information

SCHEME

Description

An intermediate-inspired scheme that encourages an even higher diversity of skills, strategies and team weapons. One of the main features is an hybrid sudden death only possible since v3.8 -a nuke with high hp loss every turn insetead of instant 1hp. The skills and tactics involved in this scheme are very similar to intermediate, but it reduces (a bit) shotgun protagonism and radically changes the way you manage worm's health. As intermediate, this should be played with 8 worms per team in random maps.

Highlights

  • 90 hitpoints: makes it more rewarding to pile/reposition enemy worms with weapons that cause less than 50 damage. Raises the relevance of BnG skills above the "why didn't I just rope and shotgun?" level. Turns holy hand grenade and flamethrower into more reliable killers.

  • Nuke SD (25hp/turn): reduces the impact of who gets the first sudden death turn and opens a new branch of tactical thinking.

  • 4 ropes: balances the fact that 90 hitpoints makes it easier to kill worms, increases the relevance of BnG skills and encourages the use of long range team weapons (pigeons, super sheep, holy hand grenade).

  • 3 shotguns: forces players to look for more creative ways to cause 50 damage if 50 damage is really needed, also balances the fact that a dyna/sheep on a pile leaves most of the affected worms under 25 hitpoints.

  • Rope roll-drops: enables using weapons with the enter key between rope swings or after detaching from bungee. This includes weapons that you can normally use while roping and also the ones usable while jumping. This opens a whole new set of possibilities where the action happens between rope swings, it may be particularly interesting for dropping animals. It also means that long bungee flights are useful now, since you can open the parachute at any point during the flight to avoid losing control of your worm, see an example.

Other remarkable settings

  • 3 mines and 3 bows: encourages piling.

  • 3 petrol bombs: encourages high damage move attempts and terrain/worms-order management.

  • 5 blowtorches and drills: facilitates terrain management given that shotgun is a limited weapon.

  • Aqua sheep: encourages super sheep usage as special weapon.

  • Water rise is 29 pixels: this is higher than medium (20 pixels) but lower than high (45 pixels), it encourages more careful positioning and reduces the "just waiting for water to rise" period of some rounds.

Minor settings

  • Drill impairs velocity: horizontal movement while drilling affects the drilled worm so that moving fast enough guarantees that the drilled worm will be pushed in that direction (can result in really strong knocks).

  • Girder radius assist: when trying to place a girder, the cursor will only be able to move within the girder placement radius so that when you get the boop-denial sound it will always be because the girder is colliding with another object and not because it's out of the placement radius. I find this a quality of life setting rather than a gameplay feature.

  • Glitches off (all of them).

competition modality

Teams can have up to four players, and new players can be added to a team at any point during the group stage as long as they did not play for any other team. Each team can play as many games as they want against any other team and there is no minimum activity requirement to participate. Teams will be ranked considering all the rounds played during the whole competition and drawn rounds are also considered —check the RANKING section for more details. Once the group stage ends, a knock-out stage will begin with two or more teams, depending on how many teams participated (maybe we can even get a playoff for the top teams and another one for the bottom teams).

rules

  • Best of 1, 3 or 5 games, four players in two teams with shared color, each player with 4 worms.

  • Map type is cave-cave-island-island-(...) for bo1 and bo5 games, island-island-cave-cave-(...) for bo3 games.

  • Maps must be random, and map selection should be performed without entering the map editor, only entering it to increase objects and reduce girders. This ensures a higher variety of maps and themes, and reduces the bias towards the host preferences.

  • Once a game has started, all the rounds must be played in the same encounter without changing the players or the worm-teams in any way. If for any reason one team cannot finish the game, the other team can ask for a tech win on the remaining rounds. The game can be continued in a new encounter if both teams agree.

  • If a player disconnects during a round, the affected team can request to replay the round, but the opposing team decides whether to accept the request or get a tech win for that round.

  • Each team has the right for one break of 10 minutes during each encounter.

ranking system

Points are awarded according to the points of all the teams you've played against and are updated every time a game is added. By the time the event ends, the points your team has will depend on who you have beaten and how many points they have. This system can be understood as a round-robin where the reward depends on the ranking of your opponents, and there are no mandatory games nor a limit on how many games you can play against each opponent. The points earned from an opponent also depend on your win-ratio and the total number of rounds played against that opponent. For a particular win-ratio, the more rounds you play the more points you get. However, the cumulative benefit decreases rapidly so that after 4 rounds played against the same team, more games against that team will hardly reward you with any extra points unless you can improve your win-ratio. This also means that playing against different teams is very important.