Download: archive.org/download/TeamFortress2Prerelease "Team Fortress 2 (Version 0, Playable).zip" Video FAQ ||| What's TF2 version 1? The version that comes loaded on the Orange Box disk is what I called version 1. This is also the version I used to make this video [ ruclips.net/video/t2Jpe0I5pa4/видео.html ] . This version of TF2 I'm using in the video seems to be a build used for the beta held before the game released, in September 2007. ||| You forgot to include X ! Either it's already been covered in this older video [ ruclips.net/video/t2Jpe0I5pa4/видео.html ] or I don't know about it or I don't think it's interesting to show (ie. needle boosting & all the engineer out of bounds glitches)
Will you perhaps cover other old glitches for TF2, such as ones in the Spy vs Sniper update, WAR! update, Engineer update, etc? I have a good chunk of these older versions and would be happy to send them to you ^w^
@fattylugia oh shit that'd be super cool! i don't remember what big glitches existed back then anymore but it would be fun to look regardless. dm me on twitter or add me on discord :)
@jon f - version 1 www.mediafire.com/download/8sjc61p7mb3jt7p/OBTF2Client.zip version 0 archive.org/download/TeamFortress2Prerelease "Team Fortress 2 (Version 0, Playable).zip"
You thought that it was a temmate at first, yet immediately after you were striked with the realization that it was a spy the whole ime, and you died because of the sheer shock.
For me they should give this role to the loch&load. Just imagine: +25% explosion radius +10 more damage rumpup and falldown -25% direct hit damage -50% clip size -10% projectile speed
@@1billionbees Bro, you're just reversing or removing half its stats. If it's not even the same weapon, what's the point. Just give the LC its day, man.
Preeeetty sure they took out the contact exploding to stop nades acting like mines. They'd have time running down but touching them would explode them. Imagine the start of dustbowl round two, a team of demomen firing down into the dugout... it was impossible to advance during the beta. Especially given the grenade launcher held 6 pipes instead of 4.
I wonder if there is any coding difference between colliding with a wall and colliding with a floor. While it will obviously never happen, that could be a possible way to balance it.
just reduce the damage with every bounce, demo bowling is basically the pipes that move with very short bounces, so if you could reduce the damage till a cap you could still award the trickshots and punish abusing things like bowling
So, the Demo Bouncing Pills thing being nerfed is actually referenced in Meet The Demo. At the end of the short theres a disclaimer. "All information regarding Demoman grenade behavior was obtained from Australians believed to be reliable at the time. It is submitted to the possibility of errors, omissions, or nerfing without notice."
"Holding the knife on the dull end and thrusting the pointy end at your target is a pretty safe bet" And then there's half-swording, which is in a sense the opposite
Yeah so you can bhop in tf2 Don't ask me how I found out Let's just do a backwa- oh you don't need to be backwards There we go I think that was the last of them "YOUVE KILLED ALL OF THEM" yup administrator's confirmed it
Oh you found a beta build? Interesting thing about that, I was playing on dustbowl, and I actually fought a player who wore the badge that was given to people who played in the beta. Of course it was dustbowl...
Finninja06 docs.google.com/presentation/d/19KjxF6nwbkR58SFEU57dLwOImcSqMV9C0agWt00Z6IU/mobilepresent?slide=id.p dude that uncovered aar’s shit, plus aar responded too, it’s not like some obscure conspiracy circling him mobile.twitter.com/aarmastah/status/1202679050390720515?lang=en
Nah, keep damage as is, but allow wall bounce but not floor bounce. Floor bounce should disable contact detonation, but wall bounces should allow. We could do some sick wall-bounce pills
It would be sick to have a grenade launcher for demo that explodes on contact regardless of it hitting the floor, but the downside being something like it fizzling out if it doesn't hit someone, smaller explosion radius, and less damage dealt to buildings.
