Difference between revisions of "Trench Warfare"

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{{ParentArticle|[[Schemes]]}}
 
{{ParentArticle|[[Schemes]]}}
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{{Game setup|file=Trench Warfare.wsc|scheme=Trench Warfare|map=Specially-designed map ([https://www.wmdb.org/maps/?map%5Btitle%5D=trench examples])|worms=''N''+1 teams for a map with ''N'' drop-zones. 3 worms per team, with a maximum of 12 worms in total}}
  
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.
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'''Trench Warfare''' is a scheme played on a specially-designed map which exploits the [[Crate Probability|crate spawning algorithm]]. The map is indestructible and comprises a series of tunnels, with special 'drop-zones' being the only places where crates can appear. With only a few weapons initially available, securing these drop-zones to gain access to other weapons becomes a key objective of the game.
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__NOTOC__
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[[Image:Trench Warfare.png|thumb|left|Worms initial positions, crate drop area and narrow tunnels being blocked by fire.]]
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== Description ==
  
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]].
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Players start by placing their worms on the map at the designated starting points. There may be many of these around the map and players can choose any of them, as long as another player hasn't already placed a worm there.
  
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.
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Players are provided with powered down [[Mine]]s and [[Petrol Bomb]]s in order to block tunnels. Most of the weapons supplied in crates are 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 secure the drop-zones.
  
The original map can be found [http://www.kieranmillar.com/wa/trench_warfare_by_Melon.png here]. There are two original versions of the scheme, the [http://www.kieranmillar.com/wa/Trench%20Warfare.wsc standard version], and a [http://www.kieranmillar.com/wa/Trench%20Warfare%20skipwalk.wsc skipwalk version], which has a shorter turn time and encourages the use of using the [[Skipwalking]] glitch.
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The crate spawn probability is set beyond the standard maximum to discourage the appearance of [[Select Worm]], although players do begin with 2 of these.
  
==Standard scheme==
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The scheme is not currently supported by [[HostingBuddy]].
  
{|
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== Rules ==
|+Weapons
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!Weapon!!Quantity!!Power!!Turn delay!!Crate chance
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|-
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| [[Jet Pack]] || 2 || {{na}} || 0 || {{na}}
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|-
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| [[Fast Walk]] || 2 || {{na}} || 0 || {{na}}
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|-
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| [[Banana Bomb]] || 0 || 11 || 0 || 246
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|-
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| [[Battle Axe]] || 0 || 3 || 0 || 246
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|-
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| [[Shotgun]] || 0 || 5 || 0 || 246
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|-
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| [[Handgun]] || 0 || 15 || 0 || 246
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|-
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| [[Uzi]] || 0 || 14 || 0 || 246
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|-
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| [[Minigun]] || 0 || 3 || 0 || 246
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|-
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| [[Dragon Ball]] || 0 || 15 || 0 || 246
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|-
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| [[Prod]] || 0 || 3 || 0 || 0
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|-
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| [[Dynamite]] || 0 || 4 || 0 || 246
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|-
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| [[Mine]] || 8 || 11 || 0 || 0
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|-
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| [[Sheep]] || 0 || 4 || 0 || 246
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|-
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| [[Baseball Bat]] || 0 || 15 || 0 || 246
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|-
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| [[Holy Hand Grenade]] || 0 || 3 || 0 || 246
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|-
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| [[Flame Thrower]] || 0 || 2 || 0 || 246
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|-
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| [[Petrol Bomb]] || 8 || 11 || 0 || 0
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|-
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| [[Old Woman]] || 0 || 4 || 0 || 246
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|-
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| [[Select Worm]] || 2 || {{na}} || 0 || {{na}}
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|}
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* '''Place at the spawning points''' - Players must place their worms on spots labelled '''Start''', '''S''', or similar.
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* (Optional) '''Don't block the drop-zones''' - Players should not leave their worms or place mines in the drop-zones, as this will block crates from spawning.
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* (Optional) '''Skip turn after triggering a mine''' - Players should skip their turn if they trigger a mine. This makes the mines more useful.
  
{|
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== History ==
|+Options
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The scheme was created by [[People/Melon|Melon]] in late 2007, with [https://www.wmdb.org/5553 his map for the scheme] being uploaded to the [[Worms Map Database]] in November of that year.
!Option!!State or value
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|-
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| Worm health || 180
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|-
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| Rounds per match || 1
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|-
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| Worm selection || on
+
|-
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| Manual worm placement || on
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|-
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| Anchored worms || off
+
|-
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| Stockpiling || {{na}}
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|-
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| Donor cards || on
+
|-
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| Fall damage || on
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|-
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| Round time || 05:00
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|-
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| Turn time || 45
+
|-
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| Retreat time || 5
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|-
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| Rope retreat time || 5
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|-
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| Hotseat time || 1
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|-
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| Display round time remaining || off
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|-
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| Weapon Crate probability || 100%
+
|-
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| Other Crate probabilities || 0
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|-
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| Health crate value || {{na}}
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|-
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| Mines/Oil drums || off
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|-
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| Sudden death event || water rise only
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|-
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| Water rise rate || 0
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|-
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| Automatic replays || off
+
|-
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| Blood || off
+
|-
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| Sheep heaven || off
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|-
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| Indestructable terrain || on
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|-
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| Indestructable worms || off
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|-
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| Super Weapons || off
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|-
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| Team weapons || off
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|}
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==Variations==
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There are two original versions of the scheme, the [http://www.kieranmillar.com/wa/Trench%20Warfare.wsc standard version], and a [http://www.kieranmillar.com/wa/Trench%20Warfare%20skipwalk.wsc skipwalk version], which has a shorter turn time and encourages the use of using the [[Skipwalking]] glitch.
  
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The scheme is not known to have featured in any competitive events.
  
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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{{todo|add strategy|add replay}}

Latest revision as of 22:29, 22 September 2020

(Up to Schemes)
Game setup
Scheme
Trench Warfare:
Download
View scheme settings
Map
Specially-designed map (examples)
Worms
N+1 teams for a map with N drop-zones. 3 worms per team, with a maximum of 12 worms in total

Trench Warfare is a scheme played on a specially-designed map which exploits the crate spawning algorithm. The map is indestructible and comprises a series of tunnels, with special 'drop-zones' being the only places where crates can appear. With only a few weapons initially available, securing these drop-zones to gain access to other weapons becomes a key objective of the game.

Worms initial positions, crate drop area and narrow tunnels being blocked by fire.

Description

Players start by placing their worms on the map at the designated starting points. There may be many of these around the map and players can choose any of them, as long as another player hasn't already placed a worm there.

Players are provided with powered down Mines and Petrol Bombs in order to block tunnels. Most of the weapons supplied in crates are 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 secure the drop-zones.

The crate spawn probability is set beyond the standard maximum to discourage the appearance of Select Worm, although players do begin with 2 of these.

The scheme is not currently supported by HostingBuddy.

Rules

  • Place at the spawning points - Players must place their worms on spots labelled Start, S, or similar.
  • (Optional) Don't block the drop-zones - Players should not leave their worms or place mines in the drop-zones, as this will block crates from spawning.
  • (Optional) Skip turn after triggering a mine - Players should skip their turn if they trigger a mine. This makes the mines more useful.

History

The scheme was created by Melon in late 2007, with his map for the scheme being uploaded to the Worms Map Database in November of that year.

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.

The scheme is not known to have featured in any competitive events.


This article has a to-do list:
  • add strategy
  • add replay
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