Schemes
September 21, 2020, 12:26 AM

Boom for Weapons

Boom for Weapons (BfW) - Boom Race + Walk for Weapons (v3.8)

Scheme #3407, Viewed 62 Time(s)

Basic Information
Summary
Util.
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Acronym: Boom for Weapons
Name: Boom for Weapons (BfW) - Boom Race + Walk for Weapons (v3.8)
Type: Race, Rubberworm
Submitted by: Brazil FoxHound

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Example replays: Downloaded 3 time(s)

Time: September 01, 2020, 09:24 AM
Description:


Released in 2009 with 15 maps on WMDB today, the concept of Boom for Weapons or BfW is a combination of Boom Race and Walk for Weapons. It is an anchor mode race about blasting your own worm (just like Boom Race) but this time the indestructible maps are filled with weapon sprites on the whole floor due to the mandatory rule of only using a weapon if the worm being controlled is adjacent to a sprite of that weapon (just like Walk for Weapons). The scheme takes Boom Race to another level, since it encourages the use of many different weapons; including Ninja Rope, Jet Pack, and even the Parachute; exploring a specific situation, allowing interesting combos sometimes (Walk for Weapons characteristic). Most (not to say all) Boom for Weapons schemes use RubberWorm settings (emphasis on multishot, antisink and glue features). Phased enemy worms + weapons + damage (/boom) is recommended (already included at the available scheme).

A map + scheme association: there is not a universal scheme for Boom for Weapons. Maybe one day people elect a generic one (the original scheme is updated to v3.8 with almost all weapons, removing only the ones that could cause trouble, and it could be a strong candidate to a possible generic BfW's scheme), but usually each map has its own scheme settings (since they explore different mechanics), usually the settings are very similar (at least until 2020), with differences on the chosen weapons and especially the Jet Pack's fuel or the Ninja Rope number of shots.

Game manual

Mandatory rules
STF (Start to Finish) - Players must place their worm at the start and reach the finish.
Use the pictured weapon/tool you are standing on - Players must use the weapon represented by the picture their active worm is standing on.

Optional rules
Save State - As if the game were being played on an emulator, players can use the "save state" feature whenever they want, if they fall into a place that they have already passed, teleporting or moving back to the most advanced part they have been to.
Situational Save State - Same as above, but only if players fall into a very distant place.

Objective
The first player to blast his/her own worm using the determined weapons on the map and reach the finish will be the winner.

Issues
  • Sometimes a map is not well tested enough and some weapon sprites don't work well on the chosen spot, they can even cause an incosistence in the game, locking a player forever in a certain part. When this happens, the ideal is that the map author fix that part of the map, but while in game, players can agree to adjust the worm's position better with the jet pack (usually moving a few pixels only), or use another weapon instead.
  • Shotgun's second shot may trouble a bit, usually it is just spent shooting the air, but this may vary if the map mentions something about this (the original BfW map allowed shooting the shotgun's second shot to progress even standing on a different weapon sprite).
  • When the worm is between two weapon sprites, usually the player will be able to choose the best weapon to advance the race.
  • Sometimes a player may fall or go back to a previous area due to a bad choice, a bad aim, a bad shot, a mistake or whatever reason. Usually the maps explore these situations forcing the player to pass that entire part in a row, but in some situations the player will go back too much, on a distant area, sometimes standing on a hard part again. So, it all depends on the players agreement, if they think falling back so far is annoying, they may agree to allow players teleport or move to where they were before the mistake or at the most advanced part they were on the map (see Situational Save State in Optional Rules). Otherwise, a simple mistake can cost the game to a player, doing the same (sometimes long and hard) part again while others advance normally. Players may even agree to teleport to the most advanced part they had reached every single mistake they do that causes falling to an area they already passed (see Save State in Optional Rules). This would avoid doing the same areas again and would reduce stress or irritability of the players, but could make players skip easily the map author's intentions of keeping the players stuck on a series of movements until they do all of them correctly in a row, being sometimes not an ideal gameplay experience, like an "easy mode", abusing of this "Save State" rule.
  • Most (not to say all) BfW maps use multishot, antisink and glue (100% friction) features, since the original map uses a scheme with these RubberWorm settings. Specifically the glue might be annoying, less fun or at least confuse some people. This might change with time however, if players create maps for standard or different physics and people like playing this way. Note that, in theory, BfW can be played even without multishot.

Available maps (15 today): https://www.wmdb.org/maps/?map%5Btitle%5D=BfW (search "BfW" or "Boom for Weapons")
More details about this scheme can be found here: https://worms2d.info/Boom_for_Weapons

Special thanks to sbs for all the maps and the support for this scheme all these years
Scheme game options
Game options
1
67
Time options
30
30
0
0
5
Crate options
0
Sudden death options
Objects options
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
Inf
Low Gravity
Inf
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
Inf
Homing Missile
Inf
Mortar
Inf
Homing Pigeon
Inf
Sheep Launcher
Inf
Grenade
Inf
Cluster Bomb
Inf
Banana Bomb
Inf
Battle Axe
Inf
Earth Quake
Inf
Shotgun
Inf
Handgun
Inf
Uzi
Inf
Minigun
Inf
Longbow
0
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
Inf
Suicide Bomber
Inf
Prod
Inf
Dynamite
Inf
Mine
Inf
Sheep
Inf
Super Sheep
Inf
Mole Bomb
Inf
Air Strike
Inf
Napalm Strike
Inf
Mail Strike
Inf
Mine Strike
Inf
Mole Squadron
Inf
Blow Torch
Inf
Pnuematic Drill
Inf
Girder
0
Baseball Bat
Inf
Girder Starter Pack
0
Ninja Rope
Inf
Bungee
Inf
Parachute
Inf
Teleport
Inf
Scales of Justice
0
Super Banana Bomb
Inf
Holy Hand Grenade
Inf
Flame Thrower
Inf
Sally Army
Inf
MB Bomb
Inf
Petrol Bomb
Inf
Skunk
Inf
Ming Vase
Inf
French Sheep Strike
Inf
Mike's Carpet Bomb
Inf
Mad Cow
Inf
Old Woman
Inf
Concrete Donkey
Inf
Indian's Nuclear Test
0
Armageddon
Inf
Skip Go
0
Surrender
0
Worm Select
Inf
Freeze
0
Pasty's Magic Bullet
Inf
Scheme extended game options
Scheme extended game options
Terrain Friction
0.00000
Phased Worms (Allied)
Worms
Phased Worms (Enemy)
Worms+Weapons+Damage
Petrol Turn Decay
0.99998
Pause timer while firing
Loss of control doesn't end turn
Weapon use doesn't end turn
Enabling above option doesn't block any weapons
Worm Selection doesn't end Hot Seat
Worm Selection is never cancelled
RubberWorm anti-sink
RubberWorm remember weapons
Help

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