Team Fortress Wiki talk:Weapon Demonstration

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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. 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.
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)


Mannpower Powerup King.png Mannpower powerups

Pictogram wait.png This demonstration has been reserved:

Pictogram comment.png Demonstrate all powerups.

Pictogram comment.png Show you can switch to the Grappling Hook under the effects of the Knockout powerup. Medicmanofmedicland (talk) 06:26, 13 December 2021 (UTC)

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 Edit icon.png Taunt Rancho Relaxo.png 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)

Sapper Sapper in MvM

Pictogram wait.png This demonstration has been reserved: Ashe (talk) 05:26, 19 September 2022 (UTC)
Pictogram comment.png Sapped robots can be backstabbed from all angles.

This is a important feature of the mechanic but it is missing in the video. Since I still have the source files, it shouldn't take that much. Also, the video has a glitch near the ending, that I have already fixed.

Glad to see someone already suggested this, although there is a couple of other things missing.
  • In addition to being able to stab small robots from any angle, it should also show you cannot backstab large bots this way.
  • Show that robots not sapped will turn to the spy after they use a sapper, even if they are disguised. This is another important mechanic that should definitely be noted.
    • I would probably do it on a giant medic/heavy combo and make the heavy shoot forward at an alt that has the quickfix and stock uber conditions applied so it also shows that if you stay disguised the robot will stop shooting you. And also showcase what happens if you undisguise after sapping similar to the giant heavy in the current demonstration.
  • It does not show the sapper being used to sap a building and that the sapper meter is depleted when doing so (tie-in to the next point)
  • It does not show that even if the meter is refilled, it cannot be used again until the previous sapper has expired.
    • I would show this by spawning 2 bots, sapping one, using a refill canteen, and trying to sap the other bot, as well as showing 2 sentries in the same manner (although I don't think you need a refill for the sentries).
  • Possibly show sapped robots don't take reduced revolver damage like sentries (this is pretty niche info already, not sure most people would ever think this to begin with).
  • Possibly show multiple giants being sapped with the level 1 sapper, this only would show the cosmetic effect that the non-target robots don't receive the sapper object above their head but still have particles so I don't think it's that big of a deal. Jh34ghu43gu (talk) 13:31, 18 January 2023 (UTC)


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.

Item icon Kritz or Treat Canteen.png Kritz or Treat Canteen

Heavyhumiliation.png Match outcomes

Pictogram wait.png This demonstration has been reserved: Andrew360 Edit icon.png Taunt Rancho Relaxo.png 18:55, 5 February 2023 (UTC)
Pictogram comment.png Current one does not show front, crouching, running, etc, at all angles.

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
  • 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 Edit icon.png Taunt Rancho Relaxo.png 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
  1. BLU player stands beside the intel point
  2. RED player captures the intel and win the game
  3. BLU player enters humiliation
  4. RED player look at the BLU player
  5. 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"?--AlexT 03:19, 7 February 2023 (UTC)
Simply using thirdperson_mayamode it 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, using mp_bonusroundtime to 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 Edit icon.png Taunt Rancho Relaxo.png 23:24, 7 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.
GrampaSwood (talk) 12:33, 8 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.
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 01:15, 12 February 2023 (UTC)


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)

Demonstration video Source in description. Oposshim (talk) 20:46, 21 July 2022 (UTC)

Good but there's a few things I noticed:
1. The hud has the 3D model for the class instead of the default class image.
2. At 0:30 there's a cut, they're shouldn't be any cuts in taunt demonstrations besides when you go from the loadout screen to gameplay.
3. The crosshair isn't the default one, instead it's just one dot in the middle.
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 21:00, 21 July 2022 (UTC)
Demonstration video Cheers for you and Swood pointing me in the right direction. I hope the third time round' every step has been nailed down just enough. I don't how how the bottom-left corner got by me. Oposshim (talk) 01:46, 22 July 2022 (UTC)
Very good, I think this should be uploaded. However you'll have to wait or ask Wind to get your demonstration approved. He's not too active anymore, but you might be able to get his attention by leaving a message on his talk page.
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 14:40, 22 July 2022 (UTC)
Looks great, please upload the original video file somewhere, and then also upload the .dem file (if you have it) with the password I emailed you. — Wind 21:39, 31 July 2022 (UTC)
Video/Demo download Also apologies- I was told in the IRC that after awhile .dem files weren't as important. Oposshim (talk) 03:47, 1 August 2022 (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.) 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? (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. · 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)

Pictogram wait.png This demonstration has been reserved: AlexT 05:27, 12 May 2022 (UTC)

video is here, download is here. This one is a bit longer than other taunt demonstration, animation looping for too long.--AlexT 08:49, 12 May 2022 (UTC)
All good, thanks~ — Wind 02:04, 23 May 2022 (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. 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)

Pictogram wait.png This demonstration has been reserved: Remaking this because the download link for the approved video is invalid. AlexT 05:35, 11 May 2022 (UTC)

Video is here, download is here. --AlexT 07:01, 11 May 2022 (UTC)

Looks good, thanks~ — Wind 04:49, 12 May 2022 (UTC)

Drunken Sailor Drunken Sailor

Pictogram wait.png This demonstration has been reserved: AlexT 04:04, 12 December 2021 (UTC)

Video is here, Download is here. --AlexT 05:21, 12 December 2021 (UTC)

All good, thanks~ — Wind 01:12, 13 December 2021 (UTC)

Homerunner's Hobby Homerunner's Hobby

Pictogram wait.png This demonstration has been reserved: AlexT 06:05, 12 May 2022 (UTC)

video is here, download is here. --AlexT 08:49, 12 May 2022 (UTC)
All good, thanks~ — Wind 02:04, 23 May 2022 (UTC)
Still missing thumbnails for this one, haven’t been uploaded to the channel yet. —AlexT 13:19, 31 May 2022 (UTC)

Profane Puppeteer Profane Puppeteer

Pictogram wait.png This demonstration has been reserved: AlexT 11:23, 15 December 2021 (UTC)

Download is here, Video is here. --AlexT 11:58, 15 December 2021 (UTC)

All good, thanks~ — Wind 00:33, 24 April 2022 (UTC)

