I've made a tf-like mod for WA.
Team Fortress20 sec each turn
50 min round timelimit
Destructable map with random barrel placement
1 team vs 1 team (standart).
You can also play 1v1v1 or 1v1v1v1 etc but it needs modified maps (more SpawnPoints).
4 worms each team
Each worm 100 hp max
Each worm has a class. Classes selected automatically at the beginning of the game. Each worm has weapons according to his class.
Classes Abilities and Weapons:All-Classes:FirePunch - standart
Select Worm - inf (all weapons are infinite)
Captain:Uzi - Max damage 42
Friendly Mine - standart, but team-sensitive
Parachute - he is the only paratrooper in the team

Passive - Healing Aura - its healing teammates around Captain, for 10 hp at the beginning of the turns of his team.
Passive - VIP - if Captain dies, your team will lose..
Soldier:Bazooka - standart
Grenade - standart
MedPack - healing 25 hp for himself.
Sniper:Sniper Rifle - 1 shot, 50 dmg, 100% accurate
Aim on reaction - special ability. When Sniper uses it, he is aiming after turn end, trying to catch an enemy. If the enemy will cross invisible line of Sniper's sight, Sniper will make 1 shot at him. The shot is dealing (40 - speed of the target) dmg.
Passive - Laser Sight - provides sniper with excellent precision.
Engineer:Magnum - 3 shots, 12 dmg each.
TeleNade - teleports Engi at the position of exploding TeleNade.
Blowtorch
Drill
Construct JumpPad
(Cost 2 Metal) - Engineer makes a JumpPad, which has 15 hp and increases worm's jump's speed by 70% if the worm is jumping above it. Doesnt end turn.
Construct HoverPad
(Cost 2 Metal) - Engineer makes a HoverPad, which has 15 hp and flying in the air. Doesnt end turn.
Construct Sentry
(Cost 6 Metal) - Engineer makes a Sentry with 40 hp and 25 dmg per shot. Delay before each shot is 1 second.
Please tell me if it's spread is too much.Construct Disruptor
(Cost 4 Metal) - Engineer makes a

Disruptor with 20 hp, which stops and destroys all enemy projectiles around itself. Can work for 5 turns of the it's team (not including 1st turn).
About the Metal system:Each team will get
10 metal at the start. Metal is resourse used by Engineer to build stuff.
You can see number of the metal in the weapon table (for each class). Metal is updating at the start and the end of the turns.
You cant waste metal directly - even if the number in the weapon table will decrease, after updating it will be the same.
If you havent enough metal to build, your worm will just skip his turn.
For MapEditor, ive added MetalSpawnPoints, which will drop Metal Boxes, which can be taken by each worm. Every Metal Box contains
2 metal.
Metal box will respawn after
5 turns after being taken.
===========
All files in attach (2 libs, pxscheme and maps).
Maps - there are four maps, ill be glad if u make more.
Post ur suggestions, bugs and replays pls.
Known bugs:1) Sometimes worms has more than 100 hp. Its a bug of the label, the worm has 100 hp in real. It will be fixed after the worm gets damage.
2) Dont use select worm (dont press tab) if ur weapon table is open..
3) If you fell on the object, built by Engineer and stuck wait 8 seconds, antiglitch will work.
===========
Updates:☻29.12.11 - Added HoverPad for Engi... Fixed HoverPad bug
☻30.12.11 - Fixed Sniper's Aim on reaction animation. Made it working until he moved or got hit.
☻31.12.11 - Fixed Sniper's Aim on reaction again (i hope). Fixed falling on pads glitch (after 8 seconds glitched worms are free).
☻01.01.12 - 50 min timelimit, MedPack is healing 25 hp now. Some minor fixes.
☻02.01.12 - Added Sentry Turret, added Metal system for Engineer, added metal spawnpoints, some fixes.
☻02.01.12 - Added Disruptor, some sounds, made Sniper Rifle without spread, made Pads with sdet, made 20 seconds turn time.
☻02.01.12 - Added new map by me, called
Underground. This is 1st almost symmetric and underground map for this gamemode.
☻03.01.12 - Moved Metal Boxes, now there are two of them in the middle of the map. Made Sentry shooting at selected worm only.
☻03.01.12 - Fixed Sniper's Aim on reaction glitch, when the game freezes after he got hit but didnt move.
☻03.01.12 - Added new map by me, called
Storage. There are two symmetric bases and big storage in the middle.
☻03.01.12 - Added new map by me, called
Chaos_vs_Order. Totally chaotic, gigantic map, but themed as Police vs Criminals.
☻04.01.12 - After hundred hours of work and debugging i've optimized the mod.
☻04.01.12 - Added cool permanent Laser Sight to Sniper.
☻05.01.12 - Minor things. Aim on reaction now on F2 instead of F3.
☻05.01.12 - All buildings now cant be moved by worms directly (by jumping). Also added to them friction.
☻06.01.12 - Removed chat notifications on heal. Added Antiblock on all buildings (except hoverpad). Now, if youre under the building and stuck, try to jump.
☻03.02.12 - Fixed jumping bug with Aim on reaction.
☻06.02.12 - Now its possible to play 1v1v1 or 1v1v1v1v1v1. It needs modified maps (more spawnpoints and more delay for MetalBoxes).
Also added Delay option for MetalSpawnPoints (you can adjust it in the MapEditor). Default Delay is 5. Didnt tested this version much, so there might be bugs.
Also randomly fixed bug when u got double metal amount from 1 metal box.
☻21.02.12 - Added worklimit for Disruptor - no it cant work longer then 5 turns of its team. Added 1/2 seconds of delay for Sentry at the start of the turn (it works only during start of the turn).
☻03.05.20 - Fixed bugs and health labels.
03.05.2020