Schemes
December 14, 2017, 12:35 AM

Capture the Flag FOR REAL

Scheme #2341, Viewed 543 Time(s)

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Acronym: Capture the Flag FOR REAL
Name:
Type: Battle, Rubberworm
Submitted by: Poland TheMadCharles

Download this scheme:
Downloaded 57 time(s).
Example replays: Downloaded 16 time(s)

Time: April 24, 2017, 05:22 PM
Description:
REPLAY IS OUT OF DATE

*PROOF OF CONCEPT - GRAVEYARD*
FEEL FREE TO REVIVE THE SCHEME AS YOU SEE FIT
REASON: LACK OF MAPS

Worms: 5 per player 1v1
 :-\ :-\ MAKE SURE 1ST WORM IS THE FLAG :-\ :-\
It would be good to be distinguishable:
>> THE FLAG <<

Map: Any generic Island/Cave <-- recommended to get some mirrored maps for more competitive experience

Rules:
start on opposite sides of the map
red starts near blue flag
blue starts near red flag

to take the flag, you touch your flag worm at the opposite side of the map (yes, use select)
once the flag is taken, no attacking the one who grabbed it
To get flag back, prod flag twice in a row
no hitting the flag - If that happens AND flag is taken, counts to the rule above (recommended to collect medkit by the flag)
when the flag is defended, the worm that grabbed swap places with the flag
to capture the flag, touch the enemy flag in your base. gg
antisink is enabled. if flag plops, the game is void

Worms+Taken Flag may not use Teleport - It's only for flag to collect medkit
Taken flag may not use Fast Walk

RubberWorm: flames(100), antisink, cratelimit(3)

*Last Update: 2017-04-30*
Scheme game options
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250
1
67
Time options
127
30
3
5
10
Crate options
15
Sudden death options
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Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
0
Fast Walk
Inf
Laser Sight
0
Invisibility
0
Bazooka
Inf
Homing Missile
1
Mortar
8
Homing Pigeon
0
Sheep Launcher
0
Grenade
Inf
Cluster Bomb
8
Banana Bomb
2
Battle Axe
2
Earth Quake
0
Shotgun
Inf
Handgun
Inf
Uzi
Inf
Minigun
0
Longbow
0
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
0
Suicide Bomber
0
Prod
Inf
Dynamite
0
Mine
Inf
Sheep
0
Super Sheep
0
Mole Bomb
3
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
Inf
Pnuematic Drill
Inf
Girder
5
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
0
Bungee
Inf
Parachute
Inf
Teleport
Inf
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
1
Flame Thrower
1
Sally Army
0
MB Bomb
0
Petrol Bomb
Inf
Skunk
0
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
0
Old Woman
1
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
Inf
Freeze
0
Pasty's Magic Bullet
0

Author Topic: Scheme #2220, Specialists submitted by STRGRN  (Read 465 times)

0 Members and 1 Guest are viewing this topic.

Offline TheMadCharles

Scheme #2220, Specialists submitted by STRGRN
« on: November 24, 2016, 06:36 PM »
aee where's prod here? xDD

Offline STRGRN

Re: Scheme #2220, Specialists submitted by STRGRN
« Reply #1 on: November 25, 2016, 10:20 PM »
Ups, I must've accidentally deleted it when I updated the scheme. Adding it back :)

Offline TheMadCharles

Re: Scheme #2220, Specialists submitted by STRGRN
« Reply #2 on: December 13, 2016, 09:22 PM »
Quote
NOTE: I highly recommend using a team with number-labeled worms.

Why Not call the team "Infinities"? Bazooka, Grenade, Shotgun!

Offline TheMadCharles

Re: Scheme #2220, Specialists submitted by STRGRN
« Reply #3 on: April 29, 2017, 07:52 PM »
Where's Specialists V.3?

Offline STRGRN

Re: Scheme #2220, Specialists submitted by STRGRN
« Reply #4 on: April 30, 2017, 07:47 AM »
Where's Specialists V.3?

Coming soon. I hope.