Schemes
May 07, 2024, 08:50 AM

Military Warmer

Military Warmer by flashR

Scheme #5252, Viewed 990 Time(s)

Basic Information
Summary
Util.
F1
F2
F4
F5
F7
F8
F9
F10
F11
F12
Scheme Rate
5 / 5
Total Members Voted: 2
Acronym: Military Warmer
Name: Military Warmer by flashR
Type: Other, Rubberworm
Submitted by: Russian Federation flashR

Download this scheme:
Downloaded 96 time(s).
Example replays: Downloaded 414 time(s)

Time: August 06, 2023, 10:56 PM
Description:

I want to present my own variation of Warmer scheme, which could potentially rise up a new wave of interest and popularity of rope freestyling. I called this "Military Warmer", because the main conception is mixing all famous tricks with shots from various weapons.

FEATURES

Loss of control doesn't end turn is enabled.
Weapon use doesn't end turn is enabled.
Rope-roll drops is enabled, so you can attack from air, in-between rope swings (the part of TestStuff).
There are all the weapons that can be used from rope or from air.
Keep control and rope after skimming is enabled, so you can do surf tricks too.
Rubberworm antisink is enabled, so you can't drown.

The enabled options such as "Weapon use doesn't end turn" and "Rope-roll drops" gives you unlimited possibilities for freestyling with weapons, allowing you attacking from air in any moment without losing turn. Also, these two options, which has been enabled together, discover the new feature: you can use Dragon Ball from air without falling! Now each freestyler must try the combo: Dragon + Dragon Ball, because it sounds and looks amazing.  ;D

This scheme plays well on Roper, WxW or Warmer maps. Try your favorite tricks on a different maps, layouts, landscapes and share your best replays. I hope you enjoy! And maybe someday, there will be a new kind of challenges like freestyle with weapons.

I've attached some replays with examples of cool combo-tricks. In order from left to right:

1. Arch + Mole.
2. Backwash + Mortar.
3. Butterfly + Mortar.
4. Dragon + Dragon Ball.
5. Dragon + Homing Missile.
6. Dreamer + Cows.
7. Pumpfly Up + Fire Punch.
8. Skidow + Dragon Ball.
9. Touchdown + Mole.
10. Warlock + Dynamite.

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

ALL MY SCHEMES

The WormNET Shopper 1.0 https://www.tus-wa.com/schemes/scheme-4760
The WormNET Shopper 2.0 https://www.tus-wa.com/schemes/scheme-4774
The WormNET Shopper 2.0 (1 Crate) https://www.tus-wa.com/schemes/scheme-4777
Practice Mode Shopper https://www.tus-wa.com/schemes/scheme-4848
WxW Shopper https://www.tus-wa.com/schemes/scheme-5151
WxW Shopper (1 Crate) https://www.tus-wa.com/schemes/scheme-5152
Acrobatic WxW Shopper https://www.tus-wa.com/schemes/scheme-5200
Military Warmer https://www.tus-wa.com/schemes/scheme-5252 < You are here >
Scheme game options
Game options
1
100%
Time options
60
40
3
10
5
Crate options
250
Sudden death options
Objects options
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
Inf
Mortar
Inf
Homing Pigeon
Inf
Sheep Launcher
Inf
Grenade
Inf
Cluster Bomb
Inf
Banana Bomb
Inf
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
0
Suicide Bomber
0
Prod
0
Dynamite
Inf
Mine
Inf
Sheep
Inf
Super Sheep
Inf
Mole Bomb
Inf
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
Inf
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
Inf
Skunk
0
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
Inf
Old Woman
Inf
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
Rope-roll drops
As from rope or jump
Keep control after skimming
Keep control and rope
Loss of control doesn't end turn
Weapon use doesn't end turn
RubberWorm anti-sink
Help

Author Topic: Scheme #4544, K2S submitted by Kradie  (Read 2105 times)

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Scheme #4544, K2S submitted by Kradie
« on: May 29, 2022, 04:19 PM »
This is a very original idea. Congratulations, Kradie. I wonder if you really tested deeply this idea, or just released right after you made the first testings.

Some things I would like to ask:

  • Did you consider limiting the ammo of the weapons unlocked by killing the CPU worms?
  • Did you test the game with multishot? Maybe it would be interesting to kill a CPU first and attack other players with that unlocked weapon, all in the same turn. The fact you spend a turn to be able to unlock a weapon might not be ideal for the strategy, since you could be attacking an enemy worm during that turn. So attacking CPU worms in single shot mode would only be worthy if you have only very weak weapons or cannot attack an enemy worm, or if the CPU is piled with the enemy.
  • Did you test different amount of health for CPU worms and players? Less health for CPU worms would be more easy to unlock weapons, while more health would be more difficult and players might not want to attack CPU worms so much, only if they get lower health or are ploppable.
  • Did you considered making it a bit of only crates / kaos / team17? In the sense you have only very basic weapons and movement tools in the beginning. This could be interesting, so that in the beginning the game would be around surviving CPU worms and then try to kill a worm to be able to use a decent weapon to attack other worms. So instead of playing Team17 with crates, you are playing Team17 with CPU worms as crates to unlock the weapons.

Your idea is really great and I'm very interested in it. I'm just saying the things I would test a lot to see the optimal possibility for the idea, before releasing the scheme.
« Last Edit: May 29, 2022, 04:24 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 Kradie

Re: Scheme #4544, K2S submitted by Kradie
« Reply #1 on: May 29, 2022, 04:53 PM »
Quote
Did you consider limiting the ammo of the weapons unlocked by killing the CPU worms?


