Schemes
December 11, 2017, 05:00 PM

NormalPro

Normal Pro

Scheme #2358, Viewed 487 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F6
F7
F8
F10
F12
Scheme Rate
Not rated yet
Acronym: NormalPro
Name: Normal Pro
Type: Battle
Submitted by: Germany FaD

Download this scheme:
Downloaded 60 time(s).
Example replays: Downloaded 21 time(s)

Time: May 17, 2017, 01:39 PM
Description:
Made from the original scheme Intermediate Luckless (onl).

It is faster, more luckless, more balanced and more dynamic.


Please notice that  turn time and SD timer are both changed proportional -20%, from 45s to 36s and from 15m to 12m.

Play with 8 worms each team for 1vs1
Play with 4 worms each team for 2vs2

play bo1,bo3,bo5


Rules:


a. Game settings:

Games can be played at one victory (one round), two victories (same as best of 3) or 3 victories (same as best of 5). The standard number of victories is 2, and it can not be changed unless both players agree. Remember that all games have to be played in #Anything Goes or #Ropers Heaven, because only in these channels rope and bungee knocking is possible.



b. Map choice:

The terrain must be one randomly generated by the in-game editor. Select terrains that offer good hides and minimize the number of easy kills and big piles during the first turns of the round. The layout (fruits, medieval, beach, etc.) must be random.
The following, is just a suggestion but, becomes an obligation if both players are not in agreement with the subject: Regarding the type of terrain to select in successive rounds, you should choose cave in case best of 1 game, island-island-cave-cave-(…) in case best of 3 game and cave-cave-island-island-(…) in case best of 5 game. The main idea is to play more or less the same number of caves as islands, because in this way skills of the players will be tested under a good variety of different terrains. Also in this way both wormers will get more or less the same amount of starting turns on an island and the final round (after 1-1, 2-2 results) will be played (except situations when you got draws in some rounds) on a cave to minimize "the first to move" advantage.



c. Forbidden bugs: (Remember that rope/bungee knocking is allowed)

Bow/bat/rope angle modifications.
Walking on top of the indestructible barrier of a cave.
Skip walking using the mouse.
Floating weapon glitch
Jumping from Pneumatic Drill
Jumping after teleporting (turning around after teleporting is allowed because it doesn't change the worm position).



d. Allowed bugs and tricks:

Here is a list of allowed bugs and tricks that sometimes are considered bugs that are allowed because they either do not really affect the gameplay or it gets too hard to determine whether they were used intentionally:

Bungee from Jet Pack*
Napalm strike to turn off petrol fire.
Bazooka and other missiles through thin walls.
Dragon Ball through thin walls.
Multiple firepunch hits on the same worm.
Shotgun and other guns through worms.
Supersheep or any kind of missile shot above the indestructible layer of a closed map.
Rope and bungee knocks.
Cluster/Mortar abuse and suicide.
Hitting more than 1 worm with bow.
Double poisoning with one skunk.


©normalnonoobs.com 

*changed from original

Scheme game options
Game options
100
2
67
Time options
12
36
3
5
5
Crate options
25
Sudden death options
20
Objects options
8
3
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
1
Low Gravity
1
Fast Walk
Inf
Laser Sight
Inf
Invisibility
0
Bazooka
Inf
Homing Missile
1
Mortar
5
Homing Pigeon
0
Sheep Launcher
0
Grenade
Inf
Cluster Bomb
3
Banana Bomb
0
Battle Axe
2
Earth Quake
0
Shotgun
Inf
Handgun
Inf
Uzi
Inf
Minigun
0
Longbow
2
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
1
Suicide Bomber
1
Prod
Inf
Dynamite
1
Mine
2
Sheep
1
Super Sheep
0
Mole Bomb
0
Air Strike
1
Napalm Strike
1
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
3
Pnuematic Drill
3
Girder
3
Baseball Bat
1
Girder Starter Pack
0
Ninja Rope
5
Bungee
2
Parachute
2
Teleport
2
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
2
Skunk
1
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
3
Freeze
0
Pasty's Magic Bullet
0

Author Topic: Scheme #1445, Wind Roulette submitted by ivan  (Read 552 times)

0 Members and 1 Guest are viewing this topic.

Offline Storm2

Scheme #1445, Wind Roulette submitted by ivan
« on: July 20, 2014, 06:18 PM »
Interesting. I initially thought it was going to be similar to them Tornado schemes uploaded a few weeks ago lol
S2

Sulfur is my high.

Offline TheMadCharles

Re: Scheme #1445, Wind Roulette submitted by ivan
« Reply #1 on: June 09, 2017, 09:05 AM »
Worms per player? What maps? Best of how much?

Offline ivan

Re: Scheme #1445, Wind Roulette submitted by ivan
« Reply #2 on: June 09, 2017, 12:07 PM »
Worms per player? What maps? Best of how much?
Any map is ok, BO3 and 4 worms
« Last Edit: June 09, 2017, 12:14 PM by ivan »

Offline STRGRN

Re: Scheme #1445, Wind Roulette submitted by ivan
« Reply #3 on: June 09, 2017, 12:54 PM »
well, in my opinion the weappanel is a bit too cluttered. I'd rather have 4 or 5 weapons and 2 utilities for each wind direction, and maybe all weapons + a special, unique weapon (e.g. holy nade) when there is no wind (all weaps have inf ammo). the scheme isnt bad though, and i like the way you solved the zook problem. i will create and show you my version of the scheme when my computer is up and running again