Schemes
April 27, 2024, 07:08 PM

chutegame

Parachute game

Scheme #5368, Viewed 1147 Time(s)

Basic Information
Summary
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Crate probability
90.9%
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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 48 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 #5368, chutegame submitted by Albino  (Read 1190 times)

0 Members and 1 Guest are viewing this topic.

Offline Albino

Scheme #5368, chutegame submitted by Albino
« on: December 05, 2023, 01:22 PM »
Here is a example replay for the scheme.

Online Lupastic

Re: Scheme #5368, chutegame submitted by Albino
« Reply #1 on: December 05, 2023, 03:11 PM »
hmm I'd call this scheme "Parachute Battle"

Offline Albino

Re: Scheme #5368, chutegame submitted by Albino
« Reply #2 on: December 05, 2023, 07:33 PM »
I don't know who invented this scheme but i think the scheme is mix of two genres. And people introduced this scheme to me as chutegame. It's mostly about racing with some close combat stuff.

Online Lupastic

Re: Scheme #5368, chutegame submitted by Albino
« Reply #3 on: December 06, 2023, 03:53 AM »
its a good possible cup-material btw
#####Kirill

Offline Albino

Re: Scheme #5368, chutegame submitted by Albino
« Reply #4 on: December 06, 2023, 12:43 PM »
Hmm, since it's three-way scheme (1v1v1) it would be hard to convert into classic TUS cup settings. Only knockout system would function properly and after that finals must be also three-way. And how to determine the second and third? Because there is only one winner and two losers when the game ends. This scheme also can be played as 1v1v1v1 for fun but it can be extremely chaotic if the player count is increased. It's also not meant to play as 1v1.

Online Lupastic

Re: Scheme #5368, chutegame submitted by Albino
« Reply #5 on: December 06, 2023, 05:35 PM »
Hmm, since it's three-way scheme (1v1v1) it would be hard to convert into classic TUS cup settings. Only knockout system would function properly and after that finals must be also three-way. And how to determine the second and third? Because there is only one winner and two losers when the game ends. This scheme also can be played as 1v1v1v1 for fun but it can be extremely chaotic if the player count is increased. It's also not meant to play as 1v1.

u sure this is not suitable to play it in 1v1? I see no reason why it wouldn't be.. it looks fun. kinda luck based with the random wind directions, but in the extended options even that can be set differently, if we are to change something. it requires some bng skills with grenades + bow aiming. if u only meant that this scheme is 100% funner scheme well then I gotta tell u, we converted many funner schemes before into nice exciting competitive cup ideas :D

Online Lupastic

Re: Scheme #5368, chutegame submitted by Albino
« Reply #6 on: December 06, 2023, 05:40 PM »
How many maps there are for this so far?

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


(found it in the description :D )

it doesn't seem difficult to make new maps tho. Kirill could solve this with his own terrains? :-*
« Last Edit: December 06, 2023, 06:00 PM by Lupastic »

Online TheWalrus

Re: Scheme #5368, chutegame submitted by Albino
« Reply #7 on: December 06, 2023, 05:47 PM »
u sure this is not suitable to play it in 1v1? I see no reason why it wouldn't be.. it looks fun. kinda luck based with the random wind directions, but in the extended options even that can be set differently, if we are to change something. it requires some bng skills with grenades + bow aiming. if u only meant that this scheme is 100% funner scheme well then I gotta tell u, we converted many funner schemes before into nice exciting competitive cup ideas :D
After watching the replay, I would agree with Albino, this doesn't seem really suited for 1v1 games.  You could definitely do 1v1, but the strategy ceiling would be very low imo. 