Bare Knuckle Beatdown Bare Knuckle Beatdown

Video link Download link Pictogram wait.png This demonstration has been reserved: Andrew360Ah! Life o' Riley! 22:36, 3 May 2022 (UTC)

Sorry about lack of review. I'll let someone know you put links up. Cursory vid specs / item quality requirements / UI config looks good -- Lagg Backpack Stickybomb Launcher.png 01:59, 11 May 2022 (UTC)
Thanks for the feedback, could you tell me what specs are wrong with my video, is it an fps or texture detail issue? Could you also tell me what is wrong with the item quality? Andrew360 Taunt Rancho Relaxo.png 21:09, 11 May 2022 (UTC)
Everything is OK with the quality! The only criticism I'd have is that, at the end of the taunt, the Heavy does something (probably rubbing his hands together or something) which is not visible on camera. I suggest moving the camera in front of the heavy at the end of the taunt such that it's possible to see the Heavy from the front as the taunt finishes (only for one of the two taunt attempts). — Wind 04:49, 12 May 2022 (UTC)
Thanks, is this good? Video link Download link Andrew360 Taunt Rancho Relaxo.png 22:29, 13 May 2022 (UTC)
Yes, all good. Thanks~ — Wind 02:04, 23 May 2022 (UTC)

Mannbulance! Mannbulance!

Pictogram wait.png This demonstration has been reserved: AWikiBoy521 (talk) 18:56, 29 December 2021 (UTC)

Pictogram wait.png This demonstration has been reserved: AlexT 04:49, 12 May 2022 (UTC)

video is here, download is here. --AlexT 08:49, 12 May 2022 (UTC)
All good, thanks~ — Wind 02:04, 23 May 2022 (UTC)
Still missing thumbnails for this one, haven’t been uploaded to the channel yet. —AlexT 13:19, 31 May 2022 (UTC)

Backpack Shooter's Stakeout.png Shooter's Stakeout

Video link Download link Pictogram wait.png This demonstration has been reserved: Andrew360 Edit icon.png Taunt Rancho Relaxo.png 22:17, 31 August 2022 (UTC)

I think it's all good, man, hehe, except for the part of the loadout, where some of the words "Taunt X" seems to be trimmed. That's an issue that happened to me too, you just need to hover over the mouse to fix it iirc· Ashe (talk) 22:51, 2 September 2022 (UTC)
Sadly hovering over it did not fix it for me, nor did trying to equip and unequip a taunt on those slots. Any other ways to solve this? Andrew360 Edit icon.png Taunt Rancho Relaxo.png 15:00, 3 September 2022 (UTC)
Not sure. Maybe reloading the HUD? · Ashe (talk) 04:47, 5 September 2022 (UTC)
Figured it out, apparently booting up the game in a window, going to the taunt menu, then going back into full screen, and then going back to the taunt menu fixes it.
Video link Download link
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 15:15, 5 September 2022 (UTC)
All good. Thanks! · Ashe (talk) 22:20, 5 September 2022 (UTC)

Backpack Doctor's Defibrillators.png Doctor's Defibrillators

Pictogram wait.png This demonstration has been reserved:
Thyme (talk) (talk) 22:24, 23 December 2021 (UTC) Is something like this alright? this is just the prototype, would just like to know if this is even close to being correct :) Thyme (talk) 01:05, 25 December 2021 (UTC)

Disable the top border by using tf_use_match_hud 0. Also cut the start of the video to just the taunt screen, remove the backpack part. —AlexT 15:42, 4 January 2022 (UTC)
Download is here and video is here Thyme (talk) 22:01, 17 January 2022 (UTC)
btw when you say remove the backpack part do you mean the medic loadout screen :)? Thyme (talk) 22:32, 17 January 2022 (UTC)
Imo the audio is a bit low. Increase the master sound level. Also, i think that demonstrating the taunt 3 times is too much. Twice should suffice · Ashe (talk) 02:05, 18 January 2022 (UTC)
here you go and download link Thyme (talk) 19:47, 18 January 2022 (UTC)
Sorry, it's still too low volume. Try to listen to your video and then to one of the videos already published to hear the difference. Video is all good though, so hopefully it should only be a render-time change and not require re-recording. — Wind 00:33, 24 April 2022 (UTC)
okay I did some tweaking of the audio, is this better? youtube link download link Thyme (talk) 14:30, 24 April 2022 (UTC)
Looks good, thanks~ — Wind 04:49, 12 May 2022 (UTC)

Backpack Hot Wheeler.png Hot Wheeler

Pictogram wait.png This demonstration has been reserved: AlexT 06:21, 12 May 2022 (UTC)

"Pressing the 'action' button makes Pyro drive it more enthusiastically as flames pop from the exhaust pipes." didn't happen, can someone confirm this? I press the MOUSE1 instead of "action" and pyro did "drive more enthusiastically", but there is no "flames pop from the exhaust pipes". Current version is here. --AlexT 08:49, 12 May 2022 (UTC)
Download link is here, seems like a intended behavior 1, 2. But original creator's demonstration video do have flames. May need to contact original creator just in case it is a game bug. --AlexT 05:03, 21 May 2022 (UTC)
Maybe demonstrate the mouse1 effect with the camera from the front only, so that the change wouldn't be visible if they fix it ;) — Wind 02:05, 23 May 2022 (UTC)
Contacted the original creator, no flames are most likely a intended behaviors, see Talk:Hot Wheeler. Should we continue using the current version? —AlexT 04:46, 26 May 2022 (UTC)
Yes — Wind 22:48, 19 June 2022 (UTC)

Backpack Texas Twirl 'Em.png Texas Twirl 'Em

Pictogram wait.png This demonstration has been reserved: OposshimT Oposshim (talk) 18:24, 13 October 2022 (UTC)

Unlisted YT link + It's corresponding cloud download here. I really wish it wouldn't take up to a week for the "no trade redtext" to go away- and that taunting actually followed the camera position 100% Oposshim (talk) 18:24, 13 October 2022 (UTC)
I'm not sure but it looks kinda blurry, even at 4K. Someone else please confirm. Otherwise, it looks good · Ashe (talk) 03:12, 14 October 2022 (UTC)
Yeah. It is way too blurry than it should, like if it was recorded at 1280x720. You said you will record it again. Please don't forget · Ashe (talk) 17:45, 18 October 2022 (UTC)
new ver Again, Thank you for the third time, It was driving me nuts on refusing to fit/render the intended resolution and I would have never figured it out. How's this short and simple shot? Oposshim (talk) 03:40, 19 October 2022 (UTC)
Yep, this time looks good. it's all good, man (hehe). Will be uploaded in the next days · Ashe (talk) 00:58, 21 October 2022 (UTC)

Backpack Scaredy-cat!.png Scaredy-cat!

