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Topics - Shadow-The-Worm

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1
Heya. You remember all these "mods" made by either solely me, or on the basis of Digital's rather neat team: The Stones? If you do, then, well... there's some hidden truth inside them. The "mods" as I refer to my Worms story builds and the like are owned by me in reference terns. Only I can say so. The reality roams around in nanometers around you: their true reference is story builds. I hope that explains everything related to my story builds starting from Ultimate Worms Project on solo and Digital's Worms Build on the basis of Digital's pretty neat (and now-iconic) Worms team, The Stones.

Next, I'll explain the being of the Tournament Mode in my solo story builds and Mayhem Mode in Digital's basis story builds: First: Tournament Mode.

The Tournament Mode is a simple 2-match deathmatch setup (which is similar to the Story Mode of my story builds) where you fight againist randomly chosen specific teams dependent on the story build in the first match and againist the Boggy Team in the second one. The scheme is also very dependent on the story build. For example, Ultimate Worms Project uses the Tournament scheme for the Tournament Mode (hence the name) while Ultimate Worms Project 3 uses the Pro Scheme scheme as its pick for Tournament Mode. Maps differ as well, through they are tied to the base game acceptance algorithm as opposed to Team and Scheme setup parts being rather independent in that regard. In my story build with Handicap Support (such as, Ultimate Worms Project 2, based on Worms Ultimate Mayhem), the Boggy Team (the "boss" team of the Tournament Mode) has +Handicap, and, in almost all story builds, it has 4 Worms at all times, the exception being my very first Worms story build (Ultimate Worms Project), which has only 1 team with 1 worm (Kenny K instead of the Boggy Team) at the pre-5 victories Tournament Mode "state" and 2 teams with 1 worm from 6 victories onwards. The team proportion formula of my solo story builds is:
Worms Armageddon: 2/1 (1/1) + 0,25 = 2,25 (1,25)
Worms Ultimate Mayhem and Worms Forts: Under Siege: 3/4 + 0,25 = 1,58
Worms Reloaded onwards 3/4 = 1,33

Now: Mayhem Mode:
Unlike the Tournament Mode of my solo story builds, the Mayhem Mode of Digital's basis story builds uses a diffrent scenario in alll of its scenarios: The Stones fight againist All-Star Worms and The Scrub Club in a single-match deathmatch, the foes of The Stones team are also foes to each other. No handicaps enabled at all times. It also shares the base game custom map tolerance with the Tournament Mode as well. The scheme ruleset is really diffrent in comparision to the mentioned Tournament Mode through: it's Pro or similar at all times, as opposed to Tournament in my first story build. The team proportion formula is as follows:
Worms Armageddon and Worms W.M.D: 8/4 = 2
Worms Ultimate Mayhem: 6/4 = 1,5
Worms Revolution: 5/4 = 1,25.

I hope that this everything clears the fog of my story builds for you, mates. Have a good day, gentlemen, and I'll see ya around soon... maybe.

2
Heya. Mates, I have got a new scheme to show you: The Director's Classics. This scheme tries its best to emulate Worms DC in Worms W.M.D. So, here is the Scheme Code of this scheme:
Time And Rope Settings
- Turn Time: 45
- Round Time: 900 (15:00)
- Rounds To Win: 2
- Retreat Time: 5
- Hot-Seat Time: 10
- Rope Legeth: 5
Game Settings:
- Worm HP: 100
- Worm Select: No
- Teleport: No
- Worm Stick: No
- Fall Damage: Yes
- Girder Radius Limit: No
- Jetpack Fuel: 100
- Rope Twists: -1
- Indestructable Terrain: No
- Replays: Yes
Object Settings:
- Mines: Few
- Dud Mines: Yes
- Mine Fuse: 3
- Oil Barrels: Few
- Magnets: No
- Sentry Guns: No
- Static Weapons: No
- Vehicles: No
- Vehicle Mines: No
Crate Settings:
- Weapon Drop: 10%
- Medkit Drop: 10%
- Medkit Power: 25
- Utility Drop: 5%
- Ingredient Drop: 0%
- Ingredient Cost: Little
- Vehicle Drop: 0%
Weapon Settings:
- Bazooka: -1 0 No
- Grenade: -1 0 No
- Cluster Bomb: 5 0 Yes
- Banana Bomb: 1 9 Yes
- Holy Hand Grenade: 1 9 Yes
- Shotgun: -1 0 No
- Uzi: -1 0 No
- Parachute: 3 0 Yes
- Fire Punch: -1 0 No
- Baseball Bat: 1 0 Yes
- Prod: -1 0 No
- Girder: 3 0 Yes
- Dynamite: 1 0 Yes
- Mine: 3 0 Yes
- Sheep: 2 2 Yes
- Super Sheep: 1 4 Yes
- Old Woman: 1 2 Yes
- Air Strike: 1 4 Yes
- Homing Missle: 1 2 Yes
- Concrete Donkey: 1 9 Yes
- Sheep-On-A-Rope: 1 4 Yes
- Ninja Rope: 5 0 Yes
- Blow Torch: 3 0 Yes
- Teleport: 2 0 Yes
- Skip Go: -1 0 No
Crafting Settings:
- Crafting: No
- Starter Boggy's Special Sause: No
- Starter Sticky Donkey Paste: No
- Starter Banana Bomb Seeds: No
- Starter Tears Of A Worm: No
If you want to try this scheme out yourself, use the Scheme Code provided above and get ready to rumble. Have a great day and lots of kills in the war. ;)

