Schemes
April 26, 2024, 12:39 AM

Drive for Weapons

Combination of Driver + Walk for Weapons. Based on Boom for Weapons. Acronym:DFW

Scheme #4752, Viewed 519 Time(s)

Basic Information
Summary
Util.
F1
F2
F5
F7
F8
F9
F10
F11
F12
Scheme Rate
Not rated yet
Acronym: Drive for Weapons
Name: Combination of Driver + Walk for Weapons. Based on Boom for Weapons. Acronym:DFW
Type: Race, Rubberworm
Submitted by: Brazil FoxHound

Download this scheme:
Downloaded 219 time(s).
Example replays: Downloaded 81 time(s)

Time: October 31, 2022, 11:42 PM
Description:


The concept of Drive for Weapons or DFW is a combination of Driver and Walk for Weapons. It is a race in which each player has 2 worms and it has to use only 1 of these (Driver) to go driving the other (Stoned) throughout the circuit (just like Driver scheme) but this time the indestructible maps are filled with weapon sprites on the floor due to the mandatory rule of only using a weapon if the worm being controlled is adjacent to a sprite of that weapon (just like Walk for Weapons). The scheme was based on Boom for Weapons.

Rules

  • Place one worm at the ''Driver'' worm start and the other worm at the ''Stoned'' worm start (inside the Skunk Chamber).
  • The second worm is like a "ball". It cannot be controled. Only the driver worm is able to move the stoned worm (attacking it).
  • You can only use a weapon or utility if the driver worm is touching an area bounded to the weapon sprite. Teleport to teleport (following their colors).
  • To win the game, first it is necessary to leave the stoned worm at its finish (hospital roof on first map) and plop it twice in a row, then the driver worm needs to go to its finish (at home on first map) and plop twice there too. Only with the two worms eliminated from the game (after they reached their finishes and their team health bar disappear from the game) it will be a valid victory.

Scheme Teaser/Trailer

made by director Kirill-Gamer



Autorship

The scheme was created as a partnership of FoxHound and sbs.

More details about this scheme can be found on Worms Knowledge Base: https://worms2d.info/Drive_for_Weapons
Scheme game options
Game options
1
100%
Time options
30
30
0
0
5
Crate options
0
Sudden death options
Objects options
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
Inf
Low Gravity
Inf
Fast Walk
Inf
Laser Sight
0
Invisibility
0
Bazooka
0
Homing Missile
Inf
Mortar
0
Homing Pigeon
Inf
Sheep Launcher
Inf
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
Inf
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
Inf
Girder Starter Pack
0
Ninja Rope
Inf
Bungee
0
Parachute
0
Teleport
Inf
Scales of Justice
0
Super Banana Bomb
Inf
Holy Hand Grenade
Inf
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
Inf
Skunk
Inf
Ming Vase
0
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
Wind Bias
0
Rope Knocking
100
Phased Worms (Enemy)
Worms+Weapons+Damage
Explosions push all objects
Petrol Turn Decay
0.99998
Sudden Death disables Worm Select
Keep control after skimming
Keep control and rope
Pause timer while firing
Loss of control doesn't end turn
Weapon use doesn't end turn
Automatic end-of-turn retreat
Indian Rope glitch
Worm Selection doesn't end Hot Seat
Worm Selection is never cancelled
RubberWorm anti-sink
RubberWorm remember weapons
RubberWorm extended fuses/herds
Help

Author Topic: Scheme #4732, Abnormal Shopper submitted by Lupastic  (Read 520 times)

0 Members and 1 Guest are viewing this topic.

Online Lupastic

Scheme #4732, Abnormal Shopper submitted by Lupastic
« on: October 14, 2022, 09:37 PM »
https://worms2d.info/Shopper
Here this scheme is called "Loser Shopper" I like to name it "Abnormal Shopper" since it obviously derives from the reversed Intermediate scheme - Abnormal.

Offline TheKomodo

Re: Scheme #4732, Abnormal Shopper submitted by Lupastic
« Reply #1 on: October 14, 2022, 10:15 PM »
Why AFR? Shopper is more diverse where you have the option of attacking off or on rope.

The current League scheme also allows players to attack off the rope.

Online Lupastic

Re: Scheme #4732, Abnormal Shopper submitted by Lupastic
« Reply #2 on: October 14, 2022, 10:32 PM »
Why AFR? Shopper is more diverse where you have the option of attacking off or on rope.

The current League scheme also allows players to attack off the rope.

Thank you for the comment Komi, Shopper is universally played with AFR rule. The only place where you find non-AFR shopper scheme is TUS. For me it doesn't really make a difference if we play with our without it, but people on wormnet got used to the good old "cak" rules. (: I also share their AFR idea.

Oh and by the way, in this scheme 99% of the times you will want to attack from rope, cuz you have 10 sec roperetreat time, and 5 sec weaponretreat time. After an attack from the rope, you will always want to plop yourself at the end of the turn, that's the fastest way to die. Not attacking from rope you will struggle by walking and jumping your way to the plopholes :D AFR is ideal for Abnormal Shoppa

Offline TheKomodo

Re: Scheme #4732, Abnormal Shopper submitted by Lupastic
« Reply #3 on: October 14, 2022, 11:05 PM »
You said "universally" then instantly contradict that. :D

Anyway, yeah that kinda makes sense to me given the ground retreat time is 5 seconds. Though couldn't you make both 10 seconds and allow attacking off the rope for more variety to improve on the scheme for competitive gameplay?

Has that been attempted yet? Or you are specifically against off the rope attacks for other reasons?

There are many beneficial reasons why League schemes have usually had, what most serious competitive players seem to consider, improvements to schemes different from their casual counterparts.