Pictogram wait.png This demonstration has been reserved: Andrew360 Edit icon.png Taunt Rancho Relaxo.png 15:32, 22 October 2022 (UTC)
Hello, I was working on this demonstration and I just want to check in to see if I'm doing this demonstration correctly. This is a video of the first 3 classes, does anything look wrong? Video link
Also, the loadout preview for soldier had audio near the end, but it cuts off. So soldier screamed "I am having a-" and then it cut off, so I removed it. Should I keep it in the video even if it cuts off? Andrew360 Edit icon.png Taunt Rancho Relaxo.png 15:32, 22 October 2022 (UTC)

Looks fine, I can't notice any difference between regular and no audio Soldier. Looks fine so far.
GrampaSwood (talk) 15:56, 22 October 2022 (UTC)
x2, Looks good so far · Ashe (talk) 17:23, 22 October 2022 (UTC)
Alrighty then, here's (hopefully) the finished demonstration!
Video link Download link
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 22:25, 22 October 2022 (UTC)
I would maybe change when you turn around after the taunt has finished. Instead of slowly correcting it, snap back and leave it there.
GrampaSwood (talk) 22:34, 22 October 2022 (UTC)
Gotcha, maybe something like this? Video link Download link
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 01:21, 26 October 2022 (UTC)
You did the same. Check the latest taunt demonstration uploaded to the YT channel for a reference · Ashe (talk) 02:55, 26 October 2022 (UTC)
Now I'm confused, in these 2 demonstrations (Director's Vision Burstchester) they don't turn back, but in these 2 (Second Rate Sorcery Schadenfreude) they do turn back. Which is the correct one to do?
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 00:10, 27 October 2022 (UTC)
It doesn't matter. However, you take too long to turn back again. If you have troubles, you can just not turn back · Ashe (talk) 03:35, 27 October 2022 (UTC)

────────────────────────────────────────────────────────────────────────────────────────────────────Hmm ok, hopefully third time's the charm! Video link Download link
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 23:44, 27 October 2022 (UTC)

Pictogram question.png Thumbnail done, can someone check is this video approved? --AlexT 21:23, 15 January 2023 (UTC)
Looks good · Ashe (talk) 00:36, 16 January 2023 (UTC)

Russian Rubdown

Pictogram wait.png This demonstration has been reserved: SH.Astemir (talk) 14:08, 16 May 2023 (UTC)

Video Link Here ya are. Oposshim (talk) 23:50, 12 December 2022 (UTC)
Looks good so far, I'd add an additional clip that specifically shows off the start and end of the animation (do the animation and immediately cancel it so Heavy sits down and gets up immediately). Maybe also add a smooth rotation of the entire taunt in the first clip outside the loadout screen (I recommend binding a key to +right or +left and then setting the cl_yawspeed to a value that's slow enough).
GrampaSwood (talk) 14:06, 13 December 2022 (UTC)
Video Link New ver. Oposshim (talk) 21:14, 13 December 2022 (UTC)
Pictogram question.png Thumbnail done. But the video quality looks not that great, seems like missing anti-aliasing? Could someone check this? Thanks. --AlexT 23:59, 16 January 2023 (UTC)
It looks fine to me, although now it's missing a clip standing still. It should be loadout screen -> initiate taunt in-game -> look at the taunt from the front for a few seconds -> spin around once -> cancel taunt -> initiate taunt and immediately cancel taunt -> end video. As for the AA. it doesn't look too bad for me but I'd check your AA settings just to be sure they're at the max.
GrampaSwood (talk) 11:17, 17 January 2023 (UTC)
Video Link Hey i upload this video in YouTube If changes are needed, I want to entrust these materials to the official TF2Wiki YouTube channel. SH.Astemir (talk) 17:07, 16 May 2023 (UTC)
Some feedback:
You're still using a custom HUD, it should be the default HUD.
It seems like you're also using very low quality facial animations, as they consist of opening and closing his mouth in the Loadout Screen.
The overall structure of the video is good, however, some of the feedback to Oposshim's video still apply (loadout screen -> initiate taunt in-game -> look at taunt from the front -> spin around once -> cancel -> initiate taunt and immediately cancel). This process should be repeated for each Minigun (including the Loadout screen).
GrampaSwood (talk) 14:19, 16 May 2023 (UTC)
Hello, I went and took a crack at putting this together myself. Here's the YouTube link, and the raw file. Emailed Wind for the demo files password. Feel free to let me know if it's up to snuff. User Dr.Ocsid Sig2.gifDr. Ocsid 02:06, 13 September 2023 (UTC)
It looks good, fairly certain the demo file password thing is a bit of a legacy thing and we don't really use it anymore. I don't see anything wrong with this (except the loadout face animations, man those are messed up, but out of our control so doesn't matter).
BLU Wiki Cap.png | s | GrampaSwood (talk) 11:06, 13 September 2023 (UTC)
Cool, thanks. So does that mean demo files aren't required in general, or just that the password isn't? User Dr.Ocsid Sig2.gifDr. Ocsid 20:59, 13 September 2023 (UTC)
Should be fine without demo files in general.
BLU Wiki Cap.png | s | GrampaSwood (talk) 23:39, 13 September 2023 (UTC)

Roasty Toasty

These new taunts are expensive as hell... Hard to save up scraps to get one and make new videos. Pictogram wait.png This demonstration has been reserved: AlexT 23:38, 23 May 2023 (UTC)

