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Leagues => Leagues Games Comments => Topic started by: Zalo the moler on September 18, 2021, 09:57 PM

Title: Game #228552, reported by ZorroX
Post by: Zalo the moler on September 18, 2021, 09:57 PM
Can somebody tell me if Girders squeezing worms vertically in the very 1st turn are allowed? They make it impossible for worms to leave their own girder, parachute anywhere or jump down. I have played around 20-30 Holy war matches in past and I remember always seeing girders placed around the enemy in a \_/ shape or \/ shape (bowl or V).

It seems to me that |.| it's nothing but a block, since the worm is stuck. If that was allowed, nothing stops the player from giving ultra tight 2x vertical block glued to the worm from both sides, to paralyse it even more |.|. It would make no sense in the long run, since you can immobilise 2.5 worms per turn, and only 1 worm per turn can teleport out of its crevice. Whoever starts would always end up immobilising 5 worms of the enemy by the end of his/her 2nd turn.
Title: Re: Game #228552, reported by ZorroX
Post by: Lupastic on September 18, 2021, 10:04 PM
I think blocking with girders shouldn't matter too much in this scheme, since you can easily escape by throwing a holy under yourself. Or by simply teleporting away. (inf amount teles in the arsenal)
I don't even understand why blocking is not allowed here by tus rules.. :D
Title: Re: Game #228552, reported by ZorroX
Post by: Gabriel on September 18, 2021, 10:28 PM
Can somebody tell me if Girders squeezing worms vertically in the very 1st turn are allowed? They make it impossible for worms to leave their own girder, parachute anywhere or jump down. I have played around 20-30 Holy war matches in past and I remember always seeing girders placed around the enemy in a \_/ shape or \/ shape (bowl or V).

It seems to me that |.| it's nothing but a block, since the worm is stuck. If that was allowed, nothing stops the player from giving ultra tight 2x vertical block glued to the worm from both sides, to paralyse it even more |.|. It would make no sense in the long run, since you can immobilise 2.5 worms per turn, and only 1 worm per turn can teleport out of its crevice. Whoever starts would always end up immobilising 5 worms of the enemy by the end of his/her 2nd turn.

as far as I remember it was never allowed to block a worm completely.

You could do this | / or \ |, but never | |.
Title: Re: Game #228552, reported by ZorroX
Post by: Zalo the moler on September 18, 2021, 11:16 PM
Can somebody tell me if Girders squeezing worms vertically in the very 1st turn are allowed? They make it impossible for worms to leave their own girder, parachute anywhere or jump down. I have played around 20-30 Holy war matches in past and I remember always seeing girders placed around the enemy in a \_/ shape or \/ shape (bowl or V).

It seems to me that |.| it's nothing but a block, since the worm is stuck. If that was allowed, nothing stops the player from giving ultra tight 2x vertical block glued to the worm from both sides, to paralyse it even more |.|. It would make no sense in the long run, since you can immobilise 2.5 worms per turn, and only 1 worm per turn can teleport out of its crevice. Whoever starts would always end up immobilising 5 worms of the enemy by the end of his/her 2nd turn.

as far as I remember it was never allowed to block a worm completely.

You could do this | / or \ |, but never | |.

Exactly, I was always told the same, especially watching some people play this scheme on Worm Olympics in 2014-2016. Horizontal block is supposedly banned but I would much rather be blocked horizontally because I could at least launch parachute and fly somewhere down to bottom enemy/platform or just build a secret platform below that would be beyond the reach. 2x Horizontal blocks leave your 5 worms 100% useless in the 2-turns span, useless until they all waste 5 turns teleporting one by one somewhere (and again they would be only be valid pawns if they teleport to the top border of the map, where they can no longer be blocked).
Title: Re: Game #228552, reported by ZorroX
Post by: Gabriel on September 18, 2021, 11:35 PM
Holy War rules exist exactly because of these silly situations, where you can just block enemies with no counterplay, and potentially make the game last for hours.

