Schemes
April 20, 2024, 08:46 AM

No Jumping

[czlowiek-kredens] No Jumping

Scheme #4110, Viewed 1577 Time(s)

Basic Information
Summary
Util.
F2
F3
F4
F5
F6
F7
F8
F10
F11
F12
Crate probability
23.8%
14.9%
14.9%
11.9%
8.9%
5.9%
5.9%
2.9%
2.9%
2.9%
2.9%
1.4%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
Scheme Rate
5 / 5
Total Members Voted: 1
Acronym: No Jumping
Name: [czlowiek-kredens] No Jumping
Type: Battle, Rubberworm
Submitted by: Poland czlowiek-kredens

  • 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 185 time(s).
Example replays: Downloaded 191 time(s)

Time: September 15, 2021, 06:25 PM
Description:
Ready for something unique?
In this scheme the gravity is so complicated, that worms can't jump nor throw, neither can Sheeps and Skunks, but when worm is on a parachute, it can fly to any direction, even upwards.

There is no fall damage.

Axe is so powerful that it can often take even 100% of worm's HP (depending on how the victim is standing, for example on steer slope).
Napalm Strike's rockets explode not in air, but on land, damaging it in addition. The gravity empowers flames.
Cluster Bomb can't be thrown, remember!
Loss of Control doesn't end turn.
Slow motion (45% engine speed) is a must. It is necessary for nice parachute manouvering. Time for move is 12 s (26.7 s in reality).
Players have some weapons, but the main base is: infinity of Jetpack, infinity of Parachute and infinity of Mine.
There are quite many weapon crates.

The best way to play is to use jetpack to fly up high with parachute chosen, and when parachute is activated after the fuel ends, press arrow UP button, and attack from parachute.
After attack you have 6 s (13.3 s in reality) retreat time.

The final shape of this scheme was released 22.12.2022 (many changes took place).
Last litle changes were made 25.12.2022.

Some replays have time for move 14 s. Not anymore. It's 12 s now.


Some of the dilemas I had creating this:
-Parachute speed can be changed only with the gravity strength. With a gravity making it impossible to jump, the Parachute speed was so big, that I needed to slow the engine speed down to make manouvering possible.
-I needed to find perfect balance between flying upwards on parachute speed, general parachute horizontal and vertical speed, parachute fall speed making it possible to collect some crate and continue flying, and keep it all with impossibility to jump.
-Jetpack fuel is finally 1 and with big speed, because you just want it to end quickly before activating parachute. It allows you to fly up high enough to activate parachute. So more speed, less fuel. It works well with slow motion by the way.
-After more tests 14 s turned out to be too long time and it's not any challenging, so now it's 12 s after changes. Previously 11 s was a litle not enough, so hopefully 12 s will be fine. Otherwise I'll change it to 13 s in the future.
-Any weapons with adjustable power meter here act like dynamites, so I needed to remove all Bazookas, etc.


My special thanks go to FoxHound, who tested with me some ideas and gave some suggestions helping making this scheme better.
Scheme game options
Game options
100
1
Time options
4
12
3
6
5
Crate options
25
Sudden death options
5
Objects options
8
2
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
Inf
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
1
Banana Bomb
0
Battle Axe
1
Earth Quake
0
Shotgun
Inf
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
0
Dragon Ball
0
Kamikaze
2
Suicide Bomber
0
Prod
0
Dynamite
2
Mine
Inf
Sheep
2
Super Sheep
1
Mole Bomb
0
Air Strike
0
Napalm Strike
1
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
Inf
Pnuematic Drill
Inf
Girder
Inf
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
0
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
2
Mad Cow
0
Old Woman
1
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
Wind
10
Gravity
12.00000
Terrain Friction
1.00000
Rope Knocking
100
Maximum flamelet count
1200
Maximum projectile speed
72.00000
Maximum rope speed
0.00000
Maximum Jet Pack speed
9.75000
Unrestrict Rope
Maximum crate count on map at once
9
X-Impact loss of control
Keep control after bumping head
Keep control after skimming
Keep control and rope
Loss of control doesn't end turn
Game engine speed
0.45000
Health crates cure poison
Cure collecting worm
Indian Rope glitch
Herd-doubling glitch
Jet Pack Bungee glitch
Angle cheat glitch
Glide glitch
Skip-walking
Disabled
Block roofing
Block everywhere
Floating weapon glitch
Terrain overlap phasing glitch
Worm Selection doesn't end Hot Seat
Girder Radius Assist
Blood Level
100
RubberWorm gravity type
Standard
RubberWorm gravity strength
0.36000
RubberWorm crate rate
3
Help

Author Topic: Scheme #4110, No jumping submitted by czlowiek-kredens  (Read 1325 times)

0 Members and 1 Guest are viewing this topic.

Offline FoxHound

  • Scheme maker, map maker and Worms Knowledge Base editor. I also have translation projects.
  • Hero Member
  • *****

  • Brazil Brazil
  • STF STF clan
  • WoSC WoSC community
  • PoC PoC community

  • Posts: 906
  • Founder of WoSC, a community about scheme creation
    • View Profile
    • My Worms Knowledge Base page
Scheme #4110, No jumping submitted by czlowiek-kredens
« on: September 05, 2022, 03:18 AM »
Okay I just watched the new replays here and I laughed many times, thanks for this. It has a similar vibe of kredens' Realistic scheme, but the gravity is even more insane. I think Realistic is more tactical than this one, more balanced too. There are too many strong weapons available and it's not hard to find a super weapon that can destroy easily the map. I think it has more potential if upgraded in the future.

