Difference between revisions of "Sudden Death"

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(Flooding speed: Figured out the formula to get the Water Rise Speed from the Water Rise Byte Value, didn't figure out the reverse formula yet though.)
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{{ParentArticle|[[Schemes]]}}
 
 
== Sudden Death (the scheme) ==
 
{{Game setup|file=Sudden Death.wsc|scheme=Sudden Death|map=Can be any normal map but it's recomended that you play with a normal open map with very high ground|worms=Usually play with 18, but can be few or a lot, as the hoster wish}}
 
 
This scheme start the game with Sudden Death (1 HP for each worm, water rise level 2). The Mines are instant (0 seconds), you can choose the position of the worms (and do suicides before start the match too), the weapons ammo are few and there's only weapons that need skill to use (without napalm, air strike, pidgey or similar). Crates may appear sometimes with more ammo. The scheme is one shot one kill and it's very fast!
 
 
This scheme was created by FoxHound (the idea of the game too), with the opinion help of Molotow that helped the scheme become even better.
 
 
 
{{ParentArticle|[[Game logic]]}}
 
{{ParentArticle|[[Game logic]]}}
 
 
== Sudden Death options ==
 
== Sudden Death options ==
  
 
The available options for Sudden Death are:
 
The available options for Sudden Death are:
  
* Round ends (no winner declared)
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* Round ends (the strongest team wins)
 
* Worm health reduced to a single point on all worms
 
* Worm health reduced to a single point on all worms
* Nuclear bomb (worms are poisoned, but unlike the Nuclear Bomb weapon, no flooding occurs)
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* Nuclear bomb (worms are [[poison]]ed, but unlike the Nuclear Bomb weapon, no flooding occurs)
 
* No energy is lost
 
* No energy is lost
  
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== Flooding speed ==
 
== Flooding speed ==
  
Using an external scheme editor, the byte value which controls the speed of flooding at sudden death can be changed to values other than 0, 1, 2, or 3. The following table shows the available flooding speeds and their corresponding byte values.
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Using an external scheme editor, the byte value which controls the speed of flooding at sudden death can be changed to values other than 0, 1, 2, or 3. The following table shows the available flooding speeds and their corresponding byte values; the formula being WRSPEED = ((WRBYTE pow 2) * 5) mod 256.
  
{| class="toccolours collapsible collapsed" width="220px" style="text-align: right;"
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{| class="toccolours collapsible collapsed" width="220px"
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|-
 
!colspan="2"| Click show to expand
 
!colspan="2"| Click show to expand
 
|-
 
|-
| Byte value
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|
| Flooding speed
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{| class="sortable" style="text-align: right;"
(pixels per turn)
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|-
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! Byte value
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! Flooding speed<br/>(pixels per turn)
 
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| 0 || 0
 
| 0 || 0
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Revision as of 16:37, 31 October 2012

(Up to Game logic)

Sudden Death options

The available options for Sudden Death are:

  • Round ends (the strongest team wins)
  • Worm health reduced to a single point on all worms
  • Nuclear bomb (worms are poisoned, but unlike the Nuclear Bomb weapon, no flooding occurs)
  • No energy is lost

An additional option, independent of those above, controls the speed at which the water rises at Sudden Death (see flooding speed section below)

Timing of Sudden Death

  • Sudden Death always occurs between turns, never during a turn.
  • Sudden Death never occurs before the Sudden Death clock runs to zero.
  • Sudden Death will not always occur immediately after the turn during which the clock runs to zero. Rather, the precise timing of Sudden Death is determined randomly, and will occur after one of the turns shortly afterwards. (elaboration needed)

Flooding speed

Using an external scheme editor, the byte value which controls the speed of flooding at sudden death can be changed to values other than 0, 1, 2, or 3. The following table shows the available flooding speeds and their corresponding byte values; the formula being WRSPEED = ((WRBYTE pow 2) * 5) mod 256.

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