Team Fortress Wiki talk:Weapon Demonstration
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Tools
Enchantment: Eternaween
This demonstration has been reserved: ![]()
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03:16, 10 August 2025 (UTC)
I've got a few questions related to how this should be set up:
- How many other people are needed for this demonstration? (The voting part)
- What map should this be done on?
tr_karma_event_wikior some other map which will probably reflect Halloween/changes to a normal map better such as Double Cross. - Should I show off the Halloween Mode changes?
- On the one hand, it would be easy to show Halloween restrictions lifted on certain cosmetics/weapons, item pickups changing, and the thriller taunt playing.
- On the other hand, I am not sure what way would fit best in a demonstration to show off item pickups changing. More importantly, some more complicated aspects such as Halloween-Spelled items being active and strange part kill tracking would be far greater of a task to get done filming in 2 hours (duration of the event). I don't even know which strange part type the Eternaween's Halloween would count for because there are separate ones for Full-Moon and Halloween kills.
- Ok, given my schedule its unlikely that I'll have time to coordinate this, but it'd be funny if we did this demonstration and posted it then immediately after post both the Thriller Taunt and Halloween Package demonstrations (given they are approved). If anyone knows they'll be able to and want to create this demonstration soon enough that all of them are approved in a similar time frame let me know so I can vacate my reservation on it.


19:37, 6 November 2025 (UTC)
- Thumbnail won't work since the ":" character is invalid, instead I put it here. https://drive.google.com/file/d/1eAhUeW_EDQUvPfuOUwGaNppOMBHoZ-h8/view?usp=sharing
Mann Co. Supply Crate
This demonstration has been reserved: Alex┋T 07:07, 13 July 2025 (UTC)
Original video is not an official demonstration.
Demonstration link
This video already exists for the Mann Co key: https://youtu.be/d0IgRwj33BA . Also, check your Hud, i don't think it should look like that · Ashe (talk) 18:35, 20 July 2025 (UTC)
- I personally think there's value in showing how it looks like when either using the key or using the crate, though not sure what other people think.
| s | GrampaSwood
(talk) (contribs) 18:06, 22 July 2025 (UTC)
- Yeah I'd be fine with that.
| s | GrampaSwood
(talk) (contribs) 14:24, 23 November 2025 (UTC)
- Yeah I'd be fine with that.
Summer Adventure Pack
This demonstration has been reserved: Mediarch
♥ Talk ♥ My Edits 02:18, 21 November 2025 (UTC)
Demonstration link
Looks good.
| s | GrampaSwood
(talk) (contribs) 13:45, 4 February 2026 (UTC)
Jungle Inferno Contracts Pass
Action
Fancy Spellbook
This demonstration has been reserved: No one
Demonstrate all Magic spells with the Stock (Normal quality) version equipped.
Demonstrate that the particle effects that emit on the hand are different from the Spellbook Magazine and Fireproof Secret Diary.
Fireproof Secret Diary
This demonstration has been reserved: No one
Demonstrate all Magic spells with the Stock (Normal quality) version equipped.
Demonstrate that the particle effects that emit on the hand are different from the Spellbook Magazine and Fancy Spellbook.
Kritz or Treat Canteen
Pile o' Gifts
Taunts
Dead Mann's Drink
This demonstration has been reserved: ⋆˚࿔ ♕ 𝑅𝑒𝑔𝒶𝓁 ♕ ࿔˚⋆
𝕋𝕒𝕝𝕜 𝕥𝕠 𝕞𝕖! ⊹₊˚‧︵‿₊୨♕୧₊‿︵‧˚₊⊹ 𝕄𝕪 𝕤𝕥𝕦𝕗𝕗 𝕟 𝕖𝕕𝕚𝕥𝕤 02:41, 10 December 2025 (UTC)
Demonstration link
The first voice line is still playing for a long time, try redoing it with a shorter voice line.
| s | GrampaSwood
(talk) (contribs) 13:45, 4 February 2026 (UTC)
- updated to what was needed revisioned ⋆˚࿔ ♕ 𝑅𝑒𝑔𝒶𝓁 ♕ ࿔˚⋆
𝕋𝕒𝕝𝕜 𝕥𝕠 𝕞𝕖! ⊹₊˚‧︵‿₊୨♕୧₊‿︵‧˚₊⊹ 𝕄𝕪 𝕤𝕥𝕦𝕗𝕗 𝕟 𝕖𝕕𝕚𝕥𝕤 18:11, 4 February 2026 (UTC)
Critical Fail
This demonstration has been reserved: ⋆˚࿔ ♕ 𝑅𝑒𝑔𝒶𝓁 ♕ ࿔˚⋆
𝕋𝕒𝕝𝕜 𝕥𝕠 𝕞𝕖! ⊹₊˚‧︵‿₊୨♕୧₊‿︵‧˚₊⊹ 𝕄𝕪 𝕤𝕥𝕦𝕗𝕗 𝕟 𝕖𝕕𝕚𝕥𝕤 02:41, 10 December 2025 (UTC)
Demonstration link
There's sometimes too much mouse movement during the first clip (non-rotating clip) of it, such as on the Scout one. Try to quickly flick, then hold still, then once the taunt has ended quickly flick back. Sometimes the returning back already happens while the taunt is still finishing the last part, a quick flick back once it ends should be good. The transition between the Demo and Heavy clip is also a bit too fast, you can wait ~0.3 sec more there. The equip noise is audible in the Medic's loadout clip, the previous voice line from the Sniper is also audible, and Spy can be seen moving during the transition. The rotation during the Spy clip also doesn't end before .
- updated on what has been noted here ⋆˚࿔ ♕ 𝑅𝑒𝑔𝒶𝓁 ♕ ࿔˚⋆
𝕋𝕒𝕝𝕜 𝕥𝕠 𝕞𝕖! ⊹₊˚‧︵‿₊୨♕୧₊‿︵‧˚₊⊹ 𝕄𝕪 𝕤𝕥𝕦𝕗𝕗 𝕟 𝕖𝕕𝕚𝕥𝕤 12:12, 5 February 2026 (UTC)
Bear Hug
This demonstration has been reserved: ⋆˚࿔ ♕ 𝑅𝑒𝑔𝒶𝓁 ♕ ࿔˚⋆
𝕋𝕒𝕝𝕜 𝕥𝕠 𝕞𝕖! ⊹₊˚‧︵‿₊୨♕୧₊‿︵‧˚₊⊹ 𝕄𝕪 𝕤𝕥𝕦𝕗𝕗 𝕟 𝕖𝕕𝕚𝕥𝕤 17:43, 22 January 2026 (UTC)
Demonstration link
The Pyro/Demo/Heavy/Spy clip's first hug starts too soon, Heavy hasn't said the full voice line and the intro animation hasn't fully played out.
- updated ⋆˚࿔ ♕ 𝑅𝑒𝑔𝒶𝓁 ♕ ࿔˚⋆
𝕋𝕒𝕝𝕜 𝕥𝕠 𝕞𝕖! ⊹₊˚‧︵‿₊୨♕୧₊‿︵‧˚₊⊹ 𝕄𝕪 𝕤𝕥𝕦𝕗𝕗 𝕟 𝕖𝕕𝕚𝕥𝕤 16:59, 5 February 2026 (UTC)
Final Score
This demonstration has been reserved: ⋆˚࿔ ♕ 𝑅𝑒𝑔𝒶𝓁 ♕ ࿔˚⋆
𝕋𝕒𝕝𝕜 𝕥𝕠 𝕞𝕖! ⊹₊˚‧︵‿₊୨♕୧₊‿︵‧˚₊⊹ 𝕄𝕪 𝕤𝕥𝕦𝕗𝕗 𝕟 𝕖𝕕𝕚𝕥𝕤 11:31, 24 November 2025 (UTC)
Demonstration link
The Soldier/Heavy/Sniper/Spy can be seen moving in the loadout before the clip starts. The Heavy also lacks facial animations, but I assume that is a bug with the taunt? If so, feel free to add it to the main article with the video linked in the edit summary as a source. The Engi's rotating is also too slow, it's not fully rotated back by the time the taunt is over.