It'd have to have some pretty big downsides to balance it but fizzling if it doesn't hit anything in a somewhat shorter time than the normal Grenade launcher takes might actually help a fair bit. It'd probably still need a damage or blast radius penalty too since indirect hits aren't a major damage source usually
@@NobodyEvenReadsNames No splash damage *and* a faster timer (maybe it fizzles around the time when a grenade would normally stop rolling) might be pretty balanced, although I feel like that might add up to lowering the skill ceiling and make more experienced players salty. -35% against buildings is a good idea to make a generally rounded weapon since this would otherwise be better against buildings.
@@spacecatsftw I suppose the meaning of my comment has been lost after a year, but during the time of my reply, someone had recently made a Giorno set for Spy on the Workshop.
I've been playing TF2 for almost 10 years now, and I've never known that Demo's grenades couldn't explode on contact after hitting a surface. He's my favorite class!
2:25 here we can clearly see how Quake's code was still very influential and copied, 11 years after its release. That's still visible from the regular rocket jumping in TF2 today.
no that's literally just quake's code valve licensed the id tech 2 engine for half-life's development, and just kept building on it and building on it and building on it and building on it over the course of many, many years i think source 2 _finally_ marked the point where they completely ditched whatever dangling remnants of id's code remained and started from scratch, but i'm not 100% sure. and even then, there are a _lot_ of games between source 2 and half-life's pre-goldsrc goldsrc
I can still hear the lyrics of snake eater, even though its not there. You can hear it too, cant you. The lyrics we've lost, the memes we've lost. It wont stop hurting
not just pre release, the graphics looked like that at release. they were slowly downgraded. game looked WAY better in 1.0. go play the xbox360 version, it still looks as it did back then. people actually still play it online. and contrary to what everyone is saying, they were downgraded because spaghetti, not intentionally.
Nobody ever says that except people like you, dumbass. People say 2012 TF2 was the best, or at least pre-Meet Your Match TF2. And yes, updates like MYM HAVE ruined TF2.
I remember that Spy cloak-stab glitch being live on the PS3 version of the Orange Box even after the 1 128MB patch the game got a year after release. The bunnyhop could only be used on inclined floors and because of the incline you could only get 1 or 2 "hops." at best.
You could use that "stored melee attack" bug on other classes too, which had two advantages: - You could also do a normal attack when you switch and get two melee attacks at the speed of one - You could keep doing it over and over until you heard the crit noise that indicated you got a crit, and when you switched back to the weapon you would actually use the stored crit attack Combining these would let you do over 250 damage in one melee attack. As someone who played on console at first, where these issues weren't fixed for a long time, I still habitually try to store melee attacks in the warmup. If you keep exploring the launch versions for another video, my personal favorite launch bug was the ability to jump through ceilings. I don't remember the exact timings anymore, but if you jumped into a ceiling and crouched/uncrouched in a specific pattern, you could shove yourself into the ceiling, and if it was thin enough you could go right through it. I think you had to hold crouch until you hit the ceiling, then quickly crouch/uncrouch to shove yourself in, but my memory is pretty hazy on this point. This would let you get into rooms in 2fort that are supposed to be inaccessible set dressing, among other things.
i've read somewhere that the movement mechanics were the same as the ones used in half life 2 deathmatch, which explains the bhopping as soldier, as well as (presumably) the jump height from your previous video on 2007 tf2
You can actually see the missing pipe (or the lack thereof) on Granary in Meet the Soldier. When the Soldier goes to kill the Heavy and Pyro on last, the second pipe can't be found, and the building that the second pipe would lead to looks different.
Granary had a bug for the longest time that red last was better for sniping from than Blu. There was a clipping issue around the wall to the right of spawn. It was always refrenced that the map wasn't correctly mirrored in the Eu 6s community.
potential explanation for red side missing the pipe: iirc, only one pipe was visible in Meet the Soldier. It's possible this version of Granary was used as the set for that video.
Played a game a couple of days ago with someone named Shounic and im pretty sure it was you (the cart got stuck on first and we had to let it roll back a bit). Anyway, I know it doesn't mean anything but I just wanted to say that it made me very happy as your one of my favorite youtubers :) Have a good day and stay safe.
oh hey, glad you had fun :) i actually remember that and saved a recording too haha. that was genuinely surprising, i've never seen it do that before on barnblitz.
