Spawn for Weapons

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(Up to Scheme ideas)
What matters is where the crate is, not the worm
Click to watch (W:A + Beta Update required) W:A replay: A Spawn for Weapons
demonstration game with SIBASA
Download · Info
Game setup
Spawn for Weapons:
View scheme settings
Specially-designed map (examples)
12 in total

Spawn for Weapons (SfW) is an original Walk for Weapons variant dynamic scheme that requires focus, speed and tactics from players. The maps of this scheme have weapon sprite zones on the whole surface. The peculiarity of SfW is that there is RubberWorm Crate Shower on, with a limit of 2 crates on the map. The crates spawnings determine the two weapons (where the crates are standing on) that the player will be able to use in order to attack the opponent, however, the player can pick up a crate during its turn to change the usable weapons. Also, there is a rule that prohibits attacking with the same weapon that the enemy used on the previous turn (the last weapon used before your turn cannot be fired again) - this brings a tactic element to the scheme and motivates the players to collect crates, not only increasing the variety of weapons to be used, but also giving them a small quantity of health.

The main gravity of the scheme is a bit lower than when someone uses Low Gravity during a standard normal game (a bit less than half of the normal gravity). Anti Sink is on, so drownings are more difficult to happen, usually only with the aid of Flamethrower or Petrol Bomb (plopping twice in-a-row). Phased worms are set only for allied worms to help passing through worms inside the tunnels that the maps may have (weapons and damage still affect allied worms). The game engine speed is a bit faster than usual to balance the slow gameplay that the lower gravity brings to scheme, this way the pace of the game is more satisfying and funny. Utilities and transport tools are free to use (no need crate spawnings for that, the maps usually don't have sprites for transport tools). Worm Selection is never canceled and can be used during hot-seat time, this can help on collecting crates and performing good attacks, in a dynamic way.


  • The sprites the two crates spawn determine the weapons you are able to attack your opponent. You can collect a crate to a new one spawn in another place to change the weapon, however, this means that the weapon that the crate you collected was standing on cannot be used anymore, except if another crate spawn on the same weapon zone the crate was.
  • It is forbidden to attack with the same weapon that was last used by the enemy before your move. This way you can only use the weapon determined by the remaining crate (standing on it), or collect crates to unlock new weapons to attack. Exception: If the enemy, for example, attacked you with a Bazooka, and in the next turn you collected a crate and it respawned on the bazooka, then you can attack with bazooka again.
  • In order to use a weapon you must wait until the crate completely stops parachuting or falling, and successfully arrives on the weapon zone.
  • If a crate is between two weapon sprite zones, the player will be able to choose one of the two weapons that this crate is between to use.
  • Utilities and transport tools like Fast Walk (unlimited), Jet Pack (x1 ammo with 45 fuel), Ninja Rope (x2 ammo, unlimited shots), Low Gravity (x1, absurdly low gravity), Parachute (unlimited) and Teleport (unlimited) are free to use, so the maps usually don't have these weapon sprites.

Map details

Sometimes it is better not to collect a crate

This scheme uses specially-designed maps that are completely filled with weapon sprites zones on the entire surface. The maps usually have 1920 x 696 (standard) dimensions and take into consideration the 0.10001 gravity jumps, with many zones that can be reached simply by jumping or parachuting. Some maps also have slopes to facilitate the drownings by Flamethrower or Petrol Bomb, narrow tunnels and ladders where the crates cannot spawn while worms can pass, being able to block enemy worms, and also special holes for the crates to spawn (drop zones). Some of these concepts explored by the maps were inspired by Trench Warfare (and probably House of Crates too).


At the moment there are several maps with different models:


  • Since this scheme is all about crate drop zones, having knowledge about the crate spawning algorithm is helpful. Dropping a Mine can block the spawn of a crate on a certain weapon, or simply using the retreat time to leave the worm on a weapon spot will cause the same effect. Oil drums also cancel the chance of a crate appearing where they are.
  • End your turn without allowing good weapons for the enemy. If a crate spawn on a weak weapon, usually is better to leave that crate for the opponent and if a crate spawn on a good weapon, it is better to use this weapon so that the opponent will not be able to repeat the same weapon, or simply collect that crate to make a random one replace that good weapon.


Normal engine speed

Click to watch (W:A + Beta Update required) W:A replay: A Spawn for Weapons game using
normal engine speed with FoxHound and sbs
Download · Info

Some players might not like playing the scheme with the game engine speed doubled, so a variation with normal speed and less turn time (a bit more concrete gameplay time, though) can be used.


Spawn for Weapons icon.gif

Joint production scheme by SIBASA and FoxHound, released on 27th October 2021. The first started the scheme and the idea (on 5th October 2021 by a message), created all the rules of it, made many conceptual initial maps and worked on testings + the the provisory scheme icon, the second made modernization of the idea (many thoughts and suggestions), worked on the more technical part of the scheme, designed a new map concept and made heavy testings.

Initially the idea was a Shopper-like version, but later it was transformed on a more tactical "ground" scheme.

This article has a to-do list:
  • Add a better example replay file
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