Schemes
April 25, 2024, 02:05 PM

C-S:Forts

Counter-Strike: Forts

Scheme #3334, Viewed 565 Time(s)

Basic Information
Summary
Util.
F1
F3
F4
F5
F6
F7
F8
F12
Crate probability
22.2%
22.2%
22.2%
22.2%
7.4%
3.7%
Scheme Rate
Not rated yet
Acronym: C-S:Forts
Name: Counter-Strike: Forts
Type: Battle
Submitted by: Poland GrO

Download this scheme:
Downloaded 263 time(s).
Example replays: Downloaded 460 time(s)

Time: August 09, 2020, 12:53 PM
Description:

map v1
map v2

1vs1: 2020-07-16 07.15.19 [Online] @GrO, Wil (last turn shows a bat, a mine and low gravity)
2vs2: 2020-07-26 12.09.07 [Online] @GrO, Alexandr, Shica, alio
1vs1: 2020-07-28 16.36.44 [Online] @GrO, alio
3vs3: 2020-07-28 21.05.39 [Online] @GrO, Youmy-Konpaku, Anon, spilk, Toupee, Thouson
1vs1: 2020-08-10 22.40.33 [Online] @GrO, Melvin (opponent made a perfect 1st turn - surprising game)


...the scheme uses low HP (9) so it may look weird at first glance, but low weapons' power and no fall-damage are making it really balanced and fun to play - just give it a try as other people did...

You can use the /batty command - it fits, while the rope's limited and it helps to preserve it...

Baseball bat is to use it with mines combined with low gravity, you can also shot the mines using a longbow (without triggering) to gain even more advantage, but it's not an easy task to accomplish.

Good luck and have Fun...  ;D
Scheme game options
Game options
9
1
Time options
9
45
5
10
0
Crate options
3
Sudden death options
13
Objects options
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
Inf
Fast Walk
Inf
Laser Sight
0
Invisibility
0
Bazooka
0
Homing Missile
0
Mortar
4
Homing Pigeon
0
Sheep Launcher
0
Grenade
0
Cluster Bomb
0
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
Inf
Uzi
0
Minigun
0
Longbow
Inf
Fire Punch
0
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
Inf
Dynamite
0
Mine
8
Sheep
0
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
1
Mole Squadron
0
Blow Torch
0
Pnuematic Drill
0
Girder
0
Baseball Bat
8
Girder Starter Pack
0
Ninja Rope
4
Bungee
0
Parachute
Inf
Teleport
8
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
2
Freeze
2
Patsy's Magic Bullet
0
Damage x2
0
Scheme extended game options
Scheme extended game options
No extended options has been modified.
Help

Author Topic: TTRR scheme, By wormiverse  (Read 9301 times)

0 Members and 1 Guest are viewing this topic.

Offline MAFIA

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TTRR scheme, By wormiverse
« on: April 19, 2010, 10:17 PM »
hi, when we will start the cup?

Offline Camper

Re: TTRR scheme, By wormiverse
« Reply #1 on: April 19, 2010, 11:38 PM »
TOOOODAY!

Offline Bonhert

Re: TTRR scheme, By wormiverse
« Reply #2 on: May 18, 2011, 03:38 PM »
Please add another rule: You can't have turns longer than 200 seconds.
 Atm I'm wasting my time because my opponent (Doubletime) realized he can't win so is doing 700 seconds turns on 30s map.

Sure we could rope slower but it's not sexy!

Offline CMV

Re: TTRR scheme, By wormiverse
« Reply #3 on: May 18, 2011, 05:38 PM »
I don't think that's a good idea, some extremely evil maps need that amount of time with not-so-experienced ropers. But that might be a fair point to be able to report the game if your opponent seems to intentionally play like an asshole. However, it's more than likely that he has been aliased, so I wouldn't blame him.
SÜN
SÜN
SÜÜÜN
...

Offline Spid3yo

Re: TTRR scheme, By wormiverse
« Reply #4 on: August 09, 2013, 11:13 PM »
Sorry I've never done this before but are you allowed to use just 1 worm?

Re: TTRR scheme, By wormiverse
« Reply #5 on: August 10, 2013, 12:25 AM »
Sorry I've never done this before but are you allowed to use just 1 worm?
Why not, you can plop 2 of them at start, but your opponent will use those 3 worms for sure.  :D


Offline Korydex

Re: TTRR scheme, By wormiverse
« Reply #6 on: July 18, 2020, 09:47 AM »
Version for 3.8 with phased worms enabled (racing stuff)

Offline Kaleu

Re: TTRR scheme, By wormiverse
« Reply #7 on: August 10, 2020, 09:53 PM »
Hey Kory, nice scheme but I think you forgot to add an important feature that we all were waiting for, which now makes TTRR the one and the only scheme with no presence of any luck factor.

Phased Worms and wind bias set to 0 (disabled).

* TTRR 3.8 Definitive.wsc (0.32 kB - downloaded 84 times.)
« Last Edit: August 11, 2020, 06:35 PM by Kaleu »
Experience the best TTRR gameplays with my maps!

→ The best of Kaleu ←

↓ Average anti-modules player ↓

Offline Senator

Re: TTRR scheme, By wormiverse
« Reply #8 on: August 11, 2020, 08:12 AM »
You forgot to enable "Worm Selection doesn't end Hot Seat" :P

Offline Kaleu

Re: TTRR scheme, By wormiverse
« Reply #9 on: August 11, 2020, 04:45 PM »
You forgot to enable "Worm Selection doesn't end Hot Seat" :P

Didn't even know that was an option!
Fixed :D
Experience the best TTRR gameplays with my maps!

→ The best of Kaleu ←

↓ Average anti-modules player ↓