Schemes
April 29, 2024, 01:24 PM

Teleport Shopper

for Apparition cup

Scheme #4334, Viewed 944 Time(s)

Basic Information
Summary
Util.
F8
F12
Crate probability
8.4%
6.7%
6.7%
6.7%
6.7%
6.7%
5%
5%
5%
5%
5%
5%
3.3%
3.3%
3.3%
3.3%
3.3%
3.3%
3.3%
1.6%
1.6%
0.8%
Scheme Rate
Not rated yet
Acronym: Teleport Shopper
Name: for Apparition cup
Type: Battle
Submitted by: Italy Echiko

Download this scheme:
Downloaded 183 time(s).
Example replays: Downloaded 59 time(s)

Time: February 04, 2022, 08:11 PM
Description:
This is the scheme for the Apparition cup:

https://www.tus-wa.com/cups/cup-1154/

Rules:

- CBA crate before attack (only 1 crate is enough to collect)
- Teleport only on crates. You can teleport only to a spot at which you pick up a crate afterwards. No blank space teleporting
- If you miss the crate after teleporting, skip your turn


- 6 worms per player
- 20 seconds turntime
- Worm rotating with TAB enabled
- 250 HP
- 10 seconds hot-seat turndelay time
- You only have teleport and infinite low gravity as the starting utilities
- Multi shots are enabled
- Self damage ends your turn
- Fall damage ends your turn

 This scheme can be played on any kind of Shopper maps. Not-so-complex maps are probably better for this.

Mappack for this scheme and for the cup: https://www.tus-wa.com/maps/mappack-532/



Scheme game options
Game options
250
9
100%
Time options
120
20
0
0
10
Crate options
25
Sudden death options
Objects options
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
Inf
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
0
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
0
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
0
Dynamite
0
Mine
0
Sheep
0
Super Sheep
0
Mole Bomb
0
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
0
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
0
Teleport
Inf
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
0
Mad Cow
0
Old Woman
0
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
X-Impact loss of control
Weapon use doesn't end turn
Automatic end-of-turn retreat
RubberWorm crate rate
6
Help

Author Topic: Scheme #3817, TS submitted by Kradie  (Read 1344 times)

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Offline Lupastic

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Scheme #3817, TS submitted by Kradie
« on: April 04, 2021, 12:03 PM »
nice scheme, high five to the person who developed this, smart : >
is it yours, Kradie? much love ♥

for me, I prefer playing it with the 1 shot way, not the multi-shot way, but newbie/and casual players will always prefer doing the multi-shooting sadly..
I usually make this "rule" clear before a match, and there are always numerous cow'ing situations happening all the time anyway, where players are missing their first shots after a crate grab, and they still do a 2nd and 3rd shot, because THEY ARE SO F*CKING EAGER TO KILL THE DAMN WORM (and they know they should stop after a failed attempt) :D and by the time they could skip their turns after a cow, game is already over, because it's not that hard to kill 2-3 worms in a row with the spamming tactics

Offline Kradie

Re: Scheme #3817, TS submitted by Kradie
« Reply #1 on: April 04, 2021, 02:36 PM »
nice scheme, high five to the person who developed this, smart : >
is it yours, Kradie? much love ♥

for me, I prefer playing it with the 1 shot way, not the multi-shot way, but newbie/and casual players will always prefer doing the multi-shooting sadly..
I usually make this "rule" clear before a match, and there are always numerous cow'ing situations happening all the time anyway, where players are missing their first shots after a crate grab, and they still do a 2nd and 3rd shot, because THEY ARE SO F*CKING EAGER TO KILL THE DAMN WORM (and they know they should stop after a failed attempt) :D and by the time they could skip their turns after a cow, game is already over, because it's not that hard to kill 2-3 worms in a row with the spamming tactics
Indeed. I made this back in 2016 with rubberworm. I hosted the scheme a couple of time and gained mixed feedback from people's experience with it. Some loved the Idea, and some found it utterly confusing. Understandably so, even to this day people find it confusing at times. So I try my best to be as clear as I can, but even as much clear I want to be, some people may still misunderstand the rules. So because of this, I am thinking to have another take on this scheme in which there are no rules. This would be referred to as ''TeleShopper Free''.

