Blast Zone

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Click to watch (W:A + Beta Update required) W:A replay: Blast Zone WO game with and
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Game setup
Scheme
Blast Zone:
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View scheme settings
Map
Any. In the single competitive event that materialized, only randomly-generated maps were used.
Worms
Any. In the single competitive event that materialized, games were played with 7 worms.

Blast Zone, {{12}}, World War 3, or WW3 is an intrinsic scheme. Worms begin with 200 HP, they have generous 60 seconds per turn, and Sudden Death (slow - 5 pixels - water rising only, without Poison) since the very beginning. Only two types of crates may spawn: 20% for weapons and 20% for utilities (no health crates). There are only oil drums on the terrain (no terrain mines). Special Weapons feature is turned off, however Super Weapons button is turned on. Random placement (no manual placement). According to the settings, the worm to be controled on a turn was supposed to be chosen using TAB key during the beginning of the turn, but the Sudden Death since the very beginning cancels this effect, forcing players to play following the team order of worms.

For available weapons in every player's inventory, there are only 5 weapons with non-standard power: Grenade (5 stars), Dynamite (5 stars), Sheep (5 stars), Old Woman (5 stars) and Banana Bomb (2 stars). There are only 4 weapons with delay: Homing Missile (1 turn), Air Strike (2 turns), Napalm Strike (3 turns), and Earthquake (4 turns). The arsenal that players start is vast, including super weapons such as Mine Strike (x1), Mail Strike (x1), Earthquake (x1), Ming Vase (x1) and Mike's Carpet Bomb (x1). There are also powerful weapons such as x2 Flame Throwers, x2 Miniguns, x2 Banana Bombs, x1 Holy Hand Grenade, x3 Mad Cows, x1 powered Old Woman, x2 powered Dynamites and Sheeps, x1 Homing Pigeon, x1 Super Sheep, x2 Sheep Launchers, and x2 Baseball Bats. Grenade ammo is limited: only 5 of them available. The ammo for Ninja Rope is five. There are no initial utilities in this scheme.

Tactics

  • This scheme has several powerful weapons since the beginning of the game, and Sudden Death is already happening, so there is no time to save ammo! Try to kill as many enemy worms as possible, while avoiding to kill your own worms, using the powerful weapons that are most effective for the multikills.

Criticisms, problems and weaknesses

  • Some weapons have powers different from 3 stars, some players may forget this during the game, affecting gameplay strategies and dislike this.
  • The worms that spawn near the bottom might die in the beginning, being a luck factor that can be considered unfair or at least unbalanced by players. In a game with 6 players, the 6th player will have no chance to save his/her worms at the bottom from the flood, so the first player will have a good advantage. The fact that there are no Select Worms and players must play following the team order of worms intensifies this issue, although there are only 5 pixels of (slow) water rising per turn.

Variations

Modifications with relatively small detail changes to the scheme.

Blast Zone by Mati

Mati created a variation of this scheme. It's Blast Zone with few extras:

  • Aqua Sheeps
  • Worms bleed
  • Health Crates
  • Infinite rope swings
  • Round Time (10)

History

The scheme has been around as long as the game itself (Worms Armageddon was released in 1999), having been provided as part of the default schemes in the base game.

Competitive events

Tournaments

There was a WO tournament, organized by Easy, in 2012. It was played as best of 1, with 7 worms per player.

Cups

There was a cup attempt (it was canceled) by Dr-Eggman for this scheme in 2018 on TUS, using Mati's variation.


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