Difference between revisions of "Trench Warfare"

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(New page: {{ParentArticle|Schemes}} Trench Warfare is a scheme which heavily utilises the way in which the crate spawning algorithm works. The majority of the landscape is...)
 
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Trench Warfare is a scheme which heavily utilises the way in which the [[Crate Probability|crate spawning algorithm]] works. The majority of the landscape is filled in, and contains a system of tunnels that are small enough so that a crate cannot spawn inside them. Dotted around the maps are special locations called "drop zones" where there is a gap large enough for a crate to spawn in. The landsacape is indestructable so no extra large empty spaces are created inside the map.
 
Trench Warfare is a scheme which heavily utilises the way in which the [[Crate Probability|crate spawning algorithm]] works. The majority of the landscape is filled in, and contains a system of tunnels that are small enough so that a crate cannot spawn inside them. Dotted around the maps are special locations called "drop zones" where there is a gap large enough for a crate to spawn in. The landsacape is indestructable so no extra large empty spaces are created inside the map.
  
The aim of the game is to defend the drop zones by blocking them from your opponents, so that they cannot collect the crates. The crates contain powerful weapons which are used to defeat the other teams. All teams are supplied with powered down [[Mine|Mines]] and [[Petrol Bomb|Petrol Bombs]] in order to block tunnels. Most of the weapons supplied in crates ae powered up so that they are capable of delivering at least 60 points of damage, which is done to encourage the use of the mines and petrol bombs to be defensive. The crate chance has also been edited to beyond the standard maximum to discourage the appearance of [[Worm Select]].
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The aim of the game is to defend the drop zones by blocking them from your opponents, so that they cannot collect the crates. The crates contain powerful weapons which are used to defeat the other teams. All teams are supplied with powered down [[Mine|Mines]] and [[Petrol Bomb|Petrol Bombs]] in order to block tunnels. Most of the weapons supplied in crates ae powered up so that they are capable of delivering at least 60 points of damage, which is done to encourage the use of the mines and petrol bombs to be defensive. The crate chance has also been edited to beyond the standard maximum to discourage the appearance of [[Select Worm]].
  
 
Players are advised to use a minimum number of teams which is one more than the Bnumber of drop zones, and maps usually require that players start in specific areas. One problem with the scheme is that if a mine or worm ends the turn inside a drop zone, then crates will no longer fall. Some players play using a "rule" that nobody will do this on purpose, although it is hard to enforce.
 
Players are advised to use a minimum number of teams which is one more than the Bnumber of drop zones, and maps usually require that players start in specific areas. One problem with the scheme is that if a mine or worm ends the turn inside a drop zone, then crates will no longer fall. Some players play using a "rule" that nobody will do this on purpose, although it is hard to enforce.

Revision as of 14:33, 22 November 2007

(Up to Schemes)

Trench Warfare is a scheme which heavily utilises the way in which the crate spawning algorithm works. The majority of the landscape is filled in, and contains a system of tunnels that are small enough so that a crate cannot spawn inside them. Dotted around the maps are special locations called "drop zones" where there is a gap large enough for a crate to spawn in. The landsacape is indestructable so no extra large empty spaces are created inside the map.

The aim of the game is to defend the drop zones by blocking them from your opponents, so that they cannot collect the crates. The crates contain powerful weapons which are used to defeat the other teams. All teams are supplied with powered down Mines and Petrol Bombs in order to block tunnels. Most of the weapons supplied in crates ae powered up so that they are capable of delivering at least 60 points of damage, which is done to encourage the use of the mines and petrol bombs to be defensive. The crate chance has also been edited to beyond the standard maximum to discourage the appearance of Select Worm.

Players are advised to use a minimum number of teams which is one more than the Bnumber of drop zones, and maps usually require that players start in specific areas. One problem with the scheme is that if a mine or worm ends the turn inside a drop zone, then crates will no longer fall. Some players play using a "rule" that nobody will do this on purpose, although it is hard to enforce.

The original map can be found here. There are two original versions of the scheme, the standard version, and a skipwalk version, which has a shorter turn time and encourages the use of using the Skipwalking glitch.

Standard scheme

Weapons
Weapon Quantity Power Turn delay Crate chance
Jet Pack 2 Template:Na 0 Template:Na
Fast Walk 2 Template:Na 0 Template:Na
Banana Bomb 0 11 0 246
Battle Axe 0 3 0 246
Shotgun 0 5 0 246
Handgun 0 15 0 246
Uzi 0 14 0 246
Minigun 0 3 0 246
Dragon Ball 0 15 0 246
Prod 0 3 0 0
Dynamite 0 4 0 246
Mine 8 11 0 0
Sheep 0 4 0 246
Baseball Bat 0 15 0 246
Holy Hand Grenade 0 3 0 246
Flame Thrower 0 2 0 246
Petrol Bomb 8 11 0 0
Old Woman 0 4 0 246
Select Worm 2 Template:Na 0 Template:Na


Options
Option State or value
Worm health 180
Rounds per match 1
Worm selection on
Manual worm placement on
Anchored worms off
Stockpiling Template:Na
Donor cards on
Fall damage on
Round time 05:00
Turn time 45
Retreat time 5
Rope retreat time 5
Hotseat time 1
Display round time remaining off
Weapon Crate probability 100%
Other Crate probabilities 0
Health crate value Template:Na
Mines/Oil drums off
Sudden death event water rise only
Water rise rate 0
Automatic replays off
Blood off
Sheep heaven off
Indestructable terrain on
Indestructable worms off
Super Weapons off
Team weapons off

Variations

As dropped mines can only have a 3 second timer, one variation of the game is for players to agree to immediately end their turn if they set off a mine, in order to make the mines more useful.

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