Difference between revisions of "Team17 (scheme)"
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{{ParentArticle|[[Schemes]]}} | {{ParentArticle|[[Schemes]]}} | ||
+ | :''This page is about the scheme. For the company, see [[Team17]].'' | ||
+ | {{ReplayBox|Team17.wagame|An example of a Team17 game with Run,|Splongul, Parker and Noodles; taken from [[Worst Shot Ever]]}} | ||
+ | {{Game setup|file=Team17.wsc|scheme=Team17|map=Random dual-layered cavern|worms=4 recommended}} | ||
+ | {{SchemeWeapons|FirepunchQuantity=Inf|DragonballQuantity=Inf|ProdQuantity=Inf|BlowTorchQuantity=Inf|PnuematicDrillQuantity=Inf|GirderQuantity=Inf|NinjaRopeQuantity=1|NinjaRopePower=5|BungeeQuantity=Inf|ParachuteQuantity=Inf|TeleportQuantity=Inf}} | ||
− | Although the Team17 scheme is primarily a shopping scheme, | + | Although the '''Team17''' scheme is primarily a shopping scheme, some players view it as one of the more tactical and strategic game types available. |
− | Most Team17 games result in Sudden Death occuring, where the water level begins to rise and players are poisoned. Games generally tend to be very defensive, with players commonly blocking in their opponent's worms with girders, forcing them to waste a turn firepunching or blowtorching their way out. Certain weapons that can be collected are very powerful in certain | + | Team17 games are primarily played on randomly generated dual-layered caverns. Weapon crates drop every turn and may contain super weapons. As dual-layered caverns are usually quite cluttered, crates tend to drop in particular places on the map. This gives rise to 'drop-zones' that players are forced to defend, as by doing so they can be given access to a steady supply of weapons. |
+ | |||
+ | Players are given infinite [[Teleport|teleports]], [[Pneumatic Drill|drills]], [[Blow Torch|blowtorches]], [[Parachute|parachutes]] and [[Bungee|bungees]] in order to make their way around the level, along with a single [[Ninja Rope|ninja rope]] and a generous supply of [[Girder|girders]]. Infinite supplies of [[Fire Punch|fire punches]] and [[Dragon Ball|dragon balls]] are also given as a backup means of attacking your opponent. | ||
+ | |||
+ | Most Team17 games result in Sudden Death occuring, where the water level begins to rise and players are poisoned along with losing the ability to select which worm they want to use for the turn. | ||
+ | |||
+ | Games generally tend to be very defensive, with players commonly blocking in their opponent's worms with girders, forcing them to waste a turn firepunching or blowtorching their way out. Certain weapons that can be collected are very powerful in certain situations, and can win a game if used correctly. These include [[Homing Missile|homing missiles]] and [[Super Sheep (Aqua Sheep)|aqua sheep]] during Sudden Death, and [[Banana Bomb|banana bombs]] and [[Ming Vase|ming vases]], which can kill a worm outright in the cramped caverns. | ||
+ | |||
+ | == Rules == | ||
+ | |||
+ | Team17 is classically played with two rules: | ||
+ | * No [[roofing]] | ||
+ | * No [[Ninja Rope#Rope Knocking|rope knocking]] ([[Bungee]] knocks included). | ||
+ | |||
+ | The origins of the second rule are unclear, since rope knocking does not bring a considerable advantage considering the extremely limited supply of ninja ropes. A possible explanation is that official WormNET Team17 leagues were played on a [[WormNET (Worms Armageddon)#Channels|channel scheme]] with no rope knocking. Originally Team17 was played with roofing allowed, but this has fallen out of fashion. | ||
+ | |||
+ | == Variations == | ||
+ | ''Modifications with relatively small detail changes to the scheme.'' | ||
+ | |||
+ | === Skunk17 === | ||
+ | {{ReplayBox|Skunk17.WAgame|An example of a Skunk17 game with|Balee, skunk3 and WickedWorm.}} | ||
+ | {{Scheme|file=Skunk17.wsc|scheme=|map=Random (mostly dual-layered) cavern|worms=Four worms per team}} | ||
+ | |||
+ | Skunk17 is a variant of [[Team17 (scheme)|Team17]] made by [[People/sKuNk3|skunk3]]. The main difference between the two is the slightly modified weapon arsenal, like the single [[Skunk]] that is more likely to be found in crates than the other weapons. | ||
+ | {{clear}} | ||
+ | == Variants == | ||
+ | ''Creative modifications of the scheme.'' | ||
+ | |||
+ | === Urban Team17 === | ||
+ | {{Scheme|file=Urban Team17.wsc|scheme=Urban Team17|map=Cityscapes with tall buildings that the worms can climb ([http://worms.org.ua/maps/team_17.zip examples])|worms=}} | ||
+ | Urban Team17 is a variant made by [[People/Run|Run]] ([https://web.archive.org/web/20030817172224/http://bloopy.topcities.com/worms/g_team17.html source]) in mid-late 2002 when players were trying out the Team17 scheme on custom maps. The primary difference is that the variant is played on elaborate maps, usually cityscapes with tall buildings that the worms can climb, hence the 'Urban' name. The scheme is almost unchanged, with one example only adding one low gravity utility, two fast walks, and an extra 10 seconds to turns to give worms more time to climb around. | ||
+ | |||
+ | == History == | ||
+ | [[Image:Team 17 WO icon.png|frame|left|WO icon]] | ||
+ | Team17 was created for Worms Armageddon by [[Team17]] themselves, being the scheme used in #Team17League when [[WormNET_(Worms_Armageddon)|WormNET]] had ranking channels. Their version of the scheme had overpowered blowtorch, drill and longbow settings, and sometimes more than one ninja rope. It's based on their idea of a shopping scheme (ie. crate drops every turn) taken to the extreme. We can speculate that they named it Team17 because it became their favourite scheme to play in the office as they developed the game, most likely due to the nice balance between fun/luck and skill, but possibly also due to the epic nature of the matches which tend to reach the throes of Sudden Death. | ||
+ | |||
+ | === Competitive events === | ||
+ | The scheme has featured consistently in competitions, featuring in every year of the [[Worm Olympics]] from when it started in [http://2006.wormolympics.com/tourneys/15 2006] to when it ended in [http://2016.wormolympics.com/results?scheme=29 2016], and in [https://www.tus-wa.com/cups/search/!QUOTEteam17!QUOTE/ cups] and [https://www.tus-wa.com/tournaments/search/!QUOTEteam17!QUOTE/ tournaments] hosted on [[The Ultimate Site]] between 2009 and 2020. | ||
+ | |||
+ | == External links == | ||
+ | * [http://wahelp.worms2d.info/scheme-team17.php Team17] on Nanacide | ||
+ | * [https://www.angelfire.com/nd2/worms/team17tut.htm Team17 tutorial] on [[People/HereHeComes|HHC]]'s Worms Portal | ||
+ | * [http://worms.org.ua/forum/viewtopic.php?t=3427 Team17 for dummies] on WoRmS.oRg.Ua |
Latest revision as of 21:11, 1 May 2024
- This page is about the scheme. For the company, see Team17.
