Worms W.M.D

Worms W.M.D

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One Way Bunker Crawler
   
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12.783 MB
14 Oct, 2016 @ 4:16pm
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One Way Bunker Crawler

Description
I am happy to present you my "One Way Bunker Crawler" map!

This map features 13 comfy bunker rooms which are all connected with each other.

The clue: Every connection between those rooms is a one way tunnel!

So you have to think what route will lead you to the enemy worm. (Or away from it!)

There are no dead ends!


Important:

  • Set the landscape to indestructible
  • There should be no objects (mines, oil barrels, magnets, etc.) spawning at the beginning of a match, as they could block the one way tunnels and gates.
  • Disable crafting so players can't get stuff like Girders or Magnets, which would allow them to block the gates and trap players.

    An example scheme:

    "Bunker Crawler" Scheme

  • Turn Time : 30
  • Round Time : Unlimited
  • Retreat time : 5

  • Worm Health : 1
  • Worms Select : Off
  • Teleport In : On
  • Indestructable Landscape : On

  • Objects : All to NONE
  • Mine Fuse Time : 3

  • Weapon Drop : 25%
  • Utility Drop : 5%
  • Health Drop : 10%
  • Health Value : 50

  • Crafting : Off


    Weapons in inventory:

    Fire Punch [inf], Uzi [x1], Baseball Bat [x1], Unwanted Present [x1], Cluster Grenade [x1], Parachute [inf], Worm Select [x2], Teleport [x1]

    Weapons in crates:

    Mine, Shotgun, Granny, Sheep, Teleport, Grenade, Uzi, Unwanted Present, Worm Select, Cluster Grenade

    (Don't set delay to high, as matches can be short.)


    I worked on this map since the game came out.
    I spent a three digit amount of hours on testing things like hitboxes, climbing behavior and jump distances and spend a lot of time designing one way gates and tunnels, in all directions.

    This was tricky as the hitbox and teleportation bahavior of the worms seems to be different between moving to the left and moving to the right.

    The sourroundings are also a big influence for a one way gate to work.
    And there were seveal "exploites" that I was able to do to force my worm going in the wrong way.
    I had to eliminated those by design, wich resulted in so many nights of arranging pixels.

    I designed several other gates and tunnels that werent used in this map (An upwards one way tunnel is way more interesting, even though I only used it twice on this map for the sake of the bunker layout.) and measured several values that i could not make use of here.

    Perhaps I put it all in Battle Race map, if I can find the time for that.


    Cheers!
6 Comments
Snowcone Guy  [author] 1 Feb, 2018 @ 11:47pm 
That's really nice to hear!
MagicLeaves 1 Feb, 2018 @ 6:58pm 
Dude. Map is incredible!! Lots of fun with my buddies. Good work man
Snowcone Guy  [author] 28 Oct, 2016 @ 10:30am 
Added some pictures. :BananaBomb:
Greyfenix 25 Oct, 2016 @ 5:02pm 
seems like an impressive amount of work. I'll check it out.
P.s. Can we get a full level image without the splash?
Snowcone Guy  [author] 14 Oct, 2016 @ 6:56pm 
Btw. a good way to make it more strategic :

- play it KTL (Kill The Leader rule)
- give every player 1x mine for defense
- disable falling damage but reduce parachutes to 1x

Without the falling damage, going downwards means the end of the turn - unless you use that precious chute!
Snowcone Guy  [author] 14 Oct, 2016 @ 4:31pm 
I recommend not using to many worms.
The Bunker has 13 rooms.
So calculate it that you don't want more than 1 worm for every room and that you want some free rooms in between.