Difference between revisions of "Gamemodes"
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[[#AvM|Alien vs Marines]] : Coding : Zed with scripts from Entuser | [[#AvM|Alien vs Marines]] : Coding : Zed with scripts from Entuser | ||
<br/> | <br/> | ||
− | [[#HL|Highlander]] : Coding : Zed | + | [[#HL|Highlander]] : Coding : Zed, Twicken, Pyroman, Steps, Curtis, Kilburn, Entuser... Probably forgot someone. |
+ | <br/> | ||
+ | [[#BM|Buy Mode]] : Coding : Zed. | ||
+ | <br/> | ||
+ | [[#ZM|Zombie Mode]] : Coding : Zed. | ||
+ | <br/> | ||
+ | [[#PM|Parkour Mode]] : Coding : Zed. | ||
+ | <br/> | ||
+ | [[#HNS|HideNSeek]] : Coding : Zed. | ||
</div> | </div> | ||
<br/> <br/> | <br/> <br/> | ||
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Each wave is 10 seconds long.<br/> | Each wave is 10 seconds long.<br/> | ||
This is very hard gamemode, its almost impossible to beat in one try without tool-assist.<br/> | This is very hard gamemode, its almost impossible to beat in one try without tool-assist.<br/> | ||
+ | Bugs: dont use GodMode, dont go too near to right wall.<br/> | ||
Link: [http://px.worms2d.info/forum/download/file.php?id=179]<br/> | Link: [http://px.worms2d.info/forum/download/file.php?id=179]<br/> | ||
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Construct Disruptor (Cost 4 Metal) - Engineer makes a Image 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).<br/> | Construct Disruptor (Cost 4 Metal) - Engineer makes a Image 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).<br/> | ||
− | + | '''About the Metal system'''<br/> | |
Each team will get 10 metal at the start. Metal is resourse used by Engineer to build stuff.<br/> | Each team will get 10 metal at the start. Metal is resourse used by Engineer to build stuff.<br/> | ||
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.<br/> | 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.<br/> | ||
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For MapEditor, ive added MetalSpawnPoints, which will drop Metal Boxes, which can be taken by each worm. Every Metal Box contains 2 metal.<br/> | For MapEditor, ive added MetalSpawnPoints, which will drop Metal Boxes, which can be taken by each worm. Every Metal Box contains 2 metal.<br/> | ||
Metal box will respawn after 5 turns after being taken.<br/> | Metal box will respawn after 5 turns after being taken.<br/> | ||
+ | Bugs: Dont use select worm (dont press tab) if ur weapon table is open..<br/> | ||
</div><br/><br/><br/> | </div><br/><br/><br/> | ||
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<div style="font-size:22px" id="HL"> [[File:HL.png|30px]] '''Highlander'''</div> | <div style="font-size:22px" id="HL"> [[File:HL.png|30px]] '''Highlander'''</div> | ||
<div class="noprint" style="float:top; border:2px solid black;width:95%;background-color:#fff;padding:6px;"> | <div class="noprint" style="float:top; border:2px solid black;width:95%;background-color:#fff;padding:6px;"> | ||
− | Highlander is | + | Highlander is any amount of players multiplayer scheme.<br/> |
Any number of teams, worms and any scheme settings are allowed.<br/> | Any number of teams, worms and any scheme settings are allowed.<br/> | ||
− | Code of core lib by Zed, new weapons coding and other stuff by guys on the forums (Twicken, Pyroman, some other dudes i probably missed).<br/> | + | Code of core lib by Zed, new weapons coding and other stuff by guys on the forums (Twicken, Pyroman, Steps, Curtis, Kilburn, Entuser, some other dudes i probably missed).<br/> |
− | Link to Highlander (strategic) by Twicken: [http:// | + | Link to Highlander (strategic) by Twicken: [http://s000.tinyupload.com/?file_id=72745684613567790830]<br/> |
Link to Highlander 1.2 by Pyroman: [http://px.worms2d.info/forum/download/file.php?id=666]<br/> | Link to Highlander 1.2 by Pyroman: [http://px.worms2d.info/forum/download/file.php?id=666]<br/> | ||
+ | Link to old Highlander [http://russiansnipers.ucoz.ru/Docs_Raznoe_Zed/PXhighlander_old.zip]<br/> | ||
Highlander lib is easy to customize to any set of weapons you want to play with.<br/> | Highlander lib is easy to customize to any set of weapons you want to play with.<br/> | ||
− | ==Gameplay== | + | == Gameplay == |
+ | |||
Each worm gets his own weapon and non-weapon item. He only has 1x of each but both items are replenished at the start of each turn.<br/> | Each worm gets his own weapon and non-weapon item. He only has 1x of each but both items are replenished at the start of each turn.<br/> | ||
