Schemes
May 04, 2024, 03:30 PM

GBA

Goku Battle Arena 3.8

Scheme #4510, Viewed 726 Time(s)

Basic Information
Summary
Util.
F4
F7
F8
F12
Scheme Rate
5 / 5
Total Members Voted: 2
Acronym: GBA
Name: Goku Battle Arena 3.8
Type: Battle, Rubberworm
Submitted by: Serbia pavlepavle

Download this scheme:
Downloaded 105 time(s).
Example replays: Downloaded 64 time(s)

Time: May 10, 2022, 12:13 PM
Description:
Goku Battle Arena or GBA is a RubberWorm scheme in which the core weapon is Dragon Ball, being possible to attack multiple times with the energy balls due to the multishot feature and the lower gravity that increases the amplitude of the jumps. There are some few other unlimited weapons such as the Jet Pack with only 5 fuel and the Parachute, all being useful to navigate through the map with better precision. There is also infinite Pneumatic Drill that may sometimes be a better choice to plop enemy worms, or to change the direction the worm is facing in mid-air. The battle concept is about throwing the opponent's worms outside the arena (drowning them), or dealing damage to them, even though the inicial health is high and there are several Health Crates that cure 35 HP each. The scheme should be played with 150% speed (Game Engine Speed row on "Gameplay 1" section in extended game options) and has 40 seconds of turn time.

No rules!

Big thanks to Orbik, Tomt, Muk and SiD for helping, giving some great ideas, making maps and testing!

Maps:
https://www.wmdb.org/42809
https://www.wmdb.org/42807
https://www.wmdb.org/42805
https://www.wmdb.org/42806

More about Goku on this link https://worms2d.info/Goku_Battle_Arena

Thanks to FoxHound for making wiki arcticle!
Scheme game options
Game options
255
3
100%
Time options
60
40
0
0
10
Crate options
35
Sudden death options
Objects options
5
0
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
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
Inf
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
Inf
Girder
0
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
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
Pause timer while firing
Loss of control doesn't end turn
Weapon use doesn't end turn
Game engine speed
1.50000
RubberWorm gravity type
Standard
RubberWorm gravity strength
0.16667
RubberWorm remember weapons
Help

Author Topic: Scheme #4522, Interchange submitted by Kradie  (Read 943 times)

0 Members and 1 Guest are viewing this topic.

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Scheme #4522, Interchange submitted by Kradie
« on: May 16, 2022, 10:05 PM »
nice idea I like it. ;o but you shouldn't remove LG and jetpack for 1-5 player because 6-10 player has either inf. ninja ropes or 10 ammo of it. that's a very big advantage compared to 1-5 player, cuz 1-5 player doesn't have any other mobility other than jumping around.. 6-10 player has ropes, parachute, bungee.. and weapons like super nana, holy, sally xD I feel like player with 1-5 would almost always would be the losing side in a match. ofc it also depends on spawns but the gap between the two arsenals is way too huge like this

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Re: Scheme #4522, Interchange submitted by Kradie
« Reply #1 on: May 17, 2022, 12:25 AM »
nice idea I like it. ;o but you shouldn't remove LG and jetpack for 1-5 player because 6-10 player has either inf. ninja ropes or 10 ammo of it. that's a very big advantage compared to 1-5 player, cuz 1-5 player doesn't have any other mobility other than jumping around.. 6-10 player has ropes, parachute, bungee.. and weapons like super nana, holy, sally xD I feel like player with 1-5 would almost always would be the losing side in a match. ofc it also depends on spawns but the gap between the two arsenals is way too huge like this

Players alternate being F1-5 to F6-10. I think you misunderstood the rules. So both can use all weapons, just half of them each turn. I think this rule + scheme settings don't make a huge difference in the gameplay. It's still a normal game with infinite strong weapons, some turns are better to darkside and other turns might be better to attack, I don't know, cause I didn't play, I'm just imagining, maybe you only attack the best way you can all turns). The idea is not bad, but he made this scheme probably in 5 minutes like most of his schemes.
« Last Edit: May 17, 2022, 12:27 AM 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 Kradie

Re: Scheme #4522, Interchange submitted by Kradie
« Reply #2 on: May 17, 2022, 01:44 AM »
nice idea I like it. ;o but you shouldn't remove LG and jetpack for 1-5 player because 6-10 player has either inf. ninja ropes or 10 ammo of it. that's a very big advantage compared to 1-5 player, cuz 1-5 player doesn't have any other mobility other than jumping around.. 6-10 player has ropes, parachute, bungee.. and weapons like super nana, holy, sally xD I feel like player with 1-5 would almost always would be the losing side in a match. ofc it also depends on spawns but the gap between the two arsenals is way too huge like this

Players alternate being F1-5 to F6-10. I think you misunderstood the rules. So both can use all weapons, just half of them each turn. I think this rule + scheme settings don't make a huge difference in the gameplay. It's still a normal game with infinite strong weapons, some turns are better to darkside and other turns might be better to attack, I don't know, cause I didn't play, I'm just imagining, maybe you only attack the best way you can all turns). The idea is not bad, but he made this scheme probably in 5 minutes like most of his schemes.
FoxHound, I ask you not to blatantly accuse me of making a scheme in five minutes time or so because that is simply not the truth. The creative process is different for everyone that Includes you and I as well. I can come up with something fast, but extensive testing and tweaking of a scheme is a different matter which could be due to other priorities. When I submit something, I know I have tested it long enough to release it to the public in hope there could be more feedback and enthusiasm.

Now finally I have been able to tweak the scheme and made some overhaul.
Some of the F6-F10 weapons have been given delays.
Utilities spawns now with health crates.
Turn time is 30 seconds + 15 second hotseat time.
Player has 1 teleport, 2 bungees,  9 ropes, and infinite parachutes.
Bow does 50 dmg now.
1 ammo of dynamite and sheep.

I included some replay footage.
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