- updated whats over here ⋆˚࿔ ♕ 𝑅𝑒𝑔𝒶𝓁 ♕ ࿔˚⋆
𝕋𝕒𝕝𝕜 𝕥𝕠 𝕞𝕖! ⊹₊˚‧︵‿₊୨♕୧₊‿︵‧˚₊⊹ 𝕄𝕪 𝕤𝕥𝕦𝕗𝕗 𝕟 𝕖𝕕𝕚𝕥𝕤 12:12, 5 February 2026 (UTC)
Thriller taunt
This demonstration has been reserved:
Talk
Contribs
Steam
05:01, 25 April 2025 (UTC)
Original video is not an official demonstration nor is it a properly made one.
Is there absolutely any way on how I can always perform the thriller taunt?
Talk
Contribs
Steam
21:43, 28 May 2025 (UTC)
- Not as far as I'm aware, unless using weapons that have no taunt (IIRC) but that wouldn't fit the demo. I'm not sure if the idea of the demo in itself is even that good, in theory it makes sense but in practice it looks like the video is very rushed (but that's only due to the nature of the taunt itself being really short). I think maybe instead of showing off this taunt it's better suited to maybe show off how it works? Taunt a couple of times, including the regular taunt, to show off it's random then show that it doesn't override kill taunts.
| s | GrampaSwood
(talk) (contribs) 14:24, 23 November 2025 (UTC)
Need to be redone
Party Trick
This demonstration has been reserved: Wikibowman (talk) 15:31, 25 January 2026 (UTC)
Sound effects are different and needs to show the Pyroland particles
I can't seem to get pyroland working on tr_karma_wiki so not sure if I should do the demonstration on a different map or what the best solution would be. Tried adding it to the mtp.cfg but that doesn't result in any visual changes. The rainbow particles for the taunt work fine but the "pyroland effects" don't work (no border and the textures all stay the same). Mediarch
♥ Talk ♥ My Edits 22:10, 19 June 2025 (UTC)
The pyroland worked for me, so i tried. Wikibowman (talk) 15:35, 25 January 2026 (UTC)
The Pyro has Pyrovision Goggles on in the loadout clip, which should be default. The transition between loadout and the game should also be instant, just pressing escape should work. There's also no key bound to cancelling the taunt, which says as '<not bound>'. Bind Q to 'lastinv' in console (bind q lastinv). The crosshair should also be default. For the Pyrovision Goggles clip, show the Pyrovision Goggles equipped in the loadout menu (A loadout, top slot, mouse hovering over the Goggles, rest of the slots empty or stock weapon), then transition to the Pyrovision clip. Looks good otherwise.
| s | GrampaSwood
(talk) (contribs) 13:45, 4 February 2026 (UTC)
Fortified Compound
This demonstration has been reserved: Wikibowman (talk) 00:39, 25 January 2026 (UTC)
Update to use post-Jungle Inferno afterburn damage (4 dmg/tick for 7.5 seconds, previously 3 dmg/tick for 10 seconds).
Sorry for being... late, but the shooting a lit arrow to the invisible spy is missing · Ashe (talk) 15:55, 4 November 2025 (UTC)
- Damn and getting the Pyro right is the worst part too...
| s | GrampaSwood
(talk) (contribs) 15:58, 4 November 2025 (UTC)
Crusader's Crossbow
This demonstration has been reserved: No one
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.
Does not show that if you try to heal up an enemy Spy, Über is not built.
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. Video — Thedop (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 try — Thedop (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)
- *sigh* Thedop's demonstration has been in hiatus for two years. Maybe I can make my own demonstration if Thedop doesn't mind. — Exaskliri (they/them) (talk | contribs) 06:43, 14 April 2022 (UTC)
- Demonstration reservations are only valid for 2 weeks. If the reservation tag remains on a video and no action has happened since, you can ignore the reservation and replace it with a reservation of your own. — Wind 00:33, 24 April 2022 (UTC)
- Oh, and by the way, don't forget to add a demonstration of healing afterburn (probably the most common type of status effect). Qwertyxp2000 (talk) 23:17, 16 June 2022 (UTC)
- Definitely doable for making an entry about using Crossbow at point blank range to both hit enemies and heal teammates. Qwertyxp2000 (talk) 21:06, 25 June 2022 (UTC)
- Oh, and by the way, don't forget to add a demonstration of healing afterburn (probably the most common type of status effect). Qwertyxp2000 (talk) 23:17, 16 June 2022 (UTC)
- Demonstration reservations are only valid for 2 weeks. If the reservation tag remains on a video and no action has happened since, you can ignore the reservation and replace it with a reservation of your own. — Wind 00:33, 24 April 2022 (UTC)
- *sigh* Thedop's demonstration has been in hiatus for two years. Maybe I can make my own demonstration if Thedop doesn't mind. — Exaskliri (they/them) (talk | contribs) 06:43, 14 April 2022 (UTC)
- The Minigun is still hiding the medic when he's firing... — Wind 00:07, 30 September 2019 (UTC)
- Second try — Thedop (talk) 06:45, 25 September 2019 (UTC)
I'm going to at least make an attempt at this since the last discussion regarding the Crossbow demonstration was two years ago. Any advice would be appreciated, since this is my first wiki contribution. (And yes, I know how to edit) Jk6419 (talk) 02:25, 27 August 2024 (UTC)
Holiday Punch
This demonstration has been reserved: ![]()
![]()
18:27, 22 July 2025 (UTC)
Does not demonstrate that disguised spies do not laugh from Holiday Punch.
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)
- Not sure if I have to create a new section for the Holiday Punch or add information on an already existing one, but there's several things that probably should also be demonstrated:
Demonstrate that enemies underwater doesn't laugh on the back / critical hits, which therefore, they don't receive damage (The map used for demonstrations does not have water, though)
Demonstrate that punching an enemy at the back / doing a critical hit on an enemy that is jumping / is on the air, has no effect, and does no damage
Demonstrate that it's possible to tickle enemies that are being Ubercharged, possibly include both the patient and the Medic being tickled
- Tickle the patient first, show that it's still in the effects of Uber, and tickle the Medic second, that would probably be more ideal, so it shows that when a Medic is tickled, his target loses the healing / ubercharge
- Perhaps also demonstrate the Quick-Fix ubercharge, since it mentions it blocks "movement-impairing effects", which isn't the case for the Holiday Punch (I'm pretty sure you can still get tickled with the Quick-Fix uber)
Demonstrate that a Scout with the effects of Bonk! can be tickled
Demonstrate that a Soldier with the Battalion's Backup active, as well his teammates receiving the Backup effect, can still be tickled- A few other ones that I am unsure about:
Demonstrate that it's not possible to tickle robots and giant robots on MVM (I don't think we often make MVM-related stuff on these demonstrations, unless it's an unique mechanic like the Projectile Shield)
Demonstrate that an enemy who is taunting does not get tickled, and that it receives no damage on critical hits
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▪
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04:23, 24 April 2022 (UTC)
- The
tr_karma_rc1map has water (see Sydney Sleeper demonstration here). I use that map for demonstrations, as it is preferred (according to the Weapon Demonstration page). — Exaskliri (she/her) (talk | contribs) 09:23, 24 April 2022 (UTC) - No to the Quick-Fix + Bonk + Battalion's Backup things; as the project page states, non-stock item interactions are usually not demonstrated, in order to avoid having a full explosion of weapon interactions to demonstrate. The Quick Fix one also sounds like a bug, so usually that isn't worth demonstrating either because it has marginal utility and may eventually get patched, which would just create more video work later down the line. But all the other points are good to demonstrate, so +1 that a redo is in order for this one — Wind 04:49, 12 May 2022 (UTC)
- The
I have an idea on how the new video might be represented:
Part 1: The Main Gang (Pyro, Soldier, Medic, Spy)
- Do the same actions as was done in the original video
Part 2: Basic Interactions Do the same actions as was done in the original video, demonstrating Kritzkrieg on Soldier (via friendly Medic) and Jarate on Demoman (via friendly Sniper), plus another for Medic interactions.
