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One-Boards => Schemes Comments => Topic started by: Albino on December 05, 2023, 01:22 PM

Title: Scheme #5368, chutegame submitted by Albino
Post by: Albino on December 05, 2023, 01:22 PM
Here is a example replay for the scheme.
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Lupastic on December 05, 2023, 03:11 PM
hmm I'd call this scheme "Parachute Battle"
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Albino on December 05, 2023, 07:33 PM
I don't know who invented this scheme but i think the scheme is mix of two genres. And people introduced this scheme to me as chutegame. It's mostly about racing with some close combat stuff.
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Lupastic on December 06, 2023, 03:53 AM
its a good possible cup-material btw
#####Kirill
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Albino on December 06, 2023, 12:43 PM
Hmm, since it's three-way scheme (1v1v1) it would be hard to convert into classic TUS cup settings. Only knockout system would function properly and after that finals must be also three-way. And how to determine the second and third? Because there is only one winner and two losers when the game ends. This scheme also can be played as 1v1v1v1 for fun but it can be extremely chaotic if the player count is increased. It's also not meant to play as 1v1.
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Lupastic on December 06, 2023, 05:35 PM
Hmm, since it's three-way scheme (1v1v1) it would be hard to convert into classic TUS cup settings. Only knockout system would function properly and after that finals must be also three-way. And how to determine the second and third? Because there is only one winner and two losers when the game ends. This scheme also can be played as 1v1v1v1 for fun but it can be extremely chaotic if the player count is increased. It's also not meant to play as 1v1.

u sure this is not suitable to play it in 1v1? I see no reason why it wouldn't be.. it looks fun. kinda luck based with the random wind directions, but in the extended options even that can be set differently, if we are to change something. it requires some bng skills with grenades + bow aiming. if u only meant that this scheme is 100% funner scheme well then I gotta tell u, we converted many funner schemes before into nice exciting competitive cup ideas :D
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Lupastic on December 06, 2023, 05:40 PM
How many maps there are for this so far?

https://www.tus-wa.com/maps/map-21038/
https://www.tus-wa.com/maps/map-21037/


(found it in the description :D )

it doesn't seem difficult to make new maps tho. Kirill could solve this with his own terrains? :-*
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: TheWalrus on December 06, 2023, 05:47 PM
u sure this is not suitable to play it in 1v1? I see no reason why it wouldn't be.. it looks fun. kinda luck based with the random wind directions, but in the extended options even that can be set differently, if we are to change something. it requires some bng skills with grenades + bow aiming. if u only meant that this scheme is 100% funner scheme well then I gotta tell u, we converted many funner schemes before into nice exciting competitive cup ideas :D
After watching the replay, I would agree with Albino, this doesn't seem really suited for 1v1 games.  You could definitely do 1v1, but the strategy ceiling would be very low imo. 

Also, I noticed map is destructible, what happens if a worm plops, or dot is destroyed?  I remember deadcode made some maps where some terrain is destructible and some not, that would be good here.
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Lupastic on December 06, 2023, 06:33 PM
we tested the scheme with Kirill in 1v1, it's equally good and competitive in 1v1. everything mainly goes down to the wind directions at the end (like in parachute race), random wind is needed tho. we'll give this a go in the future :D you can't drown on the maps Walrus, it's bordered from all 4 sides

and I'd say the player who destroys the finishing dot, should lose the round (its not stated in the rules, but its obvious like this)

even constantly girderblocking someone wouldn't make this scheme broken cuz u have firepunch + retreat time (if u get girderblocked it even gives you a better hide sometimes)
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Albino on December 06, 2023, 06:37 PM
Of course you can make some adjustments Lup and convert the scheme into 1v1 or 2v2 cup format but i must warn you 1v1 games would only last 3 or 5 mins at max and it's not any funnier than 1v1v1 concept. You can experience the difference by playing it 1v1 or 1v1v1 or more.

There are 3 maps on TUS afaik. I added some map links under the rules section earlier today. There might be more on WMDB. I'm sure Kirill can make some nice maps for this scheme. And certain maps may have different set of rules.

Also, I noticed map is destructible, what happens if a worm plops, or dot is destroyed?  I remember deadcode made some maps where some terrain is destructible and some not, that would be good here.

