Difference between revisions of "Team Wormtress"

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{{ParentArticle|[[Scheme ideas]]}}
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==Map==
 
==Map==
  
* Random, any shape. Both islands and caverns should be equally represented. You heard me, Germans.
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* Have maps with plenty of land. CTF maps may be preferred.
  
  
 
==Scheme Options==
 
==Scheme Options==
  
* Mines: Do we need them?
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* Turn time: 45 seconds
 
* Worm Select: On
 
* Worm Select: On
 
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* Weapon crates: 15% chance of appearing
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* Health crates: 7.5% chance of appearing, 0 health points.
  
 
==Weapon Options==
 
==Weapon Options==
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==Classes==
 
==Classes==
  
Health: 100 HP as the base value with handicaps where appropriate?
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Health: 150 HP. No health handicaps since that overcomplicates the scheme.<br>
Weapons: Everyone gets Uzi, except Engineer & Scout who get Handgun instead.
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Weapons: Everyone gets Handgun.<br>
Utilities: None unless third column says so.
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Utilities: None unless third column says so.<br>
Movement: No restrictions or bonuses unless last column says so.
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Movement: No restrictions or bonuses unless last column says so.<br>
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* Demoman: Grenades (2 stars), Mines, Dynamite (1 star, [1×], 3 turns delay) | None | None
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* Engineer: Blowtorch, Drill, Girders & any weapon obtained from a crate | None | None
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* Heavy: Minigun (60 damage) | None | None
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* Medic: Skunk (1 star), Scales of Justice ([x1], 6 turns delay) | 3 jetpacks | None
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* Pyro: Flame Thrower ([2×], 2.24 seconds), Petrols | None | None
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* Scout: Baseball Bat, Rope ([3×], 3 stars), Teleport [5×] | Fast Walk | None
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* Sniper: Shotgun | Laser Sight | None
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* Soldier: Bazooka | None | None
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* Spy: Axe (35%), Prod | None | None
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== History ==
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According to [[User:KoreanRedDragon|KRD]] this text idea was written by [[People/M3ntal|M3ntal]] probably earlier than this 2008 article, it could be even 2003. The scheme name might be a reference to [[w:Team Fortress Classic|Team Fortress Classic]] or [[w:Team Fortress 2|Team Fortress 2]].
  
* Demoman: +/- | Greandes [?], Mines, Dynamite [1×] | None | None
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{{stub}}
* Engineer: +/- | Blowtorch, Drill, Girders & any weapon obtained from a crate | None | None
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* Heavy: + | Minigun | None | Only allowed to use the backjump [2× Enter]
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* Medic: +/- | Hm | Hm | Hm
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* Pyro: +/- | Flame Thrower, Petrols [2×] | None | None
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* Scout: - | Baseball Bat, Rope? [2×], Teleport [5×] | Fast Walk | Only class allowed to use Fast Walk
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* Sniper: - | Shotgun | Laser Sight | None
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* Soldier: + | Bazooka | None | None
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* Spy: - | Axe? | Invisibility | None
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Latest revision as of 03:45, 2 February 2023

(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.


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