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Hide and Seek

[czlowiek-kredens] Hide and Seek

Scheme #4530, Viewed 2040 Time(s)

Basic Information
Summary
Util.
F4
F8
F12
Scheme Rate
5 / 5
Total Members Voted: 1
Acronym: Hide and Seek
Name: [czlowiek-kredens] Hide and Seek
Type: Battle
Submitted by:

Download this scheme:
Downloaded 189 time(s).
Example replays: Downloaded 214 time(s)

Time: May 18, 2022, 07:43 PM
Description:
In this scheme invisible immortal worms push invisible immortal enemy worms to water.

1. First turn players should remember where enemy worms are placed. Freeze can be used, but there is 1 turn delay for Invisibility, so there is no special advantage for the one who goes frst.
2. There is nothing in the scheme that can stop the invisibility. You can push enemies to water just with Prod and knocking only.
3. The terrain friction is decreased.
4. Phased allied worms means that you can't push your own worms.
5. Sudden death makes water level rise.
6. On the map there are special land elements near the water where parachuter can land after knocking.
7. Tab can be pressed anytime to sellect next worm, so, even when you are falling to water you can choose next worm to finish your turn.
8. Weapon use doesn't end turn.
9. HP crates give +0 and worms are immortal. Collecting a crate while being invisible just reveals your current position to enemy, so it's like a penalty and HP crates should be avoided.
10. No rules. Optionally there can be set a rule that Freeze can be used only at first turn, but it doesn't change a lot.
11. It must be played on special dedicated maps (I uploaded some).

Maps:
https://www.tus-wa.com/maps/map-19221/
https://www.tus-wa.com/maps/map-19222/
https://www.tus-wa.com/maps/map-19223/
https://www.tus-wa.com/maps/map-19224/

You are very welcome to prepare more maps like this for this scheme. Just make the mechanics very similiar. The land near the water should be at big angle so that falling enemy worm wouldn't stop on it.

[scheme created 30.03.2021]
Scheme game options
Game options
2
Time options
4
27
0
2
9
Crate options
0
Sudden death options
20
Objects options
General options
Help
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
Inf
Low Gravity
0
Fast Walk
0
Laser Sight
0
Invisibility
1
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
9
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
Inf
Bungee
0
Parachute
Inf
Teleport
5
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
1
Patsy's Magic Bullet
0
Damage x2
0
Jet Pack
7
Low Gravity
0
Fast Walk
0
Laser Sight
0
Invisibility
1
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
1
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
1
Bungee
0
Parachute
0
Teleport
1
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
Jet Pack
0
Low Gravity
1
Fast Walk
1
Laser Sight
1
Invisibility
1
Bazooka
2
Homing Missile
2
Mortar
2
Homing Pigeon
2
Sheep Launcher
2
Grenade
2
Cluster Bomb
2
Banana Bomb
2
Battle Axe
2
Earth Quake
1
Shotgun
2
Handgun
2
Uzi
2
Minigun
2
Longbow
2
Fire Punch
2
Dragon Ball
2
Kamikaze
2
Suicide Bomber
1
Prod
3
Dynamite
2
Mine
2
Sheep
2
Super Sheep
2
Mole Bomb
2
Air Strike
2
Napalm Strike
2
Mail Strike
1
Mine Strike
1
Mole Squadron
1
Blow Torch
2
Pnuematic Drill
2
Girder
2
Baseball Bat
2
Girder Starter Pack
1
Ninja Rope
5
Bungee
1
Parachute
1
Teleport
1
Scales of Justice
1
Super Banana Bomb
1
Holy Hand Grenade
2
Flame Thrower
2
Sally Army
1
MB Bomb
1
Petrol Bomb
2
Skunk
2
Ming Vase
1
French Sheep Strike
1
Mike's Carpet Bomb
1
Mad Cow
2
Old Woman
2
Concrete Donkey
1
Indian's Nuclear Test
1
Armageddon
1
Skip Go
1
Surrender
1
Worm Select
1
Freeze
1
Patsy's Magic Bullet
1
Damage x2
1
Jet Pack
0
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
1
Longbow
0
Fire Punch
0
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
5
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
5
Bungee
5
Parachute
5
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
Constant Wind
Wind
0
Wind Bias
1
Terrain Friction
0.99100
Phased Worms (Allied)
Worms+Weapons
Maximum Jet Pack speed
4.14999
Unrestrict Rope
Maximum crate count on map at once
4
Sudden Death disables Worm Select
X-Impact loss of control
Keep control after bumping head
Weapon use doesn't end turn
Fractional round timer
Automatic end-of-turn retreat
Indian Rope glitch
Herd-doubling glitch
Jet Pack Bungee glitch
Glide glitch
Block roofing
Block everywhere
Floating weapon glitch
Worm Selection doesn't end Hot Seat
Worm Selection is never cancelled
Girder Radius Assist
Blood Level
100
Help

0 Members and 1 Guest are viewing this topic.

Lupastic

ok I will act a bit like Foxhound now...

...

...hey, isn't this scheme and the maps very similar to https://worms2d.info/Ghost_Knocking ? :O why hide and seek, it's basically a copy of the Ghost Knocking scheme :-\ :-\ :o

Lupastic


FoxHound

It would be nice to see a replay of this scheme. It's easier to understand with a replay.

Quote from: Lupastic on May 19, 2022, 07:10 PM
Is this ZaR Ghost Knocking maybe? ::)

Well, it has Parachute, it doesn't have Zook, but it has Rope. I liked a lot the idea of Health Crates being an obstacle. This is a smart idea that I never seen in any scheme before. Also this scheme uses a different map style, it has higher friction, and it has Shot Doesn't End Turn feature, which is interesting with prod. I liked that it has phased allied worms as well. I don't know if freeze is interesting for gameplay, I would have to experiment or watch to see if it makes a difference.

Don't forget that there's a scheme with the same name, by TheMadCharles. But all 3 schemes are different variants of the same concept. It is a scheme category: "Invisibility schemes" (I think GhostRefuging can be included in it too).

czlowiek-kredens


FoxHound

Quote from: czlowiek-kredens on August 31, 2022, 03:07 PM
Quote from: FoxHound on May 19, 2022, 10:42 PMit has higher friction

Well, the friction is lower, not higher. ;)

Oh, sorry, now it makes more sense to me: the worms slide more, so it's easier to plop them, nice. I probably confused the 3.8 friction values with RubberWorm values that could support even worms accelerating when sliding (in 3.8 that's not possible). I think friction = 1 in RubberWorm times was the stickiest one.

FoxHound

I just watched the new replays, and I think that this scheme is very similar to Ghost Knocking, but it uses 3.8 settings, so it is more modern. The maps could be improved maybe, I think I still prefer the Garg0yle .bit ones to play using a scheme like this. Or maybe some big PNG maps could be interesting. I liked that it has SD flood. The health crates are there to be avoided and this is interesting, but I'm not sure if it is better than searching for teleports and prods on weapon crates. SDET and sliding more (less friction) are really good improvements (in my point of view) compared to the old Ghost Knocking scheme, but some people might prefer the normal friction to knock worms.