Maps
April 27, 2024, 11:41 PM

Space Plop Shopper

Mappack #593, Viewed 508 Time(s)

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Name: Space Plop Shopper
Type: Shopper
Maps: 11
Uncompressed size: 428.47 KB
Submitted by: Costa Rica crmm1792

Download this mappack:
Downloaded 24 time(s).

Time: January 12, 2024, 05:56 AM
Description:
MapPack for my new scheme Space Plop Shopper

They aren´t mine, They all are remix shopper maps adapted to this scheme, credits to real authors.

Mappack files and folders

1
Author(s): crmm1792
Type: Shopper
Downloads: 71
Size: 1920x696 (png)
 
10
Author(s): crmm1792
Type: Shopper
Downloads: 91
Size: 1920x696 (png)
 
11
Author(s): crmm1792
Type: Shopper
Downloads: 67
Size: 1920x696 (png)
 
2
Author(s): crmm1792
Type: Shopper
Downloads: 61
Size: 1920x696 (png)
 
3
Author(s): crmm1792
Type: Shopper
Downloads: 59
Size: 1920x696 (png)
 
4
Author(s): crmm1792
Type: Shopper
Downloads: 66
Size: 1920x696 (png)
 
5
Author(s): crmm1792
Type: Shopper
Downloads: 52
Size: 1920x696 (png)
 
6
Author(s): crmm1792
Type: Shopper
Downloads: 60
Size: 1920x696 (png)
 
7
Author(s): crmm1792
Type: Shopper
Downloads: 55
Size: 1920x696 (png)
 
8
Author(s): crmm1792
Type: Shopper
Downloads: 56
Size: 1920x696 (png)
 
9
Author(s): crmm1792
Type: Shopper
Downloads: 66
Size: 1920x696 (png)
 

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Author Topic: Mappack #593, Space Plop Shopper submitted by crmm1792  (Read 492 times)

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Offline FoxHound

  • Scheme maker, map maker and Worms Knowledge Base editor. I also have translation projects.
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Mappack #593, Space Plop Shopper submitted by crmm1792
« on: January 15, 2024, 08:49 PM »
Nice mappack, I liked that the scheme has anchor mode, it is interesting. Forces people to use the rope more.

I know that it would be more work, but I think that on the description of each map or at least on the mappack description, there could be the links for each original map that was tweaked for this mappack.

Some maps are hard to plop worms if the opponent hides well. Hard to push the worm off the hide, and plop it while still collecting a crate. Overall the gameplay is very nice!
I doubt you see this link moving below (you will have to zoom in. If you click at it, you will have maden the impossible):
'

Offline crmm1792

Re: Mappack #593, Space Plop Shopper submitted by crmm1792
« Reply #1 on: January 18, 2024, 04:59 AM »
im total agree. Its kinda hard to kick worms out from hidden places so i was trying to modify this by playing this different and i found a funny way that i consider is easier and more similar to shopper try this and tell me what u think: https://www.tus-wa.com/schemes/scheme-3833/

I think it works better on gravity battle as an easy version but still like me on this one too.
« Last Edit: January 18, 2024, 05:05 AM by crmm1792 »

Offline FoxHound

  • Scheme maker, map maker and Worms Knowledge Base editor. I also have translation projects.
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Re: Mappack #593, Space Plop Shopper submitted by crmm1792
« Reply #2 on: January 19, 2024, 01:57 AM »
I tested the scheme. By the way, we can do this together online one day. I often prefer testing schemes with others than playing. You seem very active creating schemes, we could form a new community of schemes, or simply you could join PoC or WoSC to revive one of these communities. I would totally go for it having someone to test things often. I have many unfinished projects and things in mind that I would feel encouraged to work on them without asking random people to test them. Having someone opened to test the ideas would be good.

Now going back to the scheme analysis: I liked the idea of destructible terrain. Makes it easier for newbies and eliminates the problem of hard to plop hides. Not sure if it is better or not, though. I guess it is.

The problem of implementing destructible terrain is that with shot doesn't end turn it can be easily destoyed, that's why you thought on this and made the scheme in single shot mode.

The bad aspect of single shot is that you cannot make nice combos and the gameplay is not so fast paced.

The good aspect of single shot is that you have more time to position the weapon and calculate the right angle to plop the worm.

I noticed that the scheme still has many crates spawning per turn. I think that in single shot mode, only one crate per turn (maybe two, but I think one is better) should spawn on the map. With many options, players would have many options always to plop and they would pick the most op weapon for an easy plop without thinking much. With few weapons, the player would have the feeling of the old shopper scheme, more like the Team17 scheme feeling that you got a mole from crate and that's what you have to attack someone, you have to use it wisely, think more.

