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Messages - h3oCharles

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1531
Off Topic / Re: Music Video thread
« on: March 28, 2016, 08:08 PM »

1532
Maps Comments / Re: Map #16498, Arrowception by TheMadCharles
« on: March 28, 2016, 08:10 AM »
ae color #11 is destructable :D

fixed

1533
Maps Comments / Re: Map #16499, Cave of Sports by TheMadCharles
« on: March 28, 2016, 06:05 AM »
What I really like about this map is how I used Worms to make Start and Finish xD. But that's a stolen idea from https://wmdb.org/3779

1534
Challenges / Re: Want to host a challenge? (Mod request)
« on: March 27, 2016, 10:21 PM »
I would like to host a Battle Race challenge whenever 'One' will finish

1535
Oh my gosh, Rubixx is such a newbie, that he didn't even knew the rules and I lost against him. What should I do now? We cowed so many times it's ridiculous.

1536
Cups and Tournaments Comments / Re: Cup #855, Aerial
« on: March 27, 2016, 07:35 PM »

1537
Cups and Tournaments Comments / Re: Cup #855, Aerial
« on: March 27, 2016, 07:50 AM »
Yo dawg, I heard you like Aerial, so we put Aerial inside of Aerial :D

Also, Pugs allowed?

1538
It's nice generator, MapGEN I suppose, but why would someone play Hyst on premade maps? 8)

On maps made through default generator? because they are not complex enough.

1539
Promotion Project / Re: A Spiritual Successor to W:A
« on: March 26, 2016, 10:42 PM »
Well, the Worms Guild was discussing a topic regarding the "variety of weapons" so, here are them all. 37 of them. More will come (I think)

- Sheep with Jet Pack
- Sheep with a worms magnet: flies by worms, picks them up in it's magnet, flies them into the air and explodes them or takes them out to sea and drops
- Spy plane: You can see what happens in the buildings
- E.M.P, so all vehicles on the map become useless. Or you set one up in certain place and helis can't go there.
- Dynamic Environments: different liquid types, springs that constantly leak water, volcanoes that constantly spew out fire, unique terrain pieces like moving bridges, hospitals that heal per turn
- Railgun: does great long range sniper damage but its damage up close is crap and gets better the further away you are. this keeps skill involved and prevents noobs from using it at point blank range
- Revolver: like Handgun, give it a random chance that one of the six bullets will be a hollow tip and do extra damage or maybe even an explosive round
- Some kind of special weapon named after Andy Davidson... some goofy strike or something kinda like the MB bomb
- Acid Flasks: does light damage to a worm for maybe 3 rounds, but is extremely effective at melting through terrain. kinda like a Molotov only different. it should continuously burn through terrain until it hits water at the bottom.
- Mind Control: kinda like a lightning strike, but if a worm is under "X" hp, you can take the worm over and add it to your team, or it could even make that worm have AI control for the next round and it will target a worm on its own team with that crazy AI accuracy
- Split Personality: you can clone your worm. say you have a worm that has 100 hp. use split personality and now you have 2 worms at 50 hp.
- Increased Gravity: kinda like low grav, only in reverse, and instead of being functional during your turn, its active during the next turn.
- Oil Flasks: doesn't actually do any damage, but it spreads oil which can be ignited
- Freeze Ray: freezes any worm(s) for 1 round and makes them invincible while frozen <-- that's already a thing in Unlimited
- RPG-based leveling system or ELO system
- Magic Carpet: kinda like a jetpack, only it lasts for 2 turns and when the turn ends you stay floating in air
- Force Field: kinda like the current protective shield (from Worms 4 Mayhem), only larger and enemy worms can't enter it. it shouldn't last for long of course.
- Lightsaber: it should be a super melee weapon that does 100 damage.
- satellite with a laser coming out of it (It's one of the posters of Worms WMD)
- Alchemical Fire: kinda like Petrol Bomb, only purple fire and lasts forever.
- Slingshot: long range gun-type weapon that does damage and if done perfectly and over a long enough distance, can stun the worm for 1 round like a knockout
- The bowling ball from ProjectX: It's a physics based weapon that rolls and does moderate damage, but knocks worms pretty far
- Reinforcements: you can airlift in a worm with low hp anywhere on the map... but maybe make it difficult like Boggy B
- Boggy B from Worms Revolution
- Animal strike: a strike that drops animals... moles, ferrets, cows, sheep, skunks, pigeons, etc... just a random "wtf" strike
- Some sort of comms interceptor utility that lets you see private team messages for a couple of rounds
- Golf Club: like the baseball bat, only its arc is much higher and shorter.. used for launching a worm up and over terrain to their death
- Sticky mines from Hedgewars: you throw it and it sticks, and acts as a mine after that. proximity based
- The lightning strike can heal or hurt instead of resurrecting
- Worms charms: can have expanded modes in addition to lucky or unlucky
- Area of effect utility like the magnet which influences gravity instead of magnetism
- High or low gravity within the radius of the "wormhole"
- Make every weapon be over-customizable, like it was in Worms 2
- Homing Cluster Bomb from Worms 2
- Old Man: instead of the old woman, this weapon is just placed somewhere and is inert and acts senile until a worm comes within a certain proximity of it. it then starts shuffling towards the worm and has a fairly long timer, so it can be scary, like running from a zombie
 - Option to a health crate healing a worm that collected, but not remove poison or cure only the one who collected it
- Lightning Storm: Causes an outbreak of lightning strikes to occur
_ Booby Trapped Crates like in Worms 2

EDIT1: I told you there's more to come! Sudden Death twists! 15 of them
- Water rise from left and right
- an Air Strike will fall, somewhere randomly on the map, each time all the turns have ended
- Ebola outbreak: worms die and their health doesn't stay at 1
- Random donkey fall
- Null gravity
- Theme depenant events: for e.g. hawain style, a vulcano would errupt; Mexican style, a gaint boulder a la indiana jones style; City like style, a car would run over worms, followed by a police chase; or Windows 2000 where it would suddenly crash to blue screen xD
- Earth Quake after each turn
- The gravity gets weaker and weaker so you're mortality rate is becoming less while trying to kill the other worms at zero gravity
- Mass crate shower of Super Weapons
- Armageddon each time all the turns have ended
- Full Wormage: All weapons become available in unlimited quantity
- Remaining team slots will be filled with full AI 5 teams
- When crates appear, there is 25% chance that an oil drum will appear instead of a crate that will explode on terrain contact
- One single random meteorite of the Armageddon every turn.
- Rain: water still rises but you also have a steady stream of drops that cause worms to slide towards low spots. Then random lightning strikes can go off as well between rounds.

1540
General discussion / Re: MapGEN v0.7.1
« on: March 26, 2016, 10:15 PM »
For WfW, I would like to know which color means what

As it goes for Mole Shopper:,
- obviously to get a very big (8000x8000 that is) or very small (696x696) map size
- have grass and/or soil on top and on bottom respectively of the map on demand
- randomly placed holes like they are in W:A, or one could make a custom hole sprite and ability to choose how much can be put. Over 300 will have to do it, because that's the max default in W:A
- maybe random tunnels on demand? with size of them and how much on demand? I wouldn't be surprised if that would be too difficult

Also, for some reason using the map width slider I can't come back to the default width of 1920. Why?

1541
thanks for breaking my losing streak m8 :D

1542
General discussion / Re: MapGEN v0.7.1
« on: March 26, 2016, 11:46 AM »
I have some suggestions regarding IndiMask.

- Ability to force all colors to a single behavior (indi, tough, weak)
- In the editor, PageUp and PageDown will move the highlighted color up and down respectively.

Also, can you explain how WfW tiles work?

EDIT1: Also, how about Mole Shopper maps? Take a map size, choose how much holes you want and boom, ready to play with no surprises. Good for RubberWorm Mole Shopper too.

EDIT2: For some weird reason, Maze Shopper only generates one combination. Why?

1543
Challenges Comments / Re: Challenge #617, One
« on: March 24, 2016, 01:29 PM »
TheMadCharles wtf delete replay ????



THIS. U touched ze bullet, not ze cr8 m8.

1544
Challenges Comments / Re: Challenge #617, One
« on: March 23, 2016, 10:54 PM »
[attachment=1]
my best time yet ;)

I will not count that, because you took damage, but it did amused me.

1545
Challenges Comments / Re: Challenge #617, One
« on: March 22, 2016, 03:10 PM »
1. Is it necessary to not die?

2. Is it necessary to do the whole challenge in 1 turn?
Right now I have a 9.64s one turn replay and 9.58s (3.10 1st turn, no retreat + 1.78 2nd turn + 4.70 retreat) two turns replay. IDK if it would be alright to submit the second one.

3. Are those things right above crates considered a part of a crate? (e.g. can I use grenade if I touched dyna on grenade crate?)

4. What if retreat time would end (e.g. lose of control) before I get to the finish, but I'd slide to the finish (in the same turn ofc)? Should I count sliding time?

so many things unclear
Well, I'll just upload whatever I have right now and hope that it doesn't go against anything...

1. If you didn't touched finish, record failed
2. Yes, in an intact map
3. No, it shows how much of a thing you can use
4. Record failed

Double post merged:
j0hny and WTF-8 got denied, because they didn't touch the rope cr8 (they stood on the infinity sign, nice try)

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