You also can steal other worm's items by killing them. This way your worm will grow stronger and stronger, until only 1 remains!<br/> | You also can steal other worm's items by killing them. This way your worm will grow stronger and stronger, until only 1 remains!<br/> | ||
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Also you should remember where all important locations are, coz you know, with darkness mode enabled there is not much to see.<br/> | Also you should remember where all important locations are, coz you know, with darkness mode enabled there is not much to see.<br/> | ||
Link: [http://px.worms2d.info/forum/download/file.php?id=413]<br/> | Link: [http://px.worms2d.info/forum/download/file.php?id=413]<br/> | ||
− | Map: http://i47.tinypic.com/25a81s8.png.<br/> | + | Map: http://i47.tinypic.com/25a81s8.png. |
+ | |||
+ | </div><br/><br/><br/> | ||
+ | |||
+ | <div style="font-size:22px" id="BM"> [[File:BM.png|30px]] '''Buy Mode'''</div> | ||
+ | <div class="noprint" style="float:top; border:2px solid black;width:95%;background-color:#fff;padding:6px;"> | ||
+ | This pxscheme allows <font color=orange>buying weapons</font> during 1st turn of each player. Possible to play online, any scheme, any number of players.<br/> | ||
+ | Currently weapons allowed are all standart weapons. Pricing is done by me, feel free to modify it.<br/> | ||
+ | Code by Zed.<br/> | ||
+ | Link to Buy Mode (All Weapons): [http://px.worms2d.info/forum/download/file.php?id=780] | ||
+ | |||
+ | </div><br/><br/><br/> | ||
+ | |||
+ | <div style="font-size:22px" id="ZM"> [[File:ZM.png|30px]] '''Zombie Mode'''</div> | ||
+ | <div class="noprint" style="float:top; border:2px solid black;width:95%;background-color:#fff;padding:6px;"> | ||
+ | Not exactly a gamemode, but ill post it anyway. | ||
+ | Just a small fun pxscheme that makes dead worms zombies.<br/> | ||
+ | Zombies have distinctive <font color=green>green skin</font> and 100 hp.<br/> | ||
+ | They can smell you and see you in some distance around them.<br/> | ||
+ | They also can jump really high, and can hit you with their claws, dealing 30 damage.<br/> | ||
+ | Walljump and Bhopjump from parkour mod with some changes included in this lib. Press '''Enter''' near wall to walljump, press '''Backspace''' near floor to bunny-hop.<br/> | ||
+ | |||
+ | You can play any scheme with it (imagine shopper, that would be hardcore!) and on any map.<br/> | ||
+ | You can add the lib to any pxscheme.<br/> | ||
+ | Updated, so it should work online just fine.<br/> | ||
+ | Code by Zed.<br/> | ||
+ | Link: [http://px.worms2d.info/forum/download/file.php?id=915]<br/> | ||
+ | Fixed lib - no crash once every worm is a zombie. | ||
+ | |||
+ | </div><br/><br/><br/> | ||
+ | |||
+ | <div style="font-size:22px" id="PM"> [[File:PM.png|30px]] '''Parkour Mode'''</div> | ||
+ | <div class="noprint" style="float:top; border:2px solid black;width:95%;background-color:#fff;padding:6px;"> | ||
+ | Its a Race scheme. I've added to worm some '''jump-based abilities''', that you need to use in race. | ||
+ | <br/> | ||
+ | |||
+ | == Jump-Abilities == | ||
+ | <br/> | ||
+ | <font color=blue>Wall-Jump (Key to use: ENTER)</font><br/> | ||
+ | If the wall is close enough, the worm will make an additional jump in the air.<br/> | ||
+ | <br/> | ||
+ | <font color=orange>Bunny-Hop (BACKSPACE)</font><br/> | ||
+ | If the floor is close, the worm will make another jump with additional X speed. Can be used only while sliding.<br/> | ||
+ | <br/> | ||
+ | <font color=magenta>Slide (SPACE)</font><br/> | ||
+ | Worm getting "Slide" state, allowing him to increase and keep SpX for some time.<br/> | ||
+ | If the worm used Slide while sliding, he will get Flying state, that allows him to stop upon connecting with ground.<br/> | ||
+ | <br/> | ||
+ | At the start of ur turn you can read KeyHints in the chat, to remember what keys are doing what.<br/> | ||
+ | Round time: 50 min<br/> | ||
+ | Turn time: 20 sec<br/> | ||
+ | Indi map.<br/> | ||
+ | =================<br/> | ||
+ | I've made three maps so far.<br/> | ||
+ | Code by Zed.<br/> | ||
+ | Link: [http://px.worms2d.info/forum/download/file.php?id=170] | ||
+ | </div><br/><br/><br/> | ||
+ | |||
+ | <div style="font-size:22px" id="HNS"> [[File:HNS.png|30px]] '''HideNSeek'''</div> | ||
+ | <div class="noprint" style="float:top; border:2px solid black;width:95%;background-color:#fff;padding:6px;"> | ||
