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 Scheme, Rules and Maps

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Rioter
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Registration date : 2008-01-08

Scheme, Rules and Maps Empty
PostSubject: Scheme, Rules and Maps   Scheme, Rules and Maps EmptyThu Jun 05, 2008 10:41 pm

OK to clarify the rules and regs.
If I have missed something out - then add the rule here. Nothing else please (I will just delete it)

Rules
The map is illustrated with boxes each containing a graphic of one of the various weapons in the game. Players may only use a weapon during their turn if their selected worm is standing on the corresponding weapon graphic.
Specific rules
Teleport may only be from tele to tele.
Parashoot should only be used on parashoot blocks
Fast walk and Low Gravity can only be used on the specific blocks
Refrain from using the same weapon three times in a row!

Worms will have 3 worms each
The games are best out of 3 (2 wins needed)

Scheme
Click here for our scheme -- Any standard WfW scheme is acceptable

Maps
Both paired players have to agree on the map chosen. If there is a dispute with the map, then change it.

Enjoy! king
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SiD
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Scheme, Rules and Maps Empty
PostSubject: Re: Scheme, Rules and Maps   Scheme, Rules and Maps EmptySun Jun 15, 2008 2:57 am

Quote :
Worms will have 3 worms each

this made me laugh
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NickyNick
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Scheme, Rules and Maps Empty
PostSubject: Re: Scheme, Rules and Maps   Scheme, Rules and Maps EmptySun Jun 15, 2008 3:19 am

Recursion, yay Very Happy
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doubletime
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Scheme, Rules and Maps Empty
PostSubject: Re: Scheme, Rules and Maps   Scheme, Rules and Maps EmptyTue Jun 17, 2008 2:19 pm

Stupid antifort rules
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Rioter
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Number of posts : 242
Age : 32
Location : YouQue (UK)
Job/hobbies : Web Designer / Student
Humor : Somewhat funny!
Registration date : 2008-01-08

Scheme, Rules and Maps Empty
PostSubject: Re: Scheme, Rules and Maps   Scheme, Rules and Maps EmptyTue Jun 17, 2008 9:24 pm

Boo mehoo-hoo - wanna cry to someone who cares?
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DarkOne
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Number of posts : 364
Age : 41
Registration date : 2008-02-15

Scheme, Rules and Maps Empty
PostSubject: Re: Scheme, Rules and Maps   Scheme, Rules and Maps EmptyThu Jun 19, 2008 4:54 pm

Since most participating don't seem to play WFW very often, how about a bit of map previewing? I'll try to keep the reviews balanced.
I may be slightly biased when it comes to FFie's and ShootMe maps, but in my opinion, their maps (although they're of course not the only ones) have truely captured the essence of WFW: a rigid set of rules which force you to constantly change your tactics, find optimal positioning and requires you to use every second you have (including hotseat time to think of a plan!).
Since WFW need to be played before you can properly review them, I'll only put up those that I've played. If others feel they should review a map that isn't in this list, please do so! Smile (also if you disagree! if you can back up your opinion, I'll certainly add that to my review)
Special map rules will be written in red.
Click on the map preview to go to the wmdb download page.

Doubletime Worms art wfw by doubletime

Scheme, Rules and Maps 6914

Fast walk anywhere.
Teleport to teleport boxes only.

This map is the second version and mobility has improved much. Moving around through the barrels on the right will take a while, but it's manageable. The homing missile and worm select box on the left bottom has been made weaker, because it was too powerful in the earlier version. The main battle will take place in the centre of the map. The graphics are a missed opportunity. The ropes pasted in the centre make the map less like a worms landscape. The random stack of barrels on the right are also contributing to this.
Since it's the first map he ever made, it's a good first try.

Rescue Rangers Revenge by ShootMe

Scheme, Rules and Maps 5962

Fast walk anywhere.
Teleport to teleport boxes only.

I personally love this map. You can play any style you like here. If you prefer to play in a fortish style, you can do that (even though this seems like a foolproof way to make the game boring if you're playing against a smart player). While I'm at the subject, a smart player can attack a fort player with relative ease. The fort player will be able to see him coming, but will find it difficult to defend his fort.
Overall, staying on the move is smart on this map.
Fortunately, the map is excellently spaced, so that you can easily move around and even with fastwalk on, you'll usually have no problem at all jumping over obstacles and such.
Worm select can me mercilessly punished due to the openness of the map and ease with which you can move.

Mt Asploding by Bloopy

Scheme, Rules and Maps 5554

A minimalist map. Very interesting idea to leave so much open air at both sides that I feel worked out nicely. Most of the action will take place on the slopes of the mountain and just above them.
Although it was nice to have an inside of the volcano, movement is too restricted there for anyone to safely wander in there. Forting is mostly inefficient here and you must have well thought out turns before you start moving here, because you will most likely need every second you have to accomplish your goals.

Sonic The Hedgehog by ShootMe

Scheme, Rules and Maps 4714

Fast walk anywhere.
Teleport to teleport boxes only.

Again nicely spaced; you'll have no problem moving around here. Weapon boxes are placed so that no weapon box will have obvious superiority over others.This will make forting a bad tactic here, so keep moving around. Most of the game will take place on the left, especially the lower half, though if players choose to do so, a very fun game can be had on the right as well.

Tetrisland by ShootMe

Scheme, Rules and Maps 4532

Fast walk anywhere.
Teleport to teleport boxes only.

