Schemes
May 04, 2024, 04:27 AM

Team17

Team17

Scheme #1040, Viewed 4475 Time(s)

Basic Information
Summary
F4
F7
F8
F12
Crate probability
7%
7%
6.8%
6.8%
6.8%
6.2%
5.3%
5.3%
5.3%
5.1%
3.1%
3.1%
3.1%
3.1%
3.1%
3.1%
3.1%
3.1%
2.8%
2.8%
1.2%
1.2%
1.2%
0.6%
0.6%
0.6%
0.6%
0.6%
0.5%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
Scheme Rate
4.33 / 5
Total Members Voted: 6
Acronym: Team17
Name: Team17
Type: Battle
Submitted by: Iran MonkeyIsland

  • Please note that super weapons are on, it means that even if their crate probability in the scheme weapons options are set to 0, there's still chance for them to appear in game.
Download this scheme:
Downloaded 2331 time(s).

Time: June 17, 2013, 04:44 PM
Description:
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)
Scheme game options
Game options
150
1
100%
Time options
10
45
5
5
0
Crate options
50
Sudden death options
20
Objects options
8
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
0
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
0
Homing Missile
0
Mortar
0
Homing Pigeon
0
Sheep Launcher
0
Grenade
0
Cluster Bomb
0
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
0
Suicide Bomber
0
Prod
Inf
Dynamite
0
Mine
0
Sheep
0
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
Inf
Pnuematic Drill
Inf
Girder
7
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
1
Bungee
Inf
Parachute
Inf
Teleport
Inf
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
0
Skunk
0
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 #1371, indimask roper submitted by Husk  (Read 1283 times)

0 Members and 1 Guest are viewing this topic.

Offline Husk

Scheme #1371, indimask roper submitted by Husk
« on: April 14, 2014, 05:54 PM »
not sure does this require rubberworm or not.... is indimask part of rubberworm? I am confused xD

Offline Asbest

Re: Scheme #1371, indimask roper submitted by Husk
« Reply #1 on: April 14, 2014, 07:49 PM »
not sure does this require rubberworm or not.... is indimask part of rubberworm? I am confused xD
i guess, nope



Offline Husk

Re: Scheme #1371, indimask roper submitted by Husk
« Reply #2 on: April 14, 2014, 07:59 PM »
gonna give it a try soon

Offline barman

Re: Scheme #1371, indimask roper submitted by Husk
« Reply #3 on: April 14, 2014, 08:10 PM »
Indeed you need wkIndiMask, which is an independent module (not a part of rubberworm).
My WA compilation videos: 2007 2013
My photography work

Quote from: Statik
barman's fails are best

Offline Husk

Re: Scheme #1371, indimask roper submitted by Husk
« Reply #4 on: April 14, 2014, 09:46 PM »
k thanks for clearing that bar