+ | Current rules (might change if i update this):<br/> | ||
+ | 2 teams.<br/> | ||
+ | Turn Time is 20 seconds for Hider, unlimited (currently) for seekers.<br/> | ||
+ | Team 1 is hider, 1 worm. His goal is to survive X turns (depends on the map.).<br/> | ||
+ | Team 2 are Seekers, 4 worms. Their goal is to touch hider before he wins.<br/> | ||
+ | Team 2 always starts first. If Hider started 1st skip the turn pls.<br/> | ||
+ | <br/> | ||
+ | Team 1 controlled in classic WA way.<br/> | ||
+ | Team 2 is controlled via giving them "orders", which will be executed automatically during hider's turn (so he will dodge in "real time").<br/> | ||
+ | Team 2 wins when one of the seeker's worms touched hider.<br/> | ||
+ | <br/> | ||
+ | <font color=blue>Info: Number of a team depends on it's place in lobby (eg highest one will be Team 1). As far as i remember at least. Colors might affect it too but im not sure. Just use red and blue to be sure.</font><br/> | ||
+ | <br/> | ||
+ | Map is complex. Destructable. No mines, barrels. GodMode. No fall damage. Crates with random weapons will be dropped.<br/> | ||
+ | <br/> | ||
+ | Orders will be made in a chain and will be executed one after another. Orders will be placed using weapons based on homing missile/teleport. Each worm will have their own chain of orders. Hider cant see the orders that were placed.<br/> | ||
+ | <br/> | ||
+ | Parkour is allowed - walljumps only. No lose of control because of falling (so bungee will still work).<br/> | ||
+ | '''Weapons of hider:'''<br/> | ||
+ | Bungee - 2<br/> | ||
+ | Rope - 1<br/> | ||
+ | Fast Walk - 1<br/> | ||
+ | BlowTorch - 2<br/> | ||
+ | <br/> | ||
+ | '''Commands of seekers:'''<br/> | ||
+ | Basic movement: move left/right.<br/> | ||
+ | Basic jumps: enter left/right, double backspace left/right.<br/> | ||
+ | enter can be used in conjunction with wall jump.<br/> | ||
+ | Tricks: repeated backspace, stop<br/> | ||
+ | Misc: remove latest command, select worm.<br/> | ||
+ | <br/> | ||
+ | At the end of the hider's turn, all orders are removed.<br/> | ||
+ | It also recommended to hider not to look at the map during seekers turn, so you dont know what to expect.<br/> | ||
+ | Currently the lib is kind of wip, ill probably update this gamemode.<br/> | ||
+ | 2 maps by me.<br/> | ||
+ | <br/> | ||
+ | Some tricks:<br/> | ||
+ | You can place two orders in one place one after another to achieve some interesting results: you can make singular jump by placing Jump and Move commands consecutively into each other.<br/> | ||
+ | <br/> | ||
+ | Additional Info: currently its recommended to rely on trust between players during a game of HNS, because there still ways to look at the map for Hider during Seeker's turn.<br/> | ||
+ | Example of gameplay: [http://www.youtube.com/watch?v=w9h1sJyZnhc&feature=youtu.be]<br/> | ||
+ | Made by Zed.<br/> | ||
+ | Link: [http://px.worms2d.info/forum/download/file.php?id=783] | ||
</div><br/><br/><br/> | </div><br/><br/><br/> | ||
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<div class="noprint" style="float:top; border:2px solid black;width:95%;background-color:#fff;padding:6px;"> | <div class="noprint" style="float:top; border:2px solid black;width:95%;background-color:#fff;padding:6px;"> | ||
Seems like a new weapon scheme.<br/> | Seems like a new weapon scheme.<br/> | ||
− | ==Weapons:== | + | |
+ | == Weapons: == | ||
+ | |||
- Homing Bazooka<br/> | - Homing Bazooka<br/> | ||
- Homing Holy Hand Grenade<br/> | - Homing Holy Hand Grenade<br/> | ||
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- Crate Spy (Always ON!)<br/> | - Crate Spy (Always ON!)<br/> | ||
− | Link: [http://www.mediafire.com/?dtp0a6v4qm5kfdj Matti Weapons Scheme Update 1] | + | Link: [http://www.mediafire.com/?dtp0a6v4qm5kfdj Matti Weapons Scheme Update 1] |
− | |||
</div><br/><br/><br/> | </div><br/><br/><br/> |
Latest revision as of 15:05, 26 July 2016
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.
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
Dodge! : Coding : Zed
Team Fortress 2 : Coding : Zed with scripts from Kilburn
Defend the base : Coding : Zed
Alien vs Marines : Coding : Zed with scripts from Entuser
Highlander : Coding : Zed, Twicken, Pyroman, Steps, Curtis, Kilburn, Entuser... Probably forgot someone.
Buy Mode : Coding : Zed.
Zombie Mode : Coding : Zed.
Parkour Mode : Coding : Zed.
HideNSeek : Coding : Zed.