Schemes
May 29, 2024, 10:03 PM

HaS

Hide And Seek

Scheme #5113, Viewed 558 Time(s)

Basic Information
Summary
Util.
F4
F8
F12
Crate probability
32.2%
19.3%
19.3%
6.4%
6.4%
6.4%
6.4%
3.2%
Scheme Rate
Not rated yet
Acronym: HaS
Name: Hide And Seek
Type: Battle
Submitted by: Russian Federation Sonicegorsan

Download this scheme:
Downloaded 95 time(s).
Example replays: Downloaded 84 time(s)

Time: May 03, 2023, 02:28 PM
Description:
Hide and Seek scheme.

Rules:
On the first turn, everyone just collects crates and hides, weapons are not available.
(first player don't need to hide because he will be seeking first anyway)

The game starts, goal of every player in turn is to manage to find a balance in 30 seconds between collecting crates with useful loot or health, look for an opponent using the weapons you found and manage to hide in invisibility, trying not to reveal your position. You can use one attacking weapon and one revealing weapon per turn.

The prod can be used as many times as you want to check the terrain (remember, you still need to hide, don't get carried away with proding too much).

Purpose of weapons:
Attacking:
Bazooka - damage with a large radius of destruction (if it hits the target perfectly - 36 damage)
Baseball Bat - high damage requiring perfect value (damage - 36)
Longbow - the main weapon (two defeats - 44 damage)

Revealing:
Mortar and Cluster Grenade - Added to reduce frequence of molotov, you can use it to check terrain once.
Molotov - a rare terrain checker with large radius, but low damage, stays on the ground for a long time limiting places to hide
Pistol - 6 bullets for terrain check

Rules Russian translation:

Правила игры в прятки:
В первый ход все только собирают ящики и прячуться, оружие недоступно. (Первому игроку не нужно прятаться ибо он всё равно ищет первый)

Затем начинается игра, цель всех игроков по очереди - успеть за 30 секунд найти баланс между сбором ящиков с очень полезным лутом либо здоровьем, поискать соперника с помощью найденного оружия и успеть спрятаться в невидимости, стараясь не выдать своего положения. За ход вы можете использовать одно основное оружие и одно раскрывающее.

Тычок можно использовать сколь угодно раз для проверки местности (помните что вам ещё спрятаться надо, не увлекайтесь протыкиванием слишком сильно).

Предназначение оружий:
Основное:
Базука - урон с большим радиусом поражения(если попасть идеально в цель - 36 урона)
Бита - большой урон требующий идеальной точности (урон - 36)
Лук - основное орудие (два попадания - 44 урона)

Вспомогательное:
Мортира и кластерная граната - добавлена дабы реже молотов падал, можно попытаться этим просветить территорию.
Молотов - редкий просвет имеющий большой радиус но наносящий мало урона, долго остаётся на земле уменьшая места для пряток.
Пистолет - 6 пуль для просвета


