Difference between revisions of "Building Convention"

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{{ParentArticle|[[Scheme ideas]]}}
 
{{ParentArticle|[[Scheme ideas]]}}
 
{{ReplayBox|BuildConv.WAgame|Building Convention match with|TheMadCharles playing against himself}}
 
{{ReplayBox|BuildConv.WAgame|Building Convention match with|TheMadCharles playing against himself}}
{{Game setup|file=Building Convention.wsc|scheme=Building Convention|map=Indestructible border caves with some hand drawn lines and water drops ([https://www.tus-wa.com/maps/mappack-427/ examples])|wmdb=|worms=One per player}}
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{{Game setup|file=Building Convention.wsc|scheme=Building Convention|map=Caves with all 4 indestructible borders with some hand drawn not thick lines in the middle and 2% of water level ([https://www.tus-wa.com/maps/mappack-427/ examples])|wmdb=|worms=One per player}}
 
[[Image:BuildConv.png|frame|right|Roping among the girders.]]
 
[[Image:BuildConv.png|frame|right|Roping among the girders.]]
  
'''Building Convention''' or '''BuildConv''' is a scheme with many similarities with [[Roper]], since the scheme is played with [[Ninja Rope]], [[Bazooka]], [[Grenade]], [[Mine]] as main weapons, only Health Crates spawning every turn and on cave maps with indestructible border, including [[Water Drops]]. The difference is that the map doesn't consist of twin islands, but hand drawn lines in the middle, there are 1 [[Girder Starter Pack]] and infinite [[Girder]] (Power 255; no radious limitation, girders can be placed anywhere, even far away), that contribute with the map design during the game. There are some different rules as well: "No Blocking" and "Use Tele". The terrain is destructible and the scheme has thirty seconds of turn time.
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'''Building Convention''' or '''BuildConv''' is a scheme with many similarities with [[Roper]], since the scheme is played with [[Ninja Rope]], [[Bazooka]], [[Grenade]], [[Mine]] as main weapons, only Health Crates spawning every turn and on cave maps with indestructible border, including [[Water drops]] (2% water level, which gives the same mechanic of weapons sinking, but Worms not). The difference is that the map doesn't consist of twin islands, but hand drawn lines in the middle, there are 1 [[Girder Starter Pack]] and infinite [[Girder]] (Power 255; no radious limitation, girders can be placed anywhere, even far away), that contribute with the map design during the game. There are also some [[Shopper]] elements, like the CAK rules. Some different rules such as "No Blocking" and "Use Tele" are present too. The terrain is destructible and the scheme has thirty seconds of turn time.
  
 
== Rules ==
 
== Rules ==
Line 13: Line 13:
 
<u>No timeouts, no moving</u>, you have to use it.
 
<u>No timeouts, no moving</u>, you have to use it.
  
=== 3rd turn - rest is unlocked ===
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=== 3rd turn - Weapons unlocked ===
Weapons will not have delays anymore, so you'll be able to rope and attack (now that the real game starts).
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Weapons will not have delays anymore, so you'll be able to rope and attack. It's now that the real game begins.
  
=== Crate Before Attack (CBA), or Wall to Wall (W2W) if Sudden Death ===
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=== Crate Before Attack (CBA), or Wall to Wall (W2W) during Sudden Death ===
If you didn't collect a crate before attacking, you are not allowed to attack next turn. However, you may place a girder. Like Roper, after [[Sudden Death]] has begun and no crates remain available to collect, players must touch both walls (left and right borders) instead (termed "Wall To Wall (W2W)" or "Touch Both Walls (TBW)"). If you didn't do that, you are not allowed to attack next turn. However, you may place a girder.
+
If you didn't collect a crate before attacking, you are not allowed to attack next turn. However, you may place a girder.  
 +
 
 +
Like Roper, after [[Sudden Death]] has begun and no crates remain available to collect, players must touch both walls (left and right borders) instead (termed "Wall To Wall (W2W)" or "Touch Both Walls (TBW)"). If you didn't do that, you are not allowed to attack next turn. However, you may place a girder.
  