I remember a Girder17 WO tourney (played in the same map setup, empty with girders) where games would last for hours just because of the continuous blocking, and we only had regular girders (no 5x packs like in Holy War).
Title: Re: Game #228552, reported by ZorroX
Post by: Lupastic on September 18, 2021, 11:57 PM
maybe instead of having inf ammo of girder and girder pack, ammo 5 for girder pack, and ammo 5 for girders? so the blocks wouldn't last for too long. this scheme is just getting too strict this way, to the point its unenjoyable with these rules
Title: Re: Game #228552, reported by ZorroX
Post by: Gabriel on September 19, 2021, 01:12 AM
to the point its unenjoyable with these rules

Who finds it unenjoyable? I don't think I have met anyone that had problems with the current rules.
Title: Re: Game #228552, reported by ZorroX
Post by: Lupastic on September 19, 2021, 01:24 AM
Who finds it unenjoyable? I don't think I have met anyone that had problems with the current rules.

cuz noone really plays it like that at all? have you ever seen anyone playing holy war in AG in under such conditions like these?
Title: Re: Game #228552, reported by ZorroX
Post by: TheKomodo on September 19, 2021, 01:46 AM
cuz noone really plays it like that at all? have you ever seen anyone playing holy war in AG in under such conditions like these?

This is a league not #AnythingGoes, people tend to play leagues with league rules here, not house rules that make schemes more luck based like for example the people who use house rules in Hysteria with 'jetcow/jetcide/telecow/telecide'.
Title: Re: Game #228552, reported by ZorroX
Post by: Zalo the moler on September 19, 2021, 02:09 AM
this scheme is just getting too strict this way, to the point its unenjoyable with these rules

If this scheme had no rules, nobody would be able to throw a single Holy granade upwards, since girder pack would annihilate all 5 worms of your enemy. The winner would be chosen stricte by the starting positions of the worms. The scheme is fantastic when played just how Gabriel described it, via |./ or \.| blocks.

Komito also made a valid point that league schemes are a bit peculiar.
Title: Re: Game #228552, reported by ZorroX
Post by: Gabriel on September 19, 2021, 02:14 AM
cuz noone really plays it like that at all? have you ever seen anyone playing holy war in AG in under such conditions like these?

Can you stick to the topic? We are talking about TUS here.

If you still want to get evidence of people playing with these rules, you can look at this:

http://2010.wormolympics.com/tournaments/show/30#results

As of 2010 people were playing with those rules already. If people have forgotten them due to lack of activity (and the culture of teaching newcomers instead of booting them), that's another topic. And (as of today) I am not an active player, so I can't really say I have seen anyone play Holy War in #AG so far.

Edit: I can't seem to find the "screenshot" referred in that link. I'm sure it was a .png with some girder setups, but I can't find it.
Title: Re: Game #228552, reported by ZorroX
Post by: Lupastic on September 19, 2021, 02:37 AM
Can you stick to the topic? We are talking about TUS here.

If you still want to get evidence of people playing with these rules, you can look at this:

http://2010.wormolympics.com/tournaments/show/30#results

As of 2010 people were playing with those rules already. If people have forgotten them due to lack of activity (and the culture of teaching newcomers instead of booting them), that's another topic. And (as of today) I am not an active player, so I can't really say I have seen anyone play Holy War in #AG so far.

Edit: I can't seem to find the "screenshot" referred in that link. I'm sure it was a .png with some girder setups, but I can't find it.

the reason why it has been inactive so far (and will be) is because of these rules :) you can be pretty sure, no one will really ever play this under these tus rules, and it's no wonder
Title: Re: Game #228552, reported by ZorroX
Post by: Gabriel on September 19, 2021, 03:08 AM
the reason why it has been inactive so far (and will be) is because of these rules :) you can be pretty sure, no one will really ever play this under these tus rules, and it's no wonder

You can't really prove this point :)

How do you know it isn't because the scheme is slow paced?
How do you know it isn't because newcomers love using explosive and flashy weapons?
How do you know it isn't because most people find the scheme boring?
How do you know it isn't because of the rules?

Of course you are entitled to your beliefs. I myself would rather not get all of my worms blocked during the first two turns (because now, due to people using the WormOrder module, they know who to block first). Holy War never was what you would call a popular scheme. I remember knowing exactly 3 people that played it consistently, those 3 being Phanton, Chelsea and Dmitry. And I remember all 3 of them agreeing with the rules; but that doesn't prove anything. I think I am just going to test the scheme myself, to see if it is even playable without the actual rules.

Title: Re: Game #228552, reported by ZorroX
Post by: TheKomodo on September 19, 2021, 03:13 AM
 :D :D :D :D

wkWormOrder strikes again!
Title: Re: Game #228552, reported by ZorroX
Post by: Gabriel on September 19, 2021, 04:48 AM
:D :D :D :D

wkWormOrder strikes again!

