Schemes
July 28, 2017, 06:53 PM

Rules



Abnormal


A few words about this scheme:
- Abnormal is basically a reversed intermediate, its aim is to kill every worm on your own team using the provided resources. Whoever manages to do it first - wins. (note: draws, although quite uncommon, might happen)
- Start with 8 worms per team.
- Team weapons disabled. Cows with a 2 turn delay added.
- Mortar and cluster bomb power is 2 stars.
- Rounds required to win set to 3.
- Map choice: to minimize the placement factor avoid girders at all cost(!) and pick complex island maps (games played in caverns are very often one-sided, so unless you're sure about it, don't risk it)


-----
You might want to take a look at this thread, as Bytor's scheme originated before abnormal here:
http://www.normalnonoobs.com/forum/viewtopic.php?f=3&t=1039&p=18164#p18164


Aerial


Based on the Playstation scheme 'Aerial', though thoroughly edited.

Aerial is a scheme that focuses on aerial combat. You have unlimited jetpacks and 3 seconds on the counter to make an attack. You can attack either from the ground with zooks, nades and guns or use the jetpack to strike from the air.
The retreat is 5 seconds, so you will likely have to launch your zooks and nades from mid-air and hope they will strike your opponent.

There are no houserules.

4 worms per team.


BattleRaceCup


A classic battlerace sceheme for the Battle Race Cup.

Limitied nades, a freeze and a fast walk are included, check the scheme out as your playing to see what you've got!


Big Bow


All you need in BnA.

Best played as minimum bo3, can do bo5.
at least 16 worms/player, better 24.
better use climbable maps, examples here: https://www.tus-wa.com/maps/mappack-442/


Big RR / Tower


Scheme for Big RR / Tower Race

RacingStuff must be activated before starting the game (using /rs command).

Rules:
- 3 worms in start (if the map doesn't have plops, 1 worm is fine)
- Rope from Start to Finish.
- Player who first comes to finish point - winner. The number of turns taken decides so the game can end in a draw.
- If you plop, then use teleport to place where you started the last turn.


BnG32


BnG is played on an open island map. The default width size is 1920 pixels. Players start off by teleporting their worm on the map. The point of the scheme is to blow up the opponent with bazooka and grenades. Worms are anchored (can't walk) but you can change your hide during the game. The turn time is 15 seconds.

BnG is played without TestStuff. Girder usage is restricted only by the darksiding rule below.

Rules:

No sitters
*Sitters are grenades that sit for 1/4 second or longer.

No straight bazooka shots to your opponent

No 5 second grenades without Low Gravity and/or Max Bounce
*5 Second Grenades are only permitted in combination with Low Gravity and/or Maximum Bounce.

No 1 second grenades

Reaim before every shot
*Crosshair must adjust over 45 degrees from its original position before the next shot can be made.

If you break any of the rules mentioned above, you have to do the same damage to yourself as you previously inflicted.

No darksiding
*Darksiding is hiding your worm in a position where it's impossible for your opponent(s) to hit you with a grenade and at the same time impossible for you to hit your opponent(s) with a grenade. Simply teleport/move to other position.

No dead teleports
*If you have low health and teleport above your opponent to kill him with the grave damage from your own worm, you will lose instantly.

No piling
*The distance between yours and opponents worms must not be less than:
 *if 1vs1 - 1/2 (half) of a map width  -if 2vs2 - 1/3 (third) of a map width
 *if 3vs3 - 1/4 (quarter) of a map width

3 Fouls means a lose by default. A game ending by a foul is completely void. The game must be replayed.


BoomRace


Rules:
1 worm on start.
Use weapons for move from Start to Finish point.
Not allowed to plop ur opponent.
Use the special boom race maps.


BungeeRace


Bungee Race scheme

*If a player fall from a bungee point and could walk back to that point, he/she can use teleport to that spot. If there was other bungee obstacles in between, the player have to go through them all over again. (Unless there's an agreement before the game)


CTF


#Capture The Flag#

>This particular scheme is intended for bigger CTF maps, hence the long turn times, you may adjust the time settings if you wish to play on a smaller map.

_Introduction_

Capture the Flag aka CTF is a free league scheme which is usually played in teams
(2vs2 3vs3 etc..). It's rare to see anyone hosting a CTF and most games are long,
which means that this game should be played with friends or in [Free] cups.

