Schemes
May 03, 2024, 08:49 AM

No Jumping

[czlowiek-kredens] No Jumping

Scheme #4110, Viewed 1609 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%
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?!?%
?!?%
?!?%
?!?%
?!?%
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?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
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 190 time(s).
Example replays: Downloaded 199 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 #4677, Kaozar submitted by Kradie  (Read 929 times)

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Offline Lupastic

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Scheme #4677, Kaozar submitted by Kradie
« on: August 29, 2022, 11:22 PM »
I think this makes absolutely no sense

Offline FoxHound

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Scheme #4677, Kaozar submitted by Kradie
« Reply #1 on: August 29, 2022, 11:30 PM »
That's a very limited version of Kaos, but with ropes. You can get other weapons with Crate Shower, fortunately. I played a russian scheme similar to this one that was like Kaos version of Ropes n' Crates (RnC).
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 Kradie

Re: Scheme #4677, Kaozar submitted by Kradie
« Reply #2 on: October 15, 2022, 01:25 PM »
Scheme updated.

Significant change: Double Damage is removed from utility crates.
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Offline Kradie

Re: Scheme #4677, Kaozar submitted by Kradie
« Reply #3 on: December 29, 2022, 04:52 AM »
I added another replay. Quite an enjoyable scheme if I may say so myself.
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Offline Kradie

Re: Scheme #4677, Kaozar submitted by Kradie
« Reply #4 on: January 26, 2023, 06:17 PM »
Scheme updated.

Most notable changes are:
Retreat time is enabled in multishot mode. 
You can fire rope half way down.
Worms 2 Rope Physics (Fast rope).
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