Weee for Weapons 2 by FFieFast walk anywhere.
Teleport to teleport boxes only.
Great map. Almost every pixel of the map will be used in a game on this map.
The sheep weapon box on the left could be used for forting, but if you
use your head, you'll get out of its way after the first attempt. it's
not difficult to attack a player forting there with minimum risk, so
forting is ill-adviced.
This map also has a few secrets so if you
wish to find all sorts of secrets on this map, try out some wacky
attacks and you never know if you might stumble on one! Some of these
secrets are truely spectacular.
Map is recommended for a game with plenty of worms due to the amount of the map being used.
Weee for Weapons by FFieFast walk anywhere.
Teleport to teleport boxes only.
Also a great map. First WFW to rely much on graphics. This map has only one
weakness: the top right is easily fortable, so given 2 people that like
to fort on WFWs, you will have a boring match with the guy on the right
sending sheep to the left, while the guy on the left tries to use
homing missiles on the guy on the right (or petrols sometimes). Other
than that, this map is very balanced.
Someone trying to fort his way
out with the homing missile on the left is in for a surprise; that spot
makes you vulnerable to attacks from below, while hitting worms below
is far from easy. Despite its cramped position, though, some very
spectacular shots are possible from the homing missile spot.
Cage by WrigglerJoelTeleport to teleport boxes of the same colour only.
Missed opportunity. Great idea, but the right side of the map has become too
cluttered with graphics. As such, that part will probably not be used a
lot.
The rink that's supposed to be the centre of the stage is also
left alone because most weapon boxes there don't really help. The map
is pretty much split, so you'll have to be in the same section to be
able to hit each other well. (I suppose this means forting isn't
possible, so that's a good thing).
The worm select boxes have no
real weaknesses, so worm select abuse is possible here! (best played
with a scheme with limited worm selects)
Float For Weapons by WirgglerjoelUse parachute anywhere.
Teleport to teleport boxes only.
Despite the apparent openness of the map, this can't be played well without
moving around. Using the parachute whenever is a new idea that works
out really well here; the game uses just about every pixel of the map.
Although some weapon boxes are more useful than others, the parachute
gives you so many possibilities to move around that forting is
ill-advised. Worm Selects are placed very well; you can only use them
if your opponent is far away or if you're willing to sacrifice a worm.
Unholy War by WrigglerjoelMuch easier to drown worms on this map in comparison to float for weapons,
which gives the first player to place somewhat of an advantage. The
lack of parachute to move around quickly still makes this is a balanced
map, where no place is obviously superior over the rest, so forting
will not be of much use here either. Teleport is conveniently placed in
the centre for worms fallen down to the bottom (which is strategically
not as good as the top map). The game will be fought over the entire
map.
CavernusToo by WrigglerjoelNice graphics. Most of the game will take place on top and there probably
won't be a lot of variety in the tactics used. Although the map is
decently balanced, the lack of variability might make games on this map
less exciting than on other maps.
War of the World by WrigglerjoelBe careful where you move your worms to after you've done a shot! A bad retreat will most likely cost you your worm on this map!
the focus of a game on this map will change as it progresses. The top is
excellent for shooting other worms, but as it's risky just getting up
there, most play on top will be done around the start of the game and
slowly, the war of the world will descend into the lower regions.Good
balance on this map, moving around the map is fairly easy and using
weapons isn't restricting by cramped parts. Good map.
Walk for Weapons by WyvernOne of the first WFW maps ever made. Very easy to drown on this one, so the
player that gets to place first will have a big advantage. The map
seems to be well balanced though, so forting (even though possible) may
not be the best course of action.
Walk for Weapons 2 by WyvernSame applies to this map as does for its predecessor. I believe that the
advantage for the starting player is thankfully lower on this map,
though.
Walk for Weapons 3 by WyvernAgain, bad retreats will cost you your worm. Weapon blocks are well placed,
though the place on top of the map may be too powerful (too easy to
fort there with dynamite, homing missile and access to lower parts if
somebody wants to use the lower homing missile against you). Anti-fort
rule will however, turn this map in a good map to use for the cup.
Walk for Weapons by BadgerAlthough allround this map is very balanced, there is one serious flaw on this
map: the worm select on the right has no weakness. If this map is
played with unlimited worm select, your opponent can mercilessly abuse
that worm select, which imo should not be possible on a good WFW map.
WalkForWeapon by HappyDIn this map, you'll constantly be trying to work your way higher up the
map, while trying to shoot your enemy down. Weapon boxes seem to be
placed well with no real forting opportunities, except the top right
(but this is something you can easily hide from).
If you're missing a review on a map or want to comment on what I've said, please do so!