Difference between revisions of "Team Wormtress"

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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?
 
 
* 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.
  
  
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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.
Weapons: Everyone gets Uzi, except Engineer & Scout who get Handgun instead.
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Weapons: Everyone gets Handgun.
 
Utilities: None unless third column says so.
 
Utilities: None unless third column says so.
 
Movement: No restrictions or bonuses unless last column says so.
 
Movement: No restrictions or bonuses unless last column says so.
  
* Demoman: x | Grenades [?], Mines, Dynamite [1×] | None | None
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* Demoman: Grenades [2 stars], Mines, Dynamite [1×] | None | None
* Engineer: x | Blowtorch, Drill, Girders & any weapon obtained from a crate | None | None
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* Engineer: Blowtorch, Drill, Girders & any weapon obtained from a crate | None | None
* Heavy: + | Minigun | None | Only allowed to use the backjump [2× Enter]
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* Heavy: Minigun (60 damage) | None | None
* Medic: x | Hm | Hm | Hm
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* Medic: Skunk [1 star] | Hm | Hm
* Pyro: x | Flame Thrower, Petrols [2×] | None | None
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* Pyro: Flame Thrower, Petrols [2×] | None | None
* Scout: - | Baseball Bat, Rope? [2×], Teleport [5×] | Fast Walk | Only class allowed to use Fast Walk
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* Scout: Baseball Bat, Rope? [2×, 3 stars], Teleport [5×] | Fast Walk | Only class allowed to use Fast Walk
* Sniper: - | Shotgun | Laser Sight | None
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* Sniper: Shotgun | Laser Sight | None
* Soldier: + | Bazooka | None | None  
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* Soldier: Bazooka | None | None  
* Spy: - | Axe? [4×], Prod | Invisibility | None
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* Spy: Axe? [4×], Prod | None | None

Revision as of 14:58, 21 June 2008

(Up to Schemes)

Map

  • Have maps with plenty of land. CTF maps may be preferred.


Scheme Options

  • 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×] | None | None
  • Engineer: Blowtorch, Drill, Girders & any weapon obtained from a crate | None | None
  • Heavy: Minigun (60 damage) | None | None
  • Medic: Skunk [1 star] | Hm | Hm
  • Pyro: Flame Thrower, Petrols [2×] | None | None
  • Scout: Baseball Bat, Rope? [2×, 3 stars], Teleport [5×] | Fast Walk | Only class allowed to use Fast Walk
  • Sniper: Shotgun | Laser Sight | None
  • Soldier: Bazooka | None | None
  • Spy: Axe? [4×], Prod | None | None
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