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The Ultimate Site
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Schemes
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Scheme #2232
RR
Rope Race / 30s Rope Race / Turn-based Rope Race
Scheme #2232, Viewed 1016 Time(s)
Basic Information
Summary
F8
F12
Scheme Rate
Not rated yet
Acronym:
RR
Name:
Rope Race / 30s Rope Race / Turn-based Rope Race
Type:
Race
Submitted by:
Korydex
Download this scheme:
Downloaded 525 time(s).
11 members and about 514 guests have downloaded this scheme.
STRGRN
December 11, 2016, 09:03 AM
Gh0sT
December 26, 2016, 10:35 AM
x2f2fx
December 28, 2016, 01:42 AM
THYX
August 21, 2017, 04:58 PM
NiiCo17-pro
April 29, 2018, 07:56 PM
alias
August 17, 2018, 02:59 PM
shui
October 18, 2018, 03:12 AM
element
December 30, 2018, 03:51 AM
melbo
July 19, 2023, 03:18 PM
KombatWombatt
September 15, 2024, 04:56 AM
Time:
December 08, 2016, 07:53 AM
Description:
Objective:
Reach the spot labelled Finish, F, End, E, any other variatons of those words, or a spot that is obviously the end of the map with one worm in the shortest time possible.
Rules:
Players start by placing their worms on the spot labelled Start, S, Begin, or any other variation of those words.
Players are not allowed to rope knock. (You can use RacingStuff (type /rs if you can host or !version rs if you use HostingBuddy))
Players must take the path intended to be taken by the author of the map. This usually means that they must: follow any arrows pointing which direction to go, stay outside the map boundaries as short a distance as possible, and if there are no arrows directing a turn at a crossing path, go straight without changing direction. If there are no apparent rules, players must use their common logic to determine the correct path.
In 1vs1 and 2vs2 each player has 3 worms.
This is turn-based variation of the scheme.
Originally, in Worms Armageddon, there was no option to allow an unlimited turn timer, so rope races had to be turn-based. This meant that players would take short turns (usually 20 or 30 seconds long) to complete the race. Those who died while racing had to start their turns from the beginning, giving their opponent(s) a great advantage. This advantage does not occur in the standard time-trial variation.
In the turn-based variation, a tie between two similarly-skilled players is likely because the number of turns taken to complete the map may be the same. In the case of a tie, the players may decide among each other to restart the map from the beginning with another worm or race back to the start with the worms who reached the finish.
In Worms 2 and Worms World Party, there is no option to allow an unlimited turn timer, so rope racing must be turn-based.
Scheme and description (c) WKB
Scheme game options
Game options
1
Time options
15
30
3
5
15
Crate options
25
Sudden death options
Objects options
3
General options
Help
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
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
Inf
0
Inf
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
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
5
7
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
2
0
0
0
0
0
0
0
0
0
0
0
0
0
0
30
1
1
1
1
3
3
3
3
3
3
3
3
3
1
3
3
3
3
3
3
3
3
1
3
3
3
3
3
3
3
3
1
1
1
3
3
3
3
1
5
1
1
1
1
1
3
3
1
1
3
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%
0
0%
1
2.59%
1
2.59%
2
5.19%
2
5.19%
1
2.59%
1
2.59%
1
2.59%
1
2.59%
0
???
0
0%
0
0%
0
0%
2
5.19%
1
2.59%
0
0%
0
0%
0
0%
0
???
0
0%
1
2.59%
1
2.59%
1
2.59%
2
5.19%
2
5.19%
1
2.59%
1
2.59%
0
???
0
???
0
???
1
2.59%
1
2.59%
1
2.59%
1
2.59%
0
???
1
0%
1
2.59%
1
0%
1
2.59%
0
???
0
???
2
5.19%
2
5.19%
0
???
0
???
1
2.59%
1
2.59%
0
???
0
???
0
???
2
5.19%
2
5.19%
0
???
0
???
0
???
0
0%
0
0%
0
1.29%
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