_Weapons_&_Others

As said above, CTF is not a very popular scheme, which means that there is no default scheme. Usually, there are no Superweapons and aerial attacks, to make the way to the flag longer (and better) You will have Infinite parachutes and girders, and probably a good amount of Low Gravity, a few Fast Walks, Laser Sights, and maybe others (Almost every CTF hosted follows this config)

_Rules_

We all know that this is a free scheme and only a few people play it, but, as almost every scheme, CTF has its own rules such as:

-Do not place your worms in the enemy territory
-Put your worm NEAR YOUR flag (otherwise you're cheating)
-Do not block your flag with girders(This rule is unusual and it must be decide before the match)
-You must destroy all the enemy flag completely

The first two are essential, the rest  can be discussed (Talk to the host before playing the game, he/she may have some extra rules to add).

_Objective_

The objective is to destroy the enemy flag, sometimes not the entire flag, just half or what you decide with the host before the game.

_Sudden_Death_

Usually there is no water rising or loss of energy this would definitely ruin the game.


Please Rate.

GL & HF


Darts


Invented & Created by SiD.



Whoever hosts MUST type /rs in the gamelooby to activate RacingStuff, or else the worms won't be able to land in same spots on the dartboard.



Rules & Gameplay:


Teleport worms to start platform.


Activate low gravity by selecting it from the weapons menu or by pressing ` AKA the console key.


Select rope by selecting it from the weapons menu or pressing F8.


Attach rope to wall, select drill while keeping the rope attached by selecting it from the weapons menu or pressing F7.


Use the arrow keys to maneuvre the rope and build momentum, then release the worm and fly with drill towards board by pressing enter.


While the worm is flying towards the dartboard, press space to stop drilling BEFORE reaching the dartboard. (This is so far ONLY required on the "Classic" Darts map, made by "SiD")


Each player is responsible for keeping track of their score, after each successful score please use the "/me" function to show your score so it stands out amongst the normal chat.


Sudden death begins in the event of a draw for 1st place, players teleport 1 worm each back to the starting platform then throw them the following turn, the best dart wins, if a draw continues, players keep throwing until someone wins, worm select is standard in the scheme.


*If any players worms are knocked off the target board, their scores still count*


To the victor, the spoils!



What happens when your worm is spiked:



*When judging, the worms tail does not count, only the part outlined in RED*

In the image above, Donna would receive 6 points and Gaz would receive 0 points.




*When judging, the worms tail does not count, only the part outlined in RED*

In the image above, Janet would receive 1 point, Worm 6 would receive 7 points, and Worm 7 would receive 3 points.

Players must try to be as honest as possible when judging "spiked" worms.


The Rebound Rule:


If your worm rebounds off the target on another area of the map or into the water you add the lesser of the 2 scores.

For example:

If you rebound off the target between 3 and 5, your score is 3.
If you rebound off the target between 1 and 0, your score is 0.

0 = Water/Miss/0

*On any map where you must close the drill before touching the target board, the rebound rule only counts if you close the drill 1st, this can be checked by pressing "S" repetitively within a replay* [/quote]

Example of a rebound on Darts "Classic":



Example of a rebound on Wings Of Beauty:



Example of a rebound on Cour Darts:





Maps allowed in Free League Darts - https://www.tus-wa.com/maps/mappack-167/


*Some maps have unique rules, these maps have a unique description within their map description*


Elemental


Elemental scheme like a normal, but with less worms and turn time, mines 1 sec, etc..
Rules:
• Choose the open islands, random theme. 2 rounds of same map.
• 3 worms per player (if 1vs1)
• You have the right to activate the Low Gravity only before the shot with Uzi. You can't use the Low Gravity for jumps, falls or attack with another weapon.
• Rope knocking is allowed.
• bo5 or bo7 games.


Elite


Elite is played usually on a double island map. The default map size is 1920x696. In 1vs1 both players start with 4 worms, in 2vs2 and 3vs3 each player starts with 2 worms.

Players start off by teleporting their worms on the map. The turn time is 20 seconds. The goal is to kill the opponent(s) with the given weapons (and the team weapon of your choice). There are 8 instant mines on the map and the only unique thing in the scheme is that you cannot shoot your rope lower than 45°. The Sudden Death (SD) time is 10 minutes. No energy is lost when the round time expires but the water rises rapidly during SD.