Anyway, the idea is great and just having fun trying the weapons already worths playing this scheme. I had a lot of fun watching you two flying with the Jet Pack, Magic Bullet was really weird ahahaha, I liked the Napalm exploding on ground and the flames glow so hard in this scheme... It's beautiful and they dig a lot the terrain too.

I think the turn time is a bit too long, maybe to allow people deal with the rope without wasting ammo, but that causes half of the turn time become people trying to flagpole with the rope. The axe can kill worms without high gravity, if you set 256 power to it. So, the axe can be balanced if needed for example: setting power = 1, will make it cause 25% of damage, with the gravity it will be more, but won't kill so easily. Another thing to consider is to experiment this scheme as a plop war version, it could be interesting too.
« Last Edit: September 05, 2022, 07:09 AM by FoxHound »
I doubt you see this link moving below (you will have to zoom in. If you click at it, you will have maden the impossible):
'


Offline czlowiek-kredens

Re: Scheme #4110, No jumping submitted by czlowiek-kredens
« Reply #2 on: September 06, 2022, 02:33 PM »
Updated:
 reduced Hot Chair (by 8s) to 7s
 changed max rope speed to unlimited
 changed Battle Axe power to 256 and Cluster Bomb to 4
 changed Battle Axe delay to 9 and Cluster Bomb delay to 10
 changed Battle Axe ammo to 1
 increased Jetpack power (by 4) to 70
 increased Ninja Rope ammo (by 3) to 11
 increased Aqua Sheep crate chance from 16,4% to 23,1%
 gave Napalm Strike crate chance equal to 2,8%
 gave 3 ammo of Mortar with 15 power and 9 delay

and so I deleted the replays
« Last Edit: September 07, 2022, 07:08 AM by czlowiek-kredens »

Offline czlowiek-kredens

Re: Scheme #4110, No jumping submitted by czlowiek-kredens
« Reply #3 on: September 07, 2022, 07:11 AM »
changed axe power to 5
increased Jet Pack fuel to 90 and ammo to 4

Offline Lupastic

Re: Scheme #4110, No jumping submitted by czlowiek-kredens
« Reply #4 on: September 07, 2022, 10:58 AM »
example replay?

Offline czlowiek-kredens

Re: Scheme #4110, No jumping submitted by czlowiek-kredens
« Reply #5 on: September 09, 2022, 09:22 AM »
added

Offline czlowiek-kredens

Re: Scheme #4110, No jumping submitted by czlowiek-kredens
« Reply #6 on: December 23, 2022, 12:06 AM »
scheme is completely reworked, just try! :)

Offline Mega`Adnan

Re: Scheme #4110, No jumping submitted by czlowiek-kredens
« Reply #7 on: December 23, 2022, 03:30 PM »
Wow, reworked version now feels like it's out of the world! :D



Adnan, you are Mega, not Micro and not even faint  :D So fight till the end please.

Offline FoxHound

  • Scheme maker, map maker and Worms Knowledge Base editor. I also have translation projects.
  • Hero Member
  • *****

  • Brazil Brazil
  • STF STF clan
  • WoSC WoSC community
  • PoC PoC community

  • Posts: 906
  • Founder of WoSC, a community about scheme creation
    • View Profile
    • My Worms Knowledge Base page
Re: Scheme #4110, No jumping submitted by czlowiek-kredens
« Reply #8 on: December 24, 2022, 09:50 PM »
Wow, very nice! The result of the testings seem to have reached a much more interesting gameplay scheme than it already was!

I might be wrong, but maybe this is the first public scheme to actually use slow motion (slow game engine speed) feature. It is funny to listen the sounds and speeches in slow motion.

The mechanic of using parachute with a very high gravity, was only possible due to a modified scheme version of Goku Battle Arena by pavlepavle. I only suggested that parachute with combined gravities mechanic to this scheme and czlowiek-kredens tested it very well.

The only two things I would say about this scheme are:

  • Maybe only 1 fuel for jet pack might be too hard for beginners.
  • Less time to play could make the scheme more challenging, something like an aerial game, or my scheme Jet Pack War, but with this crazy gravity and using parachute as jet pack.
I doubt you see this link moving below (you will have to zoom in. If you click at it, you will have maden the impossible):
'

Offline czlowiek-kredens

Re: Scheme #4110, No jumping submitted by czlowiek-kredens
« Reply #9 on: December 25, 2022, 01:53 PM »
new changes:
Reduced turn time from 14s to 12s
« Last Edit: December 25, 2022, 08:56 PM by czlowiek-kredens »