Schemes
December 06, 2021, 08:23 PM

sFw

Spawn for Weapons

Scheme #4173, Viewed 404 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F7
F8
F9
F10
F11
F12
Scheme Rate
4.75 / 5
Total Members Voted: 4
Acronym: sFw
Name: Spawn for Weapons
Type: Battle, Rubberworm
Submitted by: Russian Federation SIBASA

Download this scheme:
Downloaded 30 time(s).
Example replays: Downloaded 22 time(s)

Time: October 27, 2021, 12:46 PM
Description:
 
Spawn for Weapons (SfW) is an original Walk for Weapons variant dynamic scheme that requires focus, speed and tactics from players. The maps of this scheme have weapon sprite zones on the whole surface. The peculiarity of SfW is that there is RubberWorm Crate Shower on, with a limit of 2 crates on the map. The crates spawnings determine the two weapons (where the crates are standing on) that the player will be able to use in order to attack the opponent, however, the player can pick up a crate during its turn to change the usable weapons. Also, there is a rule that prohibits attacking with the same weapon that the enemy used on the previous turn (the last weapon used before your turn cannot be fired again) - this brings a tactic element to the scheme and motivates the players to collect crates, not only increasing the variety of weapons to be used, but also giving them a small quantity of health.

The main gravity of the scheme is a bit lower than when someone uses Low Gravity during a standard normal game (a bit less than half of the normal gravity). Anti Sink is on, so drownings are more difficult to happen, usually only with the aid of Flamethrower or Petrol Bomb (plopping twice in-a-row). Phased worms are set only for allied worms to help passing through worms inside the tunnels that the maps may have (weapons and damage still affect allied worms). The game engine speed is a bit faster than usual to balance the slow gameplay that the lower gravity brings to scheme, this way the pace of the game is more satisfying and funny. Utilities and transport tools are free to use (no need crate spawnings for that, the maps usually don't have sprites for transport tools). Worm Selection is never canceled and can be used during hot-seat time, this can help on collecting crates and performing good attacks, in a dynamic way.

Rules:

  The sprites the two crates spawn determine the weapons you are able to attack your opponent. You can collect a crate to a new one spawn in another place to change the weapon, however, this means that the weapon that the crate you collected was standing on cannot be used anymore, except if another crate spawn on the same weapon zone the crate was.
  It is forbidden to attack with the same weapon that was last used by the enemy before your move. This way you can only use the weapon determined by the remaining crate (standing on it), or collect crates to unlock new weapons to attack. Exception: If the enemy, for example, attacked you with a Bazooka, and in the next turn you collected a crate and it respawned on the bazooka, then you can attack with bazooka again.
  In order to use a weapon you must wait until the crate completely stops parachuting or falling, and successfully arrives on the weapon zone.
  If a crate is between two weapon sprite zones, the player will be able to choose one of the two weapons that this crate is between to use.
  Utilities and transport tools like Fast Walk (unlimited), Jet Pack (x1 ammo with 45 fuel), Ninja Rope (x2 ammo, unlimited shots), Low Gravity (x1, absurdly low gravity), Parachute (unlimited) and Teleport (unlimited) are free to use, so the maps usually don't have these weapon sprites.

Map details:

This scheme uses specially-designed maps that are completely filled with weapon sprites zones on the entire surface. The maps usually have 1920 x 696 (standard) dimensions and take into consideration the 0.10001 gravity jumps, with many zones that can be reached simply by jumping or parachuting. Some maps also have slopes to facilitate the drownings by Flamethrower or Petrol Bomb, narrow tunnels and ladders where the crates cannot spawn while worms can pass, being able to block enemy worms, and also special holes for the crates to spawn (drop zones). Some of these concepts explored by the maps were inspired by Trench Warfare.

At the moment there are several maps with different models:
model1: These maps were the first prototypes for this scheme on which tests were carried out. Not all the weapons that are in the final scheme are present on them. - sFw model1 V1 \ sFw model1 V2 \ sFw model1 V3
model2: The current version of the map, which contains all the weapons that are presented in the scheme. - sFw model2 V1
model3: Slopes, Ladder, Chambers and Tunnels

Tactics:

  Since this scheme is all about crate drop zones, having knowledge about the crate spawning algorithm is helpful. Dropping a Mine can block the spawn of a crate on a certain weapon, or simply using the retreat time to leave the worm on a weapon spot will cause the same effect. Oil drums also cancel the chance of a crate appearing where they are.
  End your turn without allowing good weapons for the enemy. If a crate spawn on a weak weapon, usually is better to leave that crate for the opponent and if a crate spawn on a good weapon, it is better to use this weapon so that the opponent will not be able to repeat the same weapon, or simply collect that crate to make a random one replace that good weapon.