Rules:

No rope knocking (includes bungee)

No exploiting glitches (e.g. skipwalking, vertical bow)


Forts


Every team places their worms on one side of the map containing 2 forts which are usually divided by water and mirrored.
 - 4 worms per team (1vs1); 2 worms for (2vs2 or 3vs3).
 - Do not invade enemy fort.
 - No big map.


Golf


Summery:
Players start by teleporting their worm to colored line #1 and try to throw a nade into the #1 hole. When succeeded, they teleport to the next number/spot. If the next spot is reachable via jetpack or rope, they can use them and throw the nade in the same turn.

Rules:
  • Players can throw the nade only from the specified line.
  • The shot has to be direct, not with rope or jetpack equipped.
  • Attacking your opponent is not allowed.

Note:
You can use LG and max bounce.


Holy


__________Holy_War_____________________________________________________________

___Introduction___

Holy war is a free-league scheme where your objective is to kill all opponents
with your only avaible weapon: Holy Hand Grenade.

___Rules?___

As we can see, Holy War isn't played this much on WormNET so usually the hosts make their own rules, but following the basics:

*No horizontal girders
*No blocking enemy worms ( some hosts don't even allow you to protect yourself so be careful)

___Host's_Choice___

Holy Wars are always different, some with utility crates, some with Weapon crates; or both.
You can have different retreat times too, some hosts might take the game more seriously and set 1 second or no retreat time at all.


___Information_&_Objective___

Holy war is played on a blank map, (the W:A will generate a map with girders). Your main objective is: Build 'baskets' below the enemy worms and throw Holy Hand Grenades to kill them(The Holy Hand Grenade will only explode if it stops completely, so its way easier to build baskets).



___Final_Words___

Holy war is a great scheme and it should be played more often;  if we
make a more 'official' scheme, perhaps it would be easier to find someone to play with, and do so in a more competitive manner.


Hysteria


Hysteria is played usually on a double island map. The default map size is 1920x696. In 1vs1 both players start with 4 worms. In 2vs2 and 3vs3 each player starts with 2 worms. The turn time in Hysteria is 1 second. The goal is to kill the opponent(s) with the given weapons.

Rules:

No exploiting glitches (e.g. skipwalking)


JetpackRace


Jetpack race 2in1 scheme.
You can choose the game type between TTJR and FTJR. :)

Time-Trial Jetpack Race:

    * Choose the special map. Place 3 worms on start.
    * You have 3 tries to complete map from start to finish point.
    * Timer is infinite and counts up. The best time wins.

Fuel-Trial Jetpack Race:

    * Choose the special map. Place 3 worms on start.
    * You have 3 tries to complete map from start to finish.
    * Fuel is infinite and counts up. Who use a less jp fuel to complete map - winner


Kaos Pro


Kaos is an action packed multishot normal that requires fast thinking, good execution of attacks and many advanced tactics to compete with the best players.

This is the official scheme used in official tournaments and leagues of kaos powered by Kaos community Kf.

Due to professional reasons:

Damage*2 is off so overpowered lucky attacks will not be possible to make use of actual skills.

Crate Shower is off to make collecting of the crates harder and to provide less explosions / chain-reactions possible.

PROFESSIONAL GAME SETUP GUIDELINES

Official format for 1v1 games requires 8 worms.

1. Use biggest classic maps only (no user-made special maps, no user-made big maps etc.) with as much complicated terrain as possible.

2. Open map menu with right mouse button.

2a Set map complexity to 10 in map-menu right-click section to provide as much tactical hideouts as possible as well as the most obstacles.

2b Set map-bridges amount to 1, so there are no bridges that provide too easy transportation, easier kills / pilings and crate platforms.

3. Everytime use following map pattern:

Round 1: ISLAND

Round 2: ISLAND

Round 3: CAVE

Round 4: CAVE (if still no winner)

Round 5: ISLAND (if still no winner)

Round 6: ISLAND (if any draw occurs in previous rounds and still no winner)

Round 7: CAVE (if more than 1 draw occurs in previous rounds and still no winner)

I-I-C-C-I-I-C-C-(looping until there is a winner)
 
3a Drawn rounds also follow the pattern - example: if there is a draw in round 4 (cave map), the next map will be island.

3b Island maps shouldn't have water in the middle or at the middle bottom or be split into 2 smaller islands, it should be a 1 solid big terrain.

3c Cave maps should be FULLY CLOSED (sides and bottom) so there is no access to any edge nor water in the beginning of a round. Use a map-menu to pick maps - always pick map types that are located in the very left window of both island and cave types in map-menu.