Part 2a:
- Approach friendly Kritzkrieg Medic, who has full charge
- Get charged with the Kritzkrieg buff
- Keep punching the enemy Soldier until the buff wears off
- Punch again while the buff is off, and keep doing it until the Soldier dies
Part 2b:
- Approach friendly Sniper holding Jarate
- Let the Sniper throw Jarate at the enemy Demoman
- Attack the Demoman normally while he is Jarated
- Attack the Demoman from behind while he is Jarated
- Kill the Demoman normally again while he is Jarated
Part 2c:
- (This is where the new stuff begins) Approach an enemy Medic who is healing a
friendlyenemy Scout with his Medi Gun - Attack the Scout from the front and behind
- Enemy Medic activate Medi Gun invulnerability
- Do the same as Step 2 onto Scout except while Übercharged
- Do the same as Step 4 except on Medic
Part 3: Versus Mittens Heavy
- Approach the enemy Mittens Heavy
- Attack the Mittens Heavy with your Holiday Punch. Watch him laugh.
- Let the Mittens Heavy attack you with his Holiday Punch. Watch yourself laugh.
- Mittens Heavy will swap out Holiday Punch for Minigun.
- Attack the Heavy with your Holiday Punch.
- Swap your Holiday Punch for the Shotgun
- Mittens Heavy will swap out Minigun for Holiday Punch
- Let the Mittens Heavy attack you with his Holiday Punch.
- (This is where the new stuff begins) Jump, and while mid-air let the Mittens Heavy attack you with his Holiday Punch. There should be no laugh.
- Go behind the Mitten Heavy's back
- Let the Mittens Heavy jump, and attack the Mittens Heavy with your Holiday Punch. There should be no laugh.
Part 4: Spy Interactions View from the Heavy's and Spy's points of view, with a smaller video on the top-right (or something like that) for the Spy's point of view.
- Approach the enemy Spy
- Let the enemy Spy cloak
- Attack the Spy with your Holiday Punch from behind. There should be no laugh.
- Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)
- Attack the Spy with your Holiday Punch from behind. There should be no laugh.
Part 5: Taunts and Water
- Let the enemy Engineer taunt from his Shotgun. It should be the one where he dances around.
- While the enemy Engineer is taunting, attack him from behind with the Holiday Punch. There should be no laugh.
- Repeat Steps 1 and 2 except attack him from the front.
- The enemy Engineer runs to the water. Follow him into the water.
- Attack him from behind with the Holiday Punch. There should be no laugh.
Part 6: Robots
- Approach an enemy Robot, preferably the Holiday Punch Heavy Robot.
- Attack him with your Holiday Punch from the front, and then attack him from behind. There should be no laugh.
Qwertyxp2000 (talk) 02:49, 8 June 2022 (UTC) Qwertyxp2000 (talk) 02:51, 8 June 2022 (UTC) Qwertyxp2000 (talk) 10:08, 8 June 2022 (UTC)
- Very detailed, nice. — Wind 22:48, 19 June 2022 (UTC)
- By the way, I also think that it would be helpful to add a section dedicating to observing a duration comparison for all Schadenfreude taunts. I have a feeling that the length of the taunt has an impact on gameplay of the Holiday Punch. So maybe we could do a section where 9 Holiday Punch Heavies simultaneously attack one of each class, which demonstrates the time it would take to get out of the forced animation. Qwertyxp2000 (talk) 01:41, 22 June 2022 (UTC)
- Might be cool if only for the comedy of it all. — Wind 21:39, 31 July 2022 (UTC)
- On "Part 4 - Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)", why not make the Spy disguise as the Heavy, and make sure that the Holiday Punch is active? The Spy won't be able to laugh, but I wonder if you (the player), would laugh. In case that happens, then it would be important to also showcase trying to punch the Spy from behind without having him with the Holiday Punch active.
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03:19, 18 February 2023 (UTC)
- Actually, never mind. For some reason I thought you also laughed with who you just punched that is also wearing the mittens (it commonly happens when both Heavies hold their left clicks after being tickled). But, the Spy wearing the Holiday Punch may be the best scenario here, so it shows that the disguise is not lost (although make sure to show also without the mittens active, and, when the mittens is active for Spy, punch him from the back, then punch him from the front).
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▪
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13:08, 18 February 2023 (UTC)
- Actually, never mind. For some reason I thought you also laughed with who you just punched that is also wearing the mittens (it commonly happens when both Heavies hold their left clicks after being tickled). But, the Spy wearing the Holiday Punch may be the best scenario here, so it shows that the disguise is not lost (although make sure to show also without the mittens active, and, when the mittens is active for Spy, punch him from the back, then punch him from the front).
- On "Part 4 - Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)", why not make the Spy disguise as the Heavy, and make sure that the Holiday Punch is active? The Spy won't be able to laugh, but I wonder if you (the player), would laugh. In case that happens, then it would be important to also showcase trying to punch the Spy from behind without having him with the Holiday Punch active.
- Might be cool if only for the comedy of it all. — Wind 21:39, 31 July 2022 (UTC)
- By the way, I also think that it would be helpful to add a section dedicating to observing a duration comparison for all Schadenfreude taunts. I have a feeling that the length of the taunt has an impact on gameplay of the Holiday Punch. So maybe we could do a section where 9 Holiday Punch Heavies simultaneously attack one of each class, which demonstrates the time it would take to get out of the forced animation. Qwertyxp2000 (talk) 01:41, 22 June 2022 (UTC)
Power Up Canteen
This demonstration has been reserved: No one
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)
Reservation taken to add Medic's BC upgrade difference.— The preceding unsigned comment was added by Intel Xeon Gold 6150 (talk) • (contribs) 2025-08-12, 18:38 UTC
- Reservation vacated. Raccoon Power (talk?) 19:40, 22 September 2025 (UTC)
Chargin' Targe ,
Tide Turner , and
Splendid Screen
This demonstration has been reserved: Cheddar • Talk 13:01, 18 July 2024 (UTC)
Should be redone to show that charging with the shields remove debuffs
Demonstration link
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)
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.
Rikka Takanashi (talk) • (contributions) 12:47, 25 June 2020 (UTC)
- Yes, that would all be good. — Wind 05:44, 8 July 2020 (UTC)
I think the Eyelander clip should probably be synced up better, or go one after another. I think the flame stuff should be done using the Flamethrower instead, as getting killed shows "Pyro carrying Cheddar's", try to also get a clip with a Pyro firing their Flamethrower and you charging through it, showing that if you get hit after the charge starts the debuffs don't get removed. Otherwise, looks good.
| s | GrampaSwood
(talk) (contribs) 13:41, 31 July 2024 (UTC)
- Looks good, only missing the clip with the mid-charge debuff being applied. You can do this using Jarate too if you find that easier (since it has splash).
| s | GrampaSwood
(talk) (contribs) 15:36, 5 August 2024 (UTC)
- Looks good, the only thing I would change (if the demo needs other changes) is to have the Jarate in the second Jarate clip be thrown on you mid-way through the charge, rather than at the start (but after you already started charging).
| s | GrampaSwood
(talk) (contribs) 23:31, 16 August 2024 (UTC)
- Looks good, the only thing I would change (if the demo needs other changes) is to have the Jarate in the second Jarate clip be thrown on you mid-way through the charge, rather than at the start (but after you already started charging).
