Team Wormtress

From Worms Knowledge Base

Revision as of 03:45, 2 February 2023 by FoxHound (Talk | contribs) (History and parent article change)

Jump to: navigation, search
(Up to Scheme ideas)

Map

  • Have maps with plenty of land. CTF maps may be preferred.


Scheme Options

  • Turn time: 45 seconds
  • Worm Select: On
  • Weapon crates: 15% chance of appearing
  • Health crates: 7.5% chance of appearing, 0 health points.

Weapon Options

  • Ninja Rope at the Elite power. One repeat swing.


Classes

Health: 150 HP. No health handicaps since that overcomplicates the scheme.
Weapons: Everyone gets Handgun.
Utilities: None unless third column says so.
Movement: No restrictions or bonuses unless last column says so.

  • Demoman: Grenades (2 stars), Mines, Dynamite (1 star, [1×], 3 turns delay) | None | None
  • Engineer: Blowtorch, Drill, Girders & any weapon obtained from a crate | None | None
  • Heavy: Minigun (60 damage) | None | None
  • Medic: Skunk (1 star), Scales of Justice ([x1], 6 turns delay) | 3 jetpacks | None
  • Pyro: Flame Thrower ([2×], 2.24 seconds), Petrols | None | None
  • Scout: Baseball Bat, Rope ([3×], 3 stars), Teleport [5×] | Fast Walk | None
  • Sniper: Shotgun | Laser Sight | None
  • Soldier: Bazooka | None | None
  • Spy: Axe (35%), Prod | None | None

History

According to KRD this text idea was written by M3ntal probably earlier than this 2008 article, it could be even 2003. The scheme name might be a reference to Team Fortress Classic or Team Fortress 2.


Personal tools