The only reason why I am reintroducing TeleShopper scheme to the community, is because I was reminded of my version by another worms player by the name Royal, who host a scheme titled ''Teleporting 3.8''. Royal's version is based on the same concept as TeleShoper with a couple of differences like indestructible island, and attack from each crates.

I am glad that there are alternative of this scheme already. Both are really nice scheme, and need some recognition!
« Last Edit: April 04, 2021, 02:39 PM by Kradie »
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Offline Monata

Re: Scheme #3817, TS submitted by Kradie
« Reply #2 on: February 18, 2022, 09:54 PM »
nice scheme, high five to the person who developed this, smart : >
is it yours, Kradie? much love ♥

for me, I prefer playing it with the 1 shot way, not the multi-shot way, but newbie/and casual players will always prefer doing the multi-shooting sadly..
I usually make this "rule" clear before a match, and there are always numerous cow'ing situations happening all the time anyway, where players are missing their first shots after a crate grab, and they still do a 2nd and 3rd shot, because THEY ARE SO F*CKING EAGER TO KILL THE DAMN WORM (and they know they should stop after a failed attempt) :D and by the time they could skip their turns after a cow, game is already over, because it's not that hard to kill 2-3 worms in a row with the spamming tactics
Indeed. I made this back in 2016 with rubberworm. I hosted the scheme a couple of time and gained mixed feedback from people's experience with it. Some loved the Idea, and some found it utterly confusing. Understandably so, even to this day people find it confusing at times. So I try my best to be as clear as I can, but even as much clear I want to be, some people may still misunderstand the rules. So because of this, I am thinking to have another take on this scheme in which there are no rules. This would be referred to as ''TeleShopper Free''.

The only reason why I am reintroducing TeleShopper scheme to the community, is because I was reminded of my version by another worms player by the name Royal, who host a scheme titled ''Teleporting 3.8''. Royal's version is based on the same concept as TeleShoper with a couple of differences like indestructible island, and attack from each crates.

I am glad that there are alternative of this scheme already. Both are really nice scheme, and need some recognition!

It's interesting to learn more about the history of a scheme :D I remember playing this with royal as well, I don't remember the difference in the rules though but I remember it being fun and since I didn't know a lot of schemes back then I just assumed that this scheme was actually a popular one.

Offline Lupastic

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Re: Scheme #3817, TS submitted by Kradie
« Reply #3 on: February 18, 2022, 10:01 PM »
It's interesting to learn more about the history of a scheme :D I remember playing this with royal as well, I don't remember the difference in the rules though but I remember it being fun and since I didn't know a lot of schemes back then I just assumed that this scheme was actually a popular one.

royal's version was always played on complex island intermediate maps, where the terrain was destructible, and you had bananas, air strike, blow torch, etc.. you could even block other worms with girders (while being anchored to the ground) it was terrible and unplayable in my opinion : ] if memory serves well, that was the first original invention of this scheme

Offline FoxHound

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Re: Scheme #3817, TS submitted by Kradie
« Reply #4 on: February 20, 2022, 08:45 PM »
I wrote the history about Teleport Shopper schemes on Teleporting article (Similar ideas section). I might have to update now.

Royal used to play Teleporting a lot along with sbs, so the scheme you are talking might be Teleporting, or maybe it is a variation he made. I didn't find Royal's scheme published around TUS or other websites.

There was a scheme before Kradie with the same concept that participated of Worms Scheme Contest around 2010. sbs told me that there was a scheme different than the one by Kradie being played on WormNET when he created Teleporting. However, I believe Kradie's scheme probably made the concept more popular by the time, since his scheme is the oldest scheme of the type that can be downloaded on a worms site (because WSC is only available as archive now).

I think that it is nice that Echiko is promoting (along with Lupastic) the concept again in a cup, but I think that wouldn't hurt much to cite the previous schemes that were inspired on to make this new one called Apparition. By the way, the art of the cup is amazing as expected.
« Last Edit: February 20, 2022, 09:01 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):
'

Offline Lupastic

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Re: Scheme #3817, TS submitted by Kradie
« Reply #5 on: February 20, 2022, 10:47 PM »
I remember how much I preferred playing teleport shopper the 1 shotting way a year ago or so, and called everyone else a noob who played the multi-shooting way ::) But with multiple shots it's actually more skillful and everyone prefers this way.