Boom for Weapons

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(Up to Scheme ideas)
Click to watch (W:A + Beta Update required) W:A replay: A demonstration of how to
play Boom for Weapons. With FoxHound.
Download · Info
Click to watch (W:A + Beta Update required) W:A replay: An example BfW match
with FoxHound, sbs and DannielXdx
Download · Info
Game setup
Scheme
Boom for Weapons:
Download
View scheme settings
Map
Specially-designed map (examples)
Worms
One per team

The concept of Boom for Weapons or BfW is a combination of Boom Race and Walk for Weapons. It is an anchor mode race about blasting your own worm (just like Boom Race) but this time the indestructible maps are filled with weapon sprites on the whole floor due to the mandatory rule of only using a weapon if the worm being controlled is adjacent to a sprite of that weapon (just like Walk for Weapons). The scheme takes Boom Race to another level, since it encourages the use of many different weapons; including Ninja Rope, Jet Pack, and even the Parachute; exploring a specific situation, allowing interesting combos sometimes (Walk for Weapons characteristic). Phased enemy worms + weapons + damage (/boom) is recommended (already included at the available v3.8 scheme).

Most (not to say all) BfW maps tradicionally use multishot, antisink and glue (100% friction) features, since the original map uses a scheme with these RubberWorm settings. Specifically the glue might be annoying, less fun or at least confuse some people (but it is pratically part of the scheme identity). This might change with time however, if players create maps for standard or different physics and people like playing this way. Note that, in theory, BfW can be played even without multishot.

A map + scheme association: there is not a universal scheme for Boom for Weapons. Maybe one day people elect a generic one (the original scheme is updated to v3.8 with almost all weapons, removing only the ones that could cause trouble, and it could be a strong candidate to a possible generic BfW's scheme), but usually each map has its own scheme settings (since they explore different mechanics), usually the settings are very similar (at least until 2020), with differences on the chosen weapons and especially the Jet Pack's fuel or the Ninja Rope number of shots.

Combo: Ninja Rope + Super Banana
Combo: Jet Pack + Salvation Army
Combo: Blowtorch + Mines
Boom for Weapons icon.png

Game manual

Rules

The set of marked rules is a suggestion for competitions.

Mandatory

STF (Start to Finish)

Players must place their worm at the start and reach the finish.

Use the pictured weapon/tool you are standing on

Players must use the weapon represented by the picture their active worm is standing on. When the worm is between two weapon sprites, the player will be able to choose one of the weapons to advance the race.

Determine Shotgun's Second Shot if at a Different Weapon

Players need to determine what they are going to do with the second shot of the Shotgun if they stay at a different weapon before playing. There are two possibilities (below). The priority is if the map mentions something about it, if not, they must choose one. If they don't reach a consensus, they should choose the recommended traditional one.

Progression Allowed

Players may shoot the second shot to progress even standing on a different weapon sprite (tradicionally applied since the first map)

Progression Not Allowed

Players must not use the second shot to progress if standing on a different weapon area. The shot must be spent in a way the worm does not move from where it is.

Optional

Save State

As if the game were being played on an emulator, players can use the "Save State" feature if they fall into a place that they have already passed, teleporting or moving back to the most advanced part they have been to.

Freely

Players are allowed use "Save State" whenever they want.

Situational

Players may use "Sava State" only if they fall into a very distant place. Usually players should reach an agreement, since this is subjective. The player in this setback situation should request the use of "Save State".

After a Number of Turns

Players may use "Save State" only if they don't reach where they were in a stablished number of turns. Suggestion: maybe after 2 or 3 turns? The player in this setback situation should request the use of "Save State".

Position Adjustment

Players are allowed to adjust the position of a worm a few pixels with the Jet Pack or other weapon (keeping the worm on the same sprite, without moving to a different weapon) if it is very bad positioned and (pratically) stuck at a weapon sprite area (usually at its edge).

Freely

Players are allowed to use "Position Adjustment" whenever they want.

