Difference between revisions of "Gamemodes"

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[[PX_RR|See this page for PX RR]]
 
[[PX_RR|See this page for PX RR]]
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Matti's Weapons Scheme
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Weapons:
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- Homing Bazooka
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- Homing Holy Hand Grenade
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- Donkey Armageddon
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- Homing Meteor
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- Super Grenade (Walkthrough Walls)
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- Gas Grenade
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- Homing Cluster Bomb
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- Mole Armageddon
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- Donkey Armageddon
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- Donkey Strike
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- Death Strike (Skull from Worms Aramgeddon - Sudden Death)
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- Dynamite Strike
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- Banana Strike
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- Holy Hand Grenade Strike
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- Arrow Strike
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- Mortar Strike
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- Drill Strike
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- Mad Cow Strike (Fart)
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- Crate Spy (Always ON!)
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Link: [http://www.mediafire.com/?dtp0a6v4qm5kfdj Matti Weapons Scheme Update 1]

Revision as of 10:56, 21 March 2013

Project X doesn't only change the game logic to make things easier and better (for example, AFR and CBA rules on Shopper) or create new weapons for various purposes. With PX, you can also create new Schemes, also called Gamemodes, with a logic that wouldn't be possible with the original Worms : Armageddon.
PX comes with 5 different gamemodes. You can find them on the package or download them from The script's page.

Information.png You can post your own gamemode here. Just register and edit this page. Do not edit the gamemodes of the other players !

Authors :
Capture The Flag : Coding : Entuser
Wall to Wall : Coding : Ravander ft. Entuser
Jump Race : Coding : GranPC
Worms 4 Death : Coding : Zed



Flag.png Capture The Flag

CTF is a modification of the original CTF game (see http://worms2d.info/Capture_The_Flag). Instead of destroying the flag, you have to grab it and come back to your base without losing it.

Gameplay

PX CTF's gameplay doesn't have anything to do with the regular CTF. It's based on attack/defense and strategy.

Worms and Respawn

Each team is supposed to have 3 worms.
Question.jpg What is gonna happen if we kill the whole other team ?
Killing the other team won't do anything, since there's a respawn system.
After dying, your worm will respawn on his fort after 2 turns.

Respawn system logic

Let's suppose we have 2 teams, each one with 3 worms.

  • Red team worms are called : Sherlock, Holmes and Watson.
  • Blue team worms are called : Obiwan, Yoda and Skywalker .

Case 1

  • It's Sherlock's turn. Thinking it's a good idea, he attacked Obiwan with a grenade. Sadly, Obiwan was protected with a Magnet and the grenade came back to Sherlock . He died.
  • Obiwan killed Holmes with the Laser.
  • Watson will play 2 turns.
  • Sherlock and Holmes respawn on their fort (but they don't play yet).
  • Yoda plays.
  • Sherlock plays.

Case 2
The game started. Instantly, One of the players left due to a Network Drop.
The team against this player will not really get advantage because the other team will more turns than the other team.
Note that an update of the respawn system will come and the teams will be able to control the worms of the missing players.

Weapons

CTF's weapons panel

CTF has a variety of defense and attack weapons. There is only one weapon panel.

  • Default weapons : Bazooka, Grenades, Fire punch, Prod, Parachute, Petrol, Girder, Shotgun, Uzi and Bungee aren't modified and will work like any regular W:A game.
  • Health : Gives 50 extra HP and cures if the worm is sick.
  • Windnade : Works like a normal Grenade, but is affected by the wind.
  • GravNade : Normal Grenade but more affected by the gravity.
  • Bowling Ball : See http://worms2d.info/Bowling_Ball
  • Friendly Mines : Mines that will only explode if an enemy worm goes near it.
  • Sticky Mine : Mines that are launched and sticked to walls. They have very small radius and damage. 2 shots.
  • Magnet : Attracts or repels magnetic weapons (grenade, bazooka, mines, etc..).
  • Magnetic Missile : Launches a magnets (used to make aiming to a specified place easy for example).
  • Barrel Launcher : Launches a barrel. What else? NESPRESSO
  • Auto-Ballista : Attacks enemy's with arrows. Can easily be destroyed with laser.
  • Smoke Grenade : Especially useful on CTF with FOW. It disorients target for a few rounds.
  • Toxic Grenade : Makes the targets sick.

