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Team17 roofless

Scheme #2255, Viewed 2481 Time(s)

Basic Information
Summary
F4
F7
F8
F12
Crate probability
4.1%
4.1%
4.1%
4.1%
4.1%
4.1%
4.1%
4.1%
4.1%
4.1%
4.1%
4.1%
4.1%
4.1%
4.1%
4.1%
4.1%
4.1%
4.1%
4.1%
3%
3%
2%
2%
2%
2%
2%
0.6%
0.5%
Scheme Rate
Not rated yet
Acronym: Team17 roofless
Name:
Type: Battle
Submitted by:

Download this scheme:
Downloaded 541 time(s).
Example replays: Downloaded 300 time(s)

Time: December 31, 2016, 12:18 PM
Description:
This Team17 scheme is supposed to be played on a dual layer cavern map without the indestructible roof*. Going on top of the map is allowed. Super weapons are disabled and most weapons have equal chance to occur in crates.

Rules:
- No rope knocking (including bungee knocks)


*Right click the border icon to disable border
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
General options
Help
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
Jet Pack
0
Low Gravity
0
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
1
Homing Missile
0
Mortar
0
Homing Pigeon
0
Sheep Launcher
1
Grenade
1
Cluster Bomb
0
Banana Bomb
1
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
0
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
0
Dynamite
1
Mine
1
Sheep
1
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
0
Pnuematic Drill
0
Girder
0
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
0
Teleport
0
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
1
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
1
Old Woman
1
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
4
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Jet Pack
30
Low Gravity
1
Fast Walk
1
Laser Sight
1
Invisibility
1
Bazooka
3
Homing Missile
3
Mortar
3
Homing Pigeon
3
Sheep Launcher
3
Grenade
3
Cluster Bomb
1
Banana Bomb
3
Battle Axe
3
Earth Quake
1
Shotgun
3
Handgun
3
Uzi
3
Minigun
3
Longbow
3
Fire Punch
3
Dragon Ball
3
Kamikaze
3
Suicide Bomber
1
Prod
3
Dynamite
3
Mine
3
Sheep
3
Super Sheep
3
Mole Bomb
3
Air Strike
3
Napalm Strike
3
Mail Strike
1
Mine Strike
1
Mole Squadron
1
Blow Torch
5
Pnuematic Drill
5
Girder
3
Baseball Bat
3
Girder Starter Pack
1
Ninja Rope
5
Bungee
1
Parachute
1
Teleport
1
Scales of Justice
1
Super Banana Bomb
1
Holy Hand Grenade
3
Flame Thrower
3
Sally Army
1
MB Bomb
1
Petrol Bomb
3
Skunk
3
Ming Vase
1
French Sheep Strike
1
Mike's Carpet Bomb
1
Mad Cow
3
Old Woman
3
Concrete Donkey
1
Indian's Nuclear Test
1
Armageddon
1
Skip Go
1
Surrender
1
Worm Select
1
Freeze
1
Patsy's Magic Bullet
1
Damage x2
1
Jet Pack
0
Low Gravity
0
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
4
Homing Missile
2
Mortar
4
Homing Pigeon
2
Sheep Launcher
4
Grenade
4
Cluster Bomb
4
Banana Bomb
39
Battle Axe
4
Earth Quake
0
Shotgun
3
Handgun
4
Uzi
4
Minigun
4
Longbow
4
Fire Punch
0
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
0
Dynamite
4
Mine
4
Sheep
4
Super Sheep
2
Mole Bomb
4
Air Strike
2
Napalm Strike
2
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
0
Pnuematic Drill
0
Girder
0
Baseball Bat
4
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
0
Teleport
0
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
4
Flame Thrower
4
Sally Army
0
MB Bomb
0
Petrol Bomb
4
Skunk
4
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
3
Old Woman
4
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

0 Members and 1 Guest are viewing this topic.

STRGRN

Is this scheme better than the regular T17 for playing on inverted double cavern maps?

Senator

The regular scheme is ok if you just disable super weapons. No indestructible roof + super weapons = disaster. You could get Armageddon etc. Crate probabilities are a matter of taste.

WTF-8

soooo no scales, no freeze and no quake either?  sounds like a big change, if you ask me
The manual in the installation folder is a pathway to many abilities some consider to be unnatural

STRGRN

Quote from: Senator on December 31, 2016, 02:23 PM
The regular scheme is ok if you just disable super weapons. No indestructible roof + super weapons = disaster. You could get Armageddon etc. Crate probabilities are a matter of taste.

You could give the OP weapons inf ammo with 255 delay (so they won't appear in crates).

Senator

#4
Quote from: STRGRN on December 31, 2016, 04:12 PM
You could give the OP weapons inf ammo with 255 delay (so they won't appear in crates).

They would be in the weapon panel and confuse, though.

Personally I miss just eq and nuclear tbh. Patsy, vase, sally, super nana, freeze and scales are stupid luck shit imo. Super weapons are rare anyway.

Deadcode

#5
Quote from: Senator on January 01, 2017, 11:13 AM
They would be in the weapon panel and confuse, though.

Personally I miss just eq and nuclear tbh. Patsy, vase, sally, super nana, freeze and scales are stupid luck shit imo. Super weapons are rare anyway.

That was just a design flaw that is fixed in v3.8+. You no longer have to set nonzero ammo to a weapon that you are disabling by giving it infinite (negative, i.e. 128..255 reinterpreted as signed) delay. You only have to set the delay now, and it won't show up in the weapon panel.

FoxHound

#6
Quote from: Deadcode on November 16, 2023, 01:46 AM
That was just a design flaw that is fixed in v3.8+. You no longer have to set nonzero ammo to a weapon that you are disabling by giving it infinite (negative, i.e. 128..255 reinterpreted as signed) delay. You only have to set the delay now, and it won't show up in the weapon panel.

Wow, I didn't know this. Very good to disable weapons from schemes completely,  including from weapon panel. I might update some old schemes and I might block more weapons of my future schemes.

EDIT: The ideal would be to don't need to block any weapon, though. It would be much better to simply be able to choose the crate probabilities of the super weapons. This way, you wouldn't waste time collecting a crate of a weapon that cannot be used.

Paradise - THeDoGG