 
=== Attack From Rope (AFR) or Chute (AFC) ===
 
=== Attack From Rope (AFR) or Chute (AFC) ===
Line 29: Line 31:
  
 
=== No Blocking ===
 
=== No Blocking ===
The opponent must have <u>access to at least 1 crate and the team with most health, even if they are way too far away</u>. If you do block someone from either of these, you aren't allowed to attack next turn and they have to unblock themselves, even if it means attacking your worm from the ground and without a crate collected. Of course, you can place a girder but don't block objectives again.
+
The opponent must have <u>access to at least 1 crate and the team with most health</u>, even if they are far, far away. If you do block someone from either of these, you aren't allowed to attack next turn and they have to unblock themselves, even if it means attacking your worm from the ground and without a crate collected. Of course, you can place a girder but don't block objectives again.
  
 
=== Observations ===
 
=== Observations ===
Line 37: Line 39:
  
 
== How to make maps ==
 
== How to make maps ==
Take any Roper style map (2% water level and all borders on), clear it and draw whatever you want, don't draw very thick walls, though. Brush sizes 2-4 should be fine.
+
Take any Roper style map (2% water level and all borders on), clear it and draw whatever you want, don't draw very thick walls, though. Brush sizes 2-4 should be fine, since in this scheme the drawn terrain needs to be pierced, opened with one single shot, the same way girders can be.
  
 
== Tactics ==
 
== Tactics ==
 
* Place the girders wisely, delaying and difficulting attacks of the opponents while hiding your worm better.
 
* Place the girders wisely, delaying and difficulting attacks of the opponents while hiding your worm better.
 
+
* Teleport to health crates during the second turn. Since in this turn you cannot attack, at least you can get some health in the beginning. Note that this is not necessary, depending on the spot the crate spawned, teleporting to that place might be dangerous, and initial girders can be used to make hideouts.
 
== Variations ==
 
== Variations ==
 
''Modifications with relatively small detail changes to the scheme.''
 
''Modifications with relatively small detail changes to the scheme.''
Line 47: Line 49:
 
=== BuildConv Pro ===
 
=== BuildConv Pro ===
 
{{Scheme|title=|file=BuildConv Pro.wsc|map=}}
 
{{Scheme|title=|file=BuildConv Pro.wsc|map=}}
Same as the original, Bazooka, Grenade and Mine are still the only weaps available, but this time there are <u>no land objects</u>.
+
Same as the original, Bazooka, Grenade and Mine are still the only weaps available, but this time there are <u>no land objects</u>. That's because the worms sliding in fire would deal too much damage (heavy punishment for a mistake), reducing the chance of a comeback.
  
 
This variation was [https://www.tus-wa.com/schemes/scheme-2629/ submitted] to TUS on 15th July 2018 by TheMadCharles.
 
This variation was [https://www.tus-wa.com/schemes/scheme-2629/ submitted] to TUS on 15th July 2018 by TheMadCharles.
Line 59: Line 61:
 
== History ==
 
== History ==
 
[[Image:BuildConv icon.png|left]]
 
[[Image:BuildConv icon.png|left]]
Building Convention was created by [[User:TheMadCharles|TheMadCharles]], being [https://www.tus-wa.com/schemes/scheme-2137/ released] on [[TUS]] on 10th August 2016 (updated on 30th May 2020). The scheme also represents the community of scheme creators [[Proof of Concept]].
+
Building Convention was created by [[User:TheMadCharles|TheMadCharles]], being [https://www.tus-wa.com/schemes/scheme-2137/ released] on [[TUS]] on 10th August 2016 (updated on 30th May 2020). The scheme also represents the community of scheme creators [[Proof of Concept]].  
  
 +
The initial scheme upload happened around the [[w:Fortnite|Fortnite]] / [[w:Battle royale game|Battle Royale genre]] booming internationally somewhere around 2017, which was the main inspiration behind the scheme - taking an existing format and adding its own twist (building) to it.
 +
 +
=== The decision of the rules ===
 +
* The "No Blocking" rule was implemented because TheMadCharles wanted to make sure that no matter the skill cap, an attack was always possible.
 +
* The first couple turns were chosen to players be able to influence over the map, beyond what the map author already made, by letting them place 5x girders each. This also makes sure players actually place girders, ever, in case there would be battles with players that intend to never place girders in the game. Since crates can spawn during the placement of the girders, letting them place worms again makes sure that players can start wherever, emulating manual placement, avoiding bad positions (near [[Oil Drum|Oil Drums]] for example) in the beginning.
 +
 +
=== Trivia: fun facts ===
 +
* The original scheme's TUS page ID is ''2137'', which is a polish meme number referencing the hour of death of [[w:John Paul II|John Paul II]], the first polish [[w:Pope|pope]] and also the first non-italian one.
 +
* About the teams of the replay, check the [[:File:BuildConv.WAgame|replay file page]].
  