3
Off Topic / Baldi and Boggy
« on: November 20, 2018, 03:24 AM »
Heya. You know about the mascot of the Worms series, don't ya? Welp, you have done so many sins with him (Boggy B) being the victim. But now, the tables are turning around to Boggy's side. He has contacted Baldi and wants him to teach you a lesson to NEVER think, that Boggy B is evil just cause the majority of the fans thinks so. And NOW... Boggy and Baldi are challenging you to their Baldi's Basics in Education and Learning challenge. If you fail to escape Baldi's Schoolhouse (which you'll do a lot) or refuse to accept the challenge, too bad. Baldi will smack you in your face with his ruler for every sin you have done with Boggy B as the victim. Every glitched Notebook (there are 6 of them, 7 total) will contain a math problem, which equals a sin of yours. With every glitchy Notebook solved, Baldi speeds up and his ruler smashes much faster than before. So prepare yourself, dirty Worm killers, the challenge awalts you. Good luck with it, heh, heh!

4
Promotion Project / Worms Armageddon with MTT Controls
« on: October 24, 2018, 07:17 AM »
Heya. I have got a new idea for Worms Armageddon. This idea is Worms Armageddon with MTT Controls. The details are, as always, below:
____________________________________________________________________________________________
Have you ever wondered, how it feels to play Worms Armageddon with Mash, Twist and Touch Controls? Well, I always wondered about that since WarioWare Gold's release. As simple, as it looks, the MTT Control Set is a way to adopt Worms Armageddon to WarioWare Gold's controls. By default, Worms move and aim with the D-Pad, jump with X/Y, fire weapons with A and use the Weapon Panel with B. The aiming can be linked to the Twist controls instead, allowing the Worms to aim by twisting the system. The chatting happens with the stylus (Touch controls). The menu controls can be either Mash (D-Pad + A/B + START) or Touch (stylus). Pausing the game is also done with the START button on the Mash control scheme (can also be altered to Touch control scheme). With all controls in mind, the players can choose the control style, that they enjoy the most. Sadly, there are no F-Shortcuts present in the PC version. Basically, the 3DS version is a medium beetween the Android version and the PC version. It disables F-Shortcuts (blocking Frame-Perfect schemes like Hysteria), but still can tie with the PC version.
____________________________________________________________________________________________
Please, tell me, what do you think. Is it really good to add a new twist into the life of the wormers?

5
Heya. I have a message for you! And, this time it is a BIG SERIOUS NIGHTMARE!!! I have got a batch of information about Sonic Gather Battle by Leemena-dan, and you know what? It is A REALLY BAD PIECE OF MALWARE (unlike my story builds, which are simply repacks)! This malware can track all your information (logins, passwords, credit card data, browser history, and even more stuff). Worst of all, you can't play this malware-game if you to cheat, hack or mod it.  All because of the DRM this malware-game features. The first phase of the DRM is the BSOD-shader put on the stages with the red Hyodoros chasing the fighters, , this phase is activated when you type the name of this malware-game + cheat/hack/mod in the browser or open a file with cheat/hack in the filename while the malware itself is activated (through registry). The second phase of the DRM is the black-red shader put on the stages, with the SA Boom Creep eyes chasing the  fighters, transforming into the SA Boom Creeps themselves and killing the player's fighter along with blocking the game from the play, you can't escape from them by attacking them (unlike the first DRM phase, where you could do so). The only way to block the DRM phases is to contact the developer himself and telling him, that you don't want to hack/cheat on his game (which won't go too good, through, he is worse than me in understanding critism). The better choice is to KILL HIM! The reason he put the DRM into his malware-game is "sprite theft", through, he failed on his plan (the sprites were still ripped, despite his efforts to defend them as "his").
Original source:  https://malware.wikia.com/wiki/Sonic_Gather_Battle
So, what do you think about ME and HIM now? (Also, KingslayeR, Steam and Valve are no thieves, the Sonic Gather Battle creator is)!

