Difference between revisions of "Walk for weapons"

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Walk for Weapons (usually shortened to wfw, not to be confused with [[Wall-X-wall shopper|wxw]]) is a scheme that has become vastly more popular over time largely due to the ability to play [[Colour map|full colour maps]] online, which was introduced in the [[Beta updates (Worms Armageddon)|Worms Armageddon beta updates]]. In the scheme, players are given a large variety of weapons and utilities with infinite ammo and no delay, but they are only allowed to use them when standing on top of an icon representing a particular weapon or utility.
 
Walk for Weapons (usually shortened to wfw, not to be confused with [[Wall-X-wall shopper|wxw]]) is a scheme that has become vastly more popular over time largely due to the ability to play [[Colour map|full colour maps]] online, which was introduced in the [[Beta updates (Worms Armageddon)|Worms Armageddon beta updates]]. In the scheme, players are given a large variety of weapons and utilities with infinite ammo and no delay, but they are only allowed to use them when standing on top of an icon representing a particular weapon or utility.
 +
You may also use a particular weapon when standing on top of a worm that is directly standing on a weapon icon itself. When a worm jumps off a weapon icon, it is allowed to use said weapon before it lands.
  
Players have to navigate the map mostly by walking and jumping, as any movement utilities can only be used in particular places. There are [[Teleport|teleports]] available to the teams, but a player may only teleport from one teleport icon to another.
+
Players have to navigate the map mostly by walking and jumping, as any movement utilities can only be used in particular places. There are [[Teleport|teleports]] available to the teams, but a player may only teleport from one teleport icon to another on certain maps. If this rule is in effect, it will be written on the map in question.
 +
Fast Walk may also be used at any time on some maps, but again, this must be written on the map in question.
  
There is the potential for large amounts of strategy in a wfw map, but the stratey relies largely upon the map itself, especially the icon placement. A well designed map will place the powerful weapon icons in open spaces or by water so that the player is vulnerable after using them, and that any place that gives the player an advantage does have some weak points. It is very difficult to make a wfw map which is perfectly balanced.
+
There is the potential for large amounts of strategy in a wfw map, but the strategy relies largely upon the map itself, especially the icon placement. A well designed map will place the powerful weapon icons in open spaces or by water so that the player is vulnerable after using them, and that any place that gives the player an advantage does have some weak points. It is very difficult to make a wfw map which is perfectly balanced.
 +
 
 +
==Standard scheme==
 +
{|
 +
|+Weapons
 +
!Weapon!!Quantity!!Power!!Turn delay!!Crate chance
 +
|-
 +
|[[Fast Walk]]||[[w:Infinity|∞]]||[[w:N/a|N/A]]||0||0
 +
|-
 +
|[[Bazooka]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Homing Missile]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Mortar]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Grenade]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Cluster Bomb]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Shotgun]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Uzi]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Handgun]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Firepunch]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Dragon Ball]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Mine]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Dynamite]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Sheep]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Blowtorch]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Bungee]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Parachute]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Teleport]]||[[w:Infinity|∞]]||[[w:N/a|N/A]]||0||0
 +
|-
 +
|[[Granny]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Flamethrower]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Petrol]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|[[Skunk]]||[[w:Infinity|∞]]||3||2||0
 +
|-
 +
|[[Worm Select]]||[[w:Infinity|∞]]||3||0||0
 +
|-
 +
|-
 +
|all others||0||[[w:N/a|N/A]]||[[w:N/a|N/A]]||[[w:N/a|N/A]]
 +
|}
 +
 
 +
{|
 +
|+Options
 +
!Option!!State or value
 +
|-
 +
|Worm health||200
 +
|-
 +
|Rounds per match||1
 +
|-
 +
|Worm selection||off
 +
|-
 +
|Manual worm placement||on
 +
|-
 +
|Anchored worms||off
 +
|-
 +
|Stockpiling||[[w:N/a|N/A]]
 +
|-
 +
|Donor cards||off
 +
|-
 +
|Fall damage||on
 +
|-
 +
|Round time||20:00
 +
|-
 +
|Turn time||20
 +
|-
 +
|Retreat time||5
 +
|-
 +
|Rope retreat time||[w:N/a|N/A]]
 +
|-
 +
|Hotseat time||10
 +
|-
 +
|Display round time remaining||on
 +
|-
 +
|all Crate probabilities||0
 +
|-
 +
|Health crate value||[[w:N/a|N/A]]
 +
|-
 +
|Mines/Oil drums||None
 +
|-
 +
|Sudden death event||End of round/nothing
 +
|-
 +
|Water rise rate||[[w:N/a|N/A]]
 +
|-
 +
|Automatic replays||off
 +
|-
 +
|Blood||on
 +
|-
 +
|Sheep heaven||off
 +
|-
 +
|Indestructable terrain||on
 +
|-
 +
|Indestructable worms||off
 +
|}

Revision as of 22:27, 5 June 2007

(Up to Schemes)

Walk for Weapons (usually shortened to wfw, not to be confused with wxw) is a scheme that has become vastly more popular over time largely due to the ability to play full colour maps online, which was introduced in the Worms Armageddon beta updates. In the scheme, players are given a large variety of weapons and utilities with infinite ammo and no delay, but they are only allowed to use them when standing on top of an icon representing a particular weapon or utility. You may also use a particular weapon when standing on top of a worm that is directly standing on a weapon icon itself. When a worm jumps off a weapon icon, it is allowed to use said weapon before it lands.

Players have to navigate the map mostly by walking and jumping, as any movement utilities can only be used in particular places. There are teleports available to the teams, but a player may only teleport from one teleport icon to another on certain maps. If this rule is in effect, it will be written on the map in question. Fast Walk may also be used at any time on some maps, but again, this must be written on the map in question.

There is the potential for large amounts of strategy in a wfw map, but the strategy relies largely upon the map itself, especially the icon placement. A well designed map will place the powerful weapon icons in open spaces or by water so that the player is vulnerable after using them, and that any place that gives the player an advantage does have some weak points. It is very difficult to make a wfw map which is perfectly balanced.

Standard scheme

Weapons
Weapon Quantity Power Turn delay Crate chance
Fast Walk N/A 0 0
Bazooka 3 0 0
Homing Missile 3 0 0
Mortar 3 0 0
Grenade 3 0 0
Cluster Bomb 3 0 0
Shotgun 3 0 0
Uzi 3 0 0
Handgun 3 0 0
Firepunch 3 0 0
Dragon Ball 3 0 0
Mine 3 0 0
Dynamite 3 0 0
Sheep 3 0 0
Blowtorch 3 0 0
Bungee 3 0 0
Parachute 3 0 0
Teleport N/A 0 0
Granny 3 0 0
Flamethrower 3 0 0
Petrol 3 0 0
Skunk 3 2 0
Worm Select 3 0 0
all others 0 N/A N/A N/A
Options
Option State or value
Worm health 200
Rounds per match 1
Worm selection off
Manual worm placement on
Anchored worms off
Stockpiling N/A
Donor cards off
Fall damage on
Round time 20:00
Turn time 20
Retreat time 5
Rope retreat time N/A]]
Hotseat time 10
Display round time remaining on
all Crate probabilities 0
Health crate value N/A
Mines/Oil drums None
Sudden death event End of round/nothing
Water rise rate N/A
Automatic replays off
Blood on
Sheep heaven off
Indestructable terrain on
Indestructable worms off
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