Schemes
May 02, 2024, 03:36 PM

Abnormal Shopper

Scheme #4732, Viewed 540 Time(s)

Basic Information
Summary
Util.
F1
F7
F8
F12
Crate probability
7.5%
7.5%
7.5%
7.5%
7.5%
7.5%
7.5%
7.5%
7.5%
7.5%
7.5%
5%
5%
5%
1.2%
Scheme Rate
0 / 5
Total Members Voted: 1
Acronym: Abnormal Shopper
Name:
Type: Battle
Submitted by: Hungary Lupastic

Download this scheme:
Downloaded 111 time(s).
0 members and about 111 guests have downloaded this scheme.
Example replays: Downloaded 113 time(s)

Time: October 14, 2022, 09:29 PM
Description:

This is a reversed Shopper scheme, the goal is to kill your own worms and be out of the game as soon as possible. The player who loses first, wins. :)

It should be played on normal size Shopper maps only.
If both players are out of the game on the same last turn, it's a draw situation.
You are allowed to attack the enemy worms as well - if you want - knock'em, push'em, make damage to them, if it makes sense. (Not without CBA or AFR rules though!)

CBA, AFR rules need to be kept

Another cowing situation is, when you are about to plop your own worm and you use a weapon to help you in the process of plopping, that's also cow and you gotta skip, or - you lose the round (if it was your last worm) You can only use a weapon if you picked up a crate first, even if the damage is only applied to your worm. Ropeknocking worms to water and plopping your own worm is obviously not considered to be a weapon attack, you can do that anytime.

This scheme only works in 1v1, you play with 2 teams per player.
Should be played best of 3.
Scheme game options
Game options
125
9
100%
Time options
120
30
5
10
10
Crate options
25
Sudden death options
Objects options
10
3
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
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
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
Inf
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
No extended options has been modified.
Help

Author Topic: Scheme #4752, Drive for Weapons submitted by FoxHound  (Read 495 times)

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Offline FoxHound

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Scheme #4752, Drive for Weapons submitted by FoxHound
« on: November 01, 2022, 02:46 PM »
I realized that I made a mistake on this replay. I played with the stoned worm in the end, so I killed Driver on the hospital roof. I don't have time to upload a new replay now, but at night I will fix this.

the mistake is minimal, though. I think people will still get the idea.

EDIT: Replay updated. Now without mistakes, didactic gameplay.
« Last Edit: November 02, 2022, 01:22 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):
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