Yes but I haven't tested this.

Quote
Did you test the game with multishot? Maybe it would be interesting to kill a CPU first and attack other players with that unlocked weapon, all in the same turn. The fact you spend a turn to be able to unlock a weapon might not be ideal for the strategy, since you could be attacking an enemy worm during that turn. So attacking CPU worms in single shot mode would only be worthy if you have only very weak weapons or cannot attack an enemy worm, or if the CPU is piled with the enemy.


No, but this is a good idea and could be a variation of the one-shot version.

Quote
Did you test different amount of health for CPU worms and players? Less health for CPU worms would be more easy to unlock weapons, while more health would be more difficult and players might not want to attack CPU worms so much, only if they get lower health or are ploppable.

Yes I have tested this, and I quite liked it this way. I decided to let CPU have normal health as human players, no one has suggested your proposal since I made the change and I may go back to it after more testing.

Quote
Did you considered making it a bit of only crates / kaos / team17? In the sense you have only very basic weapons and movement tools in the beginning. This could be interesting, so that in the beginning the game would be around surviving CPU worms and then try to kill a worm to be able to use a decent weapon to attack other worms. So instead of playing Team17 with crates, you are playing Team17 with CPU worms as crates to unlock the weapons.

This here I have not thought of and honestly I like this Idea as a unique variation. Basically Team17 with CPU, kill CPU worm (Banana), and you can only use it if you get crate containing it

Thanks for appreciating some work, you can surprise. I think the scheme does feel complete, fun and original. I suppose there could be some minor changes and tweaks here and there to make it complete though.

I have provided some more replays 2vs2.

Made some changes: Banana power cheat is disabled..... Allowed crates is now 20 instead of 1....
« Last Edit: May 29, 2022, 05:54 PM by Kradie »
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Offline Kradie

Re: Scheme #4544, K2S submitted by Kradie
« Reply #2 on: May 30, 2022, 03:57 PM »
I have taken the liberty to make some significant changes to the scheme.

Overpowered super weapons are no longer present but instead you get: Sheep, Sheep Launcher, Homing Pigeon, Flame Thrower, Dynamite, Old Woman, Mad Cows, and Holy Hand Grenade. You can check the delays per weapon on the scheme page...
100HP for all worms and 25hp per health crates.
Sudden Death after 10 minutes with medium water rise.
Additional weapons are Included: Bow, Cluster, Grenade, Mine, and Baseball Bat.

For now I will keep the current replay of the game.
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Re: Scheme #4544, K2S submitted by Kradie
« Reply #3 on: May 30, 2022, 09:23 PM »
I'd like to play or test this scheme. The idea has a lot of potential. I liked the changes you made now. I always think that quality is better than quantity. This scheme must be tested a lot to reach an optimum version.
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 Kradie

Re: Scheme #4544, K2S submitted by Kradie
« Reply #4 on: May 31, 2022, 04:28 AM »
I'd like to play or test this scheme. The idea has a lot of potential. I liked the changes you made now. I always think that quality is better than quantity. This scheme must be tested a lot to reach an optimum version.
That's why I release some of my schemes ''prematurely'' publicly so that the community can choose to join the testing process and offer ideas and changes.

This scheme Idea has been floating inside my mind for some weeks, so eventually I decided to put it to test and tested it with some players before release. 

I agree with a potential argument that schemes should be tested thoroughly before release so it can provide an accurate representation of what it is going for.
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Re: Scheme #4544, K2S submitted by Kradie
« Reply #5 on: May 31, 2022, 04:39 AM »
Yeah, it is good to receive feedback and see what people say, but I think the Schemes forum TUS area is more adequate for sharing an unfinished idea. I think I'll share some of my projects there, and only release the official version as a scheme of mine to be found among other schemes later.
« Last Edit: May 31, 2022, 04:43 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):
'

Offline Kradie

Re: Scheme #4544, K2S submitted by Kradie
« Reply #6 on: June 02, 2022, 04:32 AM »
Just like in Weapon Me scheme, Air Strike is now Included. This weapon is only for CPU and not humans.

Some delays on weapons have been changed.
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Offline Kradie

Re: Scheme #4544, K2S submitted by Kradie
« Reply #7 on: June 17, 2022, 05:45 PM »
Homing Missile replaced Mad Cows. Homing Missile does same dmg as a dynamite.
1 star power level for blow torch and drill.
2 star power for Shotgun and Fire Punch.
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Offline Kradie

Re: Scheme #4544, K2S submitted by Kradie
« Reply #8 on: June 19, 2022, 02:25 PM »
Land mines are removed.
Jetpack, prod, and petrol added.
Clusters are removed.
Turn time is now 45s.
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Offline Kradie

Re: Scheme #4544, K2S submitted by Kradie
« Reply #9 on: September 09, 2023, 11:40 AM »
This scheme has received modifications:

1. The weapons that you can acquire does no longer have infinite ammo.
- Sheep Launcher 3 ammo.
- Homing Missile 3 ammo.
- Flame Thrower 3 ammo.
- Old woman 3 ammo.
- Dynamite 2 ammo.
- Sheep 2 ammo.
- Holy Hand Grenade 2 ammo.

2, Fire Punch, Dragon Ball, Ninja Rope, and Baseball Bat have 1 turn delay.

3. Old woman is currently replaced with minigun.

4. Landmines are back, and detonates after 3 seconds.

5. Blow Torch and Drill does minimum damage.

These are the significant changes so far.

That's it for now.
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