Quick-Fix
This demonstration has been reserved: No one
Old reservation (29 April 2021)
What I've done in addition to the existing one (the timestamp in the parentheses are the old/new ones):
- (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.
- (2:09/2:39) 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. - (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.
- (2:56/3:47) I did the "mirror blast jumping" part outdoors, although it might not look neat. I'm sorry.
- (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.
- (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).
- (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%.
- (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.
The new ones (the timestamps refer to the new demonstration):
- (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.
- (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)
- 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)
- Just finished the whole demonstration. I just need to attach the segments. Exaskliri (talk) 15:15, 4 May 2021 (UTC)
- Just finished
uploadingre-uploading the new Quick-Fix demonstration video to YouTube and MediaFire.
- 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.
- 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)
Trading demonstration
This demonstration has been reserved: No one
Doesn't show the "Requires Steam Guard verification" window
We can make the same Medic and Heavy conversation joke.
- Alright, it seems that Steam won't allow me to change the Trading window language for some reason, so i'm leaving this to a English-speaker user · Ashe (talk) 04:55, 27 February 2022 (UTC)
- I don't think we should redo this just for this reason; there may be more UI changes to that process in the future, and it seems unnecessary. — Wind 00:33, 24 April 2022 (UTC)
Teleporters
This demonstration has been reserved: GrampaSwood, 7-8-2024 17:03 CEST
Needs to show the updated metal cost.
I think the current demo is a bit messy, so I'm making a new order: First clip (showing basic things, requires 3 people):
- Build entrance (no speeding up), watch it fully unfold.
- Build exit (speeding it up). Take Teleporter once it's fully built.
- Fully upgrade to level 3 using 3 pre-spawned full ammo boxes. Upgrade to Level 2 on the Exit, and upgrade to Level 3 on the Entrance (showing both sides share upgrades).
- Friendly takes the Tele, enemy player (non-Spy) tries to take the Tele, then an enemy Spy tries to take the Tele (undisguised).
Second clip:
- Third screens: left screen shows Tele Entrance being selected from PDA, middle screen shows Tele being selected from PDA, right screen has Tele pre-built and picks it up. All 3 put it down, left stares at it, middle hits it, right stares at it (showing off build speed vs wrench hitting vs redeploying).
Third clip (requires 2 people):
- Third screens: Level 1, 2, and 3 from left to right. Shows friendly player getting teleported, then walks back to entrance and waits for another teleport. Do this for 3 teleports in total. Alternatively, we take another 2 people. They stand in a line and take Teleporter as I watch. Tele brings them to an off-screen place, and I (Engineer) stop on it last. Both teammates look at the Engi, say a thank you voice line. The last bit is only for a bit of humour, so I can understand if we just take the first option only.
Fourth clip:
- Either a single screen (my preference) or one-third screens: Spy walks on Tele undisguised, gets teleported. Walks back to Entrance, disguises, gets teleported. Walks back to Entrance, takes Disguise off, then cloaks and stands on Tele.
Fifth clip:
- Spy saps Tele Exit, stand on Tele (showing no teleporting), remove Sapper, repair Tele (shows both sides get healed at the same time). Switch sides, Spy saps Entrance, remove Sapper.
Sixth clip:
- Third screens: Spy saps Tele, wait until it dies. Level 1, 2, and 3 from left to right.
Seventh clip (requires 2/3 people):
- Enemy Heavy stands on Tele Exit, I go through (killing him). I walk back in front of Entrance, Medic with Über pops it on patient (who walks on Tele), I go through (killing him). Medic stands on Exit (with Über still), I kill him. If possible, the first Übered player should have respawned by now as a Spy, noclipped out of frame, then walks onto Tele entrance, going through and telefragging me (Engi).
Optional extra clips: Eureka Effect clip:
- Half screen: left has stock, right has Eureka Effect. Both build Tele, grab one of the 2 large ammo boxes in front of them, and start upgrading their Teles. Eureka Effect finishes first as it only needs 200, Stock requires 400.
Setup time clip:
- Shows extra fast upgrading of Teles.
If I missed anything, let me know, but this should be all.
| s | GrampaSwood
(talk) (contribs) 15:03, 7 August 2024 (UTC)
- I think this covers pretty much all there is for teleporters.
Cheddar • Talk 15:57, 7 August 2024 (UTC)
I don't know if you plan on doing this one anymore, but you should have a clip showing off that if one teleporter is broken the undestroyed teleporter reverts back to level 1, and when you have a level 2 or above teleporter and set up the other side they both are set to level 1. I think it would be best if you did it in one clip like this:
- Have an established level 3 teleporter set up.
- Have a soldier blow up the exit teleporter.
- Observe the entrance turning back to level 1.
- Upgrade the entrance back to level 2.
- Rebuild the teleporter exit.
- Observe the teleporters being set back to level 1.
- Upgrade them both to level 2. (Level 2 specifically because it shows off that the teleporter level is reset regardless of which level it was before destruction.)
- Have the soldier blow up the entrance side.
- Observe the level of the exit.
The only disadvantage of this clip that its so long that it may be hard to film and the people watching might not understand what it demonstrates. If you break it up then I suggest one clip showing off either side being destroyed setting the other back to level one and another clip demonstrating a Level 3 of either side being set back to zero when a new teleporter is built. ![]()
![]()
03:20, 9 September 2025 (UTC)
Amputator
This demonstration has been reserved: No one
Does not show damage against players vs stock
I recorded most of this but medic's health regen is completely random as far I can tell. I can't get the clips to line up so I can properly demonstrate the increased health regen so I'm removing my reservation for the time being. I might try again some other time to brute force it but it doesn't seem promising Mediarch
♥ Talk ♥ My Edits 18:34, 28 March 2024 (UTC)
- Not having them be synced up is fine as long as it's clear that the Amputator goes faster.
| s | GrampaSwood
(talk) (contribs) 18:55, 28 March 2024 (UTC)
- That's not the issue I'm having. It's the part where you're showing that it only regenerates faster while you are actively holding the amputator itself. The original video has a 3-way splitscreen with the left side being Amputator, the middle having the Amputator equipped but switched to hold the medi gun, and the right holding the stock bonesaw. I can't the medi gun side and bonesaw side to sync up so it looks like one of them is slightly faster than the other. One of the two is always slightly faster or slower which makes it really difficult to properly demonstrate that part. Even the actual health you gain each tick is slightly variable from what I can tell. I had 6 different clips and synched them all up and they all finished at different times and would have different health values despite all other variables being equal. All 6 clips started at the same time but all 6 of them have different HP https://imgur.com/3NVTjSG. My only thought for a fix is I could try to cheat and essentially just crop the health bar from one of the clips and paste it onto the other so that way they are perfectly synced up. It'd have to be a seamless edit though which is pretty hard to do. Mediarch
♥ Talk ♥ My Edits 19:15, 28 March 2024 (UTC)
- That's not the issue I'm having. It's the part where you're showing that it only regenerates faster while you are actively holding the amputator itself. The original video has a 3-way splitscreen with the left side being Amputator, the middle having the Amputator equipped but switched to hold the medi gun, and the right holding the stock bonesaw. I can't the medi gun side and bonesaw side to sync up so it looks like one of them is slightly faster than the other. One of the two is always slightly faster or slower which makes it really difficult to properly demonstrate that part. Even the actual health you gain each tick is slightly variable from what I can tell. I had 6 different clips and synched them all up and they all finished at different times and would have different health values despite all other variables being equal. All 6 clips started at the same time but all 6 of them have different HP https://imgur.com/3NVTjSG. My only thought for a fix is I could try to cheat and essentially just crop the health bar from one of the clips and paste it onto the other so that way they are perfectly synced up. It'd have to be a seamless edit though which is pretty hard to do. Mediarch
- I'd argue that so long as there is a reasonably larger difference in time between when the Amputator while held reaches full health to the Bonesaw and Medi-Gun clips, even with a minor difference between the latter two the point should get across. Syncing them up would be difficult unless you used a config file to automate the clip upon spawn, as AFAIK Medic regenerates health based on a set timer even while at full health, meaning health can start being restored seemingly inconsistent to when he takes damage.