Thoughts about concept:
To be honest, I did a completely different scheme from the one that turned out in the end. I wanted so the camera and stereo sound were the main tool and I thought that they would be so good enough that you'll only need longbow with 3 hit kill. Maybe on very big maps it works better, but in small closed maps you can't for sure detect someone using sound (maybe with some wk module it would be possible to create visual circles where sound was made and the goal would be to be quiet as possible), that's why revealing weapons were added. Also you can watch first beta match with batty and see, how many opportunities rope gives, I don't think that one molotov will be enough to drop someone from rope in this big map even in 10 rounds (not mentioning that it's also pretty rare). Even with revealing weapon it's hard to find someone, so, to make scheme fun I needed some way to force people to reveal themselves and very restricted timer with three important goals forces people to play (because if they don't get crates, they don't get weapon and if they don't try to attack... Idk maybe waiting for someone else's mistake is a more profitable strategy) and also short timer that allows people more to play than just watch how others playing creates some tension and dynamic that should make it at least playable.
Also because I think that just seeking is boring, I wanted to make something that could fill the process of finding with some fun activity. And I thought that everyone loves roping (at least I love this the most in game) so I made crates for people to collect, so if you tired of endless seeking, you can at least have fun from the most forgiving roping in comparison with other schemes (infinite parachute, no fall damage, no turn skip).
Also I wanted to add a bit of gambling due to a rare loot that would turn the game around (it supposed to be molotov, but in my opinion it doesn’t turn out very well, it’s not so rare and it’s not to say that its effectiveness was prohibitive, plus 2 of it drops out at once)
Scheme game options
Game options
30
0
Time options
120
30
0
0
5
Crate options
10
Sudden death options
20
Objects options
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
0
Fast Walk
0
Laser Sight
0
Invisibility
Inf
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
Inf
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
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
Wind Bias
255
Rope Knocking
0
Phased Worms (Allied)
Worms
Phased Worms (Enemy)
Worms
Petrol Turn Decay
0.10001
Petrol Touch Decay
255
Maximum flamelet count
1000
Maximum projectile speed
0.00000
Maximum Jet Pack speed
0.00000
Unrestrict Rope
Maximum crate count on map at once
3
Sudden Death disables Worm Select
Rope-roll drops
As from rope or jump
X-Impact loss of control
Keep control after bumping head
Keep control after skimming
Keep control and rope
Loss of control doesn't end turn
Weapon use doesn't end turn
Enabling above option doesn't block any weapons
Fractional round timer
Expedite instant utilities
Indian Rope glitch
Worm Selection doesn't end Hot Seat
Worm Selection is never cancelled
RubberWorm crate rate
255
RubberWorm anti-sink
RubberWorm remember weapons
RubberWorm extended fuses/herds
RubberWorm anti-lock aim
Help

Author Topic: Scheme #5113, HaS submitted by Sonicegorsan  (Read 534 times)

0 Members and 1 Guest are viewing this topic.

Offline oScarDiAnno

Scheme #5113, HaS submitted by Sonicegorsan
« on: May 10, 2023, 09:15 PM »
The scheme seems to be broken, it has the engine speed set to 0.0625 and other weird values in the extended game options :(
It's basically unplayable, I've tried resetting that to 1 but there are other weird options

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Re: Scheme #5113, HaS submitted by Sonicegorsan
« Reply #1 on: May 10, 2023, 09:44 PM »
The scheme seems to be broken, it has the engine speed set to 0.0625 and other weird values in the extended game options :(
It's basically unplayable, I've tried resetting that to 1 but there are other weird options

He uploaded replays on Discord, not here. There it's possible to watch the gameplay. I believe this is probably a TUS bug as it happened many times with many different schemes.
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 MonkeyIsland

Re: Scheme #5113, HaS submitted by Sonicegorsan
« Reply #2 on: May 11, 2023, 11:32 AM »
I've tested with a fresh copy of this scheme. It loads fine. See the image below:

Due to massive misunderstandings: MonkeyIsland refers to an island not a monkey. I would be a monkey, if my name was IslandMonkey meaning a monkey who is or lives on an island. MonkeyIsland is an island which is related to monkeys. Also there's been a legend around saying MonkeyIsland is a game. So please, think of me as an island or a game.

Offline oScarDiAnno

Re: Scheme #5113, HaS submitted by Sonicegorsan
« Reply #3 on: May 11, 2023, 04:06 PM »
I've tested with a fresh copy of this scheme. It loads fine. See the image below:

Thanks, you're right, I've downloaded it again and it's loading fine now.
I don't know if it could've been a temporary issue with the site or with my game, because yesterday I tried downloading it twice and both were broken.

EDIT: Oh, it seems that Sonicegorsan re-uploaded it before you tested it, so perhaps it was indeed broken before, but now it's fixed ^^
« Last Edit: May 11, 2023, 04:13 PM by oScarDiAnno »