You can telepathically instant kill people as spy because of the game confusing the knife deploy animation with the knife attack animation. Nowadays there is no delay between clicking and attacking an enemy, but in 2007 tf2 there is a noticeable delay between it. This is similiar to a half-life 2 bug which involves reloading when the gun you were holding was lowered because of a friendly encounter, it confused the reload animation with the gun lowering animation.
You could also "store" random crits the same way. Just swing the melee weapon until you hear the crit sound, switch to another weapon, then pull out the melee at any point to guarantee crit hit.
I can understand why they removed the rolling-pipes-always-explode-on-contact-with-enemy feature, to better reward NOT missing and to avoid situations where an enemy walks on a roller and OOPS EXPLOSION, but MAN that's still a cool feature. Wish they could bring it back with some additional balancing, like "Grenades that hit terrain before exploding do 50% reduced damage", or something like that.
i can definitely see why some people think 2007 tf2 was the best version. having invisible spies bunnyhopping around at the speed of a scout insta-killing people was a very bold and innovative design choice
As someone who doesn't play TF2, that pipe strat is possible from Quake's own grenade launcher. I didn't know that it was nerfed, I thought it was always like that.
Sorry for repeating the same question, but it still bothers me. Keeping in mind that his back seems invincible (to me), is it possible that by hearing someone's footsteps behind you, you can just aim up and scream medic so you get face stabbed instead of getting backstabbed?
@yato boi - no worries i don't remember reading your question (sorry), so it helps to ask again :) I tried it out and the answer is no. gfycat.com/simpleemotionalbeardedcollie i'm guessing backstab detection is based on the view angle of your target rather than hitboxes 🤷♂️🤷♂️🤷♂️
@@shounic np, thanks for testing it out anyway. it's a question that has been bothering me in the night right before i had gone to sleep and i forgot about it for 3 days. now that i know the truth, there's no hiding for me
Yo, the OG grenade launcher would make an awesome weapon. Would need a downside though, obviously. Maybe not having them detonate automatically after a bit if they don't hit anything and just disappear instead, kind of like the loch-n-load.
IMO the grenade launcher should still be like that, I think the way it is now it just fucks over new players really hard, like I've never seen one of these noobs hit a single pipe in my life. Even now as an experienced player the iron bomber is just so much better anyway.
I played durring the beta. As far as i can remember the grenades were only supposed to explode after the first bounce. I used this to great effect and was completely saddened when they removed it.
The spy melee switch bug actually works for every class. I tried. It was patched most likely in January 2008, as that's when the oldest version I have without it was released.
"thanks, my favorite class is the spy" last words heard before the Dead Ringer nerf edit:hmmm yes, Dead Ronger (i hit the o key instead of i, so i fixed that)
Download: archive.org/download/TeamFortress2Prerelease "Team Fortress 2 (Version 0, Playable).zip"
Video FAQ ||| What's TF2 version 1?
The version that comes loaded on the Orange Box disk is what I called version 1. This is also the version I used to make this video [ ruclips.net/video/t2Jpe0I5pa4/видео.html ] . This version of TF2 I'm using in the video seems to be a build used for the beta held before the game released, in September 2007.
||| You forgot to include X !
Either it's already been covered in this older video [ ruclips.net/video/t2Jpe0I5pa4/видео.html ] or I don't know about it or I don't think it's interesting to show (ie. needle boosting & all the engineer out of bounds glitches)
Will you perhaps cover other old glitches for TF2, such as ones in the Spy vs Sniper update, WAR! update, Engineer update, etc? I have a good chunk of these older versions and would be happy to send them to you ^w^
@fattylugia oh shit that'd be super cool! i don't remember what big glitches existed back then anymore but it would be fun to look regardless. dm me on twitter or add me on discord :)
Would you ever consider showing where to get the original version of TF2 for testing? I have a box copy but I want to test things on it.
