Difference between revisions of "Rope Race"
From Worms Knowledge Base
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===Powered-down ropes=== | ===Powered-down ropes=== | ||
In this variation, the rope power is set lower than the normal power of '''5''', so that the player has a limited number of rope attachments. This makes roping through the map significantly more strategic, as the player must account for the possibility of their rope attachments running out before they reach a sufficient spot to fire a new rope. | In this variation, the rope power is set lower than the normal power of '''5''', so that the player has a limited number of rope attachments. This makes roping through the map significantly more strategic, as the player must account for the possibility of their rope attachments running out before they reach a sufficient spot to fire a new rope. | ||
+ | Winning games with these settings relies heavily on using parachutes to cut down time between rope uses. | ||
===Cannon rope race=== | ===Cannon rope race=== | ||
In this variation the map features a number of "cannons", and when the player reaches a cannon, they must place their worm in it and throw a banana bomb inside. The explosion should send the worm to the next segment of the rope race. | In this variation the map features a number of "cannons", and when the player reaches a cannon, they must place their worm in it and throw a banana bomb inside. The explosion should send the worm to the next segment of the rope race. |
Revision as of 19:19, 9 April 2008
Rope race is a rope-based race scheme played by members of all three second-generation Worms games.
Standard scheme
Weapon | Quantity | Power | Turn delay | Crate chance |
---|---|---|---|---|
Ninja rope | Template:Inf | 5 | 0 | Template:Na |
Parachute | Template:Inf | Template:Na | 0 | Template:Na |
Teleport | for WA/WWP: 0; for W2: equal to the number of worms per team † | Template:Na | 0 | Template:Na |
Select worm | Template:Inf | Template:Na | 0 | Template:Na |
Low gravity | Template:Inf | Template:Na | Template:Na | Template:Na |
† In Worms 2, there is no option for manual placement, so the weapons must include a number of teleports equal to the number of worms in each team, so that they may teleport their worms to the start of the map at the start of the game.
Option | State or value |
---|---|
Worm health | Template:Na |
Rounds per match | 1 |
Worm selection | on |
Manual worm placement | on |
Anchored worms | off |
Stockpiling | Template:Na |
Donor cards | off |
Fall damage | off |
Round time | Template:Na |
Turn time | Template:Inf |
Retreat time | Template:Na |
Rope retreat time | Template:Na |
Hotseat time | 5 to 15 |
Display round time remaining | off |
all Crate probabilities | 0 |
Health crate value | Template:Na |
Mines/Oil drums | off |
Sudden death event | nothing |
Water rise rate | 0 |
Automatic replays | off |
Blood | Template:Na |
Sheep heaven | Template:Na |
Indestructable terrain | on |
Indestructable worms | on |
Objective
- Reach the spot labelled Finish, F, End, E, any other variatons of those words, or a spot that is obviously the end of the map with one worm in the shortest time possible.
Standard rules
- Players start by placing their worms on the spot labelled Start, S, Begin, or any other variation of those words.
- Players are not allowed to rope knock.
- Players must take the path intended to be taken by the author of the map. This usually means that they must: follow any arrows pointing which direction to go, stay outside the map boundaries as short a distance as possible, and if there are no arrows directing a turn at a crossing path, go straight without changing direction. If there are no apparent rules, players must use their common logic to determine the correct path.
Game variations
Time-trial
Time-trial rope race or TTRR is the name given to the current standard rope race variation, due to its difference from the original variation, which was turn-based.
Turn-based
Originally, in Worms Armageddon, there was no option to allow an unlimited turn timer, so rope races had to be turn-based. This meant that players would take short turns (usually 20 or 30 seconds long) to complete the race. Those who died while racing had to start their turns from the beginning, giving their opponent(s) a great advantage. This advantage does not occur in the standard time-trial variation.
In the turn-based variation, a tie between two similarly-skilled players is likely because the number of turns taken to complete the map may be the same. In the case of a tie, the players may decide among each other to restart the map from the beginning with another worm or race back to the start with the worms who reached the finish.
In Worms 2 and Worms World Party, there is no option to allow an unlimited turn timer, so rope racing must be turn-based.
Low gravity
In this variation, each player must enable the low gravity utility before beginning their roping.
Roping significantly changes when low gravity is activated. Climbing is significantly faster in low gravity for obvious reasons, while the main challenge is to have a high descent speed. The shadow, a rope trick commonly used in roping also slows down roping while in low gravity, which forces players to dramatically change their roping styles.
Powered-down ropes
In this variation, the rope power is set lower than the normal power of 5, so that the player has a limited number of rope attachments. This makes roping through the map significantly more strategic, as the player must account for the possibility of their rope attachments running out before they reach a sufficient spot to fire a new rope. Winning games with these settings relies heavily on using parachutes to cut down time between rope uses.
Cannon rope race
In this variation the map features a number of "cannons", and when the player reaches a cannon, they must place their worm in it and throw a banana bomb inside. The explosion should send the worm to the next segment of the rope race.