Schemes
April 29, 2024, 08:39 PM

Rush

Rush

Scheme #930, Viewed 2541 Time(s)

Basic Information
Summary
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Scheme Rate
5 / 5
Total Members Voted: 1
Acronym: Rush
Name: Rush
Type: Battle
Submitted by: United States franz

Download this scheme:
Downloaded 500 time(s).
Example replays: Downloaded 198 time(s)

Time: February 20, 2013, 09:43 PM
Description:
Inspired by 'Elite' and 'Giga Speed', RUSH features faster game play with a shorter turn time:

4 worms per team / 15 second turns / 6 minute sudden death
∞ Mole Bomb / ★★☆☆☆ Shotgun / Rope knocking allowed


History:  I was introduced to the scheme 'Giga WA Speed v3.0' in the summer of 2005 for a German league called Giga Liga.  Among the schemes being played in this league's WA division were TTRR, Elite, Roper, Bng, RopeRace, Team17, and Shopper, but I was most intrigued by the last one, a new scheme called Speed.

Speed              vs  Elite
3 Shotgun              ∞ Shotgun
∞ Mole Bomb         0 Mole Bomb
1 Super Sheep        Super Weapon Enabled

I really liked the ∞ Mole Bomb for maneuverability and the 3 Shotgun for addressing its overpowered nature.

Googling 'Giga Liga' actually links to a TV Broadcast youtube video of the GIGA Liga Grand Slam4 - 04.06.2005 - Worms Armageddon - Tradacee vs. Nakra.  Check it out :)

What is RUSH?  I wanted to bring back ∞ Mole Bomb and instead of 3 Shotgun, I lowered its power to ★★☆☆☆ to allow for infinite Shotgun and its nice 2 shot utility.  I also wanted to lower the turn time just a little bit for different gameplay and in turn reduced the SD timer to 6 minutes to closely match the turn ratio in Elite.  I also wanted to try allowing Rope Knocking to go with the theme of RUSH and its slightly more hectic style.

Rush                vs  Speed              vs  Elite
★★☆☆☆ SG            3 Shotgun              ∞ Shotgun
∞ Mole Bomb         ∞ Mole Bomb         0 Mole Bomb
1 Super Sheep        1 Super Sheep        Super Weapon Enabled
15s turn                 20s turn                20s turns
6m SD                   7m SD                   10m SD
Scheme game options
Game options
100
3
100%
Time options
6
15
3
3
0
Crate options
25
Sudden death options
45
Objects options
8
0
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
Inf
Homing Missile
1
Mortar
5
Homing Pigeon
0
Sheep Launcher
0
Grenade
Inf
Cluster Bomb
3
Banana Bomb
0
Battle Axe
2
Earth Quake
0
Shotgun
Inf
Handgun
Inf
Uzi
Inf
Minigun
0
Longbow
2
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
1
Suicide Bomber
0
Prod
Inf
Dynamite
1
Mine
2
Sheep
1
Super Sheep
1
Mole Bomb
Inf
Air Strike
1
Napalm Strike
1
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
3
Pnuematic Drill
3
Girder
3
Baseball Bat
1
Girder Starter Pack
0
Ninja Rope
2
Bungee
2
Parachute
2
Teleport
2
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
2
Skunk
1
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 #948, RopeLeague submitted by HHC  (Read 1132 times)

0 Members and 1 Guest are viewing this topic.

Offline HHC

Scheme #948, RopeLeague submitted by HHC
« on: March 18, 2013, 11:04 AM »
Btw, it's remarkable how much these old league schemes are similar to the ones we still play. Apart from some small fixes everything's still the same.

The turn times are all the same, 15 sec for rope, 20 for elite, 45 for t17. So are almost all of the options, apart from the crate % and crate contents. Weapons are fairly similar. BnG has been stripped and so has rope to some extent, but in Elite it's all the same weaps we use today.

You'd think those boons at T17 would know jack to create a proper league scheme, but dämn, these schemes sure have survived the test of time.
And still, there's elements in these schemes that seem even intricate to test today. Like 1 or 2 big weaps in BnG (holy; petrol) and rope (dyna;sheep) that can be used to overturn the game. Not to mention the element of switches in T17, no anchor in BnG and crates in Elite that are still sometimes proposed to be brough back into the scheme.


edit: if you wanna dl them all at once, you can use this link:
http://forum.team17.com/attachment.php?attachmentid=33521&d=1363309135
(includes wormsleagueAM & PRO as well)
« Last Edit: March 18, 2013, 11:09 AM by HHC »