Schemes
October 19, 2017, 12:04 AM

NormalPro

Normal Pro

Scheme #2358, Viewed 452 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 54 time(s).
Example replays: Downloaded 19 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 #2358, InterPro submitted by FaD  (Read 464 times)

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Offline Dr Abegod

Scheme #2358, InterPro submitted by FaD
« on: May 17, 2017, 05:12 PM »
* Dr Abegod approves
Try it out guys! FaD: i think you should host a cup with this

Re: Scheme #2358, InterPro submitted by FaD
« Reply #1 on: May 17, 2017, 06:44 PM »
I liked it after 1st try ;D
gj mate

Offline Korydex

Re: Scheme #2358, InterPro submitted by FaD
« Reply #2 on: May 17, 2017, 06:45 PM »
example replay ne1

Offline Csongi

Re: Scheme #2358, InterPro submitted by FaD
« Reply #3 on: May 18, 2017, 12:07 PM »
I have one but I was drunk, so I guess it doesen't really count xdd
"Every day I get up and look through the Forbes list of the richest people in America. If I'm not there, I go to work." - Robert Orben

[avirex`mm] ill rape ur mother
[avirex`mm] twice in the same night
[avirex`mm] and she will ask for a third
[avirex`mm] cuz she's a whore

kins> Don't let girls ruins ur tus games :)


Offline WTF-8

Re: Scheme #2358, InterPro submitted by FaD
« Reply #4 on: May 18, 2017, 01:11 PM »
three ropes though
might as well go play elite
~~~~

Offline Dr Abegod

Re: Scheme #2358, InterPro submitted by FaD
« Reply #5 on: May 18, 2017, 02:10 PM »
because elite also has jetpack and low gravity yes?

Offline FaD

Re: Scheme #2358, InterPro submitted by FaD
« Reply #6 on: June 06, 2017, 04:53 PM »
scheme updated*

-5 ropes added
-dynamite delay reduced to 1 turn
-infinite fast walk added
-time between turns 5 seconds
-playing with 8 worms each team
-Rules a and b added

for all downloaded the old version, please get this new one, its much better.
« Last Edit: June 07, 2017, 02:19 PM by FaD »