Kibblekip (talk) 00:26, 9 August 2024 (UTC)
- I'd argue that so long as there is a reasonably larger difference in time between when the Amputator while held reaches full health to the Bonesaw and Medi-Gun clips, even with a minor difference between the latter two the point should get across. Syncing them up would be difficult unless you used a config file to automate the clip upon spawn, as AFAIK Medic regenerates health based on a set timer even while at full health, meaning health can start being restored seemingly inconsistent to when he takes damage.
Thermal Thruster
This demonstration has been reserved: No one
Video doesn't show the increased knockback while using the item
This video was created when the rule was just "at least 30 fps". Now, the knockback clips are a bit random and doesn't properly show the actual effect. Maybe the demonstrator can show it by placing a pyro aiming upwards and make it airblast them. The clips would be in badwater roof, the left clip without the thermal just falling off from it and the right clip, jumping with the thermal onto the pyro. · Ashe (talk) 17:18, 28 March 2024 (UTC)
Even if airblast knockback clip recording would be a problem (mainly from positioning), I will bite the bullet and go right ahead at it anyway. Raccoon Power (talk?) 22:35, 11 August 2025 (UTC)
- Turns out the previous statement wasn't true at all, got it all exported in just a few hours. Man, I wished I picked more appropriate time to do this, I feel burned out now... had the balls to upload it on quadhd tho Raccoon Power (talk?) 02:14, 12 August 2025 (UTC)
- ...and, obviously, being this burned out means rushed demos... Fleetari's rim polish Raccoon Power (talk?) 02:37, 12 August 2025 (UTC)
- The third-person shot should not be using regular thirdperson, but should be from the same angle as the current video (you can do this with
thirdperson_mayamode). The clip on Powerhouse is probably better to be done on the regular map itself as the outside area works fine for it. The knockback clip should also be in third person when you hit the ground like the current video (it's also not necessary to go into third person to look around in the large knockback clip). The Hightower clip should also be moved to Watchtower because it has a much higher difference in height than Hightower does (as well as a much higher difference in damage). The airblast clip should mimic the one in the original video, simply just airblast you straight backwards. The current clip doesn't really convey anything and also randomly kills the airblasting Pyro (which is not the point of the clip). The extinguish clip could also probably be starting at 100 HP instead of full HP to show the lack of health returned and the landing itself should be in third person to show the extinguishing happening, rather than going into third person afterwards.
| s | GrampaSwood
(talk) (contribs) 12:45, 3 September 2025 (UTC)
- Reservation vacated, lost intrest into weapon demo thingy Raccoon Power (talk?) 09:42, 16 December 2025 (UTC)
Natascha
This demonstration has been reserved: No one
Needs to show that when an enemy is being healed by a medi gun or other source (like a dispenser) they're immune to the slowdown.
Better demonstration of the slowdown effect (see comment below)
I thought a good way to show off the slowdown is to have a Medic walk the length of the building inside (from one end to the shutter door where speed differences are always shown). Have it be a side-by-side clip while being shot at from the Medic's pov. Medic is the second fastest class in the game and has 50 extra health compared to Scout, spawning some large health packs should prevent the Medic from dying and the Medic pov clip would show off the slowdown better.
| s | GrampaSwood
(talk) (contribs) 11:06, 29 June 2025 (UTC)
Übersaw
This demonstration has been reserved: huske (talk) 06:37, 12 August 2025 (UTC)
Needs swing speed penalty compared to stock.
I don't think it's necessary to show the Spy stabbing you during the Über, I would change that to just holding out the Ubersaw and watching it drain. It looks a bit awkward running into the Spy attacking like that. I also can't tell if the video is too low FPS or if it's just Google Drive, so Ashe will have to be the judge of that. Other than that, looks good.
| s | GrampaSwood
(talk) (contribs) 15:36, 5 August 2024 (UTC)
- Looks like the FPS is good, I do think the ÜberCharge bit should be changed, however.
| s | GrampaSwood
(talk) (contribs) 20:30, 5 August 2024 (UTC)
Added updated ver. Myrmxa (talk) 19:47, 6 August 2024 (UTC)
- The sound is very quiet. In the first clip, I would wait until the entire ÜberCharge is over before doing the taunt (hold out the Ubersaw to watch the liquid drain). Another clip already shows that you hitting someone mid-ÜberCharge extends the duration.
| s | GrampaSwood
(talk) (contribs) 23:31, 16 August 2024 (UTC)
Resubmission because initial video was compressed to 1280x720 30fps.
| huske (talk)
- I think the Soldier demonstration should be continuous attacking of him, consistent with most other melee weapons, and then add a Sniper, Demoman, or Heavy to demonstrate what you did to the Soldier (i.e. discharge Uber then attack while on Uber). Also, there's a missing demonstration of interactions with Spy disguise (check this part of the current video), and I think we should also add a cloak demonstration that it works when cloaked too. For the bonus Spy ones, demonstrate both the hit and the taunt. As for the middle part in the original (this part), I think you could just use this with a sixth mercenary (anyone who isn't Pyro, Soldier, Medic, or Spy, the other two can be anyone else for the drain strike hit and drain taunt kill). Qwertyxp2000 (talk) 02:50, 19 August 2025 (UTC)
- Also, consistent with most other melee swing kill showcases that don't involve holster in/out bonuses/penalties, I would strike a Heavy, which these showcases tend to do. Qwertyxp2000 (talk) 02:52, 19 August 2025 (UTC)
- The spies section from the current video is missing. When doing the taunt kill you forgot to turn off crits.
- Now, I don't understand the point of the 2nd clip. What does it show?
- As Qwerty mentioned, it would be better if you demonstrate the swing speed penalty with a heavy, like in the recent caber video.
- Lastly, in my opinion it's better to separate the clip where you do the dmg and the one to show that you can extend the uber duration · Ashe (talk) 04:26, 27 August 2025 (UTC)
- Also, consistent with most other melee swing kill showcases that don't involve holster in/out bonuses/penalties, I would strike a Heavy, which these showcases tend to do. Qwertyxp2000 (talk) 02:52, 19 August 2025 (UTC)
Ap-Sap ,
Snack Attack ,
Red-Tape Recorder
This demonstration has been reserved:
Talk
Contribs
Steam
19:19, 5 October 2025 (UTC)
Does not show Sapped Sentry Guns take 33% less damage from the Spy who applied the Sapper.
Battery Canteens
This demonstration has been reserved: No one
Needs Canteen Specialist's time bonus for canteens shown.
Is there a way to disable "F4 = Toggle ready" HUD element? Raccoon Power (talk?) 18:36, 12 August 2025 (UTC)
- I'm not sure there is, but it's not necessary to really disable as that's part of the HUD in MvM.
| s | GrampaSwood
(talk) (contribs) 18:38, 12 August 2025 (UTC)
Having puppet bots is indeed useful, but not for MvM maps. They show up as humanoids, but speak in robotic accent. I didn't find any information regarding puppet bots using MvM robot models, help from an expert would be appreciated. Raccoon Power (talk?) 11:23, 13 August 2025 (UTC)
Reservation vacated. Raccoon Power (talk?) 19:41, 22 September 2025 (UTC)
Classic
This demonstration has been reserved: No one
Does not demonstrate damage comparison compared to stock. [Both quickscope and fully charged]
Does not demonstrate jumping while scoping.
