Schemes
April 25, 2024, 05:32 PM

Anti Sink Bouncy Boom Race

Anti Sink SDET Boom Race with rubber bounciness, lots of instant land mines

Scheme #4658, Viewed 279 Time(s)

Basic Information
Summary
Util.
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Acronym: Anti Sink Bouncy Boom Race
Name: Anti Sink SDET Boom Race with rubber bounciness, lots of instant land mines
Type: Battle, Rubberworm
Submitted by: Brazil FoxHound

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Downloaded 93 time(s).
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Example replays: Downloaded 92 time(s)

Time: August 21, 2022, 01:38 AM
Description:
This Boom Race variation has rubber bounciness and lots of instant mines on the map.



This is a scheme that I created and released on WMDB on 9th September 2009. The original map was designed exploring mostly the Anti Sink feature, with a surf area and a "plop twice" ending, for example. This map served as inspiration for the original Boom for Weapons map and is therefore part of the history of Boom for Weapons scheme.

Anti Sink and Multishot are On. The original map has sprites that are tips to continue the race (they are not rules). This scheme can be played on regular Boom Race maps, though. The huge amount of instant mines scattered across the map can bring you back to where you were, usually delaying the winning player, but they can also give you a ride and throw you farther. Think wisely when it's time to throw yourself at them!

This scheme was originally based on the concept that allows delaying enemies using weapons, but this now changed, the scheme was updated to v3.8 and includes phased ally worms and phased enemy worms+weapons+damage (/boom). Other things that have changed is that the scheme has now Grenades (useful at some parts of the map), infinite Teleport (to help if someone miss the start position or another possible issue; despite that, it obviously must not be used), Petrol Bomb lasts 1 turn, the maximum number of flamelets is now 98 and weapons don't change automatically.

How to play Boom Race:

There is only 1 worm for each team. When the game begin the players must put the worms in the start (West in this map), and they need to go to the finish (South-East in this map) blowing themselves. The first player to arrive at the finish and plop (twice in a row with this scheme) is the winner.
Scheme game options
Game options
1
100%
Time options
30
20
0
0
5
Crate options
0
Sudden death options
Objects options
250
0
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
Inf
Homing Missile
0
Mortar
0
Homing Pigeon
Inf
Sheep Launcher
0
Grenade
Inf
Cluster Bomb
0
Banana Bomb
Inf
Battle Axe
0
Earth Quake
0
Shotgun
Inf
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
Inf
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
Inf
Dynamite
0
Mine
Inf
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
Inf
Pnuematic Drill
0
Girder
0
Baseball Bat
Inf
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
0
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
0
Ming Vase
Inf
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
Inf
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
Inf
Damage x2
0
Scheme extended game options
Scheme extended game options
Phased Worms (Allied)
Worms
Phased Worms (Enemy)
Worms+Weapons+Damage
Petrol Turn Decay
0.99998
Maximum flamelet count
98
Maximum projectile speed
9999.00000
Rope-roll drops
As from rope or jump
Keep control after bumping head
Keep control after skimming
Keep control and rope
Fall damage is triggered by explosions
Pause timer while firing
Loss of control doesn't end turn
Weapon use doesn't end turn
Worm Selection doesn't end Hot Seat
Worm Selection is never cancelled
RubberWorm bounciness
0.31372
RubberWorm anti-sink
RubberWorm remember weapons
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