Somehow the taunt does not show the props when equipped in the loadout menu, only the animation. Is this this specific taunts issue or my computers issue? I can't seems to find anything online about this... --AlexT 00:19, 24 May 2023 (UTC)
IIRC this is a taunt issue, if you run the default settings from the weaponref and it doesn't show up it'll have to be that way, unfortunately.
GrampaSwood (talk) 07:03, 24 May 2023 (UTC)
I contacted User:Yossef to have them test it out, and they also have this issue on their computer so I assume it is this taunt's problem. I will try to contact the creator of the taunt or should we just make the demonstration as is with the bug? --AlexT 19:59, 24 May 2023 (UTC)
As-is would be fine for now. Possibly keep the files separately saved so only the intro has to be changed.
GrampaSwood (talk) 20:01, 24 May 2023 (UTC)
Youtube | Download --AlexT 00:34, 25 May 2023 (UTC)
Looks good. A shame about the bug at the start but otherwise it's good to upload.
GrampaSwood (talk) 07:17, 25 May 2023 (UTC)
Confirmed with the creator, this is a bug of the game for some taunts, but unfortunatly Valve does not really care to fix. --AlexT 02:53, 26 May 2023 (UTC)

Travel Agent

Pictogram wait.png This demonstration has been reserved: AlexT 02:53, 26 May 2023 (UTC)

Youtube | Download --AlexT 04:22, 26 May 2023 (UTC)
Looks good, I would extend the time that you view it in the Loadout after it has done the full animation, however.
GrampaSwood (talk) 16:12, 26 May 2023 (UTC)
Outside the demonstration, I marked the thumbnail for improvement as you used the wrong model. Use the one located at workshop/player/items/spy/spy_copter/spy_copter.mdl as it's the one used in-game. Yeah, I don't know why there are two separate models in the game files, but it is what it is. Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 16:15, 26 May 2023 (UTC)
New Download, the loadout part is extended for 3 seconds and now it shows the full swing animations, other parts are the same. Thumbnail is also redone, I was thinking why did it look different when I'm making the thumbnail but didn't realize its a completely wrong texture. 😅 --AlexT 20:42, 26 May 2023 (UTC)
Is good.
GrampaSwood (talk) 11:37, 27 May 2023 (UTC)
Please reduce the volume by 20%. I feel it's too loud. Same with the Roasty demo · Ashe (talk) 03:52, 30 May 2023 (UTC)
────────────────────────────────────────────────────────────────────────────────────────────────────These demonstration have the same level of loudness as all my previous demonstration videos, which is right at or a little quieter than the loudness level that YouTube used for normalization of -14 LUFS. Here is the new Download and Download, with volume 20% lower and improved the video quality for Roasty Toasty, their loudness reduced from -16→-19 LUFS and -14→-16 LUFS respectively, while interestingly most recent demonstration videos that is not made by me and already in the channel has loudness lower than -20 LUFS which is a little quiet. Video older than 1 year are mostly in the range of -20 to -14 LUFS which are acceptable, but also a few that is too quiet at lower than -30 LUFS. --AlexT 19:19, 30 May 2023 (UTC)
S'all good now. Thanks. · Ashe (talk) 01:48, 31 May 2023 (UTC)
I like it! FWIW M I K A D O 282 ⊙⊙⊙⊙⊙ ⊙⊙ ⊙⊙ (Contact Mikado282 (SM)) | (contribs) (Help Wanted!) 02:04, 31 May 2023 (UTC)

Killer Signature

Pictogram wait.png This demonstration has been reserved: Oposshim (talk) 22:01, 25 July 2023 (UTC)

Video Link Hopefully this first shot hits the goal.
Looks good, I don't see much wrong with it.
BLU Wiki Cap.png | s | GrampaSwood (talk) 09:34, 26 July 2023 (UTC)
Looks good. I've noticed a bit of blur. Compare your video with the Travel Agent demo, it's a very minor blur, more noticeable in the letters. Next time don't upload it at 4K, it's not necessary. 1080p is okay. Send the video link · Ashe (talk) 23:56, 13 August 2023 (UTC)

Need to be redone

Axtinguisher Axtinguisher

Pictogram comment.png Updated attribute (removed Sketchek references)

Pictogram wait.png This demonstration has been reserved: Painted Made Man 7D4071.png Kodachi-san 18:01, 14 June 2022 (UTC)

Is this good? Let me know if you like it and i'll do it again for the postal pumeller. Upload link is here. Naleksuh (talk) 19:48, 15 April 2019 (UTC)

The framerate is very low, maybe try to reduce your video settings. - Thedop 17:27, 22 April 2019 (UTC+1)
It's 30fps, how is that "very low"? windpower was okay with 30fps before. Naleksuh (talk) 23:37, 22 April 2019 (UTC)
Well, maybe it's just me. - Thedop 08:40, 23 April 2019 (UTC+1)
I agree with Thedop. The demonstration itself is very good, but the framerate is low which makes it look very choppy. That's my two cents at least Zeklyn (talk) 06:59, 23 April 2019 (UTC)
i dont know if i have the raw video files anymore but i might try exporting in a higher fps Naleksuh (talk) 15:49, 23 April 2019 (UTC)
A video might be 30 frames per second, but what matters is the number of *distinct* frames per second. If a video has 30 frames per second and every set of 3 frames is identical, then it may be technically 30 frames per second, but to the eye it's actually just 10 frames per second.
This video is definitely in the "too low framerate" category; if you're not convinced of that, compare the Axtinguisher swing animation in 0.25x speed on your video vs the current video and count the number of unique frames of the swing animation that you can see. You can actually count them in your video, which means it's too low framerate.
Also, the fade in/out of the 3-way split-screen has overlapping clips, i.e. each clip is transparently bleeding into each other. One easy way to solve this is to render a separate video with the 3-way split-screen rendered with no fades at high quality, then import that video as a single clip into the main video, and add the fades there.
Lastly, please add a second or so after the 3-way split-screen clip, as it currently ends before the last damage number finishes scrolling off. — Wind 00:37, 20 May 2019 (UTC)

I 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)
*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)