Part 1: The Main Gang (Pyro, Soldier, Medic)
Start with the Pyro, Soldier, and Medic, plus the enemy Sniper as shown in the current video.
- Inspect the rifle
- Scope the rifle without manually charging. Pause for a few seconds.
- Charge the rifle to full while scoped. Pause for a few seconds.
- Let go of the charge while scoped. The Sniper should make a shot in the process.
- Pause for a few seconds and unscope.
- Charge the rifle to full while unscoped. Pause for a few seconds.
- Let go of the charge while unscoped. The Sniper should make a shot in the process.
- Shoot the Pyro with a quickshot bodyshot at the middle of his body, where there is little chance of accidentally hitting the headshot hitbox. Specifically, aim at his middle flame grenade.
- Move the crosshair to Pyro's head.
- Shoot the Pyro's head with a quickshot "headshot".
- Shoot the Pyro's head again, but with a partially charged "headshot".
- Aim at Soldier's head, and kill him with a fully charged unscoped headshot.
- Aim at enemy Sniper's head, and kill him with a fully charged scoped headshot
- Aim at Medic's head, and attack him with a scoped partially charged "headshot"
- Move the crosshair to Medic's body, specifically slightly to the left of his lower visible button right above his glove.
- Kill the Medic with a fully charged scoped bodyshot.
- Aim for the wooden Soldier target with a non-scoped headshot.
- Aim for the wooden Soldier target with a scoped fully charged headshot.
- Taunt.
Part 2 – Sniper Movement 1
Three split videos of Sniper, left and middle with Classic, right with Sniper Rifle. This will demonstrate that charging slows down the player.
- Begin charging the middle Classic. Also begin charging the normal Sniper Rifle.
- Move forward to the garage door.
Part 3 – Sniper Movement 2
Two split videos of Sniper, both with Classic. This will demonstrate that releasing a charge returns the speed back to normal.
- Begin charging the right-hand side.
- For the right-hand camera, release the charged shot by shooting at anywhere in front.
- Move forward to the garage door, with no charged shots on either of them.
Part 4 – Scope and Cancelling
Be at a tall location, enough for room to jump up and down. When doing the switching of weapons, make sure the weapon switch menu is visible, not just performing a quickswitch.
- Aim straight.
- Charge the Classic to full, and then switch to the SMG. Switch back to the Classic.
- Repeat Step 2 but switch to the Kukri, then back to the Classic.
- Scope and jump.
- Unscope the Classic.
- Charge the Classic and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
- Charge the Classic to full and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
- Charge the Classic while scoped and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
Part 5 – Fall, Land, and Shoot
At the bottom of the ground is a Heavy. You will jump down and charge your shot as you fall from mid-air, then shoot the Heavy once you're on the ground.
- Charge the Classic.
- Fall while still charging.
- Shoot at the Heavy while you are on the ground, still with your charged shot ready. If done correctly, Heavy should be able to be dealt more than 50 damage.
Part 6 – Fall and Mid-Air Shoot
At the bottom of the ground is a Heavy. You will jump down and charge your shot as you fall from mid-air, then shoot the Heavy mid-air.
- Charge the Classic.
- Fall while still charging.
- Attempt to shoot at the Heavy while in mid-air. If done correctly, Heavy shouldn't be shot because the bullet was not actually shot.
Part 7 - Damage Comparisons, Non-Charged
Comparisons with shooting a Heavy near the garage door. Have four clips, top is Classic, and bottom is normal Sniper Rifle. Top-left is Classic quickscope bodyshot, top-right is Classic quickscope "headshot", bottom-left is normal Sniper Rifle quickscope bodyshot, and bottom-right is normal Sniper Rifle quickscope "headshot".
- Start from the "natural" aiming position, and specifically point towards the head if the clip is a quickscope "headshot".
- Shoot the Heavy off cooldown, with the listed comparisons involved.
(Heavy is chosen because, unlike the Pyro, the 45 versus 50 damage actually makes a difference to who dies first; Pyro dies in four shots with both rifles for quickscope bodyshots, as opposed to Heavy who dies in 6 with 50 damage and 7 with 45 damage.)
Part 8 - Damage Comparisons, Charged
Comparisons with shooting a Heavy near the garage door. Have four clips, top is Classic, and bottom is normal Sniper Rifle. Top-left is Classic full bodyshot, top-right is Classic full headshot, bottom-left is normal Sniper Rifle full bodyshot, and bottom-right is normal Sniper Rifle full headshot.
(Heavy is chosen because he is killed with three shots from Classic full bodyshots, but two shots with normal Sniper Rifle full bodyshots.)
- Scope from all rifles and charge them immediately (or automatically in the case of normal Sniper Rifle)
- Shoot the Heavy off cooldown, with the listed comparisons involved.
For the damage comparisons, Medic could also be used, as a normal quickscope bodyshot takes 3 hits to kill him, or 4 with Classic quickscope bodyshots, and for full bodyshots just either 1 or 2 hits. The light classes won't work, neither for the moderately bulky classes like Pyro and Demo. Soldier also doesn't work for the full bodyshot stage, as he dies in 2 shots for both types.
There's also the interaction with cancelling a charge in water, but not sure if that specific interaction is necessary to demonstrate.
Qwertyxp2000 (talk) 06:33, 16 August 2024 (UTC)
Reserve Shooter
This demonstration has been reserved: No one
Needs to show damage against targets launched airborne via their own explosives, Thermal Thruster and Grappling Hook.
Forgot to add this here after checking the existing demonstration for reference on how best to handle the Direct Hit's airshot clips on tr_karma_wiki, only to see some clips were also absent for this weapon too.
Kibblekip T | C 07:02, 16 August 2024 (UTC)
Invis Watch ,
Cloak and Dagger
This demonstration has been reserved: No one
Update to show post-Jungle Inferno afterburn damage.
Enthusiast's Timepiece
This demonstration has been reserved: No one
Needs to include afterburn time and damage comparison.
Quäckenbirdt
This demonstration has been reserved: No one
Needs to include afterburn time and damage comparison.
While I was checking over the invis watches to see which ones included the updated afterburn damage, I realized this demonstration was missing the comparison entirely.
Kibblekip T | C 01:07, 15 September 2024 (UTC)
Wrap Assassin
This demonstration has been reserved: No one
Does not show damage against players vs stock
Fan O'War
This demonstration has been reserved: No one
Does not show damage against players vs stock
Sun-on-a-Stick
This demonstration has been reserved: ![]()
![]()
21:29, 11 November 2025 (UTC)
Does not show damage against players vs stock
Should we have a vs on fire as well to be a second scene? Do the friendly Pyro thing before the bat swingings, then have that side-by-side clip of using the Stock Bat vs the Sunonastick. Qwertyxp2000 (talk) 10:31, 24 September 2025 (UTC)
- I'd say just do the two clips, it's meant to demonstrate that it does less damage compared to stock.
| s | GrampaSwood
(talk) (contribs) 11:04, 24 September 2025 (UTC)
Liberty Launcher
This demonstration has been reserved: No one
Does not show damage against players vs stock
Air Strike
This demonstration has been reserved: No one
Does not show damage against players vs stock
Does this mean we need two types of players vs stock videos, one for while grounded and one for while rocket jumping? Qwertyxp2000 (talk) 10:29, 24 September 2025 (UTC)
- Just the one on the ground, it's meant to show off the damage penalty and not a DPS comparison.
