Difference between revisions of "Drive for Weapons"
From Worms Knowledge Base
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# The second worm is like a "ball". It cannot be controled. Only the driver worm is able to move the stoned worm (attacking it). | # The second worm is like a "ball". It cannot be controled. Only the driver worm is able to move the stoned worm (attacking it). | ||
# You can only use a weapon or utility if the driver worm is touching its sprite. Teleport to teleport (following their colors). | # You can only use a weapon or utility if the driver worm is touching its sprite. Teleport to teleport (following their colors). | ||
− | # To win the game, first it is necessary to leave the stoned worm at its finish and plop it twice in a row, then the driver worm needs to go to its finish and plop twice there too. Only with the two worms eliminated from the game (after they reached their finishes) it will be a valid victory. | + | # To win the game, first it is necessary to leave the stoned worm at its finish and plop it twice in a row, then the driver worm needs to go to its finish and plop twice there too. Only with the two worms eliminated from the game (after they reached their finishes and their team health bar disappear from the game) it will be a valid victory. |
== Map details == | == Map details == | ||
[[Image:Skunk Chamber.gif|thumb|right|Skunk Chamber: from the start differentiating the Driver from the Stoned]] | [[Image:Skunk Chamber.gif|thumb|right|Skunk Chamber: from the start differentiating the Driver from the Stoned]] | ||
− | Drive for Weapons maps are complicated to be made. They require a '''Skunk Chamber''', two starts, two finishes and many aspects to be considered; one of them is that the Driver worm must be able to go all the way back to the start using the weapon sprites if it advances way too much without bringing the Stoned for example. Also, the weapon sprites shouldn't interfere negatively on other parts of the map. | + | Drive for Weapons maps are complicated to be made. They require a '''Skunk Chamber''', two starts, two finishes and many aspects to be considered; one of them is that the Driver worm must be able to go all the way back to the start using the weapon sprites if it advances way too much without bringing the Stoned for example. Also, the weapon sprites shouldn't interfere negatively on other parts of the map (in a way that very easy shortcuts could be explored making the standard route designed for the map be useless). |
== History == | == History == | ||
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The scheme was created by [[User:FoxHound|FoxHound]] and [[User:Sbs|sbs]]. The first map was [https://www.wmdb.org/39456 uploaded as private] on [[WMDB]] as a test-drive version only on 18th January 2021 (link published exclusively on this WKB article), but the map was already made since the very end of 2020 and was hosted a couple of times until then. The official complete release is about to be done, when sbs upgrade the graphics of the map (a remix of the test-drive version). | The scheme was created by [[User:FoxHound|FoxHound]] and [[User:Sbs|sbs]]. The first map was [https://www.wmdb.org/39456 uploaded as private] on [[WMDB]] as a test-drive version only on 18th January 2021 (link published exclusively on this WKB article), but the map was already made since the very end of 2020 and was hosted a couple of times until then. The official complete release is about to be done, when sbs upgrade the graphics of the map (a remix of the test-drive version). | ||
− | The project started when FoxHound messaged sbs on 19th November 2020 about the idea of Driver + Walk for Weapons (inspired by Boom for Weapons). Both players started to discuss how the scheme would work, and after 3 possibilities about how the weapon sprites would interact with the worms, the one that the driver must use the weapon it is touching was chosen. Also, it was decided two different starts (each worm has one) and two finishes (each worm has one), being necessary to plop both twice to end the game. Another thing that was discussed: an initial use of the skunk in one of the worms to differenciate one from the other (due to the poisoned worm animation), being later transformed into the scheme's iconical Skunk Chamber (first as a simple hole on the map with all weapons with 1 of delay except [[Skunk]] and [[Teleport]], later becoming the first attack of the driver to make the other worm stoned with a pixel by pixel tested route in which the skunk will follow perfectly). The first map explored the idea that the Driver is giving the Stoned a ride to the Hospital (and then must go back home). | + | The project started when FoxHound messaged sbs on 19th November 2020 about the idea of Driver + Walk for Weapons (inspired by Boom for Weapons). Both players started to discuss how the scheme would work, and after 3 possibilities about