.
tf2 players try to be be funny challenge (impossible)
frags weren't really good, but I really liked the racist parts
If we're still bumping this I need to pull a classic out of the history books https://www.youtube.com/watch?v=hBS2Xs5pdTc
tooth
forgot about this one...
I can't hear anymore
forgot about this one...
I can't hear anymore
https://www.youtube.com/watch?v=nSlG-lLCwJg&t=48s
for the culture
for the culture
the edgy shit is just cringe, grow up
Aside from that, the main thing I'd say you're lacking is some sound effects (rocket explosions, uber drops, etc.); one way to do this would be to include the audio from the demo recording, or you could do it like LuckyLuke (by manually adding in additional sounds for emphasis). Your editing looks pretty good but the timing of the beats feels random and empty just because there's no clear point at which we feel like the rockets hit.
Another thing I'd recommend is making the speed ramps a little more obvious.
DannyDcan sometimes be hard to see how much you flicked/how the players moved
This is kinda the opposite of what DannyD said, but I think it'd be helpful to add some kind of color distortion, motion blur, or other post processing fx while the speed ramps are happening. (By speed ramping, you're already letting the audience know that the fast parts aren't important so there's nothing wrong with covering them up more to highlight the actual important shots). I think tf2 is already a really fast-paced game and it gets harder to distinguish what is organic movement and what isn't when you starting adjusting the timecode and warping the screen with transitions so it'd also help guide the action better and make it more pleasing to watch if you're going to follow this heavy editing style; don't half-ass the style btw, either go all out or pick something else-- it looks awkward if you don't follow through.
Aside from that, the main thing I'd say you're lacking is some sound effects (rocket explosions, uber drops, etc.); one way to do this would be to include the audio from the demo recording, or you could do it like [url=https://youtu.be/7yV-G0Ze9sY?t=224]LuckyLuke[/url] (by manually adding in additional sounds for emphasis). Your editing looks pretty good but the timing of the beats feels random and empty just because there's no clear point at which we feel like the rockets hit.
Another thing I'd recommend is making the speed ramps a little more obvious.[quote=DannyD]can sometimes be hard to see how much you flicked/how the players moved[/quote]
This is kinda the opposite of what DannyD said, but I think it'd be helpful to add some kind of color distortion, motion blur, or other post processing fx while the speed ramps are happening. (By speed ramping, you're already letting the audience know that the fast parts aren't important so there's nothing wrong with covering them up more to highlight the actual important shots). I think tf2 is already a really fast-paced game and it gets harder to distinguish what is organic movement and what isn't when you starting adjusting the timecode and warping the screen with transitions so it'd also help guide the action better and make it more pleasing to watch if you're going to follow this heavy editing style; don't half-ass the style btw, either go all out or pick something else-- it looks awkward if you don't follow through.
since this morons friends are going to keep bumping until this is locked can you guys go ahead and lock it, ban them too while youre at it thanks