History:

Joint production scheme by SIBASA and FoxHound, released on 27 October 2021. The first started the scheme and the idea (on 5th October 2021 by a message), created all the rules of it, made many conceptual initial maps and worked on testings + the the provisory scheme icon, the second made modernization of the idea (many thoughts and suggestions), worked on the more technical part of the scheme, designed a new map concept and made heavy testings.

Article on WKB: https://worms2d.info/Spawn_for_Weapons
Scheme game options
Game options
80
2
360%
Time options
127
42
10
10
15
Crate options
8
Sudden death options
Objects options
8
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
1
Low Gravity
1
Fast Walk
Inf
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
0
Shotgun
Inf
Handgun
Inf
Uzi
Inf
Minigun
Inf
Longbow
0
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
0
Suicide Bomber
0
Prod
0
Dynamite
Inf
Mine
Inf
Sheep
Inf
Super Sheep
Inf
Mole Bomb
Inf
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
Inf
Girder Starter Pack
0
Ninja Rope
2
Bungee
0
Parachute
Inf
Teleport
Inf
Scales of Justice
0
Super Banana Bomb
Inf
Holy Hand Grenade
Inf
Flame Thrower
Inf
Sally Army
Inf
MB Bomb
0
Petrol Bomb
Inf
Skunk
Inf
Ming Vase
Inf
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
Inf
Old Woman
Inf
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
0
Freeze
Inf
Patsy's Magic Bullet
Inf
Damage x2
0
Scheme extended game options
Scheme extended game options
Gravity
0.10001
Phased Worms (Allied)
Worms
Petrol Turn Decay
0.14999
Maximum flamelet count
1000
Unrestrict Rope
Maximum crate count on map at once
2
Sudden Death disables Worm Select
Rope-roll drops
As from rope or jump
X-Impact loss of control
Keep control after bumping head
Keep control after skimming
Keep control and rope
Pause timer while firing
Loss of control doesn't end turn
Game engine speed
2.00000
Automatic end-of-turn retreat
Health crates cure poison
Don't cure
Sheep Heaven's gate
explode
Indian Rope glitch
Herd-doubling glitch
Skip-walking
Disabled
Block roofing
Block everywhere
Circular Aim
Anti-lock Aim
Worm Selection doesn't end Hot Seat
Worm Selection is never cancelled
Girder Radius Assist
RubberWorm crate rate
2
RubberWorm crate shower
RubberWorm anti-sink
RubberWorm remember weapons
Help

Author Topic: Scheme #4173, Spawn for Weapons submitted by SIBASA  (Read 425 times)

0 Members and 1 Guest are viewing this topic.

Offline SIBASA

Scheme #4173, Spawn for Weapons submitted by SIBASA
« on: October 27, 2021, 01:27 PM »
We present to your attention a new scheme co-produced by SIBASA and FoxHound.

We have carried out many tests and at the moment we have settled on this version that you see. Perhaps in the future we will make adjustments to this scheme, we will definitely inform about it if this happens.

Now we are working on creating new map models, experimenting with different designs.
Spoiler! View

Offline STRGRN

Re: Scheme #4173, Spawn for Weapons submitted by SIBASA
« Reply #1 on: October 27, 2021, 05:53 PM »
Genius, well done

Offline XanKriegor

Re: Scheme #4173, Spawn for Weapons submitted by SIBASA
« Reply #2 on: October 28, 2021, 12:11 PM »

Re: Scheme #4173, Spawn for Weapons submitted by SIBASA
« Reply #3 on: October 28, 2021, 02:54 PM »
Add an example replay?

Offline SIBASA

Re: Scheme #4173, Spawn for Weapons submitted by SIBASA
« Reply #4 on: October 29, 2021, 12:58 PM »
I added a replay of my offline game.
Spoiler! View

Offline TheMadCharles

Re: Scheme #4173, Spawn for Weapons submitted by SIBASA
« Reply #5 on: October 29, 2021, 01:20 PM »
can this be played for any wFw map?

Offline SIBASA

Re: Scheme #4173, Spawn for Weapons submitted by SIBASA
« Reply #6 on: October 29, 2021, 01:55 PM »
can this be played for any wFw map?
This scheme uses specially-designed maps that are completely filled with weapon sprites zones on the entire surface. This is necessary so that the two crates that randomly spawn on the map determine the weapon from which you have to attack.
 wFw maps are not suitable for this.

Quote from: Description of the scheme
At the moment there are several maps with different models:
model1: These maps were the first prototypes for this scheme on which tests were carried out. Not all the weapons that are in the final scheme are present on them. - sFw model1 V1 \ sFw model1 V2 \ sFw model1 V3
model2: The current version of the map, which contains all the weapons that are presented in the scheme. - sFw model2 V1
model3: Slopes, Ladder, Chambers and Tunnels
« Last Edit: October 29, 2021, 01:57 PM by SIBASA »
Spoiler! View

Offline FoxHound

Re: Scheme #4173, Spawn for Weapons submitted by SIBASA
« Reply #7 on: November 01, 2021, 10:56 PM »
Genius, well done

Thank you. The idea came from SIBASA, it is a very interesting idea indeed. Initially the idea was more like a Shopper game, but I thought the crate spawn could be explored in a more tactical way and I added some 3.8 featues to make the scheme more unique and different from the other schemes. Then we feel that the game was a bit repetitive and SIBASA added a rule that turned the gameplay better, although a bit more complicated.