how the weapon sprites would interact with the worms, the one that the driver must use the weapon it is touching was chosen (the others were: 1 - the driver would attack using the weapon that the stoned is touching; 2 - the driver could choose to either use the weapon it is touching or use the weapon that the stoned is touching. The free use of Jet Pack was also considered). Also, it was decided two different starts (each worm has one) and two finishes (each worm has one), being necessary to plop both twice to end the game. Another thing that was discussed: an initial use of the skunk in one of the worms to differenciate one from the other (due to the poisoned worm animation), being later transformed into the scheme's iconical Skunk Chamber (first as a simple hole on the map with all weapons with 1 of delay except [[Skunk]] and [[Teleport]], later becoming the first attack of the driver to make the other worm stoned with a pixel by pixel tested route in which the skunk will follow perfectly). The first map explored the idea that the Driver is giving the Stoned a ride to the Hospital (and then must go back home). |
{{stub}} | {{stub}} |
Revision as of 22:39, 31 July 2021
W:A replay: An example DfW match with FoxHound, sbs and DannielXdx | |
Download · Info |
Game setup |
---|
Scheme |
Drive for Weapons: |
Map |
Specially-designed map (example) |
Worms |
Two per team |
The concept of Drive for Weapons or DfW is a combination of Driver and Walk for Weapons. It is a race in which each player has 2 worms and it has to use only 1 of these (Driver) to go driving the other (Stoned) throughout the circuit (just like Driver) but this time the indestructible maps are filled with weapon sprites on the floor due to the mandatory rule of only using a weapon if the worm being controlled is adjacent to a sprite of that weapon (just like Walk for Weapons). The scheme was based on Boom for Weapons.
Rules
- Place one worm at the driver worm start and the other worm at the stoned worm start (inside the Skunk Chamber).
- The second worm is like a "ball". It cannot be controled. Only the driver worm is able to move the stoned worm (attacking it).
- You can only use a weapon or utility if the driver worm is touching its sprite. Teleport to teleport (following their colors).
- To win the game, first it is necessary to leave the stoned worm at its finish and plop it twice in a row, then the driver worm needs to go to its finish and plop twice there too. Only with the two worms eliminated from the game (after they reached their finishes and their team health bar disappear from the game) it will be a valid victory.
Map details
Drive for Weapons maps are complicated to be made. They require a Skunk Chamber, two starts, two finishes and many aspects to be considered; one of them is that the Driver worm must be able to go all the way back to the start using the weapon sprites if it advances way too much without bringing the Stoned for example. Also, the weapon sprites shouldn't interfere negatively on other parts of the map (in a way that very easy shortcuts could be explored making the standard route designed for the map be useless).
History
The scheme was created by FoxHound and sbs. The first map was uploaded as private on WMDB as a test-drive version only on 18th January 2021 (link published exclusively on this WKB article), but the map was already made since the very end of 2020 and was hosted a couple of times until then. The official complete release is about to be done, when sbs upgrade the graphics of the map (a remix of the test-drive version).
The project started when FoxHound messaged sbs on 19th November 2020 about the idea of Driver + Walk for Weapons (inspired by Boom for Weapons). Both players started to discuss how the scheme would work, and after 3 possibilities about how the weapon sprites would interact with the worms, the one that the driver must use the weapon it is touching was chosen (the others were: 1 - the driver would attack using the weapon that the stoned is touching; 2 - the driver could choose to either use the weapon it is touching or use the weapon that the stoned is touching. The free use of Jet Pack was also considered). Also, it was decided two different starts (each worm has one) and two finishes (each worm has one), being necessary to plop both twice to end the game. Another thing that was discussed: an initial use of the skunk in one of the worms to differenciate one from the other (due to the poisoned worm animation), being later transformed into the scheme's iconical Skunk Chamber (first as a simple hole on the map with all weapons with 1 of delay except Skunk and Teleport, later becoming the first attack of the driver to make the other worm stoned with a pixel by pixel tested route in which the skunk will follow perfectly). The first map explored the idea that the Driver is giving the Stoned a ride to the Hospital (and then must go back home).