Difference between revisions of "Sudden Sinking"
From Worms Knowledge Base
(This scheme has early water rising.) |
(Armageddon starts with SD too.) |
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{{Game setup|file=Sudden Sinking.wsc|scheme=Sudden Sinking|map=Any|worms=Any}} | {{Game setup|file=Sudden Sinking.wsc|scheme=Sudden Sinking|map=Any|worms=Any}} | ||
− | '''Sudden Sinking''' is an intrinsic scheme that, as the name suggests, is focused on an early [[Sudden Death]] (Round Time is zero) with medium water rising (20 pixels). Worms start with 100 HP, with no nuke ([[Poison]]). The scheme settings are very similar to [[Intermediate]]. Some notable differences from it are the generous 60 seconds of turn time, only [[Oil Drum|oil drums]] on the terrain (no land [[Mine|mines]]), infinite [[Kamikaze]], and only x5 [[Grenade]] ammo. | + | '''Sudden Sinking''' is an intrinsic scheme that, as the name suggests, is focused on an early [[Sudden Death]] (Round Time is zero) with medium water rising (20 pixels). Worms start with 100 HP, with no nuke ([[Poison]]). The scheme settings are very similar to [[Intermediate]]. Some notable differences from it are the generous 60 seconds of turn time, only [[Oil Drum|oil drums]] on the terrain (no land [[Mine|mines]]), infinite [[Kamikaze]], x1 [[Freeze]], x1 [[Girder Starter Pack]] and no initial ammo for [[Girder]], and only x5 [[Grenade]] ammo. |
== Tactics == | == Tactics == | ||
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=== Similar ideas === | === Similar ideas === | ||
There are many schemes that start or have early Sudden Death, some with water rising. Some examples are: | There are many schemes that start or have early Sudden Death, some with water rising. Some examples are: | ||
+ | |||
+ | ==== Along with this scheme ==== | ||
+ | * [[Armageddon (scheme)|Armageddon]] | ||
==== After this scheme ==== | ==== After this scheme ==== |
Latest revision as of 00:12, 22 July 2024
Game setup |
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Scheme |
Sudden Sinking: |
Map |
Any |
Worms |
Any |
Sudden Sinking is an intrinsic scheme that, as the name suggests, is focused on an early Sudden Death (Round Time is zero) with medium water rising (20 pixels). Worms start with 100 HP, with no nuke (Poison). The scheme settings are very similar to Intermediate. Some notable differences from it are the generous 60 seconds of turn time, only oil drums on the terrain (no land mines), infinite Kamikaze, x1 Freeze, x1 Girder Starter Pack and no initial ammo for Girder, and only x5 Grenade ammo.
Contents
Tactics
- Once this scheme is all about water rising since the very beginning, a common tactic is to use the available transport tools and Select Worms to remove allied worms from the bottom and knock enemy worms to the bottom of the map.
Criticisms, problems and weaknesses
- The worms that spawn near the bottom may die in the beginning, being a luck factor that can be considered unfair or at least unbalanced by players. In a game with 6 players, the 6th player will have no chance to save his/her worms at the bottom from the flood, so the first player will have a good advantage.
- Despite the early flood, the scheme settings don't differ much from Intermediate.
History
The scheme has been around as long as the game itself (Worms Armageddon was released in 1999), having been provided as part of the default schemes in the base game.
Competitive events
There was an attempt of organising a tournament of this scheme on TUS in 2011, but the tournament was cancelled.
Similar ideas
There are many schemes that start or have early Sudden Death, some with water rising. Some examples are:
Along with this scheme
After this scheme
- Drown Syndrome, a 2008 RubberWorm scheme by Run that has an early water rising.
- Sudden Death, a 2009 scheme by FoxHound that also starts with Sudden Death and water rising.
- Scramble, a 2010 scheme by Run that has an early water rising.
- Twyrfher's Survivor
- Tower Race
- Dangerous Water
- Hang'em High
- Avoid the Water
- Team Survival Race
- Flood Race, a 2021 Mole Shopper-like scheme by Zalo.
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