Being sincere I really think this scheme is very enjoying I had a lot of fun testing it playing with myself and with SIBASA. I hope we both have time to play 1vs1 to release a better replay file, but this one SIBASA uploaded shows well enough the way the game is played, although he doesn't use so much the utilities in this replay.
Do you want to know different and creative schemes around Worms community? Check Scheme ideas.

See all my maps on my WMDB profile.

My nickname has to do with my time records of the hardest rank to get after the credits of Metal Gear Solid 3.

I used to play WWP online before playing WA online.

gif made by sbs:

Offline Kradie

Re: Scheme #4173, Spawn for Weapons submitted by SIBASA
« Reply #8 on: November 01, 2021, 11:24 PM »
So..... Let me get this straight.... If crate lands on a weapon sprite e.g ''Bazooka''. That worm must use bazooka?

Believe it or not, I was working on something similar offline but I never motivated myself to fulfill it. The scheme would be called Board Shopper. The crate spawn and drop would determine what weapon you could use and where you must use it. For example: If the crate landed on grenade sprite/name, you have to attack from that position.

Well I thought I'd share my Idea In case of finger pointing...

I was just surprised that this got made :)


Offline FoxHound

Re: Scheme #4173, Spawn for Weapons submitted by SIBASA
« Reply #9 on: November 02, 2021, 03:10 AM »
So..... Let me get this straight.... If crate lands on a weapon sprite e.g ''Bazooka''. That worm must use bazooka?

Believe it or not, I was working on something similar offline but I never motivated myself to fulfill it. The scheme would be called Board Shopper. The crate spawn and drop would determine what weapon you could use and where you must use it. For example: If the crate landed on grenade sprite/name, you have to attack from that position.

Well I thought I'd share my Idea In case of finger pointing...

I was just surprised that this got made :)



I think your idea would fit better on a Shopper scheme. As you are saying, it looks like a Walk for Weapons where you cannot choose your weapon. You are forced to use the determined weapon and that would limit the game even more. You'd use air strike when the opponent is protected under the terrain. As a Shopper scheme, though you could force the player to collect the crate and attack from that place, but that would require very special map, with tested zones for each weapon, attacking easily any place on the map from that area.

That's a public new idea now.
« Last Edit: November 02, 2021, 03:24 AM by FoxHound »
Do you want to know different and creative schemes around Worms community? Check Scheme ideas.

See all my maps on my WMDB profile.

My nickname has to do with my time records of the hardest rank to get after the credits of Metal Gear Solid 3.

I used to play WWP online before playing WA online.

gif made by sbs:

Offline Kradie

Re: Scheme #4173, Spawn for Weapons submitted by SIBASA
« Reply #10 on: November 02, 2021, 03:44 AM »
So..... Let me get this straight.... If crate lands on a weapon sprite e.g ''Bazooka''. That worm must use bazooka?

Believe it or not, I was working on something similar offline but I never motivated myself to fulfill it. The scheme would be called Board Shopper. The crate spawn and drop would determine what weapon you could use and where you must use it. For example: If the crate landed on grenade sprite/name, you have to attack from that position.

Well I thought I'd share my Idea In case of finger pointing...

I was just surprised that this got made :)



I think your idea would fit better on a Shopper scheme. As you are saying, it looks like a Walk for Weapons where you cannot choose your weapon. You are forced to use the determined weapon and that would limit the game even more. You'd use air strike when the opponent is protected under the terrain. As a Shopper scheme, though you could force the player to collect the crate and attack from that place, but that would require very special map, with tested zones for each weapon, attacking easily any place on the map from that area.

That's a public new idea now.
I have a map saved in PSD format, but I never as I said continued the ambition. I chose to share my I publicly just In case someone would suggest plagiarism. I have no problem that the new Idea is public now. Anyone is free to pursue it if they want.

Yeah, a special map is required. Imo such map should allow some space to move where the select weapon is marked, like a tile platform. And the map should not be too complex too.

Offline SIBASA

Re: Scheme #4173, Spawn for Weapons submitted by SIBASA
« Reply #11 on: November 03, 2021, 08:46 PM »

Yeah, a special map is required. Imo such map should allow some space to move where the select weapon is marked, like a tile platform. And the map should not be too complex too.

I have the very first map I created to show the idea to FoxHound, but as he said, it was originally like a shopper. Perhaps it will be useful to you. I attach a file to this message
Spoiler! View