After One Turn

Players are allowed to use "Position Adjustment" only if they get stuck for one whole turn at the same weapon sprite spot. The player in this setback situation should request the use of "Position Adjustment".

Objective

The first player to blast his/her own worm using the determined weapons on the map and reach the finish will be the winner.

Tips and Tricks

This tricks are written keeping in mind the glue and the multishot features. Note that the glue will make a worm fall vertically if it hits a ceiling and instantly fall to the left or to the right if it hits a wall. The worms sometimes may have difficulties to be lifted up from the ground and move. Multishot allows good combos.

Grenade

If timed well, the Grenade can be a very powerful weapon, launching a worm very, very far. A good BfW player will usually be happy if her/his worm stay on a grenade sprite.

How to do the trick:

  1. Release a grenade (usually aiming down left or down right with no force)
  2. Immediately reduce 1 second of the grenade time
  3. Release another grenade exactly 1 second after the previous one
  4. Repeat this process until the explosion

If done correctly all grenades will explode exactly at the same time, doing a powerful blast. If at least 3 grenades explode together the worm will fly quite far.

Mine

  • If a Mine is dropped right after a previous mine and the worm do not change its position, the first mine will explode lifting the worm up along with the second mine which will detonate in sequence blasting the worm in the air, pushing it a good distance to the right or to the left.
  • If the mine sprite is sharing an area with another weapon sprite making a combo, they can be moved away from the worm so that they can be activated all at the same time, concentrating their explosions in a single, powerful one.

Revolver, Uzi and Minigun

These weapons are a complete frustration. The best way to use them is to waste the first bullets in the air and use the last ones to make a powerful push to your worm, this way it may finally escape from this zone.

Skunk

If you stay on the Skunk you are in troubles. The best way to escape from this disgusting zone is by pressing space really, really fast.

Mole Bomb

The Mole Bomb is similar to the skunk, being a frustration. However, sometimes the mole is better used exploding the mole in the air, next to your worm in a way that its explosions push the worm a little bit just enough to fall from that terrible place.

Petrol Bomb

Some maps explore the "maximum flamelet count" and will encourage players to shoot petrol bombs far away just to make the first flames on the map disappear (being replaced far away) and the way become clear for your worm again, since Petrol Bomb flames may sometimes be a trouble do deal.

History

Click to watch (W:A + Beta Update required) W:A replay: Anti Sink Boom Race
with FoxHound, Naruto, F8R and MB77
Download · Info

The author FoxHound, which is a Boom Race fan (specially with the multishot feature of RubberWorm, since he began playing Boom Race in WWP where there was a wormpot capable of doing that) and also an admirer of the interaction from the map with the scheme when playing WfW. He had a good experience playing Boom Race with RubberWorm settings for some time, specially with the release of his Anti Sink Boom Race map which has few important zones highlighted with different colors with weapon tips (not rules) with sprites to pass on some parts like a huge fly, a surf or a thin terrain. That map, influenced him to create a new scheme concept that forces the use of specific weapons. The Boom for Weapons idea came true with the release of the scheme along with the map in WMDB on 6th October 2009, after a bit of inspiration and time creating the map and testing the scheme. Three years after the release, BfW started to gain more popularity when sbs created more maps based on that first one, using similar schemes (usually same physics but with more arsenal). Due to his influence, more players started developing maps: in 2014 DanielXdx started to contribute, in 2017 xyz started to contribute and in 2019 nelson-01 contributed.

Note that Boom for Weapons is not the first WMDB upload using the elements of Walk for Weapons on a race map. The first map upload with this concept is WFW Race by Braska, released around 1 month earlier than the first Boom for Weapons map. Around half a year later BWFWHRR by vaguener2 was released. The 3 concepts were released at a similar time, and probably the ideas were developed independently. Boom for Weapons was the only one to exclusively focus the WfW elements on a Boom Race game only, though. Other maps mixtured WfW elements with other schemes at that time (e.g. WFW+BNG and bna wfw), but still being battle games (as WfW is).

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