Spawn for Weapons

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Revision as of 16:07, 25 October 2021 by FoxHound (Talk | contribs) (Spawn for Weapons scheme article (pre-release))

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(Up to Scheme ideas)
Game setup
Scheme
Spawn for Weapons:
Download
View scheme settings
Map
Specially-designed map ([ examples])
Worms
10 in total to as many as the map will support for automatic placement

Spawn for Weapons (SfW) is a Walk for Weapons original variant dynamic scheme that requires focus, speed and tactics from players. The maps of this scheme have weapon sprite zones on the whole surface. The peculiarity of SfW is that there is RubberWorm Crate Shower on with a limit of 2 crates on the map. This determines the two weapons that the player will be able to use in order to attack the opponent, however, the player can pick up a crate during its turn to change the usable weapons. Also, there is a rule that prohibits attacking with the same weapon that the enemy used on the previous turn (the last weapon used before your turn cannot be fired again) - this brings a tactic element to the scheme and motivates the players to collect crates, not only increasing the variety of weapons to be used, but also giving them a small quantity of health.

The main gravity of the scheme is a bit lower than when someone uses Low Gravity during a standard normal game (a bit less than half of the normal gravity). Antisink is on, so drawnings are more difficult to happen, usually only with the aid of Flamethrower or Petrol Bomb (plopping twice in-a-row). Phased worms are set only for allied worms to help passing through worms inside the tunnels that the maps may have (weapons and damage still affect allied worms). The game engine speed is a bit faster than usual to balance the slow gameplay that the lower gravity brings to scheme, this way the pace of the game is more satisfying and funny.

Rules

  • Two crates determine the weapon from which you have to attack your opponent. You can collect a crate to a new one spawn in another place to change the weapon, however, this means that the weapon that the crate you collected was standing on cannot be used anymore, except if another crate spawn on the same weapon zone the crate was.
  • It is forbidden to attack with the same weapon that was last used by the enemy before your move. This way you can only use the weapon determined by the remaining crate (standing on it), or collect crates to unlock new weapons to attack. Exception: If the enemy, for example, attacked you with a Bazooka, and in the next turn you collected a crate and it respawned on the bazooka, then you can attack with bazooka again.
  • In order to use a weapon you must wait until the crate completely stops parachuting or falling (arrive on the weapon zone).
  • If a crate is between two weapon sprite zones, the player will be able to choose one the two weapons that this crate is between to use.
  • Utilities and transport tools like Jet Pack, Ninja Rope, Low Gravity, Parachute and Teleport are free to use, so the maps usually don't have these weapon sprites.

Map details

This scheme uses specially-designed maps that are completely filled with weapon sprites zones on the entire surface. The maps usually take into consideration the 0.10001 gravity jumps, with many zones that can be reached only by jumping or parachuting. Some maps also have slopes to facilitate the drownings by Flamethrower or Petrol Bomb, narrow tunnels where the crates cannot spawn but worms can pass and block enemy worms and special holes for the crates to spawn (drop zones). Some of this concepts explored by the maps were inspired by Trench Warfare.

Tactics

Since this scheme is all about crate drop zones, having knowledge abou the crate spawning algorithm is helpful. Dropping a Mine can block the spawn of a crate on a certain weapon, or simply using the retreat time to leave the worm on a weapon spot will cause the same effect. Oil drums also cancel the chance of a crate appearing where they are.

History

Spawn for Weapons icon.gif

Joint production scheme of SIBASA and FoxHound, released on 25th October 2021. The first started the scheme and the idea (started on 5th October 2021 by a message), created all the rules of it, made many conceptual initial maps and worked on testings + the the provisory scheme icon, the second made modernization of the idea (many thoughts and suggestions), worked on the more technical part of the scheme and heavy testings.



This article has a to-do list:
  • add a replay file
  • add an image
  • add the scheme icon
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