| s | GrampaSwood
(talk) (contribs) 11:04, 24 September 2025 (UTC)
Panic Attack
This demonstration has been reserved: No one
Does not have a clear damage against players vs stock
Current demonstration contains a comparison that resembles damage against players vs stock but I believe its actually supposed to be the bullet spread comparison. Fisherboy800 (talk) 03:25, 23 May 2025 (UTC)
Disciplinary Action
This demonstration has been reserved: No one
Does not show damage against players vs stock
The current version uses what I think is a 2nd client, but to save resources I used bot_mirror feature. Raccoon Power (talk?) 22:50, 15 August 2025 (UTC)
- The first clip misses two attacks on the Pyro, one on the Soldier, and has the Spy visible (he should only be there if it has a kill taunt). The Engineer clip also misses an attack, the clip also feels rushed. In the original the friendly player is whipped, then a short distance is walked before bringing out the other weapon (which should go Shotgun first then Rocket Launcher like the original video). It also switches to the Disciplinary Action during the transition. The range clip vs the Shovel should be a separate clip from the damage vs the Shovel, showing off multiple attributes at once can be confusing.
| s | GrampaSwood
(talk) (contribs) 12:45, 3 September 2025 (UTC)
Reservation vacated, lost intrest into weapon demo thingy Raccoon Power (talk?) 09:43, 16 December 2025 (UTC)
Back Scratcher
This demonstration has been reserved: No one
Does not show damage against players vs stock
I was thinking of including another suggested change to this one to demonstrate the difference vs stock of healing rates of the Payload Cart, Medicating Melody of the Amputator, Quick-Fix Uber, Vaccinator Overheal, and Crusader's Crossbow. Its a little excessive though and the general point "healing is reduced by a lot from all healing sources" is already communicated with the existing demonstrations. A case for including the payload cart in this could be made though as it is distinct enough of a healing source from the dispenser and medic's mediguns that it might be good to clarify. Ultimately, its up to whoever takes up redoing this one and the project reviewers to decide. Fisherboy800 (talk) 03:25, 23 May 2025 (UTC)
Sharpened Volcano Fragment
This demonstration has been reserved: No one
Does not show damage against players vs stock
If the damage against players vs stock comparison is merely to show off the damage penalty/bonus when compared to stock then Sharpened Volcano Fragment does not need a remake because it is already adequately shown off in the damage against buildings vs stock comparison. If it is meant to show off raw DPS compared to stock then it is necessary because the added fire damage. Feel free to take this one off the list if its the first scenario. Fisherboy800 (talk) 03:25, 23 May 2025 (UTC)
Hot Hand
This demonstration has been reserved: ![]()
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21:29, 11 November 2025 (UTC)
Does not show damage against players vs stock
Needs to demonstrate primary fire being two distinct melee attacks.
Similar to the Sharpened Volcano Fragment in the fact that it has a damage against buildings vs stock comparison that covers damage penalty and, in the Hot Hand's case, raw DPS as well. Not sure if a damage against players vs stock comparison is preferred over damage against buildings comparison. If it is feel free to remove that suggested change. Anyways, for the two distinct melee attacks aspect of this demonstration I think there should be a section showing that one of them can miss, a section showing how random crits when rolled apply to both swings, and a section showing that if mini-crits end after the first swing the second one will not be a mini-crit. Fisherboy800 (talk) 03:25, 23 May 2025 (UTC)
Scotsman's Skullcutter
This demonstration has been reserved: Scorchshotgaming 16:55 30-11-2025
Does not show damage against players vs stock
I would be happy to attempt this demonstration, but will not be able to until September. Would it be better to reserve this later? Scorchshotgaming (talk) 16:09, 26 August 2025 (UTC)
- You can reserve it whenever, the project isn't so active that it'll be removed quickly. Just remember to not have more than 4 reservations at once.
| s | GrampaSwood
(talk) (contribs) 16:25, 26 August 2025 (UTC)
- My computer isn’t great, but good enough to run TF2 at an acceptable level of playability. If everything goes to plan, could I record a demo of the whole demonstration on my computer, then send it to you so you can record it and upload it? Scorchshotgaming (talk) 16:28, 26 August 2025 (UTC)
- I could record it, yeah, though I don't upload them (and it would require the same review process as others).
| s | GrampaSwood
(talk) (contribs) 22:06, 26 August 2025 (UTC)
- Sounds good. Will watch the current demonstration and reserve when I’m ready. Scorchshotgaming (talk) 17:59, 31 August 2025 (UTC)
- Reserved. Scorchshotgaming (talk) 15:54, 30 November 2025 (UTC)
- Sounds good. Will watch the current demonstration and reserve when I’m ready. Scorchshotgaming (talk) 17:59, 31 August 2025 (UTC)
- I could record it, yeah, though I don't upload them (and it would require the same review process as others).
- My computer isn’t great, but good enough to run TF2 at an acceptable level of playability. If everything goes to plan, could I record a demo of the whole demonstration on my computer, then send it to you so you can record it and upload it? Scorchshotgaming (talk) 16:28, 26 August 2025 (UTC)
Eviction Notice
This demonstration has been reserved: No one
Does not show damage against players vs stock
Jag
This demonstration has been reserved: No one
Does not show damage against players vs stock
This demonstration contains a damage against buildings vs stock comparison. Refer to comments on the validity of this test in place of a damage against players vs stock comparison on the Hot Hand and Sharpened Volcano Fragment. Remove from list if it isn't. Fisherboy800 (talk) 03:25, 23 May 2025 (UTC)
- I studied the Jag video we currently have. Yes we do need a player damage comparison. But also, during the comparisons we need a constant rate of fixing/damaging across the comparison videos. For the basic soldier-go-blast video and the basic spy-firstapply, going slowly is useful. Also, an upgrade from lvl1-3 comparison with wrench and jag is worth having too. Qwertyxp2000 (talk) 05:40, 26 September 2025 (UTC)
Diamondback
This demonstration has been reserved: GrampaSwood 29-7-2025 11:20 CEST
Does not show damage against players vs stock
Can we have both a non-crits and crits version? Crit boost left revolver and use the stored crits of the Diamondback. Backstab three mercenaries, then proceed to shoot the Heavy three times. The revolver should kill in two hits, the Diamondback (146) for three. Qwertyxp2000 (talk) 09:14, 29 July 2025 (UTC) Qwertyxp2000 (talk) 09:15, 29 July 2025 (UTC)
- I think that makes sense, Crits are the main gimmick of this gun so showing off the damage comparison. I also think the clip of sapping buildings looks really confusing. I think just sapping the tele, rebuilding it, shooting all the Crits, then moving onto the Dispenser clip makes more sense than killing the Engineer. I'll probably also add a Sniper to the first clip, backstab him, then shoot the Medic to show off Crit damage.
| s | GrampaSwood
(talk) (contribs) 09:27, 29 July 2025 (UTC)
Disguise Kit
This demonstration has been reserved: No one
Does not show knockback negation while disguised.
Does not show on-hit effects not triggering on disguised spies.
Does not show the ability for a disguise to switch the weapon the disguise holds.
Does not show replication of disguised class voice commands/responses.
Does not show the ability to copy reload animations of the class the Spy is disguised as.
Does not show disguising in front of a Sentry Gun targeting a Spy does not lose aggression until leaving line of sight.
Does not show disguises preventing the ability to taunt.
Does not show disguise interaction differences with the Payload cart.
Does not show disguise interactions with health pickups (I.e ability to pick up health kits when a disguise displays lower than max).
