Schemes
April 25, 2024, 05:27 AM

sFw

Spawn for Weapons

Scheme #4173, Viewed 2020 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 219 time(s).
Example replays: Downloaded 64 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 #4232, BS submitted by Kradie  (Read 1204 times)

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Offline FoxHound

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Scheme #4232, BS submitted by Kradie
« on: December 21, 2021, 05:28 PM »
Your scheme looks very creative and funny. I think I would enjoy playing this. Maybe your scheme followed more SIBASA's original intentions (at least on the roping aspect) than Spawn for Weapons (ground scheme) came through to happen. Maybe if SIBASA talked to you first the scheme would take another way. But maybe my shared public idea comment on Spawn for Weapons scheme TUS page influenced you too or maybe the result of our scheme gave you some ideas as well. My name wasn't cited on the scheme description, I don't know why. SIBASA might have influenced you more, but I think I still have a small participation on this whole process of scheme evolution. I'm not your enemy Kradie, we may have opposite political views and I may defend science and vacination as it should be an expected behavior from society, but I think you are an influent personality in WA, and a creative guy who is a scheme maker. You're also responsible for the management of a community called ZAR (Zook and Rope). And thankgod this scheme doesn't have only zooks and ropes, even so schemes with only zooks and ropes are nice too. I made some Only Zook WxWs in the past.

I liked that you said the influences and past schemes you inspired on. I liked the friction, that is not the most extreme value, but it is still very strong, so that minigun becomes more effective and powerful. The good quantity of crates also helps obtaining more ammo and different weapons to use, so it makes it easier to attack someone on the map (if only one crate per turn, the scheme could be too boring).

Good stuff Kradie, perhaps if SIBASA become active again, he might make some maps for this scheme, or even myself, maybe.
« Last Edit: December 21, 2021, 05:36 PM 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):
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Offline FoxHound

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Re: Scheme #4232, BS submitted by Kradie
« Reply #1 on: December 21, 2021, 05:44 PM »
I think you should have also mentioned TheMadCharles' AFG Shopper as I believe was the first scheme with this rule (Attack From Ground).
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 FoxHound

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Re: Scheme #4232, BS submitted by Kradie
« Reply #2 on: December 21, 2021, 05:51 PM »
I think a scheme just like Spawn for Weapons (health crates determining the weapons to use), but played with rope as a Shopper might be made in the future, could be interesting too, because that was the original concept by SIBASA.
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 #4232, BS submitted by Kradie
« Reply #3 on: December 21, 2021, 07:04 PM »
I was ''Not'' Inspired by anyone here. I was simply reminded, and motivated by you and the scheme topic. But then again my Inspiration could had been rekindled so thank you.

Earlier I came out and presented my Idea because of fear of accusation of plagiarized scheme. My original scheme Idea had a rule that states ''Attack from weapon symbol''.- This could be coincidence since I was surprised to see SIBASA's Spawn For Weapons. It looked like Board Shopper, and I had to make sure of the rules were not the same. Still, it seems to share similarities, and I have NO experience to Walk For Weapons anyway. I just think of something and I make it.

 I also confess I never was properly motivated to carry out a proper map for my own Idea, but I seized the moment when I saw SIBASA's map, and hence we are here now. I'd like to see what you could offer of maps if you choose to pursue it.

I thought the friction could be a nice touch so you wouldn't slide as easily when you try to be quick. I have no Issue to reduce it, I would like this scheme to be perfect and for everyone. So I am happy to take feedback into consideration
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Offline FoxHound

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Re: Scheme #4232, BS submitted by Kradie
« Reply #4 on: December 21, 2021, 08:23 PM »
I thought the friction could be a nice touch so you wouldn't slide as easily when you try to be quick. I have no Issue to reduce it, I would like this scheme to be perfect and for everyone. So I am happy to take feedback into consideration

Don't change the friction, I liked it, because makes f3 weapons more useful when a worm is not close to a wall. Also as you said you don't have to wait the worms sliding to recover from the fall. Also, it has intermediary values something rarely seen, because usally people use maximum friction. The way the scheme is you can do a very small slide, that's interesting.

I'd like to see what you could offer of maps if you choose to pursue it.

Well, I'd like to play this scheme on this map first to have an introductory experience. Playing with you, maybe? I would make a different kind of map but closed like this one (for better roping around), and with special zones for each weapon to attack efficiently with them. I could also make a variation of this scheme implementing concepts of another project scheme of mine I still not released because I still need to test it with people and work on it.
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 #4232, BS submitted by Kradie
« Reply #5 on: December 22, 2021, 08:35 AM »
Quote
Don't change the friction, I liked it, because makes f3 weapons more useful when a worm is not close to a wall. Also as you said you don't have to wait the worms sliding to recover from the fall. Also, it has intermediary values something rarely seen, because usally people use maximum friction. The way the scheme is you can do a very small slide, that's interesting.
Alright I pretty much agree with this so I won't make changes. Unless large amount of people start to say otherwise.

Quote
Well, I'd like to play this scheme on this map first to have an introductory experience. Playing with you, maybe? I would make a different kind of map but closed like this one (for better roping around), and with special zones for each weapon to attack efficiently with them. I could also make a variation of this scheme implementing concepts of another project scheme of mine I still not released because I still need to test it with people and work on it.
You can always look for me on WormNET, or here on TUS, so we can arrange a game no problem.

Sometime variation can prove to be more approachable for the community. So I look forward to see what you choose to bring forward.
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Re: Scheme #4232, BS submitted by Kradie
« Reply #6 on: December 22, 2021, 05:44 PM »
We can play one day then. Ah, I realised this idea already existed now. It was a scheme from Worms Scheme Contest called Shopper for Weapons by Wolverine, a brazilian guy. He didn't upload the scheme to TUS. Although, his scheme (sent around 2009-2010) seems to have no rubber settings and the map is just like regular city shopper maps, with some spots with weapon sprites. I believe the gameplay is not as fun as your 3.8 scheme and probably harder to attack someone. Anyway, new or not, your scheme is taking the concept to live again in WA.
« Last Edit: December 22, 2021, 05:46 PM 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):
'