Difference between revisions of "Battle Race"

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It is a common strategy to use [[Fire_Punch|fire punch]] or [[Dragon_Ball|dragon ball]] to hit back the opponent, as it will cost the player some time - this ranging from a couple of seconds to even several turns, depending on the landscape - to get back the worm to its original location. A setback of this strategy is that it ends the attacking player's turn, so it is mostly used at the end of the turn, if possible, or if it sets back the opponent considerably.
 
It is a common strategy to use [[Fire_Punch|fire punch]] or [[Dragon_Ball|dragon ball]] to hit back the opponent, as it will cost the player some time - this ranging from a couple of seconds to even several turns, depending on the landscape - to get back the worm to its original location. A setback of this strategy is that it ends the attacking player's turn, so it is mostly used at the end of the turn, if possible, or if it sets back the opponent considerably.
  
Another common trick is to use the first shot of a [[shotgun]] to hit the opponent, and only use the second shot at the end of the turn, giving the player the retreat time as well. Although the shotgun doesn't hit as big as the two mentioned earlier, it is just as useful, as it can be shot from a distance, a feat the other two doesn't share - or at least, not to the same extent.
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Another common trick is to use the first shot of a [[shotgun]] to hit the opponent, and only use the second shot at the end of the turn, giving the player the retreat time as well. Although the shotgun doesn't impart as much momentum as the fire punch or dragon ball, it has the advantage that it can be shot from a much greater distance, the topology of the map permitting.
  
Mines are usually used to block the path of the opponent, but it is only useful where the latter can't jump over it and walk far enough before the explosion, thus dodging the effect of it. It is mostly used in narrow tunnels, where even if the worm walks back to a safe distance after activating it, still delays the opponent by 5-6 seconds. To counter this, mines can be hit or shot away from the path, or sometimes its blast can be used to move the worm forward.
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Mines are usually used to block the path of the opponent, but only achieve this where the opponent can't simply jump over it and escape the blast. They are mostly used in narrow tunnels, where even if the worm is able to walk back to a safe distance after triggering it, will still be delayed by several seconds. To counter this, mines can be hit or shot away from the path, or sometimes its blast can be used to move the worm forward, at the cost of losing the turn.
  
 
{{ReplayBox|Battle_Race_mine_trick.WAgame|An example of mine walking}}
 
{{ReplayBox|Battle_Race_mine_trick.WAgame|An example of mine walking}}
There is also a trick called "mine walking" where one drops a [[Mine]] from a height and then walks off the cliff after it, landing on the bouncing mine, ultimately not losing the turn because of falling. Although doing so still ends the player's turn, it is still better than falling down since some retreat time will be left after having landed. Furthermore, it is imperative that a wall is present in front of the worm attempting the trick, off which the mine can bounce, thus being slowed down so that the worm can land on it mid-air. This trick requires practice, good timing, and a bit of luck.
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"Mine walking" is a trick where a player drops a [[Mine]] from a height and then walks off the cliff after it, landing on the bouncing mine, using it as a stepping stone on descent, and so not losing the turn to falling. Although dropping a mine still ends the player's turn, the retreat time can be used to make more progress than if the worm had simply walked off the cliff. For this trick to work, a wall must be present in front of the worm attempting the trick, off which the mine can bounce, slowing its descent and thus allowing the worm land on it mid-air. This trick requires practice, good timing, and a bit of luck.
  
 
== Variations ==
 
== Variations ==

Revision as of 17:17, 17 August 2020

(Up to Schemes)
Click to watch (W:A + Beta Update required) W:A replay: An example of a Battle Race game
with KRD and M0rph1umDuck; taken from Worm Olympics
Download · Info

A Battle Race is played on an indestructible map fashioned into an assault course, with a start point and a finish point. Players race their sole worm from start to finish, with the first player to reach the finish point winning the game.

Details

Game setup
Scheme
Battle Race:
Download
View scheme settings
Map
Specially-made map
Examples at the WMDB
Worms
One worm per player.

With no transport tools available, players must carefully navigate the course only by walking and jumping. Some Battle Race maps contain elements that can be very difficult to pass, requiring exact positioning and precise jumps. They can even require such movement to be pixel-perfect for successful passage. Elements within a Battle Race map are often designed so that missing a jump will result in a fall, setting a player back to an earlier position in the course and requiring the player to re-attempt the element from the beginning. A map's difficulty lies not only in the precision required but also in how severe these setbacks can be.

