English
Türkçe
Español (ES)
Polski
Deutsch („Sie“)
Norsk
Suomi
Български
Nederlands
Italiano
Magyar
Português
Română
Svenska
Русский
Українська
Dansk
Croatian
Français
English
Log in
Sign up
In forums & posts
---This board
---This topic
In games
In replays
In cups
In tournaments
In challenges
In maps
In map packs
In schemes
In files
Main Menu
Main Menu
Home
Forums
Groups
Basic Information
List of Member Positions
List of Countries
List of Clans & Communities
Leagues
Basic Information
Rules
Hall of Fame
Seasons Information
Recent Games
Standings
Playoffs
Activity Standings
Games Awards Center
Cups
Basic Information
Current cups
Finished cups
Recent Games
Standings
Tournaments
Basic Information
Current Tournaments
Finished Tournaments
Recent Games
Standings
Challenges
Basic Information
Recent Challenges
Recent Records
Standings
Maps
Basic Information
Map Database
Mappack Database
Maps without authors
Upload a map (Map editor)
Schemes
Basic Information
List of Schemes
List of Schemes (Leagues)
Scheme Editor/Maker
Files
Programs
Flags
Graves
Terrains
Fanfares
Soundbanks
Replays
Missions
All files
Calendar
Donate
My panel
Welcome to
The Ultimate Site of Worms Armageddon
. Please
log in
or
sign up
.
Active chat preview
This box automatically views your last visited chat.
The Ultimate Site
►
Schemes
►
Scheme #1401
MF
MOLE FORTS - by Zalo
Scheme #1401, Viewed 3294 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%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
Scheme Rate
2.08 / 5
Total Members Voted: 12
Acronym:
MF
Name:
MOLE FORTS - by Zalo
Type:
Battle
Submitted by:
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 1023 time(s).
29 members and about 994 guests have downloaded this scheme.
Quai
May 27, 2014, 11:26 AM
Worm_gamer
May 27, 2014, 12:18 PM
Zalo
May 27, 2014, 08:19 PM
mef
June 14, 2014, 07:25 PM
MycyxPatroN
July 03, 2014, 11:35 AM
Paulinka
July 09, 2014, 07:41 PM
Nodog438
July 09, 2014, 11:17 PM
Danger135
July 11, 2014, 05:07 PM
`GoLd
July 12, 2014, 11:24 PM
Akayz
August 03, 2014, 11:30 AM
SPW
August 08, 2014, 01:18 PM
tita
August 15, 2014, 11:20 PM
screw
August 16, 2014, 10:49 AM
Siwy
September 09, 2014, 07:05 AM
Mega`Adnan
September 13, 2014, 01:23 PM
BlackSun
September 16, 2014, 10:55 AM
Darmin
September 16, 2014, 10:56 AM
Renan
October 16, 2014, 11:45 PM
Lemon
March 22, 2015, 02:00 AM
Ted
June 12, 2015, 04:50 PM
SiD
August 23, 2015, 07:47 PM
wylsacom
May 23, 2016, 06:25 AM
Godmax
May 23, 2016, 07:05 PM
Lancelot
August 17, 2016, 10:36 AM
Magnificent
August 20, 2016, 11:38 AM
Caxap-Sugar
November 04, 2017, 04:34 PM
Zalo the moler
April 11, 2021, 05:11 PM
JumboShrimp
April 12, 2023, 01:58 PM
Scully
July 04, 2024, 07:19 AM
Example replays:
Downloaded 817 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)
http://youtu.be/qcmzPIJvRwg
http://youtu.be/bwLBbZwIGBc
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
)
(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
3
General options
Help
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
0
2
2
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
0
0
0
0
0
0
Inf
0
0
0
0
0
Inf
Inf
7
0
0
0
Inf
Inf
1
0
0
0
0
0
0
0
0
0
0
0
0
0
255
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
255
0
0
0
0
0
0
0
0
30
1
1
1
1
5
3
5
3
3
5
5
3
3
1
5
3
5
5
5
5
5
3
1
3
3
3
3
3
5
3
3
1
1
1
3
3
5
3
1
3
1
1
1
1
1
3
3
1
1
5
3
1
1
1
3
3
1
1
1
1
1
1
1
1
1
0
9.52%
0
9.52%
0
19.04%
0
9.52%
0
4.76%
3
3.92%
3
3.92%
1
1.3%
3
3.92%
3
3.92%
3
3.92%
3
3.92%
2
2.61%
3
3.92%
0
???
3
3.92%
1
1.3%
3
3.92%
3
3.92%
3
3.92%
2
2.61%
1
1.3%
0
0%
0
???
0
0%
3
3.92%
3
3.92%
3
3.92%
3
3.92%
0
0%
2
2.61%
2
2.61%
0
???
0
???
0
???