Question.jpg Is the girder destructable ?
Yes it is, even if the map is not destructible.
Information.png Feel free to change the weapons on this gamemode. But one tip : do not add the Hang Glider and Jump : they're really overpowered on CTF after testing.





Pxwxw.png Wall x Wall

WxW is a modification of WA original WxW (see http://worms2d.info/Wall-X-wall_shopper). Main thing that differs: Walls change color when touched.

Gameplay

Turn every wall from red to green, by touching them. Added px-weapons add a little spicy touch to the game too.



Jumprace.png Jump Race

Jump Race consists of launching your worms with the Jump Weapon to reach the end. You've got the Jump (weapon) which will launch your worm like a Bazooka.




W4d.png Worms 4 Death

W4D is a mod for WA made on base of Project X. Currently its work in progress. Made by Zed with help of PX testers.

Gameplay

There are two teams: Live and Undead (3 players with 1 worm in each team). Each player has to choose a certain class at the 1st turn. Goal for Live Team is to accomplish certain mission or survive certain time (it depends on the map). Currently there are two maps made by meh.<br\> Each team has certain colors: Live teams should have red, blue and green colors. Undead - yellow, purple and cyan.

Classes and Respawn

Classes for Live Team: Medic, Rifleman, Shotgunner, Bomberman, Engineer, Sniper.

Undead: Runner, Spitter, Big, Shadow, Crawler.

Currently respawn for zombie team is instant. Live’s are dying forever.

Weapons

Weapon list is based on the selected class.<br\> Break weapon to destroy a landscape (available for all worms).

Zombeh weps:<br\> Passive ability: Regeneration, based on selected Class. Big zombie also is very slow.

  • Claws : Close range weapon available for almost every class, with variation in damage (30 – 60 damage).
  • Bite : Close range weapon, that makes Live’s Worms sick (5 poison damage).
  • Acid Spit : Ranged weapon, two shots with 11 damage per shot.
  • Acid Trap : Trap weapon, that makes explosive traps. Cooldown time after every usage is 2 turns.
  • Climb : After usage zombie worm can climb up a walls.
  • Power Jump : After usage zombie worm can make a jump with additional power (+40%, cooldown 3).
  • Spirit Form : Allow zombeh to release a Spirit that can fly and go throught walls. The Zombeh-user can teleport in the location of the spirit, if its not in the wall (cooldown 5).

Humans weps:<br\> Various firearm weapons and explosives (almost all custom). Parachute and Bungee..

  • MedKit : Healing the user OR the worm the user aiming at (30 hp + cure poison).
  • Detector : Detector that can detect zombies on certain distance. Its color changing depending on the distance.
  • Barricade : Barricade with 25 hp. It can teleport! Well… Not rly.

Planned

New maps, new weps, new objects and fixing bugs.
MedKit and Bite should have aiming cross and it should be clear to the user will it heal teammate\poison enemy or not (selection sprite). - Done!
Moar sprite effects.
Claws should be able to attack at any angle (its fing hard to do).
Building ability for the Spitter.




Project X RR

See this page for PX RR

Matti's Weapons Scheme

Weapons: - Homing Bazooka - Homing Holy Hand Grenade - Donkey Armageddon - Homing Meteor - Super Grenade (Walkthrough Walls) - Gas Grenade - Homing Cluster Bomb - Mole Armageddon - Donkey Armageddon - Donkey Strike - Death Strike (Skull from Worms Aramgeddon - Sudden Death) - Dynamite Strike - Banana Strike - Holy Hand Grenade Strike - Arrow Strike - Mortar Strike - Drill Strike - Mad Cow Strike (Fart) - Crate Spy (Always ON!)

Link: Matti Weapons Scheme Update 1