is it allowed? I gave the bot the Quick-Fix via bot_mirror command. https://youtu.be/0ZlwvHZrjdU Exaskliri (talk) 04:27, 30 April 2021 (UTC)
Nothing you can do about that, that's just how it shows. Shouldn't be too noticeable and there's no point in going through the trouble of setting up a server and getting a buddy to join only so it doesn't show. Though the confusion on where the quick-fix actually is should be redone so it doesn't look like you are looking for it.
GrampaSwood (talk) 10:37, 30 April 2021 (UTC)
  1. I just did the "mirroring the explosive jump" part, though I don't think it looks neat. Is it OK? https://youtu.be/NQo1iTxQSEA Exaskliri (talk) 03:31, 3 May 2021 (UTC)
  2. Just finished the whole demonstration. I just need to attach the segments. Exaskliri (talk) 15:15, 4 May 2021 (UTC)
  3. Just finished uploading re-uploading the new Quick-Fix demonstration video to YouTube and MediaFire.
  1. https://youtu.be/hj5FuFVFV2U
  2. https://www.mediafire.com/file/kx7kbaik5vwpwyj/Quick-Fix_Weapon_Demonstration_Video.mp4/file
Exaskliri (talk) 08:08, 6 May 2021 (UTC)
I don't see any problems, except for the the explosive jumps scenes, that looks a bit laggy, and in general the quality, that seems to be more like a rendering issue, though shouldn't be a problem · Ashe (talk) 04:40, 5 May 2021 (UTC)
I'm fixing the video right now (quieting projector sound, incorrect fade out time, etc.). Gotta reupload soon. Exaskliri (talk) 10:39, 5 May 2021 (UTC)
Just uploaded the fixed version of the Quick-Fix demonstration video. Exaskliri (talk) 13:01, 5 May 2021 (UTC)
This is spectacular work, thanks a lot! Just two comments, none of which should require a lot of work to fix hopefully:
  • Video quality also seems to have the same artifacts as the Winger demonstration. Please increase the bitrate. Unlike the Winger demonstration, I understand that a demonstration this long could take forever and use a lot of bandwidth to upload twice (to YouTube and to MediaFire), so if the video quality is approved for the Winger demonstration is good enough and you've used the same settings for re-rendering this demonstration, feel free to just upload the higher-quality Quick Fix demonstration to MediaFire only, in order to avoid having to upload the huge file twice.
  • There is an audio/video glitch at 9:56 - 9:57.

Wind 05:46, 10 May 2021 (UTC)

You finally responded! Thank you so much. The video/audio glitch is from the .dem recording, so I had to conduct another play, especially since it involves another player. Exaskliri (talk) 15:12, 10 May 2021 (UTC)
Alright. Can you upload the new version? — Wind 04:40, 1 June 2021 (UTC)

Questions and Proposals

Note: This section is for questions and proposals that aren't specific to a single weapon. If you think a demo ought to be remade, then make an entry for it in the Need to be Redone section above and it will be dealt with.

in-demonstration text

I've seen 2 instances of being said that demonstrations are allowed to have text, however, this goes against the whole point of demonstrations. If you add "MOUSE1" to a demonstration, it would not be able to be used on a Dutch page because MOUSE1 is not a thing in Dutch. I don't think text should ever be added, it should really be accompanied by the wiki page itself which should already be translated for every language. For example, a taunt's different animations are described on the page itself accompanied with the button, but having text on-screen entirely defeats the purpose of it.
GrampaSwood (talk) 18:00, 31 August 2021 (UTC)

I agree. Stuff like zooming/editing/etc is not allowed and I don't see why text should be an exception. There are better ways to showcase things. Naleksuh (talk) 17:41, 15 September 2021 (UTC)
Yes. Text is generally discouraged unless the video is very ambiguous without it, and unless there's no better way to demonstrate things. If you see a video with text, and if you can think of a way to demonstrate it just as clearly but without text, feel free to suggest a redo. — Wind 05:03, 17 September 2021 (UTC)

