Difference between revisions of "Walk for weapons"

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Walk for Weapons (usually shortened to wfw, not to be confused with [[Wall-X-wall shopper|wxw]]) is a scheme that has become vastly more popular over time largely due to the ability to play [[Colour map|full colour maps]] online, which was introduced in the [[Beta updates (Worms Armageddon)|Worms Armageddon beta updates]]. In the scheme, players are given a large variety of weapons and utilities with infinite ammo and no delay, but they are only allowed to use them when standing on top of an icon representing a particular weapon or utility.
 
Walk for Weapons (usually shortened to wfw, not to be confused with [[Wall-X-wall shopper|wxw]]) is a scheme that has become vastly more popular over time largely due to the ability to play [[Colour map|full colour maps]] online, which was introduced in the [[Beta updates (Worms Armageddon)|Worms Armageddon beta updates]]. In the scheme, players are given a large variety of weapons and utilities with infinite ammo and no delay, but they are only allowed to use them when standing on top of an icon representing a particular weapon or utility.
  

Revision as of 11:32, 17 May 2007

(Up to Schemes)

Walk for Weapons (usually shortened to wfw, not to be confused with wxw) is a scheme that has become vastly more popular over time largely due to the ability to play full colour maps online, which was introduced in the Worms Armageddon beta updates. In the scheme, players are given a large variety of weapons and utilities with infinite ammo and no delay, but they are only allowed to use them when standing on top of an icon representing a particular weapon or utility.

Players have to navigate the map mostly by walking and jumping, as any movement utilities can only be used in particular places. There are teleports available to the teams, but a player may only teleport from one teleport icon to another.

There is the potential for large amounts of strategy in a wfw map, but the stratey relies largely upon the map itself, especially the icon placement. A well designed map will place the powerful weapon icons in open spaces or by water so that the player is vulnerable after using them, and that any place that gives the player an advantage does have some weak points. It is very difficult to make a wfw map which is perfectly balanced.

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