Also, I noticed map is destructible, what happens if a worm plops, or dot is destroyed?  I remember deadcode made some maps where some terrain is destructible and some not, that would be good here.
« Last Edit: December 06, 2023, 05:53 PM by TheWalrus »

Online Lupastic

Re: Scheme #5368, chutegame submitted by Albino
« Reply #8 on: December 06, 2023, 06:33 PM »
we tested the scheme with Kirill in 1v1, it's equally good and competitive in 1v1. everything mainly goes down to the wind directions at the end (like in parachute race), random wind is needed tho. we'll give this a go in the future :D you can't drown on the maps Walrus, it's bordered from all 4 sides

and I'd say the player who destroys the finishing dot, should lose the round (its not stated in the rules, but its obvious like this)

even constantly girderblocking someone wouldn't make this scheme broken cuz u have firepunch + retreat time (if u get girderblocked it even gives you a better hide sometimes)
« Last Edit: December 06, 2023, 06:36 PM by Lupastic »

Offline Albino

Re: Scheme #5368, chutegame submitted by Albino
« Reply #9 on: December 06, 2023, 06:37 PM »
Of course you can make some adjustments Lup and convert the scheme into 1v1 or 2v2 cup format but i must warn you 1v1 games would only last 3 or 5 mins at max and it's not any funnier than 1v1v1 concept. You can experience the difference by playing it 1v1 or 1v1v1 or more.

There are 3 maps on TUS afaik. I added some map links under the rules section earlier today. There might be more on WMDB. I'm sure Kirill can make some nice maps for this scheme. And certain maps may have different set of rules.

Also, I noticed map is destructible, what happens if a worm plops, or dot is destroyed?  I remember deadcode made some maps where some terrain is destructible and some not, that would be good here.

Since it's played on bordered map worms can not plop(like in roper). I like the idea about making some parts indestructible! We used to shoot a pair of arrows at upper right corner and use it as a finishing point.

Online Lupastic

Re: Scheme #5368, chutegame submitted by Albino
« Reply #10 on: December 06, 2023, 06:39 PM »
the only scheme option thats probably not a good idea imo is u getting bananas from the weaponcrate. but if the scheme stays like this we'll respect + use it as it is

Offline Albino

Re: Scheme #5368, chutegame submitted by Albino
« Reply #11 on: December 06, 2023, 06:45 PM »
and I'd say the player who destroys the finishing dot, should lose the round (its not stated in the rules, but its obvious like this)

That's not true. Sometimes you just blindly throw nades or nanas in a rush, accidents happens very often.

Online Lupastic

Re: Scheme #5368, chutegame submitted by Albino
« Reply #12 on: December 06, 2023, 06:51 PM »
That's not true. Sometimes you just blindly throw nades or nanas in a rush, accidents happens very often.

I think the scheme inventors haven't quite thought this throughout. what if the player who is more behind destroys the dot on purpose, making the other player wasting turn shooting arrows on the right side of the map? how high up the arrow needs to be at the right corner? what if the finishing dot is not fully destroyed, lets say 1-2 pixels are left there, how do you make a difference if thats the finishing dot or not? what if there are destroyed girders around the dot, and the players are not sure which 1-2 pixels belong to the dot and which belong to something else? :D this could be abused in multiple ways + led into confusing situations

Offline Albino

Re: Scheme #5368, chutegame submitted by Albino
« Reply #13 on: December 06, 2023, 08:35 PM »
I think the scheme inventors haven't quite thought this throughout. what if the player who is more behind destroys the dot on purpose, making the other player wasting turn shooting arrows on the right side of the map? how high up the arrow needs to be at the right corner? what if the finishing dot is not fully destroyed, lets say 1-2 pixels are left there, how do you make a difference if thats the finishing dot or not? what if there are destroyed girders around the dot, and the players are not sure which 1-2 pixels belong to the dot and which belong to something else? :D this could be abused in multiple ways + led into confusing situations

Of course, if there is an intend there should be punishment, if you play this on league/cup concept. I have never seen this happened before as we all played it as a fun scheme back in days. But it is easy to solve that if there is no intend. In case of destroying the dot accidentally by a nade or nana, players don't need to restore it immediately and can continue racing until someone reach that area. And can shoot arrows from a close spot and jump to the arrows in retreat time. So nobody lose a turn. You are misjudging the situation there. The arrows should be placed to upper right corner, not too high, not too tight, so a worm can fit between top spot and the arrows. I can provide an image if needed. Or search for more replays on my drive and upload here.

If you are certain there is still pixels left on the dot it still counts as finishing point (why not?). And I don't remember any situation that players put girders very close to dot or putting attached girders to dot. But of course it can happen, everything is possible. If you can't determine that the dot still stood or not you can ask to others and make the arrow thing that i mentioned before. Or maybe DC can solve it as Walrus said.