Schemes
April 19, 2024, 08:58 PM

MF

MOLE FORTS - by Zalo

Scheme #1401, Viewed 2762 Time(s)

Basic Information
Summary
Util.
F4
F5
F7
F8
F11
F12
Crate probability
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
2.6%
2.6%
2.6%
2.6%
2.6%
1.3%
1.3%
1.3%
0.6%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
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?!?%
?!?%
Scheme Rate
2.08 / 5
Total Members Voted: 12
Acronym: MF
Name: MOLE FORTS - by Zalo
Type: Battle
Submitted by: Poland Zalo

  • 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 890 time(s).
Example replays: Downloaded 702 time(s)

Time: May 27, 2014, 09:58 AM
Description:


The scheme is nothing else than just Forts put in Mole Reality. I had a Lot of fun testing this scheme. It is inspired by Warg's settings within Teleport at the start & faster flood. As you start the game, Each team must be teleported to a separated fort !!

You can invade anytime, if you manage to :) (See 2 replays below*)
or
You can take part in intense military race(crate collecting) that would sooner or later allow you to attack from a distance.



* Replays showing the ways of invading (with and without LG)




The number of my Mole Forts maps so far -> 4

https://www.tus-wa.com/maps/map-11537/
https://www.tus-wa.com/maps/map-11541/
https://www.tus-wa.com/maps/map-11544/
https://www.tus-wa.com/maps/map-11545/

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NOTES
(I want invasion to remain as tough challenge, well planned and costly, so that players can feel kinda safe inside their fort 8) )

(The barrels have been removed, since there are not many places for worms. In mole forts they are much more problematic than helpful. It is Your task to make some fireworks inside your fort and collect crates. On map #2 crates appear everywhere on the surface even without any help from the barrels, that is why they are no longer useful)


Scheme game options
Game options
200
1
100%
Time options
11
45
8
8
0
Crate options
25
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
2
Fast Walk
2
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
0
Dragon Ball
0
Kamikaze
1
Suicide Bomber
0
Prod
0
Dynamite
0
Mine
0
Sheep
0
Super Sheep
0
Mole Bomb
Inf
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
0
Bungee
Inf
Parachute
Inf
Teleport
1
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
255
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 #1401, MF submitted by Zalo  (Read 2714 times)

0 Members and 1 Guest are viewing this topic.

Offline Prince_Egypt

Scheme #1401, MF submitted by Zalo
« on: May 29, 2014, 11:55 PM »
Maybe u edit something like :
1-no tele to other fort
2- don't use ground weapons !


Good luck


اليرنس" Pr1nCe"

Offline Zalo

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Re: Scheme #1401, MF submitted by Zalo
« Reply #1 on: May 30, 2014, 12:13 AM »
Hmmm.... I don't think this should be put

1. By using teleport from their fort to enemy's fort Players must pay a lot anyway, because they are exposed to enemy attacks and at the same time they lose their move. If fort owners in 2 Turns can't even clean up a single intruder who just lost his move, it is their problem.

2. Ground weaponz are actually very cool. In the 4-th Replay you can see me invading Quai's fort and placing my Dynamite there. This is what you mean by ground weapons?
« Last Edit: May 30, 2014, 12:17 AM by Zalo »

Offline Prince_Egypt

Re: Scheme #1401, MF submitted by Zalo
« Reply #2 on: May 30, 2014, 12:17 AM »
I mean f3 f4 !

Offline Zalo

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Re: Scheme #1401, MF submitted by Zalo
« Reply #3 on: May 30, 2014, 12:54 AM »
mole forts without miniguns, shotguns, Firepunches?

I think that these weapons are pretty useful. Why would we forbid using them? if enemy is standing next to the crate on the edge of his fort, what is the difference between exploding this crate by minigun, or by homing missile? :P :P

Offline Prince_Egypt

Re: Scheme #1401, MF submitted by Zalo
« Reply #4 on: May 30, 2014, 01:18 AM »
if tele to other fort allow so should we had f3 f4 :D

Offline Zalo

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  • Poland Poland
  • Posts: 808
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Re: Scheme #1401, MF submitted by Zalo
« Reply #5 on: May 30, 2014, 07:50 AM »
But man.... Usually no one risks invading the other fort because in 80% cases you eventually lose your worm. People prefer attacking from the distance.. u have 2 options - attack from the distance & visit your enemy. So why do u even wanna forbid anything? Teleport during the game is just 1, and it is Your choice to attack with less damage but without Risk(F3), or attack with a lot of damage and risk your worm being in danger.

First of all, people keep using what they find in the crates... If I invaded their fort, and they find firepunch(F4) why wouldn't they use it on me? When the flood hits the top of the map, then using shotgun/minigun is essential. I dunno why do u even have a suggestion like that. All F3 weapons can be used to make small edges on the Wall of the other fort which later on can lead to climbing on them. I guess you must see more gameplay from the replays.

"if tele to other fort allow so should we had f3 f4"

Check out replay number 2, to see how F4 has been nicely used against me  ::)
« Last Edit: May 30, 2014, 08:31 AM by Zalo »

Offline MycyxPatroN

Re: Scheme #1401, MF submitted by Zalo
« Reply #6 on: July 11, 2014, 03:27 PM »
Donkey and Armageddon should be turn off ( delayed 99 turns ). Theese weaps only spoil matches :|.
Wormnet nick: Mycy / Mycy-snoop