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(Up to Schemes)

Warmer is a rope-based scheme initially used in preparation for Roper matches. On WormNET this is commonly known as "warming up", explaining the origin of its name. The scheme has had an interesting history and a noticeable impact on the communities of all three second generation Worms games, connecting those playing it by encouraging creativity rather than ruthless efficiency; socialising and having fun rather than murdering each other's worms. Although that is not to say it is devoid of competitiveness. Quite the opposite.

The scheme is considered by its most devoted players to be "the closest one can get to art in a game of Worms".

Click to watch (W:A + Beta Update required) W:A replay: Short 2-player Warmer
between Camanchy & KRD
Download · Info
Click to watch (W:A + Beta Update required) W:A replay: X-Worms Style Contest
Final, May 2007
Download · Info
Click to watch (W:A + Beta Update required) W:A replay: X-Worms Style Contest
Afterparty Warmer, May 2007
Download · Info


Uses & Mentality

While still played, online and offline, as a prelude to league and other serious games involving roping today, the Warmer scheme owes its significant position in the history of WormNET to the dedicated followers playing it with the intention of having fun, showing off their style and improving their roping skills. The ratio between these goals naturally varies from one player to another depending on their level of experience as well as their personality and even current mood, but all three aspects are observed in those most renown for their achievements in the scheme.

The vast majority of Warmer enthusiasts are reasonably competent in Roper and RR games (and vice versa) because of the relatively similar nature of the schemes at first glance, but the differences between them become quite resounding at close inspection or once a certain level of dedication and expertise is achieved. If most other roping schemes focus primarily on efficiency and consistency, stylish inserts and creativity in them perceived as over-the-top bonuses in the best of cases (brain-dead tempting of fate in the worst), Warmer is their polar opposite. In order to fully enjoy the scheme, developing your own style is key, so attempts at craziness no one has done before, at speeds no one has reached before, are commonplace during games, making them an impressive sight for everyone involved. Perhaps the most evident example of the creativity is the large number of roping tricks and combos that have been, and continue to be invented by ropers associated with the Warmer movement.

When not merely used to warm up for something else, the scheme easily lasts longer than any other played on WormNET; a game length of over an hour is not uncommon, with the alleged records reaching thrice that length and more. Patience is therefor a commendable quality of anyone taking part and it is in fact not unheard of to have a gentlemanly Warmer partner skip a go when you crash 2 seconds into your turn.


For a long time period, beginning before the official rankings were taken down on Worms Armageddon already, a player's overall reputation depended largely on their skill with the Rope (unless you socialised exclusively with default scheme extremists who at the time valued BnG and Elite skill above all else). Warmer, with its sandbox design and freestyle mentality, is perfect for showcasing said skill and was hence played by the majority of the game's most notable players during those, considered by many golden years. The focus on creative roping in the community had in fact become so complete that those who strove to keep up with WormNET's best ropers soon found it increasingly difficult to spare any time for other schemes, much less for playing them in leagues. And indeed, because of the scheme's popularity, Warmer skill soon overshadowed a player's achievements in leagues; the snowball effect of this shift in priorities lasted for many years and its effects can to some degree be felt to this day.

Taking into account that era's commitment to the scheme, it is not hard to imagine that numerous famous rivalries were engendered, some in good spirit, others less so. Many friendships overgrew into clans and even so called roping schools sprung up where an experienced player would take one or more lesser ropers under his wing to help speed up their improvement by giving them advice and practicing with them. A trained eye could in some cases easily tell which sensei's style someone had inherited through this practice.

However, most likely because of the scheme's goallessness in the eyes of those too accustomed to having a clear objective in sight, Warmers have suffered gaps in mass popularity, especially in more recent times. In an attempt to repopularise the scheme during one such gap by appealing to the competitive players, the roping style contests were born. Despite being a logistical nightmare to host and not exactly based on an objective scoring system, the roping community's reception was warm and over a dozen tournaments have been hosted since the idea's conception by X-Worms, mostly by them but by other groups of like-minded individuals and leagues as well.