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 Dalakohs 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)
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:
Pictogram comment.png 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)
Pictogram comment.png 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
Pictogram comment.png 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)
Pictogram comment.png Demonstrate that a Scout with the effects of Bonk! can be tickled
Pictogram comment.png 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:
Pictogram comment.png 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)
Pictogram comment.png Demonstrate that an enemy who is taunting does not get tickled, and that it receives no damage on critical hits Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 04:23, 24 April 2022 (UTC)
The tr_karma_rc1 map has water (see Sydney Sleeper demonstration here). I use that map for demonstrations, as it is preferred (according to the Weapon Demonstration page). — Exaskliri (they/them) (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)

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:

  1. Approach friendly Kritzkrieg Medic, who has full charge
  2. Get charged with the Kritzkrieg buff
  3. Keep punching the enemy Soldier until the buff wears off
  4. Punch again while the buff is off, and keep doing it until the Soldier dies

Part 2b:

  1. Approach friendly Sniper holding Jarate
  2. Let the Sniper throw Jarate at the enemy Demoman
  3. Attack the Demoman normally while he is Jarated
  4. Attack the Demoman from behind while he is Jarated
  5. Kill the Demoman normally again while he is Jarated

Part 2c:

  1. (This is where the new stuff begins) Approach an enemy Medic who is healing a friendly enemy Scout with his Medi Gun
  2. Attack the Scout from the front and behind
  3. Enemy Medic activate Medi Gun invulnerability
  4. Do the same as Step 2 onto Scout except while Übercharged
  5. Do the same as Step 4 except on Medic

Part 3: Versus Mittens Heavy

  1. Approach the enemy Mittens Heavy
  2. Attack the Mittens Heavy with your Holiday Punch. Watch him laugh.
  3. Let the Mittens Heavy attack you with his Holiday Punch. Watch yourself laugh.
  4. Mittens Heavy will swap out Holiday Punch for Minigun.
  5. Attack the Heavy with your Holiday Punch.
  6. Swap your Holiday Punch for the Shotgun
  7. Mittens Heavy will swap out Minigun for Holiday Punch
  8. Let the Mittens Heavy attack you with his Holiday Punch.
  9. (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.
  10. Go behind the Mitten Heavy's back
  11. 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.

  1. Approach the enemy Spy
  2. Let the enemy Spy cloak
  3. Attack the Spy with your Holiday Punch from behind. There should be no laugh.
  4. Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)
  5. Attack the Spy with your Holiday Punch from behind. There should be no laugh.

Part 5: Taunts and Water

  1. Let the enemy Engineer taunt from his Shotgun. It should be the one where he dances around.
  2. While the enemy Engineer is taunting, attack him from behind with the Holiday Punch. There should be no laugh.
  3. Repeat Steps 1 and 2 except attack him from the front.
  4. The enemy Engineer runs to the water. Follow him into the water.
  5. Attack him from behind with the Holiday Punch. There should be no laugh.

Part 6: Robots

  1. Approach an enemy Robot, preferably the Holiday Punch Heavy Robot.
  2. 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. Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 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). Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 13:08, 18 February 2023 (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)

Market Gardener Market Gardener

Pictogram comment.png Missing comparison of firing speed penalty Pretty high priority as it doesn't show off essentially half of the stats that can be shown off on this weapon.
BLU Wiki Cap.png | s | GrampaSwood (talk) 22:41, 25 August 2023 (UTC)

Original Original

Pictogram comment.png Missing reload sound I'd say this is an incredibly low priority one, may not even be worth redoing.
GrampaSwood (talk) 11:23, 17 January 2023 (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)
Just talked on the IRC channel today (log) and GrampaSwood willingly relinquished the reservation for me. I am gonna focus on my reservations first, though. — Exaskliri (they/them) (talk | contribs) 15:54, 18 April 2022 (UTC)

Hitman's Heatmaker Hitman's Heatmaker

Old reservation (21 May 2021)

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.



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)

Pictogram wait.png This demonstration has been reserved:Exaskliri (they/them) (talk | contribs) 14:10, 9 April 2022 (UTC)

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

Pictogram comment.png SMG no longer has the tracers

Holy heck. The thirdperson command does not ignore scope when scoped in (which always follows the first-person camera). I cannot do the third-person perspective thing (per Wind's request in the collapsed reservation). — Exaskliri (they/them) (talk | contribs) 15:58, 11 April 2022 (UTC)

Hm, perhaps record from a different player's perspective then? — Wind 00:33, 24 April 2022 (UTC)

Self-Aware Beauty Mark Self-Aware Beauty Mark

Pictogram wait.png This demonstration has been reserved: Throbgoblin (talk) 20:04, 20 December 2022 (UTC)

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)

Old reservation (5 May 2021)

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).


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.



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)

Pictogram wait.png This demonstration has been reserved: Andrew360 Edit icon.png Taunt Rancho Relaxo.png 02:23, 27 January 2023 (UTC)
Pictogram comment.png Does not demonstrate increased damage and reduced clip size.

Video link
Download link
This is my first time doing a weapon demonstration video, so I might have gotten some parts wrong. I tried to replicate the previous video from Exaskliri but I changed 2 things. First thing I changed is that it's a split screen view instead of three screens for when comparing jumps, as I don't really see a reason for adding the Scattergun screen. The second thing is that I added building damage, as Wind said the previous video looked good besides the lack of building damage.
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 23:08, 27 January 2023 (UTC)