I mean, they could always use the code some guy posted, but the point is the same.
Title: Re: Game #228552, reported by ZorroX
Post by: TheWalrus on September 20, 2021, 04:21 AM
I was trying to find a less interesting scheme in free league than holy war, but I failed, I would love for someone to explain to me why it is good, however
Title: Re: Game #228552, reported by ZorroX
Post by: SIBASA on September 20, 2021, 04:51 AM
I don't know, I chose this because I try to always choose different schemes so that it would not be so boring to play the same one, but I agree with you - this is a rather uninteresting scheme
Title: Re: Game #228552, reported by ZorroX
Post by: Lupastic on September 21, 2021, 07:56 PM
I was trying to find a less interesting scheme in free league than holy war, but I failed, I would love for someone to explain to me why it is good, however

holy war can be one of the most strategical scheme, and sometimes bng skills can help you out as well there, altho I prefer to use the HB version of it, which means inf HP worms, limited girder pack (9) and limited girders (9). meaning you can totally block enemy worms all the time (but not for an eternity). and to counter that, you can escape by booming yourself with holy nades, block back, teleport away (inf teleports), or teleport on the top side of the map, where you can't be blocked anymore (same as in mole shopper) actually you always have a lot of opportunities to escape.
I have no frickin idea why worms have 200 hp in this scheme, seems to me those poor handicapped noobs who invented the modifications to this tus scheme hate being blocked, and lacks certain skills. as someone stated here before, this tus scheme for holy war has been played by like 3-4 people in total, and one of them invented this scheme for tus. what a shame : ] no one likes it, no wonder.

another thing that makes the HB version of holy war better, and funnier, is that after 45 minutes long in the game, your map is starting to look like a Picasso painting :D girders everywhere, making an abstract weird art. I love that. I usually prepare myself to play a holy war match for at least half an hour/an hour long :D (if enemy knows how to play it, and not just going for straight attacks and throws)
Title: Re: Game #228552, reported by ZorroX
Post by: Zalo the moler on September 21, 2021, 08:44 PM
Maybe this scheme needs gigantic maps and 60 sec of turn time (for parachute flights and walk to the enemy). Who knows who knows!
Title: Re: Game #228552, reported by ZorroX
Post by: Gabriel on September 21, 2021, 09:17 PM
I always liked the idea of "building your own map" idea, I remember there was a scheme where you would use the first 8 turns or so building your own fort with Girder Packs. It didn't work out because it was too slow, but the concept was the same. I like Holy War because of that, I guess.
Title: Re: Game #228552, reported by ZorroX
Post by: Zalo the moler on September 22, 2021, 02:57 AM
I always liked the idea of "building your own map" idea, I remember there was a scheme where you would use the first 8 turns or so building your own fort with Girder Packs. It didn't work out because it was too slow, but the concept was the same. I like Holy War because of that, I guess.

Wow, beautiful vision. Maybe Girder Pack can be modified into giving 20 girders instead of 5? I can also imagine a scheme for Holy Granade in which you are meant to throw it to a specific destination and the goal of the scheme is to decide how many girders you wanna use. For example you lose -3 points for every girder you use for the corridor for Holy, and -1 point for every turn in which your Holy doesn't reach the target. If maps are gigantic with LG commonly available, that might be a huge amount of fun. Another vision that I have involves Parkour to a specific target via the smallest number of girders. Also not that some levels might note be 100% empty, they might have very tight passageways in which you need to do pixel-perfect jump or throw a grandma in a pixel perfect way in order to win.

Or... thinking about it now, there is 2nd idea for a scheme, except probably nobody would play it. Why don't we make such a scheme with small maps. Scheme in which you are in a pitch with pixels all around you (just enough to make it impossible for crates to spawn next to you). There would be very tiny vertical "baskets" that would lead the well-thrown grandmas into a short 3 sec walk to a small chamber where they get 2-3 crates, waiting for you to be added into your inventory. Then the enemy does the similar throw if he wants to get the crates for himself (maybe to another basket? maybe we make 4 baskets?? and crates' spawn would dictate what basket is worth throwing grandma to?). Baskets might even be large and located deep down at the very very bottom. The grandma/cow/skunk/mole would travel 1 km before it would land to the basket of crates.

We would call it "Basketball shopper"