Weapons are also provided in the Battle Race scheme, though they cannot be used to injure opponents, as worms are invincible. Instead, weapons are used to gain retreat time at the end of a turn or hinder an opponent's progress, by knocking him down from a climb or propelling him along a tunnel. Mines can also be placed to delay an opponent. In some cases, a player will use an explosive to blast his own worm forward if the terrain is suitable. From time to time, weapon crates are spawned on the map, which usually contain explosives like mine or grenade, or baseball bat.

Also, Battle Race is known to be a rather slow game, especially if there are more than 2 players participating. In fact, it is - among some others - one of the longest games played.

Rules

  • No skipwalking - Players must not use skipwalking to gain a speed advantage.
  • Optional: No drownings - Players must not drown an opponent's worm. Violating this rule forfeits the game.
  • Optional: No blasting own worm - Players must not use weapons to propel their own weapon around the map, but only to setback opponents.

Strategies

It is a common strategy to use fire punch or dragon ball to hit back the opponent, as it will cost the player some time - this ranging from a couple of seconds to even several turns, depending on the landscape - to get back the worm to its original location. A setback of this strategy is that it ends the attacking player's turn, so it is mostly used at the end of the turn, if possible, or if it sets back the opponent considerably.

Another common trick is to use the first shot of a shotgun to hit the opponent, and only use the second shot at the end of the turn, giving the player the retreat time as well. Although the shotgun doesn't impart as much momentum as the fire punch or dragon ball, it has the advantage that it can be shot from a much greater distance, the topology of the map permitting.

Mines are usually used to block the path of the opponent, but only achieve this where the opponent can't simply jump over it and escape the blast. They are mostly used in narrow tunnels, where even if the worm is able to walk back to a safe distance after triggering it, will still be delayed by several seconds. To counter this, mines can be hit or shot away from the path, or sometimes its blast can be used to move the worm forward, at the cost of losing the turn.

Click to watch (W:A + Beta Update required) W:A replay: An example of mine walking
Download · Info

"Mine walking" is a trick where a player drops a Mine from a height and then walks off the cliff after it, landing on the bouncing mine, using it as a stepping stone on descent, and so not losing the turn to falling. Although dropping a mine still ends the player's turn, the retreat time can be used to make more progress than if the worm had simply walked off the cliff. For this trick to work, a wall must be present in front of the worm attempting the trick, off which the mine can bounce, slowing its descent and thus allowing the worm land on it mid-air. This trick requires practice, good timing, and a bit of luck.

Variations

Walk Race / Jump Race

The name Battle Race was probably used because of the weapons that can be used to delay the opponents. However, some players (mainly with those played in tournaments) use a variation of the scheme, mainly for tournaments, with no weapons. This allows players to compete without interacting with each other.

This can also be achieved with special maps with parallel courses example.

Low Gravity Switch

In this variation the players are equipped with infinite Low Gravity, which can be turned on and off anytime and as many times as the player wants. This variant was introduced during the Winter Worm Olympics 2008, with some maps resembling Jetpack Race maps.

History

The origins of Battle Race trace back to the Worms 2 days, with rudimentary tunnel maps designed for Worms to navigate through. What is now known as the modern Battle Race was pioneered by GARG0YLE, who created the first BR maps for W:A with indestructible terrain and weapon sets, with the purpose of racing through obstacles while hindering the opponent with the weapons at the players' disposal. The only rules for the scheme were to start on the designated start area and not to use right mouse click, or pre-patch skipwalking, to speed up the worm. Killing all the opposing worms or arriving at the finish first resulted in a victory.

Wormers that had a hand in creating and honing the scheme, as well as designing maps, include NZkiwi, Foxylady, RaptorStrike, and Silentworm. The early maps were broad tunnels created in the in-game editor, but the use of MSpaint soon allowed for the creation of complex obstacles. One of the figureheads responsible for the patching of W:A, Deadcode, was also a battle race fan and designed a pixel-perfect template that tested the very limits of the jumping mechanics in W:A, further advancing map creation for the scheme. Today, many of the maps feature these pixel-perfect jumps that require precise positioning and knowledge of the in-game mechanics. Focus on this has made the scheme less battle-centric and more centered on complex jumps.

In 2010, the Battle Race scheme was officially adopted in a major league for the first time by The Ultimate Site as part of its free league. Before that, two BR-specific leagues existed: GARG0YLE's Battle Zone was created by Silentworm in 2001 as a Battle Race league but was short-lived; BRL, or Battle Race League, was created by Bloopy in 2004 and enjoyed the most league play the scheme had ever seen across both W:A and WWP.

External links


This article has a to-do list:
  • history mentions deadcode's pixel perfect template. add it to article?
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