0
0%
0
0%
0
0%
3
3.92%
0
???
0
0%
0
0%
0
0%
0
0%
0
???
0
???
3
3.92%
3
3.92%
0
???
0
???
3
3.92%
3
3.92%
0
???
0
???
0
???
2
2.61%
3
3.92%
0
???
0
???
0
???
0
0%
0
0%
0
0.65%
0
???
0
???
0
0%
Scheme extended game options
Modified values
Physics
Gameplay 1
Gameplay 2
Glitch Emulation
Input
Visual
RubberWorm
Scheme extended game options
No extended options has been modified.
Constant Wind
Wind
100
Wind Bias
15
Gravity
0.23999
Terrain Friction
0.95999
Rope Knocking
255
Phased Worms (Allied)
Off
Phased Worms (Enemy)
Off
Explosions push all objects
Default
Pneumatic Drill imparts velocity
Default
Petrol Turn Decay
0.19998
Petrol Touch Decay
30
Maximum flamelet count
200
Maximum projectile speed
32.00000
Maximum rope speed
16.00000
Maximum Jet Pack speed
5.00000
Unrestrict Rope
Maximum crate count on map at once
5
Sudden Death disables Worm Select
Sudden Death worm damage per turn
5
Batty Rope
Rope-roll drops
Disabled
X-Impact loss of control
Keep control after bumping head
Keep control after skimming
Lose control
Fall damage is triggered by explosions
Undetermined Crates
Default
Undetermined Fuses
Default
Pause timer while firing
Loss of control doesn't end turn
Weapon use doesn't end turn
Enabling above option doesn't block any weapons
Game engine speed
1.00000
Fractional round timer
Automatic end-of-turn retreat
Health crates cure poison
Cure all worms in team
Sheep Heaven's gate
explode + fuse + odds
Conserve instant utilities
Expedite instant utilities
Double Time stack limit
1
Indian Rope glitch
Default
Herd-doubling glitch
Default
Jet Pack Bungee glitch
Angle cheat glitch
Glide glitch
Skip-walking
Possible
Block roofing
Allow roofing
Floating weapon glitch
Terrain overlap phasing glitch
Default
Auto-Place Worms by Ally
Circular Aim
Anti-lock Aim
Anti-lock Power
Worm Selection doesn't end Hot Seat
Worm Selection is never cancelled
Girder Radius Assist
Blood Level
255
RubberWorm bounciness
0.00000
RubberWorm air viscosity
0.00000
RubberWorm air viscosity applies to Worms
RubberWorm wind influence
0.00000
RubberWorm wind influence applies to Worms
RubberWorm gravity type
Unmodified
RubberWorm gravity strength
1.00000
RubberWorm crate rate
0
RubberWorm crate shower
RubberWorm anti-sink
RubberWorm remember weapons
RubberWorm extended fuses/herds
RubberWorm anti-lock aim
RubberWorm Kaos mod
20, 10, 15, 5, 10, 15, 10, 15, 5
Help
0 Members and 1 Guest are viewing this topic.
Print
Go Down
Pages
1
User actions
Prince_Egypt
Crates not Everything
Egypt
Hero Member
Posts: 550
Follow your dream !
Logged
Scheme #1401, MF submitted by Zalo
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"
Zalo
Poland
Hero Member
Posts: 808
May the mole be with you (◕◡◕)/
Logged
Re: Scheme #1401, MF submitted by Zalo
#1
May 30, 2014, 12:13 AM
Last Edit
: May 30, 2014, 12:17 AM by Zalo
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?
Prince_Egypt
Crates not Everything
Egypt
Hero Member
Posts: 550
Follow your dream !
Logged
Re: Scheme #1401, MF submitted by Zalo
#2
May 30, 2014, 12:17 AM
I mean f3 f4 !
Zalo
Poland
Hero Member
Posts: 808
May the mole be with you (◕◡◕)/
Logged
Re: Scheme #1401, MF submitted by Zalo
#3
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?
Prince_Egypt
Crates not Everything
Egypt
Hero Member
Posts: 550
Follow your dream !
Logged
Re: Scheme #1401, MF submitted by Zalo
#4
May 30, 2014, 01:18 AM
if tele to other fort allow so should we had f3 f4
Zalo
Poland
Hero Member
Posts: 808
May the mole be with you (◕◡◕)/
Logged
Re: Scheme #1401, MF submitted by Zalo
#5
May 30, 2014, 07:50 AM
Last Edit
: May 30, 2014, 08:31 AM by Zalo
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
MycyxPatroN
Poland
MdT clan
Full Member
Posts: 248
*** 100% miu miu ***
Logged
Re: Scheme #1401, MF submitted by Zalo
#6
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
Print
Go Up
Pages
1
User actions
The Ultimate Site
►
Schemes
►
Scheme #1401
User actions
Print