Escape
From Worms Knowledge Base
W:A replay: Escape game with sbs and FoxHound | |
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Game setup |
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Scheme |
Escape: |
Map |
Specially designed maps. Examples at the WMDB |
Worms |
4 worms per team |
Escape is a scheme played on a destructible special map with rules, somehow similar to Capture The Flag, Kill The King and other related ideas. Players start at their own base and must rescue a prisioner worm by opening its cage and touching it. Once freed, the ex-prisioner can move, attack, use Ninja Rope, and must go back to his team base to win the game. The game can also be dicided if all enemy worms be eliminated.
Contents
Instructions and rules
Setup
- Set up teams with 4 worms per team.
- Place first three worms in start.
- Place last worm in center of prison.
Goal
- Reach your worm in prison and free him, then return him to start without dying.
How to play
- You may not attack the caged enemy worm in your prison.
- Exception for this rule: if your allied prisoner worm dies after being “touched” or “freed” from the enemy prison, you may attack any worms in your range, including the enemy prisoner in your own base.
- You may not use the worm in prison till free, just skip.
- To free a worm you must break in and then touch the prison worm with your active worm. The prison worm is now free.
- Once free, your prison worm can now use any weapons.
- You may NOT use ROPE (1) or SELECT WORM (1) until YOUR worm in prison has been freed. Once free, only the prisoner can use the rope, while anyone on your team may use select worm. You have one of each, and rope is full power. Better get back to start fast.
- If your prison in your base is broken into and your prisioner freed, you may not use girders for one whole rotation of your team, starting with that turn. i.e. You break into a prison and free the worm, the next turn your enemy can’t girder, they must wait till that worm is up for play again a rotation later to girder.
- You may not not control an invisible worm after your own worm has been freed from the prison.
- Freed worm must reach and touch their own start to win.
- If your prisoner dies after being freed, you must kill all enemy worms to win. Your enemy can still free the prisoner for the win or kill all of your worms for the win.
Tips and tactics
- The bottom of the original map (where the starts/bases are) has a tunnel design that it's hard to use girders, but the worms can move through the tight tunnels. This can be useful to the worm escaping from prison avoid getting stuck or delayed to reach the objective and win the game.
- At the beginning, reaching the top of the map as soon as possible is usally an advantage. Becareful with too much exposition for attacks.
- The crates of this scheme can be very useful. It is a good idea to grab a crate.
Criticisms, problems and weaknesses
- The rules of the scheme mention about blocking the prisoner worm with a girder, but it doesn't say about blocking with Petrol Bomb. It could be clearer regarding this.
- On the original map, the rules of the scheme are written (what is good), but in a way that crates may spawn or worms fall there, what is not ideal for gameplay.
Variations
Modifications with relatively small detail changes to the scheme.
sbs versions
The sbs versions of the scheme have slightly different settings, and only one rule was altered from the original: invisible worms can be controlled even after the allied prisioned worm was freed.
History
The original scheme and map were created by shamballa, being released both on 25th February 2008. Besides the original map for this scheme, there are two that were made by sbs (each with a different variation scheme, adapted to the map).
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