Schemes
March 29, 2024, 01:57 PM

zmg

Zero-G minigolf

Scheme #4704, Viewed 744 Time(s)

Basic Information
Summary
Util.
F2
F7
F8
F9
F12
Scheme Rate
5 / 5
Total Members Voted: 1
Acronym: zmg
Name: Zero-G minigolf
Type: Race, Rubberworm
Submitted by: Finland orbik

Download this scheme:
Downloaded 97 time(s).

Time: September 19, 2022, 09:55 PM
Description:
Basic minigolf based on zero gravity and grenades. Teleport to the final location of the grenade. There's no tele-nade in basic WA so you'll just have to look where the grenade falls and place yourself as accurately as you can! Grenades have no explosion so this isn't hard if you just follow it with teleport cursor. Instead of holes you plop your ball in the great sea in order to advance.

Alternatively you could just ignore turns and count shots needed per course, host decides.
Scheme game options
Game options
1
Time options
70
30
5
0
10
Crate options
0
Sudden death options
Objects options
8
0
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
Inf
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
Inf
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
Inf
Pnuematic Drill
0
Girder
0
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
Inf
Bungee
0
Parachute
0
Teleport
Inf
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
Inf
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
Phased Worms (Allied)
Worms+Weapons
Phased Worms (Enemy)
Worms+Weapons
Maximum rope speed
32.00000
Keep control after bumping head
Loss of control doesn't end turn
Weapon use doesn't end turn
RubberWorm air viscosity
0.00290
RubberWorm gravity type
Standard
RubberWorm gravity strength
0.00000
RubberWorm anti-sink
RubberWorm extended fuses/herds
Help

Author Topic: Scheme #4704, zmg submitted by orbik  (Read 743 times)

0 Members and 1 Guest are viewing this topic.

Offline FoxHound

  • Scheme maker, map maker and Worms Knowledge Base editor. I also have translation projects.
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Scheme #4704, zmg submitted by orbik
« on: September 20, 2022, 12:52 AM »
This scheme is a jewel. sbs is already planning a map for this scheme. And maybe I will make myself one. It needs a replay file.
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 SIBASA

Re: Scheme #4704, zmg submitted by orbik
« Reply #1 on: September 20, 2022, 12:24 PM »
Yes, a good variation on golf.
I have a similar idea, only I want to make a single map with complex obstacles without sections, where there is only a start and finish, and the same teleport rule to the place of the fallen grenade. I wanted to call it Golf Race))
Maybe someday I will make such a map, or someone else can do it, just sharing the idea

Offline FoxHound

  • Scheme maker, map maker and Worms Knowledge Base editor. I also have translation projects.
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Re: Scheme #4704, zmg submitted by orbik
« Reply #2 on: September 20, 2022, 03:34 PM »
Orbik is working on this scheme since 2019, according to him.

I think the idea of teleporting the worm into the grenade is very similar to the PX weapon called "Jump" I think, that you fire your own worm like throwing a grenade, and the worm is launched according to the force and angle you applied. The worm goes in that jumping/landing posture as if it was flying with jet pack and landed because it ran out of fuel.

That Jump weapon along with RubberWorm bounciness feature could be great in this scheme, because it would make the worm as the ball and wouldn't need teleporting the worm into the grenade (or HHG). The worm would automatically stay where it landed. It's sad that PX is not implemented in WA, is not being updated and to run it, it is very complicated (needs WA version 3.6.31.0).

SIBASA's idea is like Jump Race from PX using this weapon I described, but with the grenade and without PX.




« Last Edit: September 20, 2022, 03:41 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 TheWalrus

Re: Scheme #4704, zmg submitted by orbik
« Reply #3 on: September 20, 2022, 07:44 PM »
Looks like a great scheme!  I would be all over this if I was playing