@jon f -
version 1 www.mediafire.com/download/8sjc61p7mb3jt7p/OBTF2Client.zip
version 0 archive.org/download/TeamFortress2Prerelease "Team Fortress 2 (Version 0, Playable).zip"
I'd have to be a complete dumbass to download that virus shit, maybe go review some kids toys if you wanna profit off of idiots alone?
yes I remember when I mistook a cloaked friendly Pyro for a normal teammate just to die from natural causes the next second
hate when it happens
Heart attack, you poor bastard.
You thought that it was a temmate at first, yet immediately after you were striked with the realization that it was a spy the whole ime, and you died because of the sheer shock.
that happens to me all the time
@@sydssolanumsamsys you look like a twitter user
It'd be cool if the loose cannon behaved like that
yea, or they should add new weapon that explodes pipes on contact regardless if it bounced before or not
For me they should give this role to the loch&load. Just imagine:
+25% explosion radius
+10 more damage rumpup and falldown
-25% direct hit damage
-50% clip size
-10% projectile speed
@@1billionbees Bro, you're just reversing or removing half its stats.
If it's not even the same weapon, what's the point.
Just give the LC its day, man.
@U.M.N. Guest User They aren't mutually exclusive.
Preeeetty sure they took out the contact exploding to stop nades acting like mines. They'd have time running down but touching them would explode them. Imagine the start of dustbowl round two, a team of demomen firing down into the dugout... it was impossible to advance during the beta. Especially given the grenade launcher held 6 pipes instead of 4.
The demo bowling strat would be way to overpowered but I wish we got the ability to do trick shots off walls with a pipe.
I wonder if there is any coding difference between colliding with a wall and colliding with a floor. While it will obviously never happen, that could be a possible way to balance it.
Or just make it do reduced damage to still award skill without over powering an already very powerful class.
Yeah that's just Overwatch Junkrat tho
And we know how much skill he takes to play, and how fun that is to play against
@@anonymousaccordionist3326 I'm late, but no. Besides the angle there is none
just reduce the damage with every bounce, demo bowling is basically the pipes that move with very short bounces, so if you could reduce the damage till a cap you could still award the trickshots and punish abusing things like bowling
So, the Demo Bouncing Pills thing being nerfed is actually referenced in Meet The Demo. At the end of the short theres a disclaimer.
"All information regarding Demoman grenade behavior was obtained from Australians believed to be reliable at the time. It is submitted to the possibility of errors, omissions, or nerfing without notice."
WAAAAAAAAAAAAAALUIGI what the fuck how have i never noticed this before
Yo tf
Holy shit I would never know this if you haven't made this comment XD thanks!
Thank you.
I knew it! Sniper is the one recording all of this!
that thumbnail really feels like one of those cursed "5G KILLS" images.
I love it.
whiteroach for me yes a JoJo reference is spy stopping time yeets 3 knives then unstops it *idk*
5g users be like: "Yeah it's fast"
@@Epicgamer-yv6zq MUDAMUDAMUDAMUDA
Yeah but its fast doe
rip dees
That "Light Speed Soldier" seems to be a left over feature from Quake movement mechanics. Kinda wish they kept that in.
Market gardening would be even more fucking crazy!
You can still bunny hop, and momentum is sorta kept, but only the direction and very little speed, which decreases every b-hop
@@ashtonhoward5582 right, still some left over, but not as intense.
m a r k e t
g a r d e n e r
God I want quake movement in tf2
"Holding the knife on the dull end and thrusting the pointy end at your target is a pretty safe bet"
And then there's half-swording, which is in a sense the opposite
Or just straight up murder stroke, forsaking the Sword's natural God given purpose.
@@dutch_asocialite Eh, just throw the pommel at them.
Or just glare at people
@@dyefield2712 We're talking about killing someone with a blade in general terms, not brutally annihilating someone...
half swording is not great for a knife but a sword on the other hand
2:32 hey guys desync here
We’re about to watch out first hentaii
so we're gonna make an accelerated backhop to this ramp an...