[This is where the rambling about how things aren't the same anymore with the popularity of WxW maps and the lack of any real respect for the scheme and those good at it would fit best, I'd say. Also encouraging words for those whose job it is to fix the situation! -KoreanRedDragon]

Notable People in Warmer

  • Angus: Thinks so highly of his roping that he edited himself onto this list. It's not undeserved.
  • Anubis: Controversial, but highly skilled and recognised Warmer player. Legendary taps.
  • c0o1: Nigh unlimited imagination on the rope. No trick is impossible.
  • Flex: X-Worms judge with a unique, connected roping style full of long trick combinations and precise bounces.
  • FlowingWater: X-Worms judge, author of many roping maps and the first roping movie. Amazingly fluent style.
  • IllAzz: Furiously fast.
  • IllBeBack: Created the XRT and the most remixed (roping) map ever, 2Hooks.
  • Jmoberg: Highly respected, often impersonated gentleman of the scheme. Legendary scrolls!
  • Komodo: Played Warmers almost exclusively until controversially switching to BnG. Double-handed tapping.
  • LordHound: A relatively modern roper, incorporated his RR experience into his Warmer style. Inhuman pumps.
  • Mablak: X-Worms judge and one of the most highly acclaimed Warmer players. Blindingly quick.
  • Marco: Founding member of X-Worms, mentor and inspiration to many exceptional ropers and RR'ers.
  • Oijogja: Well known for his roping talents, has been playing Warmers since forever and is lots of fun to watch.
  • OutofOrder: Dedicated, stylish Warmer player. Made many maps. Long time ambassador of the mentality.
  • Pure: An extremely fast and fun roper, remembered also for his RR maps, many nicknames and the qp alias clan.
  • Ropa: Winner of several style contests, known for being able to adopt entirely different roping styles. Cough.
  • Ryan: Recognised primarily for achievements in RR, but also very successful in a number of style contests.
  • Saltyk9: Great Roper player and quite spectacular in Warmers when in the right mood, too.
  • Tenchi: Exceptional in all roping schemes, highly respected and recognised on both WA and W2.
  • TheOne: One of Marco's most prominent disciples. Allegedly holds the record of most pixel kicks in a row.
  • VolcoM: Flawless Roper and a very powerful and accurate Warmer player. A legend in roping circles.
  • Volrin: Widely appreciated roper whose skill is often recalled and celebrated. Even by those who never met him!
  • Wargod: X-Worms judge and an exceptionally creative Warmer and RR player.

Notable Clans in Warmer

  • NBR: One of the major clans that popularised the Warmer movement. During their most active period, it wasn't rare to see their members gather on WormNET for obscenely long roping sessions, making free spots in these games a highly desired privilege. They focused on the Warmer scheme so heavily that many of their members ignored the league aspect of roping (and of course all other schemes) entirely, playing Warmers almost exclusively for many years and reaching an admirable level of expertise in it.



The laid back concept of the Warmer scheme requires no rules as such, although it is worth pointing out that killing and blocking other players' worms, as well as wasting turn time not roping (or doing anything else equally entertaining) will get you kicked out of any future games hosted by your victims before you can say "Oijogja". An obvious solution to intentional hecklery is taking Girders, Longbows and Nukes out of your scheme, and making worms invincible, even though that doesn't prevent all possible abuse. Only knowing the people you're playing with well does that.

Another guideline rather than actual rule, especially when not everyone in a game with many players is laden with patience, is to make sure the skill level of the ropers taking part is at least approximately equal. That way nobody has to wait for their turn disproportionately long, removing potential frustration. This of course doesn't apply when a new player is being shown the ropes, but that's best done with few other players anyway.


A multitude of Warmer schemes exist, ranging from the minimalist variation which only includes the Parachute and Ninja Rope at power 5, to ones including all or most of the weapons available in the game, save for the rest of the F8 row as to not interfere with the selection of the essential Chute and Rope. The most commonly encountered variation, however, is simply a Roper scheme with a longer turn time (usually 45, 60 or 90 seconds, toggled in relation to the number of players in the game) and fall damage turned off. The Invincible Worms setting is optional; the extra security it offers comes at the cost of being able to see how much damage attacks cause.

On Worms World Party, the scheme is more often than not played with the Sticky Wormpot mode enabled, rendering most would-be fatal mistakes harmless, much to the chagrin of any snobby Worms Armageddon ropers within noticing distance. The consensus, though, is that the state of affairs is not catastrophic as long as the Super Rope mode remains disabled.

To download the scheme variations, scroll down to the Resources section.


The maps used are normally regular Roper maps consisting of two randomly generated islands, either edited or not, enclosed within a border and with the water level set to water drop. Although attempts to create maps specifically targeted at the scheme, which are usually lower and sometimes include RR sections, have been made with some success, they are mostly frowned upon by experienced ropers with the justification that random shapes feel more natural, offer more variety and thus stay interesting and challenging longer.

Examples of maps associated with the Warmer scheme can be found in the Resources section below.


Scheme Variations

Maps & Map Packs

... add more maps at will, but they should be either of high quality or somehow relevant for the article. Best is both.

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