Capture The Flag

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Revision as of 20:02, 2 March 2011 by Run! (Talk | contribs) (Big map CTFs: there.)

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(Up to Schemes)
Click to watch (W:A + Beta Update required) W:A replay: An example of a 2vs2 CTF
game with Albino, Xray99, normal-game-guy
and Wooka; taken from Worm Olympics
Download · Info
Game setup
Scheme
Capture The Flag:
Download
View scheme settings
Map
Specially designed map
Examples at the WMDB
Worms
Best played with 2v2 or 3v3, with 2 worms per player.

CTF is similar to the Fort scheme, in that the two teams begin on opposite sides of a symmetrical map. However, the map features one or more small "flags" for each fort, and players are allowed to invade the enemy fort. A win can be obtained by either destroying the flags on the opposing team's fort, or simply killing all their worms.

Big map CTFs

  W:A replay
A 3v3 CTF on a big map.
Length: 1:32:32
Download · Info

While most CTF games are still played on regular size maps, some players take advantage of the derestricted map sizes introduced by the beta updates to play CTF on far larger maps. These maps have no special alterations - they are simply scaled-up versions of normal CTF maps, usually to three or even four times the standard size.

These super-size maps magnify almost every aspect of the game. Traversing the map becomes and epic journey, and destroying the scaled-up flag can take numerous turns. Team co-operation becomes even more crucial as players find themselves needing to co-ordinate their individual movements into larger strategies. Games can take up to two hours, with players not even making enemy contact until well after the first half hour.

Schemes are often altered to compensate for the immensity of the maps. Worm health is increased, particularly to deal with excesses of fall damage. Baseball Bats and Dynamites are provided in quantity to aid with long-distance travel, as is the Low Gravity utility to amplify the effects. Infinite moles provide a means to dig and climb through large blocks of terrain, and an increased number of girders help players span vast cavities and ravines as they move across the map.

The short turn time seems to players to be even more restrictive. Even relatively short journeys can take several turns, and for this reason it can become difficult for a player to react to a new development and send his worms to deal with the situation. It also makes it much more difficult to stage an invasion by parachute, as large chasms can easily extend beyond the distance that can be reached by 30 seconds of parachuting (including the ten that can be gained as retreat time).

The parachute however can still be used to go a long distance, offering a major advance into enemy territory that the enemy may not be able to respond to quickly, owing to the short turn time. Even if the enemy can parachute down themselves or fire artillery from above, using invisibility during the invasion will make it difficult to repel the intruder.

On such large maps, height becomes a major advantage and is sought after by both teams. The ability to traverse the map quickly to react to events is strategically important, and since descending is so much easier than climbing, having altitude gives players greater mobility and access - not only for redistributing worms but also for launching parachute invasions. In addition, a high enough vantage point can be completely out of range of projectile weapons, which simply cannot be thrown hard enough to reach the distances required on such broad maps.

Sometimes teams will split up to deal with localised threats, resulting in what seems like two or three completely distinct games playing out on the same map.

External links


This article has a to-do list:
  • Add that replay (Run's got one, will upload tonight)
  • Add a scheme
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