Schemes
April 26, 2024, 11:37 PM

Interchange

Interchange

Scheme #4522, Viewed 950 Time(s)

Basic Information
Summary
F1
F2
F3
F4
F5
F6
F7
F8
F9
F10
F12
Scheme Rate
Not rated yet
Acronym: Interchange
Name: Interchange
Type: Battle
Submitted by: Norway Kradie

Download this scheme:
Downloaded 117 time(s).
0 members and about 117 guests have downloaded this scheme.
Example replays: Downloaded 168 time(s)

Time: May 16, 2022, 06:17 PM
Description:
Scheme name ''Interchange''.

The first person (A) that starts get to use F key 1-5.
The second person (B) gets to use F key 6-10.

And then there's the Interchange.

Person (B) gets to use F keys 1-5
Person (A) gets to use F keys 6-10.

And you rotate like that continuously.

If you cow, the rule breaker must skip.

The scheme Interchange is a variation of Alt-F4 and Lucky Strike.

NOTE: Gameplay footage in replay contains LG and Jetpack. Kradie used LG at last turn. Final version of Interchange does not have LG and Jetpack.
Scheme game options
Game options
100
1
100%
Time options
10
45
3
5
5
Crate options
25
Sudden death options
20
Objects options
8
4
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
0
Fast Walk
0
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
1
Battle Axe
Inf
Earth Quake
1
Shotgun
Inf
Handgun
Inf
Uzi
Inf
Minigun
Inf
Longbow
Inf
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
Inf
Suicide Bomber
0
Prod
Inf
Dynamite
Inf
Mine
Inf
Sheep
Inf
Super Sheep
1
Mole Bomb
Inf
Air Strike
Inf
Napalm Strike
Inf
Mail Strike
Inf
Mine Strike
1
Mole Squadron
1
Blow Torch
Inf
Pnuematic Drill
Inf
Girder
Inf
Baseball Bat
Inf
Girder Starter Pack
1
Ninja Rope
8
Bungee
Inf
Parachute
Inf
Teleport
Inf
Scales of Justice
0
Super Banana Bomb
1
Holy Hand Grenade
1
Flame Thrower
Inf
Sally Army
1
MB Bomb
0
Petrol Bomb
Inf
Skunk
Inf
Ming Vase
1
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
No extended options has been modified.
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Author Topic: Scheme #4522, Interchange submitted by Kradie  (Read 937 times)

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Online Lupastic

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

Offline FoxHound

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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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