Acronym: No Jumping
Name: [czlowiek-kredens] No Jumping
Type: Battle,
Rubberworm
Submitted by: 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.