I can't find the original video, but I believe the third Scattergun screen would have been to demonstrate that the Winger needs to be active for this extra jump height. It's also missing the inspect animation at the start.
GrampaSwood (talk) 11:20, 28 January 2023 (UTC)
The video by Exaskliri is found if you click expand at the top right of this section, download link for that video is here. Also isn't the default pistol also a way to demonstrate that the Winger needs to be active for the extra jump height? Anyways, I also just realized I had kill sounds on and I didn't show off the inspect animation like you said, so I should have an improved version up soon.
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 14:42, 28 January 2023 (UTC)
The Pistol vs Winger shows off that you get extra jump height. The point of the Scattergun comparison is to have the Winger shown > switch to Scattergun, showing that it needs to be active.
GrampaSwood (talk) 14:50, 28 January 2023 (UTC)
1. The video lacks crossfade between clips. 2. For the jump dem, i think you should do a split into 3 view where: 1. you jump with the pistol out, 2. you draw the winger and jump with the scattergun, 3. you jump with the winger out. Next. 3. I don't think a building damage dem is necessary, because it isn't damage only against players. i found myself confused in that part. 4. for the damage dem, a split into 2 view where: 1. you have a pistol with only 5 bullets in the magazine, 2. you have the winger. Then you shoot a scout. With the winger, you should be able to kill the scout · Ashe (talk) 22:38, 28 January 2023 (UTC)
Thanks for the feedback, here's a new version: Video link Download link. For the last section demonstrating damage, I had to use 7 bullets instead of 5, as 5 bullets with the Winger didn't kill the Scout.
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 16:23, 29 January 2023 (UTC)
Hi there. Great demonstration vid. For the damage comparison, though, I'd rather to sync all gunshots via scripting (maybe ask Ashe for help; I don't play TF2 anymore). — Exaskliri (they/them) (talk | contribs) 20:44, 17 February 2023 (UTC)

────────────────────────────────────────────────────────────────────────────────────────────────────Both Winger's and Pistol have the same firing rate. Now, while usually damage demonstrations have a bot in the middle of the "pitch" (where the caution tapes are), for this demonstration it would be better that you place the bot right in front of you and fire 5 shots. The clips don't have to be in sync btw · Ashe (talk) 02:27, 18 February 2023 (UTC)

Alrighty, here's a new version: Video link Download link. I also forgot to render the video at 60 FPS last time, so now that's fixed as well.
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 16:50, 19 February 2023 (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

Old reservation (29 April 2021)

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. 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? 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.
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)

Pictogram wait.png This demonstration has been reserved:Exaskliri (they/them) (talk | contribs) 14:10, 9 April 2022 (UTC)

Killing Gloves of Boxing Killing Gloves of Boxing

Pictogram comment.png Doesn't show reduced attack speed compared to stock fists (no comparison between weapons).

Comparison between stock Fists and the Killing Gloves of Boxing would be nice to have, like in other demonstrations. User Denied signature.jpg Denied (Talk) 12:07, 26 October 2021 (UTC)

Seems reasonable. — Wind 06:56, 19 November 2021 (UTC)

Blutsauger Blutsauger

Pictogram wait.png This demonstration has been reserved: Naleksuh (talk) 01:34, 3 December 2021 (UTC)

Update on this. Video seems to require multiple people. Wasn't able to find anyone else to help me. If you want to help me record this please ping me. Naleksuh (talk) 19:53, 21 December 2021 (UTC)

Wrap Assassin Wrap Assassin

Pictogram comment.png Doesn't show projectile being reflected.

Eyelander Eyelander, Nessie's Nine Iron Nessie's Nine Iron, Horseless Headless Horsemann's Headtaker Horseless Headless Horsemann's Headtaker and Half-Zatoichi Half-Zatoichi

Pictogram comment.png Show slower deploy and holster comparision.

The other swords shows the comparision except for the above ones. ThunderRunner (talk) 08:54, 18 December 2021 (UTC)

Kritzkrieg Kritzkrieg

Pictogram wait.png This demonstration has been reserved: Greenfox (talk) 20:51, 22 October 2022 (UTC)

Pictogram comment.png Does not show that Kritz Über does not prevent capping or carrying the Intelligence.

Pictogram comment.png Does not show health of patients, overheal is not shown properly.

I think I'll take this one! Greenfox (talk) 20:51, 22 October 2022 (UTC)

Please sign your comments using ~~~~.
GrampaSwood (talk) 20:56, 22 October 2022 (UTC)

sorry! Greenfox (talk) 06:27, 23 October 2022 (UTC)

Bushwacka Bushwacka

Pictogram comment.png Demonstration plays twice in one video and has in-video text when demonstrating "20% damage vulnerability when active".
Pictogram wait.png This demonstration has been reserved: Ashe (talk) 00:55, 23 January 2023 (UTC)

I have yet more points:
Pictogram comment.png Demonstration does not show Jarate before starting the "basic demonstration set".
Qwertyxp2000 (talk) 23:22, 16 June 2022 (UTC)
Yeah, clearly something glitched out on this one. — Wind 22:48, 19 June 2022 (UTC)
Video link I've changed the Jarate part. Now, instead of me using the Jarate, a bot throws it. Of course, this time there is no text · Ashe (talk) 00:55, 23 January 2023 (UTC)
Looks good to me, I wonder if people will comment on your name.
GrampaSwood (talk) 09:35, 24 January 2023 (UTC)

Gunboats Gunboats

Pictogram comment.png Has in-video text when comparing vs. stock Shotgun (can use third-person view instead).

Tin Soldier The Tin Soldier

Pictogram comment.png Audio is out of sync

Brundle Bundle The Brundle Bundle

Pictogram comment.png Audio is out of sync

Trading demonstration

Pictogram comment.png 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)

Ullapool Caber Ullapool Caber

  • Pictogram comment.png Does not demonstrate activation on cloaked enemy Spies
  • Pictogram comment.png Does not demonstrate activation on disguised enemy Spies

This video does not need a desperate rework, but it is worth adding some extra stuff here and there. Specifically the cloak and disguise interactions.

Part 1: The Main Gang (Pyro, Soldier, Medic)

  1. Attack the Pyro with a full caber. Watch the explosion and Demoman saying "Kablooey!" or similar.
  2. After landing, kill the Pyro with the now empty caber.
  3. Kill the Soldier with consecutive hits of the empty caber.
  4. Kill the Medic with consecutive hits of the empty caber.
  5. Taunt

Part 2: Blast Radius Tests + Caber Jumping

Do the same as current video's Part 2 except friendly Scout is removed. And some more added too.

  1. Approach between an enemy Engineer and an enemy Sniper. [Note: Friendly Scout is moved to the next Act]
  2. Look at both of them while standing still.
  3. Look down at the ground and then swing the caber.
  4. Crouch, look down, and then swing the caber. Watch the explosion affect the enemy players.
  5. Look at the enemy players again.
  6. Run to the Resupply room, look at the sign, and enter the room.
  7. Touch the Resupply cabinet.
  8. Repeat Step 4.
  9. Run to the Resupply room and immediately go to the Resupply cabinet and out.
  10. Approach a high location (in the current video, it is a bunch of crates)
  11. Jump and strike the wall of the high location to get to the top of it.

