Schemes
May 06, 2024, 06:23 PM

chutegame

Parachute game

Scheme #5368, Viewed 1173 Time(s)

Basic Information
Summary
F2
F3
F4
F7
F8
F12
Crate probability
90.9%
9%
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Scheme Rate
Not rated yet
Acronym: chutegame
Name: Parachute game
Type: Race
Submitted by: Turkey Albino

  • Please note that super weapons are on, it means that even if their crate probability in the scheme weapons options are set to 0, there's still chance for them to appear in game.
Download this scheme:
Downloaded 53 time(s).
Example replays: Downloaded 36 time(s)

Time: December 05, 2023, 01:02 PM
Description:
Parachute game is tactical combat race that is played on bordered map. Players start off by teleporting their worm on starting point. It's a three-way scheme that players race through the map until reaching the finishing point. As there is no objects or place for hiding on the map (other than the start and finish point) players must build a way with girders to navigate through map.

Rules:

If you touch the ground teleport back to start
*Teleport usage is only restricted for going back to start [Using it to move forward is not allowed].

Do not attack from the ground

Atacking from start or attacking to start is not allowed
*Girders can be used from start if there is no ideal wind.

Trapping is not allowed
*At least one way must be open.

The first player which stay one turn at the dot wins
*The other players have one turn to knock off the lead.

Teaming up is forbidden
*If teaming up is detected, the players who teamed up lose the game [By teaming up I mean long term friendship between two players in the game. Apart from that, players might help each other by placing girders in critical situations].

Note: In any case of destroying the finishing point the leading player can build a new finishing point with bows at the upper right corner.

Maps for this scheme:

https://www.tus-wa.com/maps/map-21038/
https://www.tus-wa.com/maps/map-14797/
https://www.tus-wa.com/maps/map-21037/

For more information feel free to visit FoxHound's article on WKB: https://worms2d.info/Parachute_Game
Scheme game options
Game options
1
100%
Time options
25
15
5
5
5
Crate options
25
Sudden death options
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
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
Inf
Uzi
0
Minigun
0
Longbow
Inf
Fire Punch
Inf
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
Inf
Girder
Inf
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
Inf
Teleport
Inf
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 #2255, Team17 roofless submitted by Senator  (Read 1991 times)

0 Members and 1 Guest are viewing this topic.

Offline STRGRN

Scheme #2255, Team17 roofless submitted by Senator
« on: December 31, 2016, 02:00 PM »
Is this scheme better than the regular T17 for playing on inverted double cavern maps?

Offline Senator

Re: Scheme #2255, Team17 roofless submitted by Senator
« Reply #1 on: December 31, 2016, 02:23 PM »
The regular scheme is ok if you just disable super weapons. No indestructible roof + super weapons = disaster. You could get Armageddon etc. Crate probabilities are a matter of taste.

Offline WTF-8

Re: Scheme #2255, Team17 roofless submitted by Senator
« Reply #2 on: December 31, 2016, 03:02 PM »
soooo no scales, no freeze and no quake either?  sounds like a big change, if you ask me
The manual in the installation folder is a pathway to many abilities some consider to be unnatural

Offline STRGRN

Re: Scheme #2255, Team17 roofless submitted by Senator
« Reply #3 on: December 31, 2016, 04:12 PM »
The regular scheme is ok if you just disable super weapons. No indestructible roof + super weapons = disaster. You could get Armageddon etc. Crate probabilities are a matter of taste.

You could give the OP weapons inf ammo with 255 delay (so they won't appear in crates).

Offline Senator

Re: Scheme #2255, Team17 roofless submitted by Senator
« Reply #4 on: January 01, 2017, 11:13 AM »
You could give the OP weapons inf ammo with 255 delay (so they won't appear in crates).

They would be in the weapon panel and confuse, though.

Personally I miss just eq and nuclear tbh. Patsy, vase, sally, super nana, freeze and scales are stupid luck shit imo. Super weapons are rare anyway.
« Last Edit: January 01, 2017, 11:18 AM by Senator »

Offline Deadcode

Re: Scheme #2255, Team17 roofless submitted by Senator
« Reply #5 on: November 16, 2023, 01:46 AM »
They would be in the weapon panel and confuse, though.

Personally I miss just eq and nuclear tbh. Patsy, vase, sally, super nana, freeze and scales are stupid luck shit imo. Super weapons are rare anyway.

That was just a design flaw that is fixed in v3.8+. You no longer have to set nonzero ammo to a weapon that you are disabling by giving it infinite (negative, i.e. 128..255 reinterpreted as signed) delay. You only have to set the delay now, and it won't show up in the weapon panel.
« Last Edit: November 16, 2023, 01:48 AM by Deadcode »

Offline FoxHound

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Re: Scheme #2255, Team17 roofless submitted by Senator
« Reply #6 on: November 16, 2023, 11:11 AM »
That was just a design flaw that is fixed in v3.8+. You no longer have to set nonzero ammo to a weapon that you are disabling by giving it infinite (negative, i.e. 128..255 reinterpreted as signed) delay. You only have to set the delay now, and it won't show up in the weapon panel.

Wow, I didn't know this. Very good to disable weapons from schemes completely,  including from weapon panel. I might update some old schemes and I might block more weapons of my future schemes.

EDIT: The ideal would be to don't need to block any weapon, though. It would be much better to simply be able to choose the crate probabilities of the super weapons. This way, you wouldn't waste time collecting a crate of a weapon that cannot be used.
« Last Edit: November 16, 2023, 11:52 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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