Difference between revisions of "Ghost Knocking"

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This scheme is very different from Ghost Knocking, but it's here because it explores a lot the Invisibility too.
 
This scheme is very different from Ghost Knocking, but it's here because it explores a lot the Invisibility too.
 
====== Rules ======
 
# 2 teams for each
 
# 1st team (1 worm) stands by Post(middle + stairs). Can't leave the Post, attacks the escapers.
 
# 2nd team (5 worms) stands by beginpoint(far left/right) - (only Parachute, Select Worm, Low Gravity and Invisiblity allowed)
 
# Objective: getting as many worms to train before SD or bringing in all worms on a vehicle or goal.
 
  
 
===== czlowiek-kredens' Hide and Seek =====
 
===== czlowiek-kredens' Hide and Seek =====

Revision as of 22:14, 9 December 2024

(Up to Schemes)
"Damn it! I swore the worm would be here!"
Click to watch (W:A + Beta Update required) W:A replay: An example of a Ghost Knocking game
with Dario and DarK; taken from Worm Olympics
Download · Info
Game setup
Scheme
Ghost Knocking:
Download
View scheme settings
Map
Specially designed map (examples: [1], [2], [3], [4] and [5])
Worms
4

In Ghost Knocking, players are able to kill opponents only by knocking or prodding them into the water. A special map is used, consisting of a simplistic arrangement of mild slopes along which worms can be pushed, and small ledges, from which worms can be knocked down. All slopes lead to water, and no spot is completely safe from knocking.

Crates provide Teleports and Prods, to supplement the limited supply that is provided at the start of the game. The only other tools provided are Ninja Rope, Parachute, and Invisibility.

Because each player is equipped with an infinite supply of invisibility, the entirety of the game is played by guessing the location of enemy worms, and the players' success relies on their ability to deduce these hiding places, in addition to their ability to use the rope.

Locating an invisible worm is not always difficult. Finding a worm can be done by walking your worm over surfaces (or dragging your worm over a surface with the rope, which is sometimes quicker) until you bump into one. Sometimes you can see an invisible worm land on a surface if it slides slightly - in which case a puff of smoke will appear. Finally, the screen will automatically follow a worm around the map even when invisible, which can give you a rough idea of the area in which it is hiding.

History

WO icon

The scheme was created by GARG0YLE and Deadcode, most likely in mid-November 2000 (and no later than 4 Jan 2001). The motivation was to create a scheme showcasing Invisibility, where the only attacks available would preserve this state. It can be downloaded from a defunct website[6][dead link].

Competitive events

The scheme has featured occasionally in competitions:

Tournaments

Appearing in some years of the Worm Olympics from when it started in 2006 to 2011, and in an attempt of a TUS tournament.

Cups

Appearing in a cup hosted on The Ultimate Site in 2010.

Similar ideas

There are numerous schemes similar to Ghost Knocking. Most are called "Hide and Seek", focusing on Invisibility. They can also focus on the "knocking" aspect.

Before this scheme

Hide and Seek

There is an archive snapshot dating 18th January 2000 from The Allotment, containing a Hide and Seek scheme. This scheme was created by DFWUpsycho77 and Lambo.

Prod Warfare
Game setup
Scheme
Prod Warfare:
Download
View scheme settings
Map
Specially designed map (examples)
Worms
Players: 2-3 recommended. Worms: unspecified.

Before Ghost Knocking, a very similar scheme existed, called Prod Warfare. It was created by Sam Farrand (B.Bulldogs), released on a website called Worms Armageddon Unofficial. The oldest snapshot from the Internet Archive's Wayback Machine dates 9th October 2000. There are 5 maps designed by Sam Farrand and Joe Farrand (Blokies), a scheme file that was updated to version 1.1 and a scheme description on that archived page.

After this scheme

TMC's Hide and Seek

TheMadCharles created a Hide and Seek scheme that its map was released on 17th July 2016 and the scheme was released on 22nd July 2016.

Rope Knocking

Maind article: Rope Knocking (scheme)

In March 2017, Swordfish began the development of Rope Knocking, a scheme that doesn't have Invisibility, but is all about knocking worms with the rope, as seen in Ghost Knocking.

Ghost Refuging

Main article: Ghost Refuging

This scheme is very different from Ghost Knocking, but it's here because it explores a lot the Invisibility too.

czlowiek-kredens' Hide and Seek

czlowiek-kredens created another Hide and Seek scheme. He created it on 30th March 2021 and released it on 18th May 2022 along with 4 specially designed maps. It includes Extended Scheme Options.

Sonicegorsan's Hide and Seek

Sonicegorsan created an even newer 3.8 version of Hide and Seek concept. It was released on 3rd May 2023 on TUS. The map was released on the following day.

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