Difference between revisions of "Super Sheep Race"

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(New page: {{ParentArticle|Schemes}} Super sheep race is a supersheep-based race scheme. __NOTOC__ ==Standard scheme== {| |+Weapons !Weapon!!Quantity!!Power!!Turn delay!!Crate ch...)
 
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{{ParentArticle|[[Schemes]]}}
 
{{ParentArticle|[[Schemes]]}}
[[Super sheep race]] is a supersheep-based race [[Schemes|scheme]].
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{{ReplayBox|Super_Sheep_Race.wagame|Played for|the [[Worm Olympics]]}}
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{{Game_setup
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|file=Super_Sheep_Race.wsc
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|scheme=Super Sheep Race
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|map=Specifically designed map
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|wmdb=ssr
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|worms=A single worm per team
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}}
  
__NOTOC__
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When playing the '''Super Sheep Race''' scheme, players are tasked with flying their [[Super Sheep]] through a maze-like map to reach a series of checkpoints. The first player to hit the final checkpoint wins the game.
==Standard scheme==
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{|
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|+Weapons
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!Weapon!!Quantity!!Power!!Turn delay!!Crate chance
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|-
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| [[Supersheep]] || {{inf}} || 3† || 0 || {{na}}
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|-
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|[[Teleport]] || {{inf}} || {{na}} || 0 || {{na}}
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|}
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The scheme has been edited so that the sheeprace will keep flying indefinitely until it collides with the map.
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Players begin by placing their one worm at the first checkpoint, which is usually labelled "1" or "Start" on the map. The checkpoints are usually designed to confine the worms and prevent them falling off, while still allowing them launch their Super Sheep out of a small hole. Players then take it in turns to try and hit the next checkpoint, labelled 2, with their Super Sheep. If they succeed, they may then use their [[Teleport]] to go to that checkpoint, and can begin targeting the next checkpoint.
  
{|
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A player wins when he is the first to hit the last checkpoint, which may be labelled either with a number or with the word "Finish".
|+Options
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!Option!!State or value
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|-
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|Worm health || {{na}}
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|-
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|Rounds per match || 1
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|-
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|Worm selection || {{na}}
+
|-
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|Manual worm placement || on
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|-
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|Anchored worms || off
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|-
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|Stockpiling || {{na}}
+
|-
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|Donor cards || off
+
|-
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|Fall damage || off
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|-
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|Round time || {{na}}
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|-
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|Turn time || {{inf}}
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|-
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|Retreat time || {{na}}
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|-
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|Rope retreat time || {{na}}
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|-
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|Hotseat time || 5 to 15
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|-
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|Display round time remaining || off
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|-
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|all Crate probabilities || 0
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|-
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|Health crate value || {{na}}
+
|-
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|Mines/Oil drums || off
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|-
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|Sudden death event || nothing
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|-
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|Water rise rate || 0
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|-
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|Automatic replays || off
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|-
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|Blood || {{na}}
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|-
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|Sheep heaven || {{na}}
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|-
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|Indestructable terrain || on
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|-
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|Indestructable worms || on
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|}
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==Objective==
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The only skill required for this scheme is the ability to control the Super Sheep. There is no strategy involved.
* Use the supersheep to reach several checkpoints until you've reachem them all in succession.
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==Standard rules==
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* Players start by placing their worm on the spot labelled '''1'''.
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* Activate your supersheep and fly it towards the checkpoint marked '''2'''.
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* If your supersheep has reached checkpoint 2, teleport your worm inside checkpoint 2.
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* After this, fly your supersheep to checkpoint 3 etcetera until you've reached the last checking (either the checkpoint with the highest number or (if present) the checkpoint marked '''finish'''.
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Revision as of 19:29, 24 July 2008

(Up to Schemes)
Click to watch (W:A + Beta Update required) W:A replay: Played for
the Worm Olympics
Download · Info
Game setup
Scheme
Super Sheep Race:
Download
View scheme settings
Map
Specifically designed map
Examples at the WMDB
Worms
A single worm per team

When playing the Super Sheep Race scheme, players are tasked with flying their Super Sheep through a maze-like map to reach a series of checkpoints. The first player to hit the final checkpoint wins the game.

Players begin by placing their one worm at the first checkpoint, which is usually labelled "1" or "Start" on the map. The checkpoints are usually designed to confine the worms and prevent them falling off, while still allowing them launch their Super Sheep out of a small hole. Players then take it in turns to try and hit the next checkpoint, labelled 2, with their Super Sheep. If they succeed, they may then use their Teleport to go to that checkpoint, and can begin targeting the next checkpoint.

A player wins when he is the first to hit the last checkpoint, which may be labelled either with a number or with the word "Finish".

The only skill required for this scheme is the ability to control the Super Sheep. There is no strategy involved.

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