Schemes
April 27, 2024, 05:29 PM

WfW

Walk For Weapons

Scheme #5484, Viewed 202 Time(s)

Basic Information
Summary
Util.
F1
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Acronym: WfW
Name: Walk For Weapons
Type: Battle
Submitted by: United States TheWalrus

Download this scheme:
Downloaded 34 time(s).
Example replays: Downloaded 27 time(s)

Time: February 24, 2024, 06:07 PM
Description:
*Original scheme credit to DarKxXxLorD*
changes 24/2/24:
Added needed weapons not included in scheme but in a multitude of user created maps

Rules:

Scheme is played with a standard of 4 worms, more upon player agreement.

1.1 A weapon/utility may only be used by a worm if that worm is standing on a box containing a picture of that weapon/utility.
1.1.1 The worm may fire the weapon if it is standing on the box with a pixel, even if it not standing on top of it (that means he must stay on that box, if touching box from the other side than top then its forbidden).
1.1.2 The worm may fire the weapon if it is adjacent to another worm which itself or standing on a picture of that weapon (and similar for any number of worms in a chain).
1.1.2 The worm may fire a weapon mid-jump provided it was last touching or standing on the box when it left the ground, but cannot use weapon when landed (must be used while in flight).
1.1.3 Some maps have special rules regarding specific weapons. These rules are outlined in text on the map, and must be followed. There is implemented a readme file with rules in mappack for each map.
1.2 If a worm is blocked more then two times in a row, it is allowed to teleport to a teleport box.
1.3 Teleport using is limited to 9 times.
1.4 Players have rite of refusal of any map to change map
1.5 If player make cow without damage opponent, worm must skip 1 turn, if they damage worm they must skip 2 turns, and if they kill worm with cow, they lose game.

Scheme game options
Game options
200
1
100%
Time options
60
20
5
0
10
Crate options
25
Sudden death options
Objects options
Help
General options
Scheme weapons options
Weapons options
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Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
Inf
Fast Walk
Inf
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
0
Battle Axe
Inf
Earth Quake
0
Shotgun
Inf
Handgun
Inf
Uzi
Inf
Minigun
Inf
Longbow
0
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
Inf
Suicide Bomber
0
Prod
Inf
Dynamite
Inf
Mine
Inf
Sheep
Inf
Super Sheep
Inf
Mole Bomb
Inf
Air Strike
Inf
Napalm Strike
Inf
Mail Strike
0
Mine Strike
Inf
Mole Squadron
0
Blow Torch
Inf
Pnuematic Drill
Inf
Girder
0
Baseball Bat
Inf
Girder Starter Pack
0
Ninja Rope
0
Bungee
Inf
Parachute
Inf
Teleport
Inf
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
Inf
Flame Thrower
Inf
Sally Army
Inf
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
Inf
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
Inf
Freeze
Inf
Patsy's Magic Bullet
Inf
Damage x2
0
Scheme extended game options
Scheme extended game options
No extended options has been modified.
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Author Topic: Scheme #5484, WfW submitted by TheWalrus  (Read 191 times)

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Online Lupastic

Scheme #5484, WfW submitted by TheWalrus
« on: February 24, 2024, 06:35 PM »
thanks for updating all the schemes Wally ♥ I think WfW is supposed to be played with 4 worms

Offline TheWalrus

Re: Scheme #5484, WfW submitted by TheWalrus
« Reply #1 on: February 24, 2024, 07:08 PM »
thanks for updating all the schemes Wally ♥ I think WfW is supposed to be played with 4 worms
np, these are all the weapon i found in the batch of wfw weapons maps i looked at, its possible there is some map with a superweapon on it because i didnt look at every single map, but it should fill in most or if not all of the missing weapons