Part 3: Player Interactions

First part is a single enemy Spy.

Part 3a: Cloaked Spy

  1. Let the Spy cloak
  2. Approach cloaked Spy and attack with the full caber. If the facts are right, an explosion should trigger.
  3. Refresh the screen to the next scene...

There are two players on the side, a friendly Scout and an enemy Spy.

Part 3b: Disguised Spy

  1. Let the Spy disguise as a friendly Scout.
  2. Approach friendly Scout and attack with the full caber. Nothing should happen.
  3. Now go to the disguised Spy and repeat Step 3. The difference is that the explosion should trigger.

Part 4: Deployment and Holstering

  • Do the same set of actions as the current video, or in any appropriate method.

Qwertyxp2000 (talk) 02:23, 22 June 2022 (UTC) Qwertyxp2000 (talk) 02:31, 22 June 2022 (UTC)

Good list, but agree that this isn't worth redoing if it's only for those extra interactions. — Wind 21:39, 31 July 2022 (UTC)

Team Fortress Classic

Crowbar Crowbar (Classic)

Pictogram wait.png This demonstration has been reserved: Lolimsogreat21 (talk) 23:05, 11 December 2021 (UTC)

Pictogram comment.png Haven't been able to find a proper bot program. Will need another players in order to successfully demonstrate

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)
Yes. It's a bummer though... — Wind 06:56, 19 November 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
Well, actually, weapons from tfq are mostly the same as the ones in tfc, and the wiki sometimes notes the differences in the weapon between the two games (ex the shotgun has less spread in tfc, the afterburn is longer in tfq) and the first person views are there thus, making videos of tfq weapons now wouldn´t be too out place to make demonstrations of those weapons. About the "classic/quake karma" map, just some basic geometry to do rocket/grenade (including hand grenades) jump demonstrations, a pool to show the flamethrower inability to deal damage underwater, some poisonous gas to test things related to power ups, and most importantly, a firing range like the one in the real tr_karma map. In contrast with tf2, there are no bots in vanilla tfc (not sure about tfq), so we´ll need third party bots, which, fortunately, are just as common as in tf2. Well and some resupply, of course. Aaaaaand yes, worst case scenario, a normal map with bots will definitely do job in classic, and its literally impossible to NOT use a modded map in tfq since every single map is unofficial. Also, can somebody tell me if in "vanilla"(tfq is a mod) team fortress quake are there any weapons not present in classic aside of the sniper flare? (the quake power ups are present and functional in classic, just never used in official maps). About the flare... does the demonstration need to be just a video of it being thrown into a dark room, and then to a bot to show it really doesn´t do anything else? And I just realized that we are going to need something in whichever map, karma replacement or not, to test the detpack wall blasting mechanic. Well... now, to get someone who has the games, can demonstrate the weapons, can make the maps, and is willing to do it. Not necessarily just one person, can be multiple people too. Anonymus0 (talk) 12:19, 25 October 2021 (UTC)
Pictogram plus.png  I fully agree that we should demonstrate TFC weapons. I'd advise against demonstrating TFQ until the TFC weapon videos are all done, if only to manage the scope of the set of videos to create initially.
As a non-TFC-player, and someone who checks this page clearly not often enough, I am not in a position to review videos for TFC weapons. If someone would like to step up to that role, by all means.
As for publishing and distribution, I don't think there should be any problems with putting these videos on the official TFWiki YouTube channel. — Wind 06:56, 19 November 2021 (UTC)
Sorry for late answer. I personally think we should also make a comparison between tfq and tfc version of the weapons though again, not necessarily in the main video. Talking again about who actually makes the videos and especially, the maps... should we make a post in reddit or the steam forums asking for help with this, or should we ask in this wiki main talk/classic main talk page for it? This part of the weapon demonstration talk is unlikely to be seen frequently since it is at the bottom, and possibly more difficult to demonstrate than anything in this game but the "Something special for someone special" (going to start calling that just the Ssfss from now on) and the gift to premium, since we are talking about demonstrating every single weapon for this games. Anonymus0 (talk) 16:27, 24 November 2021 (UTC)
I've been thinking. I think I know which would be a good order for making the demonstrations: first the crowbar/axe and umbrella, then the single-barrel shotgun, then the double-barrel one, then the nailgun, after that the frag, concussion and MIRV grenades in that order. After those, the single class weapons and grenades, including engineer buildings and quake exclusive weapons (which of course won't have a comparison since they only appeared in one game, not both same with engineer teleporter). About making first the tfc weapons, then quake... I suppose we could make first separate videos and then combine them in a single one that both demonstrates and compares how the weapons work in both games. Right...? Anonymus0 (talk) 17:01, 25 November 2021 (UTC)
Pictogram plus.png  Sorry I’m a little late for the party, most of the things that comes to my mind had already been said, but regardless, this whole idea is amazing, but as mentioned before, it’ll increase the overall workload. Now that being said, I would like to help recording videos for the project, sadly, I’m not a map maker, but I can help out getting footage for the weapons being used. This will hopefully alleviate any extra work that is required. Yossef | Talk | Contributions 16:14, 1 March 2022 (UTC)
Sorry for not answering sooner. Actually, right now Lolimsogreat21 is trying to demonstrate the crowbar, but lacks any bot program, which is probably something that should be done first because 1 there are already some bot programs for TFC mentioned in this wiki, and 2, while we can use another map instead of a modded one if necessary, getting targets would require either players (in this game, which is neither very active anymore nor free, this is actually kinda difficult) or bots (given how most "players" in current servers are bots, bot programs should be accessible). And again, since TFC engine is goldsrc, the same as Half-Life 1, meaning that anyone who knows how to mod HL1 should know how to do the same with TFC... atleast in theory, anyways. Anonymus0 (talk) 14:44, 3 March 2022 (UTC)