We can just skip this section
Yeah so you can bhop in tf2
Don't ask me how I found out
Let's just do a backwa- oh you don't need to be backwards
There we go I think that was the last of them "YOUVE KILLED ALL OF THEM" yup administrator's confirmed it
see yuh maaaaaaaaaan
Yeah, demo man got hella nerfed and TF2 didn’t even get released yet.
how do pipes work now? im trying to get into tf2 and im still confused
Jesse Knorr
They dont explode on impact.
@@Snooty1 they do, but only on direct impact without touching any other solid medium (like the floor, or the ground).
Xarath Dominion
Oh
It’s not like Demo runs rampant as the best competitive class or anything
Oh you found a beta build? Interesting thing about that, I was playing on dustbowl, and I actually fought a player who wore the badge that was given to people who played in the beta.
Of course it was dustbowl...
I bless you for using pulse from the remastered cave story sound track 👌
And snake eater
Cave story is dope.
I noticed aswell, I was going to comment about it and then I realised somebody already did it for me.
@@christianoalmeidademoraes4993 Yeah that game is cool.
ayyyy
Aar after meeting Shounic, which has an even more lifeless voice:
finally a worthy opponent
our battle will be legendary
i'd be lifeless too if I was a pedophile with a diaper fetish (aar, not shounic)
@@AzureWoof really? since when?
@@AzureWoof ???
lol
Finninja06 docs.google.com/presentation/d/19KjxF6nwbkR58SFEU57dLwOImcSqMV9C0agWt00Z6IU/mobilepresent?slide=id.p dude that uncovered aar’s shit, plus aar responded too, it’s not like some obscure conspiracy circling him mobile.twitter.com/aarmastah/status/1202679050390720515?lang=en
I want the pipes bouncing and exploding on contact back. Make them do less damage than a direct contact, though.
Stickybomb launcher would be an actual secondary weapon instead of second primary. Much better.
45 dmg sounds good
Less damage the longer it stays on the ground + the normal reduction from damage fall off
Nah, keep damage as is, but allow wall bounce but not floor bounce. Floor bounce should disable contact detonation, but wall bounces should allow. We could do some sick wall-bounce pills
It would be sick to have a grenade launcher for demo that explodes on contact regardless of it hitting the floor, but the downside being something like it fizzling out if it doesn't hit someone, smaller explosion radius, and less damage dealt to buildings.
It'd have to have some pretty big downsides to balance it but fizzling if it doesn't hit anything in a somewhat shorter time than the normal Grenade launcher takes might actually help a fair bit. It'd probably still need a damage or blast radius penalty too since indirect hits aren't a major damage source usually
I would personally give it no splash damage and -35% damage against buildings
@@NobodyEvenReadsNames No splash damage *and* a faster timer (maybe it fizzles around the time when a grenade would normally stop rolling) might be pretty balanced, although I feel like that might add up to lowering the skill ceiling and make more experienced players salty. -35% against buildings is a good idea to make a generally rounded weapon since this would otherwise be better against buildings.
The downsides you suggest are far to similar to the Iron Bomber. I suggest a flat 20% damage penalty, along with a projectile thats very draggy.
that's basically a rocket launcher. so it would need to have damage falloff
It's confirmed, spy has a stand power.
Probably has Silver Chariot cuz Spy & Polnareff are French.
@@luciusrex8604 smart
All the more reason for that Giorno cosmetic set for Spy to be added into the game.
@@trainershade1937 i feel like scout would make a slightly better giorno
@@spacecatsftw I suppose the meaning of my comment has been lost after a year, but during the time of my reply, someone had recently made a Giorno set for Spy on the Workshop.
I've been playing TF2 for almost 10 years now, and I've never known that Demo's grenades couldn't explode on contact after hitting a surface.
He's my favorite class!
That’s really weird, that’s like something you should learn when you have 10 hours on the class let alone as many as you probably do
How many hours do you have?
Thanks for saying this, i don’t play pipe demo often and i couldn’t figure out what was the difference
2:25 here we can clearly see how Quake's code was still very influential and copied, 11 years after its release.