6
Maps Comments / Map #17485, TheMadCharles WA Moles by TheMadCharles
« on: September 04, 2018, 09:57 AM »
Damn, who does disrate your maps? Betcha that Ghost loser makes fun of you and disrates your maps.

7
Schemes Comments / Scheme #1804, TUW submitted by TheMadCharles
« on: August 11, 2018, 04:07 PM »
I've made something similar to this: Infinity

8
Off Topic / The True Purpose of Worms NT.
« on: June 30, 2018, 01:04 PM »
Heya. So, do you remember any of my Worms NT topics down there? I posted them and they got shut, much to my fault. But the truth is that I didn't tell you the true purpose of my story build series all this time long. And now, it's time for you to learn the truth of Worms NT. This topic will be the last one,
so think about it carefully. Let's move on then:
________________________________________________________________________________
The first Worms title came to life in 1995. Shortly after (in Worms Reinforcements/United), Team17 betrayed their mascot, turning him into a villain and leaving him to the pain sent by the fans. From there, the Wormsongs made for the newer titles (Armageddon, 3D, Reloaded) have only shown Boggy's spiritual actions. And, only after 22 years since the first title, I came to Boggy's rescue. I restored his original protagonist role (through it was downgraded from main to supporting), gave him a more suitable personality, making him more like a worm with a soul (he didn't know mercy before), added a female neighbour (Kenny K) to his team (now called Boggy Team, was Boggy Trio) That was what  I aimed for with my story build series).
________________________________________________________________________________
So, does this give you the understanding of the true purpose of Worms NT series. Try asking STRGRN's boulder bro (TheMadCharles) if you are still confused, he surely can confirm the Worms Reinforcements/United Boggy's personality changes after the Failed Popsters mission).

9
Off Topic / Worst Shot Ever: Wacky Workbench award.
« on: May 14, 2018, 03:43 AM »
Heya. So, I have came with an idea for the Worst Shot Ever entertaining service. This idea is about implenting a new award. The award is titled Wacky Workbench. This reward is going to be rewarded to the players who crafted the funniest fails and/or won at least 65% of awards in the Worst Shot Ever fail contest. The winners of Wacky Workbench award get 10 points awarded to their WSE score for winning at least 65% of awards + 1 point for every fail considered the funniest (+ 3 for sneak peak fails, which were considered the funniest)*. Sounds fun, right? It's time to patch the award system for WSE a little.

*Sneak peak fails are fails, which happen after "PlayerName plans his move", "PlayerName hatches a plan", etc.

10
Schemes / Another rule in WFW to follow.
« on: May 11, 2018, 05:51 AM »
While WFW has rules, it's not fair enough, since one rule of two is never noticed nor said. This rule is Weapon On Space (WOS). The rule is pretty simple, players have to fire weapons and use utilities from their respective spaces (for example, Low Gravity on Low Gravity space, Petrol Bomb on Petrol Bomb space, Old Woman on Old Woman space, etc). Players cannot use weapons from other spaces on the space they are standing on nor durning jumping from one space to another (only the weapon from the last standing space can be used, for example, Dynamite can be used durning jumps from Dynamite spaces unti the worm lands on any other space, etc).

11
Heya. I have got another bunch of ideas for Worms Unlimited. The details are below, as always for ideas:
____________________________________________________________________________________________
1. Puyo Puyo Tetris as a minigame:
Are you tired from just fighting in turn-based Worms style? Now you can relax with a good cup of Pyuo Pyuo Tetris as a minigame. This minigame uses the Pyuo Puuo Tetris mechanics seen in Sonic Mania CPZ Boss, Dr. Robotnik's Mean Bean Machine and the original Pyuo Pyuo tetris. You need to match 4 blocks with the same color in order to destroy them, get rock blocks when you get atacked and lose 2when the 3rd column fills up. But to compensate, up to 4 players can play at a time (as opposed to the duel style of the origins) and there are Power-Ups in order to boost the gameplay. There are 5 Power-Ups in the Pyuo Pyuo Tetris minigame:
1. Line Lazer Pyuo
A red'n'yellow Pyuo, which destroys a row of Pyuos below it. Effective, when there are lots of Garbage Pyuos in a line. Costs 3 PP*.
2. Bomb-O Pyuo:
An orange Pyuo, which destroys a square of Pyuos around it.  Effective in Pyuo match combos. Costs 5 PP.
3. Color Pyuo:
A rainbow Pyuo, which destroys all Pyuos with the same color it touches. Effective both in Pyuo match combos and Garbage Pyuo destroying. Costs 15 PP.
4.  Air Garbage Strike:
Calls a big bunch of Garbage Pyuos into the playing field of a random opponent. Costs 35 PP.
5. Earth Tremor:
Quakes the playing fields of all players just like the Earthquake weapon. Costs 75 PP.
And, It's done. It might (and possibly will) take some thinking about the Garbage Pyuos drop control.