A simple concept can lead to good maps, as displayed here! Plenty of movability here where there are no superior places, so keep on the move. The straight surfaces makes for excellent grenade banking, so BnG skills are definitely a plus on this map.
Plenty of spots to drown a worm on, but not so much that every turn is automatically a kill.
Another thing I find ShootMe does very well in this map is having low gravity in there, which of course opens new possibilities, but also doesn't deprive you of speed when you're trying to get past a path you could've traversed without lg.

Final Fantasy XI WFW by FinalFreek

Scheme, Rules and Maps 4372

Teleport to teleport boxes only.

Most of the action on this map is probably going to be in the centre, most likely on top. Overall, the playability is good. Unfortunately, there are a few dead ends (i.e. weapon boxes you can only approach from one way and then there's also one way back without losing health), but this isn't necessarily a down point. There's enough space for grenade tossing and bazooka shooting and plenty of ways to hide from forting. Even though it looks like it's easy to drown worms here, this by no means results in every shot leading to a death. Decent map altogether.

Egipt night by JerrY

Scheme, Rules and Maps 3755

Teleport to teleport boxes only.

Not well thought through map. Nice idea to have that pyramid in the centre, but ultimately, all this does is split the map in 2; a top half and bottom half. The person on top has a clear advantage as it covers a much higher percentage of the map.
Most weapon boxes seem to have been added for the sake of having a weapon box there (eg prod boxes on the stairs, firepunch blocks in corners, the dynamite block is placed very clumsily; you need teleport to get there, so people can easily blast you off and nobody will stand below that box, as it's so close to water)
The pyramid also considerably slows down movement since you need to jump backwards constantly, so even fast walk won't help even one bit.

princeofpersiaoriginal by JerrY

Scheme, Rules and Maps 4116

Teleport to teleport boxes only.

Unbalanced map. The sheep on top of the map is too powerful. Some blocks can hardly be reached. This in itself is of course not necessarily a bad thing, but if it takes a whole turn to get there and you can get blown in the water easily, it makes those places redundant.
Boxes like the sheep in the middle are hard to reach, a death trap and impossible to leave unless you plan on taking fall damage.
There is nothing useful on the bottom floor (can't do much with the grenade box, except against other worms hopelessly lost at the bottom).

Rpgwfw by BigBilly

Scheme, Rules and Maps 3788

Teleport to teleport boxes only.

Cramped map, which unfortunately makes some weapon boxes a bit pointless, though some people with their magic can pull of good things. Most of the battle
will be fought on the left side of the map and to a bit lesser extent
in the centre. Still a fairly balanced map where forting is fairly
ineffective.

Ghoulsnghosts by Husk

Scheme, Rules and Maps 3613

This map is split up in 2 halves; top and bottom part. While several playing styles are available, it's clear that the top half has the advantage as it's much easier to lob a few grenades down (or even a few worms). There are also not many tactical options if you find yourself close to an enemy; either attack and accept you'll take a punch back for it, or escape by means of a teleport. The sheep on the top right had a very wide range when it comes to attacking people, but to compensate, it's so open that grenades can easily be used for retaliation.

vahagnMegaManCrushCrawwfwpng by vahagn

Scheme, Rules and Maps 3587

Awesome graphics and overall great placement of weaponry. Despite that, the map has a few weaknesses; in the top left, just below the worm select, worms can be trapped, leading to very uncomfortable situations. The centre bottom is a death trap; there's no weapon box, so an enemy worm could block it off and there will be no way out. Most battling will be done low to the ground on both ends of the map, so if you're willing to look past the weaknesses, this is a great map.


Last edited by DarkOne on Sun Jun 22, 2008 8:51 pm; edited 2 times in total
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DarkOne
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Scheme, Rules and Maps Empty
PostSubject: Re: Scheme, Rules and Maps   Scheme, Rules and Maps EmptyFri Jun 20, 2008 2:45 am

Weee for Weapons 2 by FFie

Scheme, Rules and Maps 3567

Fast 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 FFie

Scheme, Rules and Maps 3566

Fast 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 WrigglerJoel

Scheme, Rules and Maps 3474

Teleport 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 Wirgglerjoel

Scheme, Rules and Maps 3461

Use 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 Wrigglerjoel

Scheme, Rules and Maps 3414

Much 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 Wrigglerjoel

Scheme, Rules and Maps 3393

Nice 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 Wrigglerjoel

Scheme, Rules and Maps 3386

Be 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 Wyvern

Scheme, Rules and Maps 3365

One 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 Wyvern

Scheme, Rules and Maps 3368

Same 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 Wyvern

Scheme, Rules and Maps 3372

Again, 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 Badger

Scheme, Rules and Maps 3374

Although 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 HappyD

Scheme, Rules and Maps 3369

In 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!
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doubletime
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Scheme, Rules and Maps Empty
PostSubject: Re: Scheme, Rules and Maps   Scheme, Rules and Maps EmptyMon Jun 23, 2008 2:41 pm

You didnt say much about the gameplay on my map and you should have rated the map 1 to 10
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DarkOne
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Registration date : 2008-02-15

Scheme, Rules and Maps Empty
PostSubject: Re: Scheme, Rules and Maps   Scheme, Rules and Maps EmptyMon Jun 23, 2008 11:02 pm

Why don't you post some map reviews then? I'll think of something to complain about Smile
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PostSubject: Re: Scheme, Rules and Maps   Scheme, Rules and Maps Empty

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