Pyroland assists on cosmetics (both question/proposal and request)

I was thinking, do we really need Pyroland video demonstrations for every cosmetic item that shows assists while on Pyroland? They all function exactly the same, the only thing that changes is the item itself (and the name on the killfeed). I don't think we really need to make all these demonstrations if they are almost identical. Maybe we should rework the video featured on the Pyroland page, to show more the Pyroland itself rather than just the Pyrovision Goggles (it is a slightly outdated video, still stating "misc. item" as opposed to cosmetic item). We could probably showcase the maps that are also affected by Pyrovision.

Show a small montage at the end (or start), with each of the weapons/cosmetics that makes you visit Pyroland (Lollichop, Rainblower, Burning Bongos, Infernal Orchestrina, Balloonicorn and Reindoonicorn, and an achievement version of Pyrovision Goggles [as opposed to the Vintage one]), and show one example of a cosmetic item that shows in the killfeed, as well showing an extended showcase where the player renames their cosmetic with a Name Tag, and showcase that exact named cosmetic in the video, showing the custom name change on the killfeed (maybe this last part isn't necessary, just have 2 of the same item, one without a custom name, another with it, but make sure to show the loadout screen showing the custom name).

It seems that Larval Lid, Triboniophorus Tyrannus, Metal Slug, Nabler, Sucker Slug, Alien Swarm Parasite and Breadcrab is the inverse (player gets the assist), but I think having this information on the item page itself is already sufficient.

We could probably even add something to the item infobox to have a killfeed-wannabe, like the "killicon" featured in the weapons section, showing PLAYERNAME (or class name) + {{item name|Chucklenuts}}. Something like the Death page. But I oppose this idea as multi-class/all-class pages would look strange to have like a Scattergun as the weapon that was used to kill the enemy, even if the item is used by more classes than just the Scout. User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 20:46, 14 September 2021 (UTC)

This is discarding a lot of my work done lolThis is reasonable. Making all of the pyroland items is a lot of work (specially the all-class ones) and i would agree. Idk if this was discussed before so, let's wait to Wind to respond. This also will need a notice in the YT channel to notify the viewers the decision.
About the killfeed in multi and all-class items, we can use maybe "finished off" or a multiclass weapon, like the Pan · Ashe (talk) 22:45, 14 September 2021 (UTC)
Yeah... the whole Pyroland item thing was clearly the wrong decision in retrospect. At the beginning it didn't seem like so many items would share this Pyroland attribute. But then TF2 items kept getting goofier, and pyroland-assist-ness became just that much more common. The decision to value consistency over just stopping to document the same tiny-tiny gameplay change is, I think, quite due for a revisit.
I'll update the non-talk version of this page to say that we no longer demonstrate Pyroland items individually. We should have a long single-video demo of Pyroland items (at least one for each class, including things like Engineer sentry and things like Larval Lid where it's reversed), and just have that one as "the" Pyroland demonstration.
Existing demonstrations are still nice though, they do offer a 360 view of the item which is something that the page would otherwise not have. So, no reason to remove it from existing pages, or to take down existing videos. But at this point I agree that the effort to create and review and upload more of them is not worth the hassle. — Wind 05:03, 17 September 2021 (UTC)

3 taunt demonstrations that can't be uploaded

There's the Boston Boarder and the Texas Truckin' done by the same person. But the download link in video description are the original clip without editing. Also the Scorcher's Solo is done by another person but download link in video description are expired. These 3 taunt demonstration were approved but haven't uploaded to the official channels. What should we do about these? --AlexT 15:28, 8 October 2021 (UTC)

We can just wait to those people to respond. Anyway, since more than 2 weeks has passed for all of the videos, anyone can override the reservation and make new ones · Ashe (talk) 15:54, 13 October 2021 (UTC)

Team Fortress Quake/ Team Fortress Classic weapons?