2. Cut the Canibalism Weapon:
This idea is very simple - cut the Canibalism Weapon from the Worms Unlimited arsenal. I am suggesting it, because this weapon reminds me about the Vore Syndrome, which is taking over worlds. The current known victims of the Vore Syndrome (simply Vore) are Sonic, UNDERTALE, Mario, other... it's almost everywhere. AND I SAY, DON'T LET IT TAKE ALL OVER THE WORLD, OR YOU'LL REGRET PLAYING WORMS UNLIMITED. The Vore Syndrome originates from Canibalism (victims of it swallow other creatures whole and hold them in their bellies for a time). And I say, DON'T LET WORMS GET INFECTED WITH VORE!!!
____________________________________________________________________________________________
So, how are my ideas to you? Are you againist Vore infection? Are you liking it? For me personally,  Vore is a virus, which infects anything and everything, and I recommend you to stand back from it and fight againist it.

12
Maps / Lava Reef redisign to Sonic Mania
« on: April 22, 2018, 02:44 PM »
Heya. I have noticed, that nobody is doing the Sonic Mania redesigns of Sonic Worms maps.
So, here's one map I want to see redesigned into the Sonic Mania style:
http://wmdb.org/13409
You'll need these things in order to do the redesign of this map into the Sonic Mania style:
https://www.spriters-resource.com/pc_computer/sonicmania/sheet/95658/ (Lava Reef Zone tilesets, backdrops and layouts).
https://www.spriters-resource.com/pc_computer/sonicmania/sheet/95731/ (General Objects, contains the monitor and Sign Post models you'll need in the redesign).
https://www.spriters-resource.com/pc_computer/sonicmania/sheet/95730/ (Level Objects, contains the Lava Reef Zone objects you'll need in the redesign).
https://www.spriters-resource.com/pc_computer/sonicmania/sheet/95304/ (Sonic The Hedgehog, also needed in the redesign, since Sonic is seen in the original map).
https://www.spriters-resource.com/pc_computer/sonicmania/sheet/95306/ (Knuckles The Echidna, also needed in the redesign, since Knuckles is seen in the original map).
Good luck redesigning Lava Reef Zone map into Sonic Mania style and have lots of faves coming up.

13
Files / Worms MC: an all-round Worms movie creator
« on: April 15, 2018, 08:29 AM »
Heya. How about making a movie maker for all Worms generations? Not for just your sticky 2nd Generation, but for 1st, 3rd, 4th, etc. This movie maker is titled Worms MC (Worms Movie Creator) The details are, as always, below:
____________________________________________________________________________________________
Have you ever wondered, what would happen, if Worms could create their own movie sheets easilly with their own cinema machine? Now you can get the answer. Worms MC will allow you to create Worms animations and movies without using any 3rd party software (Adobe Animate, Macromedia Flash) for free. It will have many features including, but not limited to: Multiple design themes (Reloaded, WMD, W4M, etc), DLC theme support, custom music and sound uploading, greater and more user-friendly GUI, advanced and friendly act scripting, and more). I'll explain everything about the structure of Worms MC step by step. So, let's begin:

1. Sprites and objects:
Nobody can't make an animation by using just pictures and not animated objects. The sprites are used in the objects, which are used in the animation. The sprites in Worms MC are stored in the .spr files, which are loaded when such a command is called. Examples of the sprite files: WormWMD.spr (Worms WMD Worm object sprite sheet), DrumReloaded.spr (Reloaded Oil Drum object sprite sheet), WCrateArmageddon.spr (Armageddon's Weapon Crate sprite sheet, BazookaW4M.spr (Bazooka Worms 4 Mayhem icon), etc. In order to load a sprite into the animation, the user has to create an object and load the wanted .spr file into it. Any object can have multiple sprite sheets used. Also, any object can use only the sprite sheets of its kind (for example, a Worm object can't use the Oil Drum sprite sheets.