My main issue with this that I haven't removed is the inability to taunt. It's mostly relevant in an interaction with the Holiday Punch, and showing the inability to taunt without that is kind of difficult. Not sure if the current video has it (and can't check atm) but if it doesn't, please add showing off the ability to pick up health kits while on full HP.
| s | GrampaSwood
(talk) (contribs) 20:55, 5 November 2025 (UTC)
- The inability to taunt also makes it so Spy cannot taunt kill while disguised or utilize taunts like the Crypt Creeper or Boxtrot (these provide a competitive advantage for hiding), so there is no doubt in my mind it is an important feature to show for this demonstration. Either the way you wrote this reply or how I am interpreting it is confusing me though. Are you opposed to having an unlock featured in a demonstration video? Are you saying the interaction of the Holiday Punch is too niche and does not represent the inability to taunt as a whole? If its that first part, sadly the Holiday Punch really is the only way to show off this factor of disguising as even equipping a taunt so the menu pops up does not have an indicator for a failed taunt. The only other option would be to find a map with some element that would typically force a taught but is negated by the disguise which I don't even think exists.


02:59, 6 November 2025 (UTC)
Beggar's Bazooka
This demonstration has been reserved: No one
Does not show overload jump while in the air. Probably should include a side by side firing speed comparison.
Yes, firing speed comparison is warranted. To show the animated timelapse of "chonk pew chonk pew chonk pew chonk pew" instead of "pew pew pew pew chonk chonk chonk chonk". How should the firing speed comparisons be done if you wanted a side-by-side firing speed comparison? Qwertyxp2000 (talk) 16:01, 18 November 2025 (UTC)
- I was more referring to to a comparison against the stock Rocket Launcher. So have the stock Rocket Launcher and Beggar's shoot through all the rockets until empty. So you could see the differences in timing. Mediarch
♥ Talk ♥ My Edits 16:05, 18 November 2025 (UTC)
- I suppose we can do both, because there's a difference in firing rate between loading individual rockets to shoot from the Beggar compared to firing all four rockets and then reloading them all four on the stock Launcher. To demonstrate that firing a single rocket is slower on the Beggar than the Launcher. Qwertyxp2000 (talk) 17:34, 21 November 2025 (UTC)
Other
Mannpower powerups
This demonstration has been reserved: No one
Demonstrate all powerups.
Show you can switch to the Grappling Hook under the effects of the Knockout powerup.
Hello, I had a question about preforming/recording this demonstration. Mannpower has a domination mechanic (Not to be confused with dominations), this mechanic works by when a player has many more kills than other players on the enemy team, and so that player gets nerfs on their power ups. I'm guessing I would have to demonstrate this in the video, however I do not know how to activate it. I have not been able to activate this on myself in tr_karma, however even if I did, the player who is dominating does not get the message on their screen showing that they are dominating. The only effects the player who is dominating sees is they are marked for death if they have a power up, and a nerf on that power up for that player. I don't know how I would go about demonstrating the effects of domination mechanic, considering the viewer wouldn't know that being marked for death with a power up means you are dominating. If I were to get the domination mechanic to work, should I just show the class as marked for death, or something else? Andrew360
01:51, 12 July 2022 (UTC)
- This does sound hard to demonstrate. If you enable third-person mode, do you see the skull icon above the player's head in the 3D world (not on the HUD)? If so, here's a structure that might work:
- Spawn enough enemies on the map such that you can reach domination status, and still have enough enemies left over to show that the effect isn't about killing *all* other enemies.
- Start the demonstration in first-person mode.
- Switch to third-person mode.
- Kill enough enemies such that domination status appears.
- Highlight the correlation between the third-person skull icon and the HUD one, for example by zooming in on both at once, or drawing a red box around both or something.
Now you've established that "skull on HUD" = "having killed enough enemies".
Now, demonstrate each powerup one by one. For each powerup, do a split-screen, with the left being non-dominating, and the right being already-in-dominating status. Pick up the powerup on both clips and demonstrate the effect. The skull icon being visible on the clip on the right should be enough of a hint that this is the cause. If not obvious enough, you can draw attention to it at the beginning of the clip, such as by drawing a red box over it or something.
Hope this helps. I suggest doing a test demo with just one or two powerups demonstrated and posting it here first before doing all the work it would take to get this all done for all powerups, as there are a lot. (Perhaps each powerup should have its own video? That's a separate question...)
— Wind 21:39, 31 July 2022 (UTC)
Match outcomes
This demonstration has been reserved: No one
So there's a bit of a problem with showing the other angles with this demonstration, as you can't actually rotate the camera. Despite it being in third person, you cannot change the angle of the camera nor use +left or +right to make only the camera move. Any attempt to move the camera either doesn't work or makes the character move along with the camera. My original plan for this demonstration was the following:
- Show a split screen with a player on RED team on one screen and player on BLU team on the other screen
- The RED player would capture the intelligence on 2Fort, and the other screen would show the BLU player in humiliation after they lose
- This part would repeat for each class
- The RED player would capture the intelligence on 2Fort, and the other screen would show the BLU player in humiliation after they lose
- It would then cut to tr_karma where I would rotate the camera around the class when they're standing, crouching, running, etc
- After this I would move on to the next class until all of them are done
However I can't do this because I can't rotate the camera, does anyone have any ideas on how to rotate or have other ideas of how to demonstration and show the different angles?
Andrew360
22:47, 6 February 2023 (UTC)
- How about just use the RED player to see the BLU humiliation animation. Like:
- RED player is the main camera, BLU player is a bot/a smaller pip/split screen in the video
- BLU player stands beside the intel point
- RED player captures the intel and win the game
- BLU player enters humiliation
- RED player look at the BLU player
- BLU player moves around to show off the humiliation animation.
- I feel like this also shows off the concept of "match outcomes", make the whole story connected via one team wins and see another team loses with humiliation animations. Do we have to use tr_karma map for demonstration? Is this demonstration video about "match outcomes" or "humiliation animations"?--Alex┋T 03:19, 7 February 2023 (UTC)
- Simply using
thirdperson_mayamodeit would be possible to show off these animations from a stationary angle (turning your character rather than camera, although tr_karma/tr_target have no winning objective, so you'd need a different map for it (I suggest Thunder Mountain and standing in first BLU's spawn so it's still somewhat related to the tr_target map, usingmp_bonusroundtimeto extend the time at the end and just capping the first point).
GrampaSwood (talk) 11:01, 7 February 2023 (UTC)
- I'm a bit confused on what you mean on the capping part, as you say to stay in BLU spawn, but also cap the point to win which would make BLU would win and RED would be in humiliation. Do you mean to make the time run out so RED wins instead?
Andrew360
23:24, 7 February 2023 (UTC)
- I'm a bit confused on what you mean on the capping part, as you say to stay in BLU spawn, but also cap the point to win which would make BLU would win and RED would be in humiliation. Do you mean to make the time run out so RED wins instead?
- Either works. Just any way to make the classes go into the humiliation pose. I personally wouldn't mind it that much if RED was in BLU spawn, but it's up to you.
GrampaSwood (talk) 12:33, 8 February 2023 (UTC)
- Either works. Just any way to make the classes go into the humiliation pose. I personally wouldn't mind it that much if RED was in BLU spawn, but it's up to you.
- I went in game to test out thirdperson_mayamode, and it does not work, as for some reason the losing animation isn't considered as in "thirdperson" by the game I think. Does anyone else have any other ideas? Only other way I can think of is using SourceTV, however I don't know how to set that up.
Andrew360
01:15, 12 February 2023 (UTC)
- I went in game to test out thirdperson_mayamode, and it does not work, as for some reason the losing animation isn't considered as in "thirdperson" by the game I think. Does anyone else have any other ideas? Only other way I can think of is using SourceTV, however I don't know how to set that up.
Versus Saxton Hale
This demonstration has been reserved:
Talk
Contribs
Steam
22:55, 3 December 2024 (UTC)
Zombie Infection Zombies
This demonstration has been reserved:
Talk
Contribs
Steam
22:55, 3 December 2024 (UTC)
Bumper Cars
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.