Schemes
April 24, 2024, 08:01 AM

RnR

Rumble and Ramble (RnR)

Scheme #1017, Viewed 3636 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F7
F8
F9
F10
F12
Scheme Rate
4.6 / 5
Total Members Voted: 5
Acronym: RnR
Name: Rumble and Ramble (RnR)
Type: Battle
Submitted by: Ukraine Xrayez

Download this scheme:
Downloaded 645 time(s).
Example replays: Downloaded 701 time(s)

Time: May 27, 2013, 05:01 PM
Description:
RnR - Hybrid of Hysteria, BnG, Roper and Elite. You have 6 seconds per turn, retreat from land is 3 seconds, retreat from rope is 6 seconds as well. No jetpack (compared to Aerial or Hysteria), but you have Rope! And your BnG skills of course.

This scheme is what I really always wanted from W:A - artillery, fast turns, not so much of tactics and risky close combat battles - rope attacks  ;)

    Settings:
    • 4 worms per team.
      • 3 on mutual agreement
    • Play on open random generated maps -
      • preferably semi-complex/complex ones, without bridges
      • slighlty edited maps are allowed in order to open up closed parts of the map
      • mapGEN island maps are fine as long as they're not greater than 3000px in width and 800px in height
    • Manual placement is enabled
      • Auto placement on mutual agreement
    • Health and weapon crates may occure
      • Health crates: 2,5%
      • Weapon crates: 2.5%

    Rules:
    • Rope knocking is allowed
    • Blocking is allowed
    • Skipwalking is not allowed - violator must to skip his next turn
    • Everything else is allowed

    Some non-standard weapon's power and stuff:
    Spoiler! View

        [ ] - standard value

    Mortar:

           Power       kind of ★★★★★★       [★★★]
           Number of clusters       7       [5]
           Maximum injury       30 hp       [15 hp]
           Crater diameter       61 pixels       [35 pixels]

    Battle Axe:

           Power       ★★★★★       [★★★]
           Maximum injury       75%       [50%]

    Ninja Rope:

           Power       ★★       [★★★]
           Angle       45°       [90°]

    Holy Hand Grenade:

           Power       ★       [★★★]
           Maximum injury       80 hp       [100 hp]
           Crater diameter       161 pixels       [199 pixels]



    Banana Bomb (in crates):

           Power       kind of ★       [★★★]
           Number of clusters       3       [5]
           Maximum injury       52 hp       [75 hp]
           Crater diameter       97 pixels       [147 pixels]       just like

    Mad Cows (in crates):

           Power       kind of ★       [★★★]
           Number of cows       3       [3]
           Maximum injury       52 hp       [75 hp]
           Crater diameter       97 pixels       [147 pixels]       just like

    Crate probability:
    Spoiler! View

    For some reason TUS doesn't want to show crate probability when the chance of weapon is lower than 10% (it's 2,5% for weapons and 2,5% for health crates)

    [/list]
    Scheme game options
    Game options
    100
    1
    100%
    Time options
    4
    6
    3
    6
    10
    Crate options
    20
    Sudden death options
    20
    Objects options
    8
    3
    Help
    General options
    Scheme weapons options
    Weapons options
    Help
    Ammo
    Delay
    Power
    Crates
    %
    Jet Pack
    0
    Low Gravity
    Inf
    Fast Walk
    4
    Laser Sight
    0
    Invisibility
    0
    Bazooka
    Inf
    Homing Missile
    0
    Mortar
    1
    Homing Pigeon
    0
    Sheep Launcher
    0
    Grenade
    Inf
    Cluster Bomb
    2
    Banana Bomb
    0
    Battle Axe
    1
    Earth Quake
    0
    Shotgun
    Inf
    Handgun
    Inf
    Uzi
    Inf
    Minigun
    0
    Longbow
    Inf
    Fire Punch
    Inf
    Dragon Ball
    Inf
    Kamikaze
    0
    Suicide Bomber
    0
    Prod
    Inf
    Dynamite
    1
    Mine
    Inf
    Sheep
    0
    Super Sheep
    0
    Mole Bomb
    2
    Air Strike
    0
    Napalm Strike
    0
    Mail Strike
    0
    Mine Strike
    0
    Mole Squadron
    0
    Blow Torch
    3
    Pnuematic Drill
    3
    Girder
    3
    Baseball Bat
    1
    Girder Starter Pack
    0
    Ninja Rope
    Inf
    Bungee
    Inf
    Parachute
    Inf
    Teleport
    1
    Scales of Justice
    0
    Super Banana Bomb
    0
    Holy Hand Grenade
    1
    Flame Thrower
    1
    Sally Army
    0
    MB Bomb
    0
    Petrol Bomb
    4
    Skunk
    1
    Ming Vase
    0
    French Sheep Strike
    0
    Mike's Carpet Bomb
    0
    Mad Cow
    0
    Old Woman
    0
    Concrete Donkey
    0
    Indian's Nuclear Test
    0
    Armageddon
    0
    Skip Go
    0
    Surrender
    0
    Worm Select
    0
    Freeze
    0
    Patsy's Magic Bullet
    0
    Damage x2
    0
    Scheme extended game options
    Scheme extended game options
    No extended options has been modified.
    Help

    Author Topic: Scheme #303, w2rope submitted by avirex  (Read 1726 times)

    0 Members and 1 Guest are viewing this topic.

    Offline Kaleu

    Scheme #303, w2rope submitted by avirex
    « on: October 30, 2013, 01:39 AM »
    Scheme has no destructible map..
    Perfected scheme: https://www.tus-wa.com/schemes/download/file-1179/ *
    « Last Edit: October 30, 2013, 01:49 PM by Kaleu »
    Experience the best TTRR gameplays with my maps!

    → The best of Kaleu ←

    ↓ Average anti-modules player ↓

    Offline Korydex

    Re: Scheme #303, w2rope submitted by avirex
    « Reply #1 on: October 30, 2013, 06:05 AM »
    make it public kaleu

    Offline Husk

    Re: Scheme #303, w2rope submitted by avirex
    « Reply #2 on: October 30, 2013, 06:09 AM »
    avi described the change to destructible terrain to be too radical and that it would scare many, which is why he chose to keep it indestructible.

    Offline Fenice

    Re: Scheme #303, w2rope submitted by avirex
    « Reply #3 on: October 30, 2013, 06:53 AM »
    I played few games with destructible terrain and it seemed cool to me. ;)

    Offline Kaleu

    Re: Scheme #303, w2rope submitted by avirex
    « Reply #4 on: October 30, 2013, 01:54 PM »
    make it public kaleu

    I don't have this option anymore :(  But I edited the link above with a hotlink.


    avi described the change to destructible terrain to be too radical and that it would scare many, which is why he chose to keep it indestructible.

    hmm sry never read this..
    but w2 had destructible map, this is very important to make the scheme as close as possible to w2 roper.


    Experience the best TTRR gameplays with my maps!

    → The best of Kaleu ←

    ↓ Average anti-modules player ↓

    Offline Peja

    Re: Scheme #303, w2rope submitted by avirex
    « Reply #5 on: October 30, 2013, 02:16 PM »
    lol fools. the idea of this scheme was to replace classic roper scheme. ofc it increases your chances a lot if you make terrain destructible...

    Offline destroier

    Re: Scheme #303, w2rope submitted by avirex
    « Reply #6 on: November 25, 2013, 07:37 PM »
    There are crate rules indeed, cba and not blow it :) A friend of mine made a scheme closer to worms 2 classic roper using rubberworm, is there any way to upload this as a remix? Hugs