Since it's played on bordered map worms can not plop(like in roper). I like the idea about making some parts indestructible! We used to shoot a pair of arrows at upper right corner and use it as a finishing point.
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Lupastic on December 06, 2023, 06:39 PM
the only scheme option thats probably not a good idea imo is u getting bananas from the weaponcrate. but if the scheme stays like this we'll respect + use it as it is
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Albino on December 06, 2023, 06:45 PM
and I'd say the player who destroys the finishing dot, should lose the round (its not stated in the rules, but its obvious like this)

That's not true. Sometimes you just blindly throw nades or nanas in a rush, accidents happens very often.
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Lupastic on December 06, 2023, 06:51 PM
That's not true. Sometimes you just blindly throw nades or nanas in a rush, accidents happens very often.

I think the scheme inventors haven't quite thought this throughout. what if the player who is more behind destroys the dot on purpose, making the other player wasting turn shooting arrows on the right side of the map? how high up the arrow needs to be at the right corner? what if the finishing dot is not fully destroyed, lets say 1-2 pixels are left there, how do you make a difference if thats the finishing dot or not? what if there are destroyed girders around the dot, and the players are not sure which 1-2 pixels belong to the dot and which belong to something else? :D this could be abused in multiple ways + led into confusing situations
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Albino on December 06, 2023, 08:35 PM
I think the scheme inventors haven't quite thought this throughout. what if the player who is more behind destroys the dot on purpose, making the other player wasting turn shooting arrows on the right side of the map? how high up the arrow needs to be at the right corner? what if the finishing dot is not fully destroyed, lets say 1-2 pixels are left there, how do you make a difference if thats the finishing dot or not? what if there are destroyed girders around the dot, and the players are not sure which 1-2 pixels belong to the dot and which belong to something else? :D this could be abused in multiple ways + led into confusing situations

Of course, if there is an intend there should be punishment, if you play this on league/cup concept. I have never seen this happened before as we all played it as a fun scheme back in days. But it is easy to solve that if there is no intend. In case of destroying the dot accidentally by a nade or nana, players don't need to restore it immediately and can continue racing until someone reach that area. And can shoot arrows from a close spot and jump to the arrows in retreat time. So nobody lose a turn. You are misjudging the situation there. The arrows should be placed to upper right corner, not too high, not too tight, so a worm can fit between top spot and the arrows. I can provide an image if needed. Or search for more replays on my drive and upload here.

If you are certain there is still pixels left on the dot it still counts as finishing point (why not?). And I don't remember any situation that players put girders very close to dot or putting attached girders to dot. But of course it can happen, everything is possible. If you can't determine that the dot still stood or not you can ask to others and make the arrow thing that i mentioned before. Or maybe DC can solve it as Walrus said.
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Lupastic on December 08, 2023, 06:31 PM
Kirill made 5 extra maps for this schema, spasibo ♥

https://www.tus-wa.com/maps/map-21039/
https://www.tus-wa.com/maps/map-21040/
https://www.tus-wa.com/maps/map-21041/
https://www.tus-wa.com/maps/map-21042/
https://www.tus-wa.com/maps/map-21043/
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Lupastic on December 08, 2023, 07:04 PM
ok now I kinda understand why there is the no-blocking rule (leave 1 way open) after I have played a random match with the famous Rafal :D
blocking the start area should also be forbidden (as well as blocking around the finish)
Game attached
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Albino on December 08, 2023, 10:53 PM
Visually good looking and elaborate maps but there are way too many objects on those maps if you ask to me. It's almost impossible to contact to ground when you fall down. I would only recommend the first map (mirage saloon) for proper gameplay. Or did I miss something there?

For the blocking thing, I did not find it necessary at first but after watching this game, maybe I should mention about it, under no trapping rule. Also, I should add something like "use teleport only for going back to start" because I just realised that, people like him would try to tele forward. :D Did you forgot to mention about rules? Or Rafal is just being Rafal? :P

Imo don't rush for the cup, play the scheme for a while if you like it and decide what to do after some time.
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: FoxHound on December 09, 2023, 09:21 PM
I remember deadcode made some maps where some terrain is destructible and some not, that would be good here.

I think you are talking about IndiMask (https://worms2d.info/WkIndiMask), a module made by Plutonic (https://worms2d.info/User:Plutonic). There are some different schemes and maps that explore this module around wormNET. I will reunite them all one day.



Now Parachute Game has an article on WKB: https://worms2d.info/Parachute_Game
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: Albino on December 10, 2023, 10:56 AM
Great job FoxHound! I added it to description. And I made minor update on the rules.
Title: Re: Scheme #5368, chutegame submitted by Albino
Post by: FoxHound on December 10, 2023, 01:07 PM
Great job FoxHound! I added it to description. And I made minor update on the rules.

Thank you. I updated the rules you just updated on the wiki too. By the way, the article is not mine. It's a wiki afterall. I only initiated the article, other people are free to edit it.