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March 28, 2024, 03:40 PM

RR

Rope Race / 30s Rope Race / Turn-based Rope Race

Scheme #2232, Viewed 843 Time(s)

Basic Information
Summary
F8
F12
Scheme Rate
Not rated yet
Acronym: RR
Name: Rope Race / 30s Rope Race / Turn-based Rope Race
Type: Race
Submitted by: Russian Federation Korydex

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Downloaded 461 time(s).

Time: December 08, 2016, 07:53 AM
Description:
Objective:
Reach the spot labelled Finish, F, End, E, any other variatons of those words, or a spot that is obviously the end of the map with one worm in the shortest time possible.

Rules:
Players start by placing their worms on the spot labelled Start, S, Begin, or any other variation of those words.
Players are not allowed to rope knock. (You can use RacingStuff (type /rs if you can host or !version rs if you use HostingBuddy))
Players must take the path intended to be taken by the author of the map. This usually means that they must: follow any arrows pointing which direction to go, stay outside the map boundaries as short a distance as possible, and if there are no arrows directing a turn at a crossing path, go straight without changing direction. If there are no apparent rules, players must use their common logic to determine the correct path.

In 1vs1 and 2vs2 each player has 3 worms.

This is turn-based variation of the scheme.

Originally, in Worms Armageddon, there was no option to allow an unlimited turn timer, so rope races had to be turn-based. This meant that players would take short turns (usually 20 or 30 seconds long) to complete the race. Those who died while racing had to start their turns from the beginning, giving their opponent(s) a great advantage. This advantage does not occur in the standard time-trial variation.

In the turn-based variation, a tie between two similarly-skilled players is likely because the number of turns taken to complete the map may be the same. In the case of a tie, the players may decide among each other to restart the map from the beginning with another worm or race back to the start with the worms who reached the finish.

In Worms 2 and Worms World Party, there is no option to allow an unlimited turn timer, so rope racing must be turn-based.


Scheme and description (c) WKB
Scheme game options
Game options
1
Time options
15
30
3
5
15
Crate options
25
Sudden death options
Objects options
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General options
Scheme weapons options
Weapons options
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Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
0
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
0
Homing Missile
0
Mortar
0
Homing Pigeon
0
Sheep Launcher
0
Grenade
0
Cluster Bomb
0
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
0
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
0
Dynamite
0
Mine
0
Sheep
0
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
0
Pnuematic Drill
0
Girder
0
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
Inf
Bungee
0
Parachute
Inf
Teleport
0
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
0
Skunk
0
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
0
Old Woman
0
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
0
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Scheme extended game options
Scheme extended game options
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