That's still visible from the regular rocket jumping in TF2 today.
no that's literally just quake's code
valve licensed the id tech 2 engine for half-life's development, and just kept building on it and building on it and building on it and building on it over the course of many, many years
i think source 2 _finally_ marked the point where they completely ditched whatever dangling remnants of id's code remained and started from scratch, but i'm not 100% sure. and even then, there are a _lot_ of games between source 2 and half-life's pre-goldsrc goldsrc
@@hi-i-am-atan You can still ABH (therefor, bunnyhop without it) in Half-Life: Alyx with NoVR enabled (which is just Half-Life 2).
3:12
What? It's bouncing towards the enemy?
Nice homing pipe you have there, demo.
I can still hear the lyrics of snake eater, even though its not there. You can hear it too, cant you. The lyrics we've lost, the memes we've lost. It wont stop hurting
you know after all this time i wonder if Gaben's fave has changed?
According to a interview, it still is.
now his fave is invoker
The thumbnail be like:
*METALLICA VS KING CRIMSON*
I literally rewatched your first old TF2 video yesterday. Well I'm always down for more early TF2 content and oddities so hey no complaining.
it's not an old video if you have a brain injure and don't remember nothing about the video ;)
All these videos with Spy attacking things with his mind in the thumbnail are fucking killing me. I LOVE IT.
Spy: *watching Scout rapidly fail to stab him*
Spy: "I think my son might have brain damage"
Is it just me, or are the reflections and certain textures visually better in the prerelease build?
It's not just you. Graphics were downgraded.
were downgraded so you can render those unusual hats better
@@Luciel_yt not only hats but weapon and every effects.
not just pre release, the graphics looked like that at release. they were slowly downgraded. game looked WAY better in 1.0. go play the xbox360 version, it still looks as it did back then. people actually still play it online.
and contrary to what everyone is saying, they were downgraded because spaghetti, not intentionally.
@@GraveUypo the graphics are back baby!!!
"Hypothetically"
With the recent uploads, I'm highly doubting that
"2007 tf2 was the best, all these updates have ruined tf2"
most people say 2012 tf2 was the best. i dont think anyone played the game in 2007
Nobody ever says that except people like you, dumbass. People say 2012 TF2 was the best, or at least pre-Meet Your Match TF2. And yes, updates like MYM HAVE ruined TF2.
@@LordVader1094 i mean the games still playable and fun is it not
I switched to csgo just cuz theres too much cheaters in tf2 after 2k hrs of playin (surprisingly, even more than in csgo)
Everyone forgetting how gun mettle started ruining the game's optimization
“And now I’m going to active my special mind powers”
*pulls out a gun*
"My special mind powers of bullets shooting towards you"
@@thexylophone Hol Horse from Jojo
I remember that Spy cloak-stab glitch being live on the PS3 version of the Orange Box even after the 1 128MB patch the game got a year after release.
The bunnyhop could only be used on inclined floors and because of the incline you could only get 1 or 2 "hops." at best.
You could use that "stored melee attack" bug on other classes too, which had two advantages:
- You could also do a normal attack when you switch and get two melee attacks at the speed of one
- You could keep doing it over and over until you heard the crit noise that indicated you got a crit, and when you switched back to the weapon you would actually use the stored crit attack
Combining these would let you do over 250 damage in one melee attack. As someone who played on console at first, where these issues weren't fixed for a long time, I still habitually try to store melee attacks in the warmup.
If you keep exploring the launch versions for another video, my personal favorite launch bug was the ability to jump through ceilings. I don't remember the exact timings anymore, but if you jumped into a ceiling and crouched/uncrouched in a specific pattern, you could shove yourself into the ceiling, and if it was thin enough you could go right through it. I think you had to hold crouch until you hit the ceiling, then quickly crouch/uncrouch to shove yourself in, but my memory is pretty hazy on this point. This would let you get into rooms in 2fort that are supposed to be inaccessible set dressing, among other things.