4. The landscape theme of the maps shouldn't repeat within a match to allow the skills to be tested in various conditions (grass etc).


MM


Scheme explanation

The Mine Madness (MM) scheme is played on specially created landscapes which consist solely of a random arrangement of specks or small objects. To win, players must carefully navigate the map using Chute, Bungee, Rope, Jetpack, Low gravity or Teleport and kill their enemies with one of the following weapons: Longbow, Shotgun, Handgun, Kamikaze or powerful Minigun.

Scheme rules

1v1 - 3 teams with 8 worms from each player
2v2 - 1 team with 8 worms from each player
3v3 - 1 team with 8 worms from each player

Scheme FAQ

Q: Can i use other maps for MM?
A: Sure, but remember that  MM maps should contain tons of pixels.


This scheme must be played best of 3 games


Mole


Mole Shopper scheme is a "tactic based" scheme played on a standard size (1920x696) completely filled map with 18 random holes in it. Players have infinitive mole bombs as a basic weapon in order to dig holes through the soil to get crates with other weapons. Using Mole bombs, Blow Torches and Pneumatic Drills to dig through the soil you also get closer to your opponent...

Rules:

   - 4 worms each player (1vs1), if it's 2vs2 then 3 worms each player (6 worms per team) and if it's 3vs3 then 2 worms each player (6 worms per team).
   - At the start each worm must be placed in a hole (only 1 worm per hole is allowed).
   - Only standard size (1920x696 px) mole maps with 18 holes are allowed. Map should not have roof border or edge border.
   - walking on the top of the map is allowed
   - suicides of any kind are allowed


Normal


This is the scheme you have to use for league games unless both players agree on using one of the other available schemes.
It is very much alike the standard Intermediate scheme that comes with the game, but it has some small differences:

Cluster grenade power is 2,
Mortar power is 2,
Crate per turn probability is 0 (no crates will appear during the game),
Dud mines are off (all mines explode 3 seconds after the activation).

In 1vs1 both players start with 8 worms. In 2vs2 each player starts with 4 worms.

The default map size is 1920x696.


This scheme must be played best of 3 games


ParachuteRace


Parachute race (or chute race) is a racing scheme where players compete to reach the finish line using parachutes. On a good map it should be possible to get over any obstacle on any wind.


Plopwar


- 8 worms per team.
- Don't use same weapon twice in a row.


Roper


In Roper each player starts with one worm. The turn time is 15 seconds. The idea is to collect a health crate with the help of the rope and then attack the opponent. Players must attack only with bazooka on the first turn.

The default map size is 1920x696.

Rules:
 
Crate Before Attack (CBA)
*You have to collect a health crate before attacking your opponent. If a crate is not available, you have to touch both walls instead (W2W). At Sudden Death you have to collect a crate OR touch both walls (your choice) before attacking your opponent. If you break this rule, you aren't allowed to attack the next turn.
 
Attack From Rope or Parachute (AFR/AFC)
*You can attack only while hanging on the rope or while using the parachute. If you break this rule, you aren't allowed to attack the next turn.
 
No blocking with a worm
*Your opponent is blocked if he can't get out of his spot via walking or by shooting a rope out correctly. If you block and your opponent doesn't attack, you aren't allowed to attack the next turn. If your opponent is still able to attack, you have a 5 seconds penalty at the beginning of your turn but you are allowed to attack.
 
No blowing up crates to do extra damage
*If you break this rule, you are not allowed to attack the next turn. If the damage is over 80, you have to skip twice.

No exploiting glitches (e.g. floating bazooka)
*Ghost grenades are allowed.

If you break a rule repeatedly, seems you are doing it on purpose or kill your opponent, the game will be void or given to the victim.


ShopperCWC


In 1vs1 both players start with 4 worms. In 2vs2 and 3vs3 each player starts with 2 worms. The turn time in Shopper is 30 seconds. The idea is to collect a weapon crate with the help of the Ninja Rope and then attack the opponent.

The default map size is 1920x696.

Shopper is played without the Attack From Rope (AFR) rule.

Rules:

Crate Before Attack (CBA)
*You have to collect a weapon crate before attacking your opponent. If you break this rule, you aren't allowed to attack the next turn. If you break it repeatedly, seems you are doing it on purpose or kill your opponent, the game will be void or given to the victim.

