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Worms: Clan Wars

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HHC:
First preview is out there..

It's basically an upgrade to Worms: Rev... or, to be more honest.. another new game to serve as a cashcow.

The passages that matter: (full preview here: http://www.rockpapershotgun.com/2013/06/21/hands-on-worms-clan-wars/  apart from the text below it's all casual talk)
Clan Wars has been designed specifically for PC and while it’s the multiplayer league system that worms its way into the title, the additions and tweaks to the physics system may be the necessary game changer.

Concrete donkeys, super sheep and holy hand grenades all return, and there are additions, most of which relate to the new qualities present on the randomly generated landscapes. Flying monkeys can pick up physics objects, which are scattered around the maps, dropping them elsewhere. Unlike the terrain itself, these items roll, bounce and tumble, squashing worms as they go, and often containing poison or explosives. Then there are the fluid physics, introduced in Revolution but much improved here.

[..]the aqua jet seems destined to become a favourite. It’s a jetpack that spews gouts of water whenever the boost is activated, drenching and confusing everyone below.

The class system from Revolution returns but, like everything else, it has been tweaked. [..] The basic soldier class can detonate any timed device, including banana bombs and grenades, at will, even if the fuse hasn’t burnt down.

The Clan Wars of Clan Wars are where the game takes itself more seriously, although it’s still as daft as a cat in trousers. The clan system does provide the possibility for dedicated competitive play though, with league play, timed seasons, promotions for teams and individual members, and all sorts of clever matchmaking.
The creator of a clan becomes the leader, creating a logo and name, and choosing whether membership will be open to all, or only to friends or those invited. A level one clan can have up to eight members, although only two can fight together at any one time, while a top level clan can have 120 members. Every time a clan member fights, their result feeds back into the system and at the end of the season, movement between divisions is decided. As well as setting basic rules, clan leaders can bestow officer rank on other members, giving them the same rights, including the ability to send out newsletters and calls to arms.

Clan Wars isn’t doing anything particularly new but it’s doing it all as well as it can be done and, for the first time in ages, with a game designed specifically for PC, including Steam Workshop integration and an interface that actually knows what a mouse and keyboard are.





Despite the fact these previews are meant to be ass-licking commercials for new titles, it's hard not to see past the disappointment of the (p)reviewer. He states he likes WA the best of all the worms titles (duh!) and in that last line it's pretty obvious he's making fun of the shitty menu Worms: Rev had.

Anyway, yeah, don't buy this shit. The multiplayer system sounds nice. But in reality it's probably dumb as a bone. It's better than the stupid +1 for a win, 0 for a loss ladders the previous games had, but I doubt it's gonna be anywhere near TUS, or even basic ELO level.

Other than that, it's just Worms: Rev for twice the price.

So, team17:


Makes a lot more sense now that the T17 forums are taken down  ;D






StepS:
[]

HHC:

--- Quote from: StepS on June 21, 2013, 11:58 AM ---man
https://www.tus-wa.com/forums/other-worms-games/

--- End quote ---

ah, sorry. Topic moved.

Hussar:
HHC i see then u are scaning all other games about worms. Maybe is there any new diffrent and nice scheme which is that good then we could copy it. Did u saw something interesting?

HHC:
Nope  :-[

All the basic schemes in these new worms titles are the same as in WA really. Beginner to Pro, then BnG, some kind of shopper and in Reloaded rope race. And that's it.

The only thing WA misses are the automatic timecount in TTRR when you touch the finish point & the forts mode in Reloaded. The last is basically same as WA forts, but with easier forts, that are nicely designed. It's a pretty fun game mode. (edit: I made a WA version of it, here: https://www.tus-wa.com/forums/schemes/fun-forts-wr-style-forts-but-then-for-wa-9233/msg72864/#msg72864 , but yeah, the W:R forts are prettier)

The W:Rel. maps there are worth copying, but unlike in WA/WWP they aren't in an accessible format like png or bmp. Neither is it easy to copy them through screenshots, cause you can't remove the colourful background with insert key or something like that.
User created maps are likewise hidden behind inaccessable formats. And they are in a different size as well (much bigger I think).

It's sad. A lot of these new things would be nice to implement in WA. Like that Clan Wars thing. That would be kinda sweet to have on wormnet... but yeah.. don't think they will ever allow our WA code team to do that.

The only goodies that you can use in WA are the soundbanks from Worms 3D (not sure about Mayhem). With some editing they can be a nice addition to your WA, but yeah, can't share them over the net cause copyrights. Other than that, all these new titles are worthless for us.  :(


edit: regarding schemes: the WA/WWP versions on PS had some different schemes that can be altered to fit into WA. Aerial scheme comes from the PS version too  ;) Totally edited though, but the idea is from there.

You can find them on Jon Skeet's page: http://www.yoda.arachsys.com/worms/wa/psxschemes.cgi But not all options are visible there, so you can't just 'enter' them in Worms. But it can be nice to get an idea?

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