Schemes
October 17, 2017, 04:57 PM

TTRR

Time Trial Rope Race

Scheme #4, Viewed 5759 Time(s)

Basic Information
Summary
F8
F12
Scheme Rate
4.14 / 5
Total Members Voted: 14
Acronym: TTRR
Name: Time Trial Rope Race
Type: Race
Submitted by: Denmark wormiverse

  • This scheme must be played in Rope/Classic/Allround league(s).
Download this scheme:
Downloaded 3727 time(s).
Example replays: Downloaded 566 time(s)

Time: November 18, 2008, 04:40 PM
Description:
In 1vs1 and 2vs2 each player has 4 worms. In 3vs3 each player has 3 worms. Players start off by teleporting their worms on the starting line. The goal is to rope from start to finish in one turn as fast as possible. In 1vs1 the player with the best time wins. In 2vs2 and 3vs3 each player of the team needs to finish and the team with the best combined time wins.

The default map size is 1920x696.

RacingStuff must be activated before starting the game (using /rs command).

Rules:

Place your worms at start and rope to finish

No shortcuts

In case RacingStuff is not enabled
- No blocking at the start or in any other part of the map.
- Knocking the opponent's worms into the water is NOT allowed.
Scheme game options
Game options
1
Time options
45
3
5
5
Crate options
25
Sudden death options
Objects options
Help
General options
Scheme weapons options
Weapons options
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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
0
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
0
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
0
Pnuematic Drill
0
Girder
0
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
Inf
Bungee
0
Parachute
Inf
Teleport
0
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
Inf
Freeze
0
Pasty's Magic Bullet
0

Author Topic: TTRR scheme, By wormiverse  (Read 5323 times)

0 Members and 1 Guest are viewing this topic.

Offline MAFIA

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