I'm still in doubt what scheme is better. I think I still prefer multishot over single shot because it's more dynamic, but single shot is very nice too. However, I prefer the destructible terrain over the indestructible. Maybe you (or we?) could make the scheme in shot doesn't end turn mode with very few weapons available, played on destructible terrains. Combos would be rarer, players would need to save weapons to make combos. And this in a way that the map will not be easily destroyed in few turns.
« Last Edit: January 19, 2024, 02:04 AM by FoxHound »
I doubt you see this link moving below (you will have to zoom in. If you click at it, you will have maden the impossible):
'

Offline crmm1792

Re: Mappack #593, Space Plop Shopper submitted by crmm1792
« Reply #3 on: January 19, 2024, 05:09 AM »
Yeah why not? id like the idea to do coopetarive testings of any scheme. I also have many ideas in mind for future schemes. The most of the time im remaping Wormopoly (trying crazy seetings or making changes to the map) I would say that I am somewhat active creating schemes, I didnt use to but since the activity of the game was low I determinated to spend more time on it. So actually im kinda interested on that proposal.

Hmmmm, excuse my ignorance but IDK what is PoC or WoSC i dont understand this kind of terms but maybe it is a clan or something like that.

Speaking of SPS, good and extensive analysis btw.
Despite both versions has pros and cons, I do consider that the multi-attack version is a bit better for this reason:
Even although destructible terrain looks like a good idea and surely it makes easier plops, but considering that there is a remarkable activity on the roof, Much of the top section is destroyed first and bottom section´s still intact because there is not a insentive to do(to destroy that terrain with no worms around i mean).

I think and just maybe the solution is to pick the right mappack to play the scheme with simple and easy hidden places, bigger plops, opn map etc...

On another issue, the BIG problem of this scheme and my low experience playing SPS with others showed me that it doesnt metter how much changes i do (yeah they are more interested on multishot game) people aren´t prepare/able to play shopper with different physics as they used to.
« Last Edit: January 19, 2024, 05:17 AM by crmm1792 »

Offline FoxHound

  • Scheme maker, map maker and Worms Knowledge Base editor. I also have translation projects.
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Re: Mappack #593, Space Plop Shopper submitted by crmm1792
« Reply #4 on: January 19, 2024, 06:28 AM »
Yeah, the official version you published is great. It doesn't need changes. Maybe only the maps must be well chosen/designed, as you said.

WoSC and PoC are the only existing scheme creation communities of WA. WoSC was the first one, founded by myself and DumbBongChow, although the idea was mine. Later, Proof of Concept was founded by TheMadCharles and I think STRGRN too. You can see the two communities clicking on their links. Below my profile avatar you can click at both of them.

Now that we are having this conversation, you inspired me to continue my projects. I progressed today with 2 great ideas of mine that weren't released. I have a third idea in mind that I didn't start, but it's minor than the other two and easy to be made. I have a 4th project that it's the second Drive for Weapons map and a 5th that is my first new terrain. The 6th one is to design maps + scheme for an idea proposed by czlowiek-kredens, another scheme maker.  I'm considering a 7th project using IndiMask module. Not to say the old schemes of mine that I want to update for v3.8, like Snooker.

So, what do you prefer? Revive WoSC, revive PoC or create a new community of schemes (now that people are talking about leaving old clans to found new ones)? Reviving WoSC would be easier as I'm admin and there's a board already. However, I'm up for new things. It can be exciting start from the beginning again. And PoC has more people that actually are active in the game (not in the community). PoC also has a Discord that is well organized and has a decent amount of people there.

What I thought is that we could also revive WoSC, with a brand new face, new logo, new administration, new stuff. you would be administrator and Co-founder of the new version of the community.
« Last Edit: January 19, 2024, 06:50 AM by FoxHound »
I doubt you see this link moving below (you will have to zoom in. If you click at it, you will have maden the impossible):
'

Offline crmm1792

Re: Mappack #593, Space Plop Shopper submitted by crmm1792
« Reply #5 on: January 19, 2024, 08:40 PM »
There´s many things on the table. So I can´t decide right now because I basically haven´t been a member of any relate this web before and so I´m not sure what option would be more appropriate. I would ask you to take the decision but I even dare to say that you are kinda undecided as well.

I checked it up already and looks like both communities has almost the same activity but some members of WoSC are new and PoC seems they still or were working on PX schemes (what is good) but i think WoSC probably have more experience on this.
« Last Edit: January 19, 2024, 08:57 PM by crmm1792 »

Offline FoxHound

  • Scheme maker, map maker and Worms Knowledge Base editor. I also have translation projects.
  • Hero Member
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  • Founder of WoSC, a community about scheme creation
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Re: Mappack #593, Space Plop Shopper submitted by crmm1792
« Reply #6 on: January 19, 2024, 10:07 PM »
I decided to invite you to WoSC at least for now. The most important thing, though, to keep a community alive is to play together and work on stuff together. I feel that there's a risk about creating a new community without activity and all the effort of creating it would be in vain.

So, let's temporarily be on WoSC, this way you can feel what is actually a TUS community like this one. And we stay temporarily here, if we work together and enjoy it for the next weeks or months, we can decide to either start a new one and leave this one as a historical community, or simply make it grow again.
« Last Edit: January 19, 2024, 10:09 PM by FoxHound »
I doubt you see this link moving below (you will have to zoom in. If you click at it, you will have maden the impossible):
'