W:A replay: An example of a Team17 game with Run, Splongul, Parker and Noodles; taken from Worst Shot Ever | |
Download · Info |
Game setup |
---|
Scheme |
Team17: |
Map |
Random dual-layered cavern |
Worms |
4 recommended |
Weapons in this scheme
| |||||
F4 | |
|
| ||
F7 | |
| |||
F8 | x1 ⋆5 |
|
|
| |
F12 | |||||
Weapons are unlimited in number, and have a power setting of 3, unless otherwise noted |
Although the Team17 scheme is primarily a shopping scheme, some players view it as one of the more tactical and strategic game types available.
Team17 games are primarily played on randomly generated dual-layered caverns. Weapon crates drop every turn and may contain super weapons. As dual-layered caverns are usually quite cluttered, crates tend to drop in particular places on the map. This gives rise to 'drop-zones' that players are forced to defend, as by doing so they can be given access to a steady supply of weapons.
Players are given infinite teleports, drills, blowtorches, parachutes and bungees in order to make their way around the level, along with a single ninja rope and a generous supply of girders. Infinite supplies of fire punches and dragon balls are also given as a backup means of attacking your opponent.
Most Team17 games result in Sudden Death occuring, where the water level begins to rise and players are poisoned along with losing the ability to select which worm they want to use for the turn.
Games generally tend to be very defensive, with players commonly blocking in their opponent's worms with girders, forcing them to waste a turn firepunching or blowtorching their way out. Certain weapons that can be collected are very powerful in certain situations, and can win a game if used correctly. These include homing missiles and aqua sheep during Sudden Death, and banana bombs and ming vases, which can kill a worm outright in the cramped caverns.
Contents
Rules
Team17 is classically played with two rules:
- No roofing
- No rope knocking (Bungee knocks included).
The origins of the second rule are unclear, since rope knocking does not bring a considerable advantage considering the extremely limited supply of ninja ropes. A possible explanation is that official WormNET Team17 leagues were played on a channel scheme with no rope knocking. Originally Team17 was played with roofing allowed, but this has fallen out of fashion.
Variations
Modifications with relatively small detail changes to the scheme.
Skunk17
W:A replay: An example of a Skunk17 game with Balee, skunk3 and WickedWorm. | |
Download · Info |
Download (.wsc) · View scheme settings |
Map |
Random (mostly dual-layered) cavern |
Worms |
Four worms per team |
Skunk17 is a variant of Team17 made by skunk3. The main difference between the two is the slightly modified weapon arsenal, like the single Skunk that is more likely to be found in crates than the other weapons.
Variants
Creative modifications of the scheme.
Urban Team17
Urban Team17 |
---|
Download (.wsc) · View scheme settings |
Map |
Cityscapes with tall buildings that the worms can climb (examples) |
Urban Team17 is a variant made by Run (source) in mid-late 2002 when players were trying out the Team17 scheme on custom maps. The primary difference is that the variant is played on elaborate maps, usually cityscapes with tall buildings that the worms can climb, hence the 'Urban' name. The scheme is almost unchanged, with one example only adding one low gravity utility, two fast walks, and an extra 10 seconds to turns to give worms more time to climb around.
History
Team17 was created for Worms Armageddon by Team17 themselves, being the scheme used in #Team17League when WormNET had ranking channels. Their version of the scheme had overpowered blowtorch, drill and longbow settings, and sometimes more than one ninja rope. It's based on their idea of a shopping scheme (ie. crate drops every turn) taken to the extreme. We can speculate that they named it Team17 because it became their favourite scheme to play in the office as they developed the game, most likely due to the nice balance between fun/luck and skill, but possibly also due to the epic nature of the matches which tend to reach the throes of Sudden Death.
Competitive events
The scheme has featured consistently in competitions, featuring in every year of the Worm Olympics from when it started in 2006 to when it ended in 2016, and in cups and tournaments hosted on The Ultimate Site between 2009 and 2020.
External links
- Team17 on Nanacide
- Team17 tutorial on HHC's Worms Portal
- Team17 for dummies on WoRmS.oRg.Ua