I use it on ps3
Using MGS3 music, and Cave Story music?
My man.
edit: oh, nevermind, the description said it already
Man I loved using this glitch on the 360 version of the game! It was so good! You could also store melee crits as other classes
This is why Gaben's favorite class is the Spy
Anime character: exposes his blade
Enemy : ...
I guess. But what does that have to do with the video?
i've read somewhere that the movement mechanics were the same as the ones used in half life 2 deathmatch, which explains the bhopping as soldier, as well as (presumably) the jump height from your previous video on 2007 tf2
You can actually see the missing pipe (or the lack thereof) on Granary in Meet the Soldier. When the Soldier goes to kill the Heavy and Pyro on last, the second pipe can't be found, and the building that the second pipe would lead to looks different.
I think Granary was because valve made the blu side first then they did the red side like that for Meet the Solider and hoped we wouldn't notice.
Honestly, the Pill Exploding on impart is just... game breaking.
Too op.
i understand how they remove it.
They’re so intimidated by you taking out the knife behind them that they die before you can even stab them.
The bouncing pill mechanic should be repurposed into a unique weapon.
It’s like this because no animation was made for his knife swing at the time
The stored knife swing. This bug actually made it into the release build on xbox 360's port of the orange box
Granary had a bug for the longest time that red last was better for sniping from than Blu. There was a clipping issue around the wall to the right of spawn. It was always refrenced that the map wasn't correctly mirrored in the Eu 6s community.
that animation with the knife bit was great
Trickstabs would be crazy
this is what f2ps belive spies with 100h are doing
I appreciate the use of Snake Eater instrumental
I bloody loved the snake eater instrumental
That TF2 2007 version will run on even the most ancient of toasters with a decent framerate.
potential explanation for red side missing the pipe: iirc, only one pipe was visible in Meet the Soldier. It's possible this version of Granary was used as the set for that video.
spy’s butterfly knife trick skills were just *so* cool it’d kill anyone within its radius
Demoman originally came with bomb bowling? He would've loved Skyward Sword.
In 2:53 demo accidentally activates a bomb with his empty hand
the cave story music is a nice touch
The knife worked better than it does now.
Played a game a couple of days ago with someone named Shounic and im pretty sure it was you (the cart got stuck on first and we had to let it roll back a bit). Anyway, I know it doesn't mean anything but I just wanted to say that it made me very happy as your one of my favorite youtubers :) Have a good day and stay safe.
oh hey, glad you had fun :) i actually remember that and saved a recording too haha. that was genuinely surprising, i've never seen it do that before on barnblitz.
@@shounic I'm glad I was there to witness it lol
3:36 I know noticed this when I watch "Meet the Soldier" where the pipe is also missing, and it can't help but annoy me
"yeah, no wonder, of course his favorite class is the spy!"
pre-release granary was the map used in meet the soldier
You can telepathically instant kill people as spy because of the game confusing the knife deploy animation with the knife attack animation. Nowadays there is no delay between clicking and attacking an enemy, but in 2007 tf2 there is a noticeable delay between it.
This is similiar to a half-life 2 bug which involves reloading when the gun you were holding was lowered because of a friendly encounter, it confused the reload animation with the gun lowering animation.
Demoman so fucking op
You could even decimate entire enemy with only using one eye
the weapon lighting really did look better back then.
Granarys red side is missing a pipe due to the fact meet the soldier was made on that map and there was only one pipe for better visuals
I know this is dumb and all but isn't it satisfying how the butterfly knife animation ends in sync with the kills
I think blus last looks like that is because of meet the soldier.
You could also "store" random crits the same way. Just swing the melee weapon until you hear the crit sound, switch to another weapon, then pull out the melee at any point to guarantee crit hit.
I wonder if that's where Shounic got inspiration for his mod...
Since he didn't mention it in the video, it's worth noting there's only one pipe on red's granary last in meet the soldier.