No exploiting glitches (e.g. floating bazooka)


SSR


When playing the Super Sheep Race scheme, players are tasked with flying their Super Sheep through a maze-like map to reach a series of checkpoints. The first player to hit the final checkpoint wins the game.

Players begin by placing their one worm at the first checkpoint, which is usually labelled "1" or "Start" on the map. The checkpoints are usually designed to confine the worms and prevent them falling off, while still allowing them launch their Super Sheep out of a small hole. Players then take it in turns to try and hit the next checkpoint, labelled 2, with their Super Sheep. If they succeed, they may then use their Teleport to go to that checkpoint, and can begin targeting the next checkpoint.

A player wins when he is the first to hit the last checkpoint, which may be labelled either with a number or with the word "Finish".

The only skill required for this scheme is the ability to control the Super Sheep. There is no strategy involved.

[c] Worms2d.info


Team17


Team17 is played usually on a dual layer cavern map. The default map size is 1920x696. In 1vs1 both players start with 4 worms. In 2vs2 and 3vs3 each player starts with 2 worms.

The turn time is 45 seconds. The idea is to collect weapons from crates and kill the opponent. Players have worm select until Sudden Death (SD) begins. During SD the water level rises and worms lose health.

Rules:

No rope knocking (includes bungee)
*If you knock a worm, you are NOT allowed to attack that worm until that worm has had a chance to move (before SD the victim gets one turn to move). If there is a big change in the game due to a knock, the game will be void or given to the victim.

No going on the roof
*If a player goes on the roof (the indestructible border), the game either needs to be restarted or void (victim's choice). If a player wins the game because of roofing, the victim gets the win.

No exploiting glitches (e.g. skipwalking, vertical bow)


TTRR


In 1vs1 and 2vs2 each player has 4 worms. In 3vs3 each player has 3 worms. Players start off by teleporting their worms on the starting line. The goal is to rope from start to finish in one turn as fast as possible. In 1vs1 the player with the best time wins. In 2vs2 and 3vs3 each player of the team needs to finish and the team with the best combined time wins.

The default map size is 1920x696.

RacingStuff must be activated before starting the game (using /rs command).

Rules:

Place your worms at start and rope to finish

No shortcuts

In case RacingStuff is not enabled
- No blocking at the start or in any other part of the map.
- Knocking the opponent's worms into the water is NOT allowed.


wFw


1.1 A weapon/utilties may only be used by a worm if that worm is standing on a box containing a picture of that weapon/utilties.
1.1.1 The worm may fire the weapon if it is standing on the box with a pixel, even if it not standing on top of it (that means he must stay on that box, if hes touching box from the other side than top then its forbidden).
1.1.2 The worm may fire the weapon if it is adjacent to another worm which itself or standing on a picture of that weapon (and similar for any number of worms in a chain).
1.1.2 The worm may fire a weapon mid-jump provided it was last touching or standing on the box when it left the ground, but cannot use weapon when landed (must be used while flight).
1.1.3 Some maps have special rules regarding specific weapons. These rules are outlined in text on the map, and must be followed. There is implemented a readme file with rules in mappack for each map.
1.2 If a worm is blocked more then two times in a row, it is allowed to teleport to a teleport box.
1.3 Teleport using is limited to 9 times.
1.4 The maps is chosen wITH THE CONSENT OF ALL participant.
1.5 If player make cow without demage opponent wormmhe must skip 1 turn,if he damage worm he skipp 2 turns,and if he kill worm with cow,he lose game.

Rules were designed participant NNN-leagues.


WxW


In 1vs1 both players start with 3 worms. In 2vs2 and 3vs3 each player starts with 2 worms. The turn time in WxW is 30 seconds. The idea is to touch all the marked walls and collect a weapon crate with the help of the Ninja Rope and then attack the opponent.

The default map size is 1920x696.

Rules:

Walls Before Attack (WBA)
*You have to touch all the marked walls before you're allowed to attack your opponent.

Crate Before Attack (CBA)
*You have to collect a weapon crate before you're allowed to attack your opponent.

Attack From Rope or Parachute (AFR) (AFC)
*You can only attack while hanging on the rope or while using the parachute, unless the weapon that you're using doesn't permit that.

If you break any of the rules mentioned above (WBA, CBA, AFR), you are not allowed to attack the next turn. If you break a rule repeatedly, seems you are doing it on purpose or kill your opponent, the game will be void or given to the victim.

No exploiting glitches (e.g. floating bazooka)