Schemes
April 24, 2024, 10:28 PM

Team17 remake

Scheme #2375, Viewed 1621 Time(s)

Basic Information
Summary
F4
F7
F8
F12
Crate probability
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
3.5%
2.3%
0.5%
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?!?%
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?!?%
?!?%
Scheme Rate
Not rated yet
Acronym: Team17 remake
Name:
Type: Battle
Submitted by: Finland Senator

  • Please note that super weapons are on, it means that even if their crate probability in the scheme weapons options are set to 0, there's still chance for them to appear in game.
Download this scheme:
Downloaded 560 time(s).
Example replays: Downloaded 103 time(s)

Time: June 07, 2017, 09:33 AM
Description:
This scheme has 2 x Select Worm like the original T17 scheme. Crate probabilities are set to standard 3 except for Mad Cow (2).

Rules:

No rope knocking (includes bungee)
*If you knock a worm, you are NOT allowed to attack that worm until that worm has had a chance to move (before SD the victim gets one turn to move). If there is a big change in the game due to a knock, the game will be void or given to the victim.

No going on the roof
*If a player goes on the roof (the indestructible border), the game either needs to be restarted or void (victim's choice). If a player wins the game because of roofing, the victim gets the win.

No exploiting glitches (e.g. skipwalking, vertical bow)
Scheme game options
Game options
150
1
100%
Time options
12
45
5
5
5
Crate options
50
Sudden death options
20
Objects options
8
3
Help
General options
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
Scheme extended game options
Scheme extended game options
Rope Knocking
0
Angle cheat glitch
Skip-walking
Disabled
Block roofing
Block above
Floating weapon glitch
Help

Author Topic: Scheme #1500, Hysteria submitted by ivan  (Read 895 times)

0 Members and 1 Guest are viewing this topic.

Offline Sorastar11

Scheme #1500, Hysteria submitted by ivan
« on: June 15, 2017, 03:36 PM »
Advanced Hysteria is a great scheme. Ivan did a great job perfecting it. First of all, the weapons. The weapons are placed at perfect amounts of ammo. Having ammo makes people think about preserving it rather than firing blindly. If you are a regular Hysteria fan, these weapons may seem familiar to you. Second, the crates. Having crates gives you more possible ammo and is a great anti-stalling setting. Darksiders will quickly die when players start to get a hand on these. They are pretty easy to get to. The addition of Superweapons does little to the game but makes it more fun and a bit hectic at times. That is why it is Hysteria. Overall, it is a 9.5/10 scheme. Would play again.
Jonas Avila ;)

Offline STRGRN

Re: Scheme #1500, Hysteria submitted by ivan
« Reply #1 on: June 15, 2017, 03:42 PM »
i cant really say its "advanced" but whatever. looks decent