I can understand why they removed the rolling-pipes-always-explode-on-contact-with-enemy feature, to better reward NOT missing and to avoid situations where an enemy walks on a roller and OOPS EXPLOSION, but MAN that's still a cool feature. Wish they could bring it back with some additional balancing, like "Grenades that hit terrain before exploding do 50% reduced damage", or something like that.
I guess 2:58 explains why rollers, worthless as they are now, were even a feature to begin with.
3:10
* * * _Nice Throw!_ * * *
The missing granary pipe can also be seen in meet the soldier near the end when the red team is storming into reds base from blue side
i can definitely see why some people think 2007 tf2 was the best version. having invisible spies bunnyhopping around at the speed of a scout insta-killing people was a very bold and innovative design choice
Whats curious about Granary Red side is that it seems to be the version of Granary that Meet the Soldier was shot on, minus the misplaced BLU sign
i very much appreciate your choice of music
in my opinion, the best way to backstab is to disguise, walk across the map, use mind powers to take someone down, and walk away
As someone who doesn't play TF2, that pipe strat is possible from Quake's own grenade launcher.
I didn't know that it was nerfed, I thought it was always like that.
Its pretty much like the Beggars bazooka, when you taunt with the 3 rockets then stop taunting it unleashes doom upon the enemy.
Pipes exploding on contact seems balanced
I just realized the first time I've heard Gabe's voice in a while was him saying his favorite class is spy
The last red point is probably for meet the soldier
Sorry for repeating the same question, but it still bothers me.
Keeping in mind that his back seems invincible (to me), is it possible that by hearing someone's footsteps behind you, you can just aim up and scream medic so you get face stabbed instead of getting backstabbed?
Pro MLG strats is bending your back in an arc to hide your back.
@yato boi - no worries i don't remember reading your question (sorry), so it helps to ask again :) I tried it out and the answer is no. gfycat.com/simpleemotionalbeardedcollie i'm guessing backstab detection is based on the view angle of your target rather than hitboxes 🤷♂️🤷♂️🤷♂️
@@shounic np, thanks for testing it out anyway. it's a question that has been bothering me in the night right before i had gone to sleep and i forgot about it for 3 days. now that i know the truth, there's no hiding for me
*2007 SPY IS TOO DANGEROUS TO BE KEPT ALIVE*
Yo, the OG grenade launcher would make an awesome weapon. Would need a downside though, obviously. Maybe not having them detonate automatically after a bit if they don't hit anything and just disappear instead, kind of like the loch-n-load.
IMO the grenade launcher should still be like that, I think the way it is now it just fucks over new players really hard, like I've never seen one of these noobs hit a single pipe in my life. Even now as an experienced player the iron bomber is just so much better anyway.
What makes this better is that I just watched the 2007 video!
granary red was likely how it was because of the meet the soldier video
I played durring the beta. As far as i can remember the grenades were only supposed to explode after the first bounce. I used this to great effect and was completely saddened when they removed it.
Pretty neat! Thanks for uploading!
Broke: Storing the 3rd Gunslinger punch
Woke: Storing an invisible backstab
I feel like there should be a pipe launcher that actually functions like Meet the Demo, maybe in exchange for slower shots or less magazine.
The spy melee switch bug actually works for every class. I tried.
It was patched most likely in January 2008, as that's when the oldest version I have without it was released.
I miss 2007 TF2... hell, I miss pre hats TF2
I swear this is normal for non-spy player victims.
Because Blu is for Builders League United so they get more construction
Shounics Testing NPC's: " *chuckles* I'm in danger"
Still waiting for the spy's backstab spaghetti monster to come around and for his psychic powers to be usable again
0:39 anyone can make a HUD using this?
there is already, named classic menu on gamebanana
the dustbowl background currently causes a bit of issues so its not included
"thanks, my favorite class is the spy"
last words heard before the Dead Ringer nerf
edit:hmmm yes, Dead Ronger (i hit the o key instead of i, so i fixed that)
dead ronger
stats:
"fein deith"
There's a reason junkrat was powerful despite not having a stickybomb launcher, bouncing and still having impact detonation would be very very strong.