──────────────────────────────────────────────────────────────────────────────────────────────────── So, a little progress update on this project. While from the outside, it might have appeared that the project was dead, it was actually very much alive behind the scenes, at least until this point... Essentially, while I was waiting for someone to come and help me out with filming, I tried creating a demonstration map for TFC myself. I got all the right tools, and even educated my self quite a bit on map-making. However, there is a problem. In order to save my map as something which the TFC engine recognizes, I first need to compile it. And for some reason, every single map compiler for TFC needs to open up Half-Life and (I presume) compile the map from there. And in order to do that, you obviously need to own Half-Life. If you don't own Half-Life, you will simply get a Fatal error. Failed to initialize authentication interface message. So yeah...I can and have successfully dealt with many problems, but a paywall like this isn't something I can cross. Due to this, I simply can't continue the development of a proper filming map. Its an impassable barrier. Lolimsogreat21 (talk) 13:16, 16 March 2022 (UTC)Lolimsogreat21

Okay, that is honestly an issue I never, ever saw coming, though... it makes sense? HF1 is the main game of goldsrc, and the original versions of TFC was a mod of it. I have an idea, though. Half-life is pretty well known and it only costs 8 euros right now. Sooooo... why not give someone who owns HF1 the uncompiled thing so they can compile it for us? Sounds like a good idea to me as long as it is a trustworthy person. And also, I might buy it in a few years, so if it really comes to it... Anonymus0 (talk) 19:31, 20 March 2022 (UTC)
Fear no more! lolimsogreat21 posted today a small guide on how to configure a map making tool that we can use, since I already own HL1. I’ll also try to make the map and let the community decide which maps they prefer. Yossef | Talk | Contributions 20:04, 20 March 2022 (UTC)
That´s good! Could you send a link, please? I would like seeing that guide. I think letting people choose the standard map for the demonstrations is a good idea. Given how we are going to address TFQ later, I think that we should make separate videos for TFC, publish them, and when TFC is done, start with TFQ and compare them. It is probably more reasonable than my initial idea. Anonymus0 (talk) 21:28, 21 March 2022 (UTC)
I'd be happy to gift you HL1, just send me a friend request on Steam and ask. This offer stands for anyone interested in contributing to this effort, and extends to TFC/TFQ as well :) — Wind 00:33, 24 April 2022 (UTC)
To be honest. I and Yossef haven't even discussed how would I share my .bsp files (the ones containing the demonstration map) with him in an easy and effortless way. So this is probably the best option of them all. So thank you for your generosity WindPower. However, I would just like to hear what Yossef has to say first, if you don't mind. Lolimsogreat21 (talk) 21:00, 29 April 2022 (UTC)Lolimsogreat21
Hi, lately I've been very busy with work (also during work is when I do more wiki stuffs), and I don't think that I'd have the chance for the near future to make the map from scratch. If you don't mind, add me on Steam, and there we can have a more fluent conversation regarding the topic, I'd really like to see this moving forward. Moreover, I don't mind if you accept Wind's gift, in the contrary, it is better that you accept it, since it'll be better for the workflow of the project :) Yossef | Talk | Contributions 13:51, 1 May 2022 (UTC)
Hopefully this project is still alive and on the backburner (behind the scenes). I'd be more than happy to assist with this effort - if there's anything that needs doing, just let me know. I'd also be happy to offer copies of HL1/TFC to anyone working on this project in need of them - add me on Steam. Cheers, Epsilonal (talk) 00:32, 27 October 2022 (UTC)

Backpack view question for using weapon B when demonstating weapon A

Like, can I use separate backpack view for both weapon A and B, but only after using the backpack view for only weapon A? For example, when demonstrating Sydney Sleeper, I'd not show both it and Jarate on the first backpack view. Instead, I use the Sydney Sleeper-only backpack view for the first scene, then using the second backpack view (both Sydney Sleeper and Jarate) just before I demonstrate that scoped headshots of Sydney Sleeper reduce Jarate's cooldown. — Exaskliri (they/them) (talk | contribs) 09:34, 24 April 2022 (UTC)

Yes, that's totally fine and encouraged. It makes the demonstration clearer. — Wind 04:49, 12 May 2022 (UTC)

Split screen HUD not working?

I put the "killfeed only.vpk" in my tf/custom folder, however it does not seem to hide the health and ammo parts of the HUD. Am I not meant to put that .vpk in the custom folder, or is there something wrong with the .vpk itself? The .vpks I am talking about come from here.
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 23:35, 25 January 2023 (UTC)

It's likely that it may be a bit outdated. Personally I didn't experience many issues with the HUD when just putting my game's resolution to half that of my monitor, may be worth a try?.
GrampaSwood (talk) 00:08, 26 January 2023 (UTC)
I can set the game window to half the monitor's resolution just fine. I'm working on redoing the Winger demonstration, and I need to hide the ammo and health HUD elements for when displaying the jump difference, and changing the game's resolution does not hide the ammo and health.
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 00:21, 26 January 2023 (UTC)
I was able to "fix" the HUD by just editing blank HUD files to remove the parts I needed to remove. Am I allowed to replace the old files as they don't work anymore (unless it's only affecting me for some reason)?
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 01:15, 27 January 2023 (UTC)

Flippin' Awesome and Skullcracker in VSH

When Saxton Hale used Flippin' Awesome or Skullcracker, the other mercenary participating the taunt will be taunt killed, is this something worth remaking the taunt demonstration? Or we just keep the current taunt demonstration, but add this feature into the VSH demonstration? --AlexT 18:31, 22 July 2023 (UTC)

I think a VSH demonstration would be better, as it may be confusing why Saxton Hale is suddenly there when he's not normally playable.
BLU Wiki Cap.png | s | GrampaSwood (talk) 19:52, 22 July 2023 (UTC)
Yes, a demonstration regarding VSH, showing all Hale's abilities, and some unique taunt interactions, would be the most ideal (including his default taunt kill). That one would probably be more lengthy, and some things would probably require to be discussed beforehand. Like Mercs being able to wall climb (which is applied to even stock weaponry), should that be shown too? Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 20:31, 22 July 2023 (UTC)
I think maybe a demonstration for every game mode could be in order, as a sort of semi-tutorial created by us. A VSH one would fit that too.
BLU Wiki Cap.png | s | GrampaSwood (talk) 08:33, 23 July 2023 (UTC)