Since this is technically the Team Fortress series wiki, and not just the Team Fortress 2 wiki, shouldn´t be there weapon demonstrations for the weapons of the other two games? Aside of creating the equivalent of tr_karma in goldscr and quake engines, and buying classic, it shouldn´t be too complicated, since in contrast with Team Fortress 2, in those games you already start with all the items.Anonymus0 (talk) 21:32, 23 October 2021 (UTC)

Seems like this will start off with maybe 2 or 3 demonstrations being done, but then it'll die down and be an uncompleted and abadoned section.
GrampaSwood (talk) 21:36, 23 October 2021 (UTC)
Pictogram plus.png  I like this idea. Definitely not an easy task, we'll need a map, proper guides and it will increase the workload, but it would be pretty cool. — Tark 21:55, 23 October 2021 (UTC)
Pictogram plus.png  Marvelous idea! I truly wonder how noone though of it before. I'm sure that there still some classic editor which would participate in this little project, and give the TF Wiki channel something new to cover. Lolimsogreat21 (talk) 22:03, 23 October 2021 (UTC)Lolimsogreat21
Thanks! I only posted this because I thought exactly that: why they aren´t any tfq/tfc demonstrations! Also, for what the first comment says, I think that if someone gets a map that has the same functions as karma in the other two engines (target range, pit, pool, control room and maybe some things to test mobility options) then the worst part is done, since as i said, only tf2 has any unlockable content, so there shouldn´t be any problems like the "something especial for someone special". Thus, if someone manages to find some modders that are willing to help, this should be easy. That said, we would need to use a different set of steps because: one, since the classes in tfq/tfc have different hp values, as well as armor, thus, we would need to use different classes; and two, there is no inventory screen. Questions: i think the tfq and tfc weapons should be in different videos, unless we compare the effectiveness of the weapon right?; in tfc, should we make separate videos for the crowbar and umbrella, since weapon reskins in tf2 have different videos, or should we make on shared video for both, since they have the same stats and are outright the same weapon in tfq(axe)? Anonymus0 (talk) 07:57, 24 October 2021 (UTC)
Third question: should we put the tfc weapons on the main weapon demonstration page or in a separate one? Anonymus0 (talk) 08:01, 24 October 2021 (UTC)
Just remembered that the demoman armor in this game is also explosion-resistant, and thus explosives dont deal as much damage to him, and pyro has a similar asbestos armor. They must be there in the target practice, at least when showcasing explosive weapons/flamethrower. Medic is also inmune against his own infection too. Sorry for posting this in smaller comments instead of one large one. Anonymus0 (talk) 08:10, 24 October 2021 (UTC)
Hmmm. Thinking about it now, this seems like a lot larger proposal then I originally thought. And considering that I have very little experience with the Weapon Demonstration, I can't decide whether this will be implemented or not. But anyway, here's mine 2c.
Since we don't have a section of the wiki dedicated to Team Fortress Quake edition at all, I don't think it's even necessary to bother with making weapon demonstrations for that particular game, at least until we also start documenting it on our wiki. In terms of where will these new Tfc demonstrations go, they will obviously be uploaded to the official Team Fortress Wiki youtube channel. However, I do think that it would be a good idea to make a Weapon Demonstration page (Similar to this one) on the Tfc wiki, where the new rules, guides and the Tfc demonstrations will be posted. Although this isn't that necessary.
You are right, getting a tr_karma's equivalent in the Tfc properly "constructed" will be a challenge. But in the worst case scenarion, we can simply load up a regular map and do demonstrations on them. Also, yes, we will certainly have to show of weapons against a multitude of classes, in order to account for every possible damage resistance.
All in all, I think that this project is an excellent idea, and it might make the Tfc wiki more popular and attractive. I'm really enthusiastic about it. Lolimsogreat21 (talk) 22:14, 24 October 2021 (UTC)Lolimsogreat21