 
=== Similar ideas ===
 
=== Similar ideas ===
 +
==== Before this scheme ====
 +
===== Beam-Shopper =====
 +
A player named [[User:Monolith + Worm = I|Monolith + Worm = I]] [http://worms.org.ua/forum/viewtopic.php?t=3638 posted a topic] on 27th May 2011 written in [[w:Russian language|Russian language]] on [[WoRmS.oRg.Ua]] saying he was developing a [[Shopper#Pod_Shopper|Pod Shopper]]-like scheme with girders placed by the players on the first turns. The scheme remained incomplete on that topic, and it was probably never published.
 +
 
==== After this scheme ====
 
==== After this scheme ====
 
===== Girder Shopper =====
 
===== Girder Shopper =====
A very similar idea named [[Girder Shopper]] was [https://www.tus-wa.com/schemes/scheme-4002/ released] on 15th June 2021 by [[People/Kradie|Kradie]]. This variant uses [[Extended Scheme Options]] such as Crate Shower (only weapon Crates) and Weapon Use Doesn't End Turn. It also has different rules: Girder and Attack (players must place a girder on the map before attacking), blocking is allowed, Attack From Rope is not mandatory (you can attack from ground if you want) and Crate Before Attack rule is inexistent (you don't need to necessarily collect crates before attack each turn). Sudden Death has Water Rise with Anti Sink. The map is completely empty (still with all borders) and is played with 2-4 worms without Water Drops.
+
A very similar idea named [[Girder Shopper]] was [https://www.tus-wa.com/schemes/scheme-4002/ released] on 15th June 2021 by [[People/Kradie|Kradie]]. This variant uses [[Extended Scheme Options]] such as Crate Shower (only weapon crates) and Weapon Use Doesn't End Turn. It also has different rules: Girder and Attack (players must place a girder on the map before attacking), blocking is allowed, Attack From Rope is not mandatory (you can attack from ground if you want) and Crate Before Attack rule is inexistent (you don't need to necessarily collect crates before attack each turn). Sudden Death has Water Rise with Anti Sink. The map is completely empty (still with all borders) and is played with 2-4 worms without ''Water drops''.
  
 
{{todo|add gif|add more tactics}}
 
{{todo|add gif|add more tactics}}

Latest revision as of 20:41, 5 November 2023

(Up to Scheme ideas)
Click to watch (W:A + Beta Update required) W:A replay: Building Convention match with
TheMadCharles playing against himself
Download · Info
Game setup
Scheme
Building Convention:
Download
View scheme settings
Map
Caves with all 4 indestructible borders with some hand drawn not thick lines in the middle and 2% of water level (examples)
Worms
One per player
Roping among the girders.

Building Convention or BuildConv is a scheme with many similarities with Roper, since the scheme is played with Ninja Rope, Bazooka, Grenade, Mine as main weapons, only Health Crates spawning every turn and on cave maps with indestructible border, including Water drops (2% water level, which gives the same mechanic of weapons sinking, but Worms not). The difference is that the map doesn't consist of twin islands, but hand drawn lines in the middle, there are 1 Girder Starter Pack and infinite Girder (Power 255; no radious limitation, girders can be placed anywhere, even far away), that contribute with the map design during the game. There are also some Shopper elements, like the CAK rules. Some different rules such as "No Blocking" and "Use Tele" are present too. The terrain is destructible and the scheme has thirty seconds of turn time.

Rules

1st turn - Use Girder Pack

No timeouts, no moving, you have to use all 5 girders.

2nd turn - Use Tele

No timeouts, no moving, you have to use it.

3rd turn - Weapons unlocked

Weapons will not have delays anymore, so you'll be able to rope and attack. It's now that the real game begins.

Crate Before Attack (CBA), or Wall to Wall (W2W) during Sudden Death

If you didn't collect a crate before attacking, you are not allowed to attack next turn. However, you may place a girder.

Like Roper, after Sudden Death has begun and no crates remain available to collect, players must touch both walls (left and right borders) instead (termed "Wall To Wall (W2W)" or "Touch Both Walls (TBW)"). If you didn't do that, you are not allowed to attack next turn. However, you may place a girder.

Attack From Rope (AFR) or Chute (AFC)

If you didn't attack from Rope or Parachute, you are not allowed to attack next turn. However, you may place a girder.

Kill The Leader (KTL)

If you didn't attack the team with the most health, you are not allowed to attack next turn. However, you may place a girder.

Crate Bomb Allowed

If there is a health crate still on a map and you've collected one already, blowing one up and damaging the opponent with it is allowed.

No Blocking

The opponent must have access to at least 1 crate and the team with most health, even if they are far, far away. If you do block someone from either of these, you aren't allowed to attack next turn and they have to unblock themselves, even if it means attacking your worm from the ground and without a crate collected. Of course, you can place a girder but don't block objectives again.

Observations

  • Another thing to note, you don't have to attack every turn. You can place a girder or run out of time on purpose.
  • If you break the rules 3 times in total, the game is voided or given to the victim.

How to make maps

Take any Roper style map (2% water level and all borders on), clear it and draw whatever you want, don't draw very thick walls, though. Brush sizes 2-4 should be fine, since in this scheme the drawn terrain needs to be pierced, opened with one single shot, the same way girders can be.

Tactics

  • Place the girders wisely, delaying and difficulting attacks of the opponents while hiding your worm better.
  • Teleport to health crates during the second turn. Since in this turn you cannot attack, at least you can get some health in the beginning. Note that this is not necessary, depending on the spot the crate spawned, teleporting to that place might be dangerous, and initial girders can be used to make hideouts.

Variations

Modifications with relatively small detail changes to the scheme.

BuildConv Pro

Same as the original, Bazooka, Grenade and Mine are still the only weaps available, but this time there are no land objects. That's because the worms sliding in fire would deal too much damage (heavy punishment for a mistake), reducing the chance of a comeback.

This variation was submitted to TUS on 15th July 2018 by TheMadCharles.

BuildConv Funner

Same as original, but there are more weapons: x2 Dynamites (delay 7), x1 Holy Hand Grenade (delay 15), x1 Old Woman (delay 21), x2 Mad Cows (delay 30), x8 Petrol Bombs (delay 4), x2 Sheeps (delay 11).

This variation was submitted to TUS on 30th May 2020 by TheMadCharles.

History

BuildConv icon.png

Building Convention was created by TheMadCharles, being released on TUS on 10th August 2016 (updated on 30th May 2020). The scheme also represents the community of scheme creators Proof of Concept.

The initial scheme upload happened around the Fortnite / Battle Royale genre booming internationally somewhere around 2017, which was the main inspiration behind the scheme - taking an existing format and adding its own twist (building) to it.

The decision of the rules

  • The "No Blocking" rule was implemented because TheMadCharles wanted to make sure that no matter the skill cap, an attack was always possible.
  • The first couple turns were chosen to players be able to influence over the map, beyond what the map author already made, by letting them place 5x girders each. This also makes sure players actually place girders, ever, in case there would be battles with players that intend to never place girders in the game. Since crates can spawn during the placement of the girders, letting them place worms again makes sure that players can start wherever, emulating manual placement, avoiding bad positions (near Oil Drums for example) in the beginning.

Trivia: fun facts

  • The original scheme's TUS page ID is 2137, which is a polish meme number referencing the hour of death of John Paul II, the first polish pope and also the first non-italian one.
  • About the teams of the replay, check the replay file page.

Similar ideas

Before this scheme

Beam-Shopper

A player named Monolith + Worm = I posted a topic on 27th May 2011 written in Russian language on WoRmS.oRg.Ua saying he was developing a Pod Shopper-like scheme with girders placed by the players on the first turns. The scheme remained incomplete on that topic, and it was probably never published.

After this scheme

Girder Shopper

A very similar idea named Girder Shopper was released on 15th June 2021 by Kradie. This variant uses Extended Scheme Options such as Crate Shower (only weapon crates) and Weapon Use Doesn't End Turn. It also has different rules: Girder and Attack (players must place a girder on the map before attacking), blocking is allowed, Attack From Rope is not mandatory (you can attack from ground if you want) and Crate Before Attack rule is inexistent (you don't need to necessarily collect crates before attack each turn). Sudden Death has Water Rise with Anti Sink. The map is completely empty (still with all borders) and is played with 2-4 worms without Water drops.


This article has a to-do list:
  • add gif
  • add more tactics
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