2. Sounds:
Just like the sprites, the sounds in Worms MC are stored in unique files. For sounds, the file extension is .sndb. Examples of the sound files in Worms MC include: WMDSpeech.sndb (the speech used in Worms WMD), ArmageddonSFX.sndb (Worms Armageddon in-game sound effects), ReloadedSFX-FE.sndb (Reloaded frontend sound effects), etc. Also, like the sprites, the sounds can be used on diffrent objects, even these, which feature a sprite sheet, which isn't used in their respective games.

3. Dimensions:
The user can choose beetween the 2D, 2.5D and 3D dimensions. While this offers an unstoppable level of customization, don't get so unlimited about it. The 2D and 2.5D dimensions are cross-supporting beetween each other, while the 3D dimension can only support 3D sprites. Each dimension generates a random map of its kind once selected, and you can change it or upload the preset maps for this dimension easilly by using the Random Shift and Upload Custom command respectively. The 2.5D and 3D dimensions also support weather and day time, while the 2D dimension mostly focuses on cartoonish drop effects (as you have noticed while playing Worms Armageddon or any other 2D-dimensional game in the Worms series.

4. Scripting:
The Worms MC movie creator also offers advanced and friendly scripting, as opposed to its origin (Scratch). With Worms MC you can make any object do something unti something else is applied. An example of this action is like this: Action for object: *walk*, move: *20*, action for object *idle*. Each object has its own script set. For example, a Worm object has this script set: move *valve*, turn *direction* *valve*, tele x *valve*, tele y *valve*, action for object *valve* use item *inv valve*, item check *valve (if ommited, all items are checked)*, equip item *inv valve*, pick item *check type* *valve*, and so on.

5. Themes:
Not to be confused with Map Themes in the Worms games. The themes in Worms MC are stored in unique files, just like any other applicable stuff in Worms MC. The extension of the themes is .thm. Examples of the .thm files are: Armageddon.thm (the Worms Armageddon theme), WMD.thm (the Worms WMD theme), Revolution.thm (the Worms Revolution theme). Unlike separate stuff files (.spr and .sndb), the theme files come with a lock (you can't apply a sprite or a sound from Worms Revolution if you are using the Worms WMD theme, for example).
__________________________________________________________________________________________________
I hope you'll make this tool for Worms movie making. (you remember the deal, right? I concept, you do). I'll see in the future, will you wake up from the Software sleeping and resume making it.

14
Off Topic / You haven't seen the last of Worms NT!
« on: March 07, 2018, 01:50 PM »
Heya. So, after recent dissapointments from TheCrazedGuy (TheCrazedFreak, as I call him now), I have decided to show you, what you have missed in Worms NT series. Along with the story mods for diffrent Worms games (Ultimate Worms Project for Worms Armageddon, Worms: Back To The Past for Worms Reloaded, Worms: Boggy's Memories for Worms Open Warfare 2 (Nintendo DS), Ultimate Worms Project 3 for Worms W.M.D, and so on), I have also created other stuff connected to them. Other stuff includes Battle Zone Tittle Cards (created with Sonic Mania Tittle Card Generator), Weapon Bestiary and Shadowpedia (used to highlight the information about the Worms NT series in diffrent manners, like protagonist commentary about stuff seen in the Worms NT series through the Shadowpedia and the statistics about various weapons and utilities in the Worms NT series through the Weapon Bestiary), cutscenes and the Battle Zone previews. I have to warn you: Try Worms NT out for real or see WA dying forever. I have launched the WA Death Eruption and the Noobocalypse as my revenge for all the hate you sent to me. Is that fun to watch somebody else dissapoint me with hate?!

15
Off Topic / Worms Unlimited: DS Mode
« on: February 15, 2018, 03:15 AM »
Heya. So, I have brought another idea regarding the non-weaponal part of Worms Unlimited. The details are, as always, below:
____________________________________________________________________________________________
Ever wanted to see, what Worms are on a Nintendo DS? Now you can with DS Mode. The DS Mode is a simple option, which adds dual-screen look into the game and allows to emulate the DS stylus to extend the gameplay of Worms Unlimited further, allowing "Experemental" schemes to be played (these schemes require the DS stylus and microphone to play). Some examples of "Experemental" schemes are Blow Race, Blast Race, Painting Race. Along with DS Mode, this idea also adds DS Network Support, allowing PC and DS players to cross-play beetween each other. With the DS Mode and DS Network Support, Worms Unlimited will reach the heights, that even WA didn't. Controls other than Stylus are unchanged in the DS Mode. Replays are watched in a slightly diffrent manner compared to the original mode. The DS Map feature is also included as well, allowing to check the whole game map in one go by a press of a button.
____________________________________